Author Topic: Lufia 2- Redone  (Read 7350 times)

superaielman

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Lufia 2- Redone
« on: April 02, 2008, 04:58:31 AM »
This was well past due. I've generally complied as complete a set of notes as possible on the game and it's PC's. Many thanks goes to Reli and the Lufia 2 board for their extensive mechanics breakdown provided in the FAQs and topic archives.  Endgame is Level 58.

IP notes.

PC's gain 1 IP point per 2% of damage done above 50% IP.. at least at first. The rate spikes the lower your HP is.

Key figures:

25% HP lost- 13% IP
50% HP lost- 26% IP
65% HP lost- 42% IP
75% HP lost- 57% IP
85% HP lost- 90% IP
90% HP lost- 100% IP


IP gain rate spikes massively at lower HP- if you knock a L2 PC from 20% to 5% HP, they gain 40%~ IP in one shot. Accessing the higher end IPs is thus extremely tricky without some form of healing. The closer you cut it to death, the more it matters- If you say deal 95% of Maxim's life in one shot, you're going to more or less give him a full IP bar.
================


Maxim:

HP: 482
MP: 286

Attack: 641
Defense: 501
Agi: 121 (-0.55 SD)
Mgr: 155

Default Equips:

Dual Blade: Holy elemental, has a 10% chance of a 2x damage ITD critical hit. IP: Wave Motion. Heals HP/MP, boosts all stats by 50%/25%/12.5%, then nothing. Takes 100% of Maxim's IP bar.
Pearl Armor: IP: Miracle. Heals HP/MP for the party. Takes 100% of Maxim's IP bar.
Pearl Shield: IP: Miracle care. Damage immunity for four rounds. Can't be dispelled. Takes 78% of Maxim's IP bar.
Pearl Helmet: IP: Brilliance. Reflects all damage back at enemy for 4 rounds at 2x strength. Can't be dispelled. Takes 100% of Maxim's IP bar.


Status blocking options:

Instant Death, Paralyze, Poison: Pearl Armor
Poison: Crystal Mail
Confusion: Pearl Helmet
Silence: Pearl Shield

Equip options: Note: For those that allow Maxim spells, skip over any healing IPs.

Silver Sword: -86 Attack, Holy elemental. IP: Holy Energy. 3x damage, takes 65% of Maxim's IP bar.
Mist Rapier: -117 Attack. IP: Aqua Attack. 3x damage, takes 65% of Maxim's IP bar.
Crystal Mail: -40 Defense. IP: Sudden cure. 50% healing, MT, takes 65% of Maxim's IP bar.
Zirco Sword: -14 Attack. IP: Firestorm. MT attack, takes 88% of Maxim's IP Bar.
Tect Buckler: -35 Defense. IP: Quicksilver. Boosts AGI by 40%/20%/10% for the party, takes 26% of Maxim's IP bar.
Kite Shield: -70 Defense. IP: Fleet. Boosts AGI by 40/20/10%, takes 13% of Maxim's IP bar.
Tough hide: -121 Defense. IP: Re-energize. Heals 50% of Maxim's HP. Takes 13% IP of Maxim's IP bar.
Zirco Armor: +10 Defense.
Zirco Shield: -6 Defense, +8 Mgr. IP: Berserker. Boosts offense by 40/20/10%, then nothing. Takes 26% of Maxim's IP bar.
Crysto Helm:  -26 Aefense, +29 Mgr.
Dragon Blade: +50 Attack, 25% chance of 3x ITD critical hits. IP: Dragonfire. MT antidragon attack, takes 88% of Maxim's IP bar.**

* Gotten from the Forefit island casino. It's also really fucking expensive, costing 500k coins (or 5 million) in chips. I certainly don't allow it, but it's worth noting.

Spells: Note: Maxim starts with no spells in Lufia 2. Blah blah blah spell legality, putting this in here in case people wonder/care/want it.

Strong- 131 HP
Stronger- 231 HP
Champion- 1000~ HP (Full)

Damage/IPs

Dual Blade: 300 damage, Holy elemental. 10% chance of critical hits.[/u]
Dual Blade critical hits: 700/1000/1100/1150 damage, ITD.
Zirco Sword: 295. Firestorm does 430 MT fire damage.
Dragon Blade: 330/500/600 damage. NOTE: This boost is from Berserker. Crit: 1200 damage, 25% chance.
Silver Sword: 250, Holy elemental
Holy Energy: 820/1150/1300/1400 damage, Holy elemental
Mist Rapier: 220 damage.
Dual Blade, Wave Motion: 450/560/630 damage, Holy elemental. Crit damage is listed above.


Notes: About what you'd expect. Heavy/Godlike if he's allowed healing- no real flaws in his durability, his only drawback is that he's a bit slow and his damage out of the gate isn't very impressive. If you (extremely) quickly double him or score a OHKO, you lose.  Wishes he could access the 3x IPs and keep Wave Motion though- Holy isn't a hard element to wall and walling it forces him go go with the Mist Rapier for offense. Without? Middle/Heavy. He becomes a remixed Guy this way, except he has more and better limit options to play with. Superior status blocking helps as well.

Guy:



564 HP
0 MP

738 Attack
508 Defense
105 Agility (-1 SD)
80 MGR

Default Equips:

Zirco Axe: IP: Torrent. MT water elemental attack, takes 88% of Guy's IP bar.
Old Armor: IP: Regeneration. MT fullheal/revival, takes 100% of Guy's IP bar.
Zirco Shield: IP: Berserker. Boosts attack 40%/20%/10%, takes 26% of Guy's IP bar.
Old Helmet: IP: Anger Mirror. Damage immunity, lasts four of Guy's turns. Takes 88% of Guy's IP Bar.

Status blocking options:

Poison: Old Armor, Crystal Mail
Paralyze: Old Armor
Confusion: Old Helmet


Equip Options:

Flying Axe: -224 attack, Flying elemental. IP: Deadly Smash. 3x damage, takes 65% of Guy's IP Bar.
Crystal Mail: -30 defense, -20 attack. IP: Sudden Cure. 50% healing, MT. Takes 38% of Guy's IP bar.
Zirco Armor: +20 Defense.
Kite Shield: -65 Defense, -8 MGR. IP: Fleet. Boosts AGI by 40%/20%/10%. (42/21/11) Takes 13% of Guy's IP bar.
Tough Hide: -111 defense, -20 attack. IP: Re-Energize. 50% healing, ST. Takes 13% of Guy's IP bar.
Tect Buckler: -30 defense, -8 MGR. IP: Quicksilver. Boosts AGI by 40%/20%/10%. (42/21/11 AGI) Takes 26% of Guy's IP bar.
Holy Shield:  -8 Defense, +8 MGR.
Crysto Helm: -39 defense, -20 attack, +29 MGR.
Dragon blade: +56 Attack. IP: Dragonfire. MT antidragon attack, takes 88% of Guy's IP bar.**

** Gotten from the Forefit island casino. It's also really fucking expensive, costing 500k coins (or 5 million) in chips. I certainly don't allow it, but it's worth noting.

Damages/IPs

Zirco Ax: 350/500/620 damage.[/u]
Flying Ax: 220/310/440 damage.
Deadly Smash: 770/1050/1250/1350 damage, Flying elemental. -20 damage if Guy isn't using Old Armor.
Torrent: 520, MT. Berserker does not boost this.

Notes: Middle. Guy's a pretty typical low middle slugger until you look at his IPs. They give him a deadly limit range and the situational healing of the tough hide keeps him afloat against mages. Even though he's lucky that MGR doesn't affect status, he still can't really handle most status attackers thanks to that awful speed and 3HKO damage. A jack of all trades, which is definitely odd for a fighter. He may be higher up in the division, he's definitely a fighter I would have to see in practice. The fighting style's different enough, that's for sure.

Selan:



HP: 379
MP: 462

Attack: 453
Defense: 448
Agi: 151 (+0.29 SD)
Mgr: 264

Default Equips:

Super Sword: Holy elemental. IP: Holy Energy. 3x damage. Takes 65% of Selan's IP bar.
Zircon Plate: IP: Sudden Cure. 50% healing, MT. Takes 38% of Selan's IP bar.
Zirco Gloves: IP: Force Field. Boosts Defense by 40%/20%/10%, MT. Takes 26% of Selan's IP bar.
Zirco Band: IP: Dimwit. Useless.
S-Witch Ring: IP: Deflect. Silence, 85% chance. Takes 13% of Selan's IP bar.
Song Rock: IP: Do-Re-Mi, MT confuse, 25% chance. Takes 38% of Selan's IP bar.

Status blocking options:

All but Instant Death (Poison/confusion/Sleep/Paralyze/Silence): Seethru Cape, Seethru Silk.
Instant Death: Bunny Ring
Poison: Royal Dress, Bunny Suit
Sleep: Bunny Ears
Paralyze: Bunny Suit, Magic Bikini
Confusion: Bunny Ears
Silence: Bunnylady, Royal Dress

Equipment Options:

Zirco Whip: +64 Attack, -10 GUT, 10 MGR. IP: Thundershriek. MT thunder elemental attack, takes 88% of Selan's IP bar.
Royal Dress: -20 Defense.
Evening Gown: -56 Defense. IP: Sacred Song. 100% Healing, takes 26% of Selan's IP Bar.
Magic Bikini: -82 Defense. IP: Magic Cure. Restores 25% (115) of Selan's MP. Takes 51% of Selan's IP Bar.
Metal Coat: -67 Defense. IP: Magic Cure. Restores 25% (115) of Selan's MP. Takes 51% of Selan's IP Bar.
Bunny Suit: -122 Defense. IP: Magic Rebirth. Restores 100% of Selan's MP. Takes 100% of Selan's IP Bar.
Seethru Cape: -141 Defense. IP: Miracle. Full HP/MP restoration. Takes 78% of Selan's IP bar.
Seethru Silk: -133 Defense. IP: Regeneration. Full MT HP restoration. Takes 100% of Selan's IP Bar. (This is only useful if you ban The cape. The silk is Selan only.)
Tect Buckler: -25 Defense. IP: Quicksilver. Boosts speed by 40%/20%/10% (47/23/13), takes 26% of Selan's IP bar.
Slash Shield: -35 Defense, +10 Attack. IP: Battle Lust. Boosts Attack by 40%/20%/10%, takes 13% of Selan's IP bar.
Bunnylady: -70 Defense. IP: Berserker. Boosts Attack by 40%/20%/10%, takes 26% of Artea's IP bar.*
Glass Ring: -18 INT, +2 GUT, -40 MGR. IP: Confuse. Takes 13% of Selan's IP bar.
Angry Ring: -20 INT, +40 GUT, -40 MGR. IP: Dread. Takes 13% of Selan's IP bar.

*All of the Bunny equipment and the Seethru stuff is gained through the casino. The only 'unique' for Selan is the Silk.

Spells:

Strong: Restores 265 HP (70% of Selan's HP), 3 MP
Flash: 130 damage, thunder elemental, 5 MP
Spark: 110 damage, fire elemental, 3 MP
Drowsy: 55% chance of sleep. Lasts two enemy turns on average. Damage has a 50% chance of breaking the sleep state, 3 MP
Deflect, S-Witch Ring: 85% Silence. Lasts the entire battle. Takes 13% of Selan's IP bar.
Dread, Fury Ring: 10% defense reduction. Takes 13% of Selan's IP bar.
Confuse, Glass Ring: 50% hit rate. Target has a 50/50 chance of using a normal physical attack on himself or his enemy. Takes 13% of Selan's IP bar.

Damages/IPs:

Zirco Whip: 220 damage.
Super Sword: 170 damage.
Flash: 130 damage, thunder elemental, 5 MP
Spark: 110 damage, fire elemental, 3 MP
Mist Rapier: 150 damage
Aqua Attack: 600/850/1000/1050 damage, Water elemental
Holy Energy: 670/900/1050/1100 damage, Holy elemental
Thundershriek: 330 damage, Thunder elemental, MT. Berserker does not boost this.


Notes: Heavy. She is Artea lite- her defense is more exploitable for one, and she's not as fast or good in general. But.. too many IPs, too many ways to win. The lack of magical damage is a problem though. Otherwise, she can block status, heal, and fire off status pretty well. Well rounded PC, and very lucky that she gets most of the L2 female equips.

Artea:



HP: 454
MP: 408

Attack: 496
Defense: 489
Agility: 186 (+1.27 SD)
MGR: 292

Default Equips:

Mist Rapier: Water elemental. IP: Aqua Attack, 3x damage. Takes 65% of Artea's IP bar.
Zircon Plate: IP: Sudden Cure. Restores 50% of Artea's HP, MT. Takes 38% of Artea's IP bar.
Zirco Gloves: IP: Forcefield. Increases defense by 40%/20%/10%. Takes 26% of Artea's IP bar.
Crysto Beret:
Bunny Ring:

Status blocking options:

Instant Death: Bunny Ring
Poison: Silver Mail, Bunny Suit
Sleep: Bunny Ears
Paralyze: Bunny Suit
Confusion: Bunny Ears
Silence: Bunnylady, Rune Gloves

Equip Options:

Crystal Wand: -3 Attack, Holy elemental. IP: Holy Energy, 3x damage. Takes 65% of Artea's IP bar.
Bunny Suit: -122 Defense. IP: Magic rebirth. Fully restores MP. Takes 100% of Artea's IP bar.
Silver Mail: -66 Defense. IP: Magic cure. Restores 25% (102) MP. Takes 51% of Artea's IP bar.
Rune Gloves: -8 Defense, +9 MGR.
Slash Shield: -35 Defense, +10 Attack. IP: Berserker. Boosts Attack by 40%/20%/10%, takes 13% of Artea's IP bar.
Bunnylady: -70 Defense. IP: Berserker. Boosts Attack by 40%/20%/10%, takes 26% of Artea's IP bar.
Tect Buckler: -25 Defense. IP: Quicksilver. Boosts speed by 40%/20%/10% (47/23/13), takes 26% of Artea's IP bar.
Tecto Gloves: -50 Defense. IP: Lightbulb. Boosts INT by 40%/20%/10%, takes 13% of Artea's IP Bar.
Bunny Ears: -53 Defense, -29 MGR. IP: Sword Splitter. Lowers attack by 25%, takes 100% of Artea's IP bar.*
Zirco Band: +11 Defense, -29 MGR.
Beret: -61 Defense, -29 MGR. IP: Sluggish. Lowers speed by 25%/12.5%/6.5%, takes 51% of Artea's IP bar.


*All of the Bunny equipment is gained from the casino.

Spells:

Champion: Restores 1126 HP (Full), 16 MP
Valor: Restores 2000 HP/Revives one target (Full), 30 MP
Thunder: 290 damage, Thunder elemental, 24 MP
Dragon: 240 damage, Water elemental, 22 MP
Firebird: 240 damage, Fire elemental, 20 MP
Ice Valk: 250 damage, Ice elemental, 22 MP
Zap: 350 damage, Holy elemental, 30 MP

Damage/IPs:

Mist Rapier: 210
Zap: 350/400/430 damage, Holy elemental[/u]
Thunder: 290 damage, Thunder elemental, 24 MP
Dragon: 240 damage, Water elemental, 22 MP
Firebird: 240 damage, Fire elemental, 20 MP
Ice Valk: 250 damage, Ice elemental, 22 MP
Holy Energy: 720/100/1150/1250 damage, Holy elemental. Takes 65% of Artea's IP bar.
Aqua Attack: 720/1000/1150/1250 damage, Water elemental Takes 65% of Artea's IP bar.


Notes: Heavy/Godlike. The options, they burn. Artea's strategy in a duel boils down to outlasting his foe- Even with his superior speed he's rarely going to finish off a decent heavy with Zap, instead blasting away with one of his 3x damage IPs. He's got a few key status resists, though those hurt his defense.. mm. He's a hard foe in general to handle because you really have to OHKO him or status him out, and neither's easy at all. Can literally fight forever thanks to Silver Mail/Bunny Suit and has tons and tons and tons of MP otherwise. Think he ends up worse than Maxim if spells are allowed and is a cut above the bosses either way.

DL AVERAGES:

HP:

1. Guy, 564 (1.2 average)
2. Maxim, 482 (1.02 average)
3. Artea, 454 (0.96 average)
4. Selan, 379 (0.80 average)

Average: 470

Agility:

1. Artea, 186 (+1.27 SD)
2. Selan, 151 (+0.29 SD)
3. Maxim, 121 (-0.55 SD)
4. Guy, 105 (-1 SD)

Average: 140.5

Defense:

See MDef, think it's roughly the same formula.

1. Guy, 508 (1.5% reduction)
2. Maxim, 501 (1% reduction)
3. Artea, 489 (Basically nothing)
(Tect Buckler Artea: 1.5% extra)
(Slash shield Artea: 2% extra)
4. Selan, 448 (3.5% extra)
(Tecto Gloves Artea: 4% extra)
(Slash Shield Selan: 5% extra)
(Silver Mail Artea: 5% extra)
(Beret Artea: 5% extra)
(Tect Buckler Selan: 6% extra)
(Tough Hide Guy: 8% extra)
(Evening Gown Selan: 8% extra)
(Metal Coat Selan: 9% extra)
(Tough Hide Maxim: 9% extra)
(Bunny Suit Artea: 10% extra)
(Seethru Silk Selan: 15% extra)

Average: 486

MGR/Magic Resist

We think the MGR formula is (Spell damage/2-MDef/4). Anyway,  MDef figures here.

1. Artea, 292 (8% reduction)
2. Selan, 264 (5% reduction)
(Crysto Helm/Zirco Shield Maxim: 0% reduction/extra)
3. Maxim, 151 (3% extra)
(Crysto Helm/Holy Shield Guy: 5% extra)
4. Guy, 80 (8% extra)

Average: 196

Damage:

1t. Guy, 350
1t. Artea, 350
3. Maxim, 300
4. Selan, 170

Average: 292. Kill point: 730
« Last Edit: April 22, 2008, 02:54:29 AM by superaielman »
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
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superaielman

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Re: Lufia 2- Redone (Incomplete)
« Reply #1 on: April 02, 2008, 04:59:03 AM »
Tia notes! Average level is 23 at this point, enemies tested on is the Goblin Mage, which you fight around Bound Castle. I grabbed notes for all five PCs you control around this time. I personally go by the Guy/Tia/Maxim/Selan average, since she's never in the party with Dekar.. on the other hand, ignoring Guy (Who's in the team with her in the last real duengon she's in) rubs me the wrong way. I also gave Selan the Cold Rapier (Maxim has no use for this), and Tia the Aqua Whip (Selan has no use for this) in the topic.



Tia:

114 HP
162 MP

110 Attack
152 defense
90 Agility (+1.20 SD)
87 Int
89 MGR

Default Equips:

Aqua Whip: Water elemental. IP: Aqua Attack, 3x damage. Takes 65% of Tia's IP bar.
Toga: (No IP)
Tough Gloves: (No IP)
Cloche: (No IP)
Glass Ring: IP: Confuse. Takes 13% of Tia's IP bar.

Status blockers:

Seethru cape: Blocks everything but ID. In Lufia 2's case, this is Paralyze, Poison, confuse, Silence, and Sleep.

Equipment options:

Seethru cape, Armor: -39 Defense, gives immunity to all status attacks in Lufia 2 but not ID. IP: Miracle. Full HP/MP restoration. Takes 100% of Tia's IP bar.
Mini Shield, Shield: -8 defense. IP: Battle Lust. Attack boost. 40%, 20%, nothing. Takes 13% of Tia's IP bar.
Bracelet, Shield: -4 defense. IP: Ironclad. 40% boost to defense, then a 20% boost, then 10%, then 5%. Takes 13% of Tia's IP bar.
Beret, Helmet: -23 defense. IP: Sluggish. Lowers enemy speed. 25%, 12.5%, 6.5%, then nothing. Takes 51% of Tia's IP bar.
Headband, Helmet   -16 defense, +2 MGR. IP: Forgetful. Lowers enemy INT by 25%, then 12.5%, then 6.5%. then nothing. Takes 51% of Tia's IP bar.
Red Beret, Helmet -10 defense. IP: Spellstruck. Lowers enemy MGR by 25%, then 12.5%, then 6.5%, then nothing. Takes 51% of Tia's IP Bar.

For damage: The first number listed is the damage done with zero uses of Berserker, the first is with one use of Berserker, the third is with two uses of Berseker. Tia's attack is so low that the third use and onward has no notable effect.

Spells:

Drowsy: 55% chance of sleep. Lasts two enemy turns on average. Damage has a 50% chance of breaking the sleep state, 3 MP
Strong: 107 HP restored, 3 MP

Damage/IPs:

Attack: 35, 50, 65 damage. Water elemental.
Spark: 62 damage, fire elemental. Takes 3 MP
Confuse: 50% hit rate. Target has a 50/50 chance of using a normal physical attack on himself or his enemy. Takes 13% of Tia's IP bar.
Aqua Attack: 135 damage, 200 damage, 250 damage. Water elemental, takes 65% of Tia's IP.

Comments: Quirky fighter. She has good speed, status immunity as an option, nearly full healing, and a few useful limits. Problem? That HP really sucks if you count Guy/Dekar against her at all, and her damage is easily walled and not all that great anyway. Probably a Light/Middle in spite of that, she has options in pretty much every fight she isn't outright OHKOed in.. and that shouldn't happen that often until she hits Middle.

Maxim:

183 HP, 96 MP, 189 Attack, 167 Defense, 56 Agility, 40 Int, 49 MGR

Equips: Bronze Sword, Chain Armor, Round Shield, Iron Helmet

Attack: 65

Selan:

123 HP, 136 MP, 156 Attack, 154 Defense, 62 Agility, 117 Int, 83 MGR

Attack: 55, Flash: 90

Guy:

289 HP, 227 Attack, 188 Defense, 27 Agility, 40 MGR

Equips: Bronze Sword, Thick Cloth, Round Shield, Iron Helmet

Attack: 110

Dekar

332 HP, 292 Attack, 222 Defense, 21 Agility, 38 MGR

Equips: Bronze Sword, Stone Plate, Round Shield, Tight Helmet

Attack: 145

Stat averages!

HP:

1. Dekar, 332
2. Guy, 289
3. Maxim, 183
4. Selan, 123
5. Tia, 114 (.64 PC HP)

Average without Dekar or Guy: 140
Average without Dekar: 177
Average with all five: 208

Agility:

1. Tia, 90 (+1.20 SD)
2. Selan, 62
3. Maxim, 56
4. Guy, 27
5. Dekar, 21

Average without Dekar or Guy: 69
Average without Dekar: 59
Average with all five: 51


Defense:

1. Dekar, 222
2. Guy, 188
3. Maxim, 167
4. Selan, 154
5. Tia, 152 (15% extra)
(Mini Shield Tia: 22% extra)
(Seethru Cape Tia: 50% extra)

Average without Dekar or Guy: 158
Average without Dekar: 165
Average with all five:  176



Magic defense/MGR:

1. Tia, 89 (22% reduction)
2. Selan, 83
3. Maxim, 49
4. Guy, 30
5. Dekar, 38

Average without Dekar or Guy: 73
Average without Dekar: 65
AVerage with all five: 60

Damage:

1. Dekar, 140 (Physical)
2. Guy, 110 (Physical)
3. Selan, 90 (Flash)
4. Maxim, 65 (Physical)
5. Tia, 62 (Spark)

Average without Dekar or Guy: 74
Average without Dekar: 81. Kill point: 202
Average with all five: 94
---------------------------------


Dekar averages! Level taken is L30. Unlike Tia the party and what to scale against is pretty clear. Testing against Lions, they're pretty much average across the board. Dekar has no IPs that are worth mentioning on his weaker equips. EDIT: Whelp, I was wrong on that one. Edited in Gladius/Tough Hide notes.



Dekar

412 HP

315 Attack (Attacks twice)
274 Defense
26 Agility (-1.09 SD)
45 MGR

Equips:

Multi Sword: Attacks twice.
Metal Mail: IP: Scared Song. Full healing. Takes 26% of Dekar's IP bar.
Tall Shield: IP: Berserker. Attack boost. 40%, 20%, 10%, nothing. Takes 26% of Dekar's IP bar.
Rock Helmet: IP is useless.

Equipment Options:

Gladius: -18 Attack and minus one swing, Holy elemental. IP: Holy Energy. 3x damage, takes 65% of Dekar's IP bar.
Tough Hide:- 49 Defense. IP: Re-Energize. 50% healing, takes 13% of Dekar's IP bar.

Damage is under 0 uses of Berserker, then 1/2/3 uses of Berserker.

Attack: 280, 400, 500, 540 damage.
Gladius: 135/180 damage. Holy Energy:  450/610 damage, Holy Elemental


Notes: Mmhmm. About what you'd expect. Annoyingly hard to kill, has a solid 2HKO and thanks god that he is only average against status and isn't as slow as he would be at endgame. On the other hand, he's still very one dimensional- and being that slow and relying on healing is never a good thing. High Middle.
Maxim:

239 HP, 128 MP, 201 Attack (Attacks twice), 224 Defense, 66 Agility, 67 MGR

Equips: Multi Sword, Plated Cloth, Silvo Shield, Plate Helmet

Attack: 160

Guy:

361 HP, 228 Attack (Attacks twice), 223 Defense, 37 Agility, 44 MGR

Equips: Multi Sword, Iron Plate, Big Shield, Plate Helmet

Attack: 180.

Selan:

Equips: Cutter Whip, Magic Bikini, Tecto Gloves, Tight Turban, Glass Ring

152 HP, 197 MP, 222 Attack, 197 Defense, 72 Agility, 110 MGR

Attack: 90

HP:

1. Dekar, 412 (1.42 PC HP)
2. Guy, 361
3. Maxim, 239
4. Selan, 152

Average: 291

Defense:

1. Dekar, 274 (15% reduction)
(Tough Hide Dekar: 3% extra. Yes, he has better defense than the rest of the cast with it and he's below average. Goo Dekar STR/uniques.)
2. Maxim, 224
3. Guy, 223
4. Selan, 207

Average: 232

Agility:

1. Selan, 72
2. Maxim, 67
3. Guy, 37
4. Dekar, 26 (-1.09 SD)

Average: 50

Magic resist/MGR:

1. Selan, 110
2. Maxim, 67
3. Dekar, 45 (7-8% extra)
4. Guy, 44

Average: 66.5

Damage:

1. Dekar, 280
2. Guy, 180
3. Maxim, 160
4. Selan, 90

Damage: 177. Kill Point: 442

========
Notes: EXP takes a big jump after Dekar leaves the party, and you get to go through a couple of areas with a lot of fights. They also have cores around this point in the game.. mm. I ended up counting in the equips for Barnan into the average here. You techinically do not have to go there, but.. avoiding it takes some work and it's only an extra equipment upgrade. It hurts Lexis a touch, but eh. Doesn't feel unreasonable. Anyway, I'm at level 39 at this point, testing on Wheel Eels that you fight around the Mountain of No Return.



Lexis Shaia:

HP: 266
MP: 168

Attack: 385
Defense: 288
Agi: 84 (+0.15 SD)
Int: 215 (!!!)
MGR: 114

Default Equips:

Stun gun: Inflicts Confuse, 10% success rate. IP: Stun Shocker. One physical attack with 100% Paralysis attached. Lasts two turns on average. Can be reapplied every round, damage does not undo the effect. Takes 38% of Lexis's IP bar.
Silver Mail: IP: Magic Cure. Restores 25% of Lexis's MP (41), takes 51% of Lexis's IP bar.
Slash Shield: IP: Battle Lust. Attack boost. 40%, 20%, 10%. Takes 13% of Lexis's IP bar.
Plati Band: IP: Weapon Weak- Lowers attack by 1/6th. Takes 76% of Lexis's IP bar.

Status blockers:

Poison: Silver Mail

Equip options:

Gladius, Weapon: -177 Attack. IP: Holy Energy. 3x damage, takes 65% of Lexis's IP bar.
Coma Hit, Weapon: -60 Attack. Inflicts Sleep, 10% success rate. IP: Sleep Stinger. One physical attack with 100% Sleep attached. Lasts two turns on average. Can be reapplied every round. Takes 38% of Lexis's IP bar.
Figgoru, Weapon: -45 Attack. Causes Confusion 10% of the time. IP: Confusion. One physical attack with 100% Confusion attached. Lasts two turns on average. Can be reapplied every round. Takes 38% of Lexis's IP bar.
Tecto Gloves, Shield: -15 defense. IP: Lightbulb: Boosts INT by 40%, then 20%, then 10%. Takes 13% of Lexis's IP bar.
Plati Gloves, Shield: +16 defense.
Tect Buckler, Shield +10 defense. IP: Quicksilver. Raises speed by 40%, then 20%, then 10%. (33/17/9). Takes 26% of Lexis's IP bar.
Circlet, Helmet, -8 Defense, +16 MGR.

Spells:


Stronger: Restores 366 HP (Full healing)
Blizzard: 170~:  ice elemental damage, 8 MP
Vortex: 170~ water elemental damage. 7 MP
Bolt: 170~ thunder elemental damage, 10 MP
Firebal: 170~ fire damage, 6 MP
Rally: Revives someone with 100 HP, 10 MP
Bravery: Raises defense 20%, then 10%, then 5%, then nothing, 3 MP
Trick: Raises attack 20% then 10%, then 5%, then nothing, 5 MP. Useless due to Battle Lust.

Damage. The first number is the damage without any stat boosts. The second is for one use of Berserker, the third is for a second use, and the fourth is for a third use. Same goes for spells, replace Berserker with Lightbulb.

Damage/IPs

Stun Gun: 170/240/280/330 damage.
Figgoru: 140/200/250/275 damage.
Coma Hit: 130/190/240/265 damage.
Gladius: 75 damage/110 damage/135 damage/150 damage. Holy Energy does 260 damage/400 damage/480 damage/560 damage. All Gladius damage is Holy elemental.
Blizzard: 170 damage/200 damage/230 damage/250 damage, Ice elemental.
Firebal: 170 damage/200 damage/230 damage/250 damage, Fire elemental
Bolt: 170 damage/200 damage/230 damage/250 damage, Thunder elemental
Vortex: 170 damage/200 damage/230 damage/250 damage, Water elemental


Notes: Holy crap. I had no idea that a storebought weapon from around the time Tia leaves would seriously be abusive, but.. well, see above. Too bad he can't use the Mist Rapier, Aqua Attack after a few uses of Berseker would be near 1000 damage. Ah well. Anyway, Lexis is unsurprisingly better scaled to the time. He has a few good equip options, mostly in the Slash Shield and Gladius. His status attacks are more or less death- sine he can reapply them every round at a 100% rate and they do damage at the same time. Magic gives him some ability to handle physical tanks, and Silver Mail lets him heal his MP in case someone actually makes a dent in his resources. Just.. weird fighter, but a good one. His problems with status attackers and really good blitzers keeps him from being any kind of notable Heavy, but he definitely deserves an upgrade. Low Heavy.

Maxim:

307 HP, 175 MP, 432 Attack, 328 Defense, 82 Agility, 92 MGR

Equips: Mist Rapier, Plati Plate, Plati Shield, Plati Helm

Physical: 205

Guy:

438 HP, 462 Attack, 328 Defense, 54 Agility, 49 MGR

Equips: Halberd, Plati Plate, Plati Shield, Plati Helm

Physical: 220

Selan:

238 HP, 301 MP, 386 Attack, 313 Defense, 104 Agi, 149 MGR

Equips: Mist Rapier, Silk Robe, Plati Gloves, Plati Band, Fury Ring

Physical: 175


HP:

1. Guy, 438
2. Maxim, 307
3. Lexis, 266 (.85 PC HP)
4. Selan, 238

Average: 312

Defense:

1t. Maxim, 328
1t. Guy, 328
3. Selan, 313
(Bravery Lexis, normal setup: goes from 13% extra to 17% resistance, then 31% resist for the second use, and 36% resist for the third use)
(Plati Gloves Lexis: 5% extra)
(Tect Buckler Lexis: 8% extra)
4. Lexis, 288 (13% extra)
(Tecto Gloves Lexis: 16% extra)

Average: 314

Agility:

1. Selan, 104
2. Lexis, 84 (+0.15 SD)
3. Maxim, 82
4. Guy, 54

Average: 81

Magic resist/MGR:

1. Selan, 149
(Circlet Lexis: 9% reduction)
2. Lexis, 114 (3.5% reduction)
3. Maxim, 94
4. Guy, 49

Average: 101.5

Damage:

1. Guy, 220 (Physical)
2. Maxim, 205
3. Selan, 175
4. Lexis, 170

Average: 192.5 (Kill point: 481)
« Last Edit: April 21, 2008, 03:42:55 AM by superaielman »
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Re: Lufia 2- Redone (Incomplete)
« Reply #2 on: April 02, 2008, 05:21:23 AM »
Super asked me to port these over for some reason.  I don't know why I am kind of shakey on their accuracy these days because it has been nearly 3 years since I did this stuff.  Copying posts in their entirety.

All classes have a % chance to evade based on their Agl - attacker Agl/Gusto's Agl according to Heavy Arms' odds and ends FAQ, pretty trustworthy since technical stuff is most likely found out by Relinqshed who is reliable (Edit - Note, this evasion even evades attack spells, unsure about status, but only thing to test it with is ID anyway, and enemy ID spells suck). Will list evade % against average Agl since party Agl average reflects pretty much in game enemy average to *Shrug* Lufia 2 is pretty good like that. Damage figures will be taken against Red Jellies and Lizards, I will "There abouts" them, Lufia 2 attacks aren't TO variable, so no biggy.. (at a later time, wow, I am full of shit, these things are all over the everywhere. Done my best with seems to be average and "kind of fits the formula as well")

Edit even more - Alright, note on the damages listed. Testing with Guy having similar ATP to his DL legal form listed here (3 less ATP, minor difference) Guy dealth 350 damage against the enemies I test on as opposed to 310 listed DL damage. How you interpret this is up to you.

Edit out old junk - Alright, that was babble about Formulas. I will list what I came up with here.

Base attack is Atp/2 already knew that one, moves have a multiplier that is tacked onto this.
Magic is Int * 5/8 (or .625 if you prefer) then multiplied by the moves multiplier (Most often 2 or 4. A couple of 6's and 8's also which are damned strong)
For the multipliers check heavy arms' Odds and Ends FAQ over at Gamefaqs

Gusto Level 50
All Classes have a weakness to lightning and immunity to Poison, Silence, Paralysis, Confusion, and Sleep.

Class 1 Hard Hat
HP 162
ATP 78
DFP 97
STR 64
AGL 118
INT 85
GUT 69
MGR 69
-5% chance to evade >_>

Attacks
Fight - 40 physical based Wind damage.
Fang - 80 physical based Wind damage.

Class 2 Bluebird
HP 239
ATP 119
DFP 139
STR 92
AGL 170
INT 126
GUT 101
MGR 105
27% chance to evade

Attacks
Fight - 60 physical based Wind damage.
Beak Bash - 120 physical based Wind damage.
Iron Claw - 180 physical based Wind damage.
Spiral Wave - 315ish magic based Wind damage. (MTable)

Class 3 Winged Horse
HP 303
ATP 165
DFP 170
STR 110
AGL 207
INT 157
GUT 124
MGR 132
40% chance to evade

Attacks
Fight - 80 physical based Wind damage.
Electrobolt - 169 magic based Wind damage
Finale - 160 physical based Wind damage.
Air Attack - 160 physical based Wind damge.

Odd thing, Electrobolt was listed first while Air Attack was not on the list, yet Gusto would not use Electrobolt and could use Air Attack, later it learnt Air Attack and started to be able to use Electrobolt. Odd, pretty sure the level up screen showed it correctly, just the status screen has them mixed up. Damage also seemed to fluctuate way more than normal on this guy O_o made damage rather guesstimated, picked the middle ground damages.

Class 4 Green Titan (with a massive turd in its pants)
HP 337
ATP 219
DFP 189
STR 117
AGL 222
INT 170
GUT 131
MGR 141
44% chance to evade

Attacks
Fight - 110 Wind Physical.
Iron Fist - 300 Wind Physical, counts as a critical
Twister - 240 wind Physical MT damage
Sonic Blast - 850 Wind based Magic damage (Yes)

This thing is a damned monster, the variance seems to come from the higher damage, once you break 3 figures consistently it goes a bit wonky, working off listed formulas in Heavy Arms FAQ to get an some idea of what the averages should be, holding up well enough now.

Class 5 Sky Dragon
HP 327
ATP 276
DFP 216
STR 176
AGL 241
INT 212
GUT 128
MGR 144
48% chance to evade.

Attacks
Fight - 160 Physical based Wind damage.
Cyclone Wave - 530 Magic based Wind damage.
Dragon Fang - 560 Physical based Wind damage. (!)
Electro bolt - 265 Magic based Wind damage.

Green Titan for pure damage, Sky Dragon for Physical, both have solid evade.

Alright, all these guys are getting seperate posts, they just have to much shit to list to do it all at once comfortably. Original stuff about damage holds true over all monsters, Gusto and Darbi are the only ones with Evasion to worry about (and Darbi's sucks anyway cause his AGL kinda sucks to much).

Zeppy Level 50
All Classes have a weakness to fire, resistance to water and immunity to Poison, Silence, Paralysis, Confusion, and Sleep.

Class 1 Red Fish

HP 185
ATP 97
DFP 77
STR 81
AGL 38
INT 83
GUT 92
MGR 129

Attacks
Fight - 45 damage.
Fish Kick - 135 Physical based Water damage. (How can a fish kick?)

Class 2 Toadie

HP 273
ATP 146
DFP 113
STR 117
AGL 54
INT 124
GUT 134
MGR 187

Attacks
Fight - 75 damage.
Frog Song - Reduce all enemy DFP by 40%
Frog Kick - 150 Physical based Water damage.
Mega trident - 150 Physical based Water damage.

Class 3 Sea Giant

HP 344
ATP 199
DFP 151
STR 152
AGL 64
INT 155
GUT 164
MGR 229

Attacks
Fight - 100 damage. 140 after one Energy Wave.
Energy Wave - Increase all allies ATP by 40%
Hail Attack - 387 Magic based Water damage.
Iron Trident - 200 Physical based Water damage. 300ish with an Energy Wave.

Class 4 Blue Titan

HP 383
ATP 256
DFP 199
STR 152
AGL 71
INT 168
GUT 174
MGR 244

Attacks
Fight - 125 damage
Thunderblast - 420 Magic based Water damage.
Power fist - two hits of 125 Physical based Water damage. (Seems to have a high chance to critical, better than it sounds).

Class M Fish Head (persons butt)

HP 391
ATP 288
DFP 243
STR 178
AGL 133
INT 184
GUT 175
MGR 250

Attacks
Fight - 150
Hyper Kick - 750 Physical based Water damge.
Diving Claw - 450 Physical based Water damage.
Magic Freeze - 100% hit rate Silence. (Quick look showed it to be that accurate, only time it missed was on something it had already hit. Unsure about testing end game enemies since they might be immune and I have no idea.).

Hmmmm, the fish mostly sucks until that last form, which is a pretty good dueller, absolutely killer if you give it AI. Below average HP, horrid DFP again, but very solid MGR, massive damage and silence to go on top of that good MGR. Pity you get it so late in game, it is so ugly and all of its other forms suck (though you can pretty easilly have it at M class as soon as you get it). Still, considering how it looks it is something I am glad is not ranked.

Flash Level 50
All Classes have a weakness to Dark, resistance to Light/Holy and immunity to Poison, Silence, Paralysis, Confusion, and Sleep.

Class 1 Shaggy

HP 147
ATP 44
DFP 64
STR 34
AGL 71
INT 116
GUT 151
MGR 104

Attacks
Fight - 20 damage. ... yeah.
Spear Revive - heals 20 damage. ... yeah.

King of scrubs, awesome.

Class 2 Sprite

HP 214
ATP 63
DFP 90
STR 45
AGL 103
INT 171
GUT 199
MGR 154

Attacks
Fight - 30 damage. Guessing about 40 damage after Wink, buggered if I could get her to cast it on herself, it is ST unlike Energy Wave on Sea Giant.
Healing Kiss - Heals 65 damage.
Wink - ATP up 40%

Class 3 Cupid
HP 269
ATP 76
DFP 111
STR 50
AGL 125
INT 213
GUT 199
MGR 192

Attacks
Fight - 40 damage
Sacred Song - heals 150 damage.
Restoration - Cures one party member of Poisoning, Silence, Paralysis, Confusion and Sleep. (Note, it is immune to these anyway)
Thunderbolt - 266 Magic based Light Damage. This is where it is at for this poor bastard.

Class 4 Twinkle

HP 299
ATP 77 (Woohoo 1 ATP increase!)
DFP 126
STR 53
AGL 153
INT 263
GUT 199
MGR 204

Attacks
Fight - 40 damage.
Holy Energy - heals party of 150 damage.
Purification - Cures all party members of Poisoning, Silence, Paralysis, Confusion and Sleep. (As before, immune to all these anyway)
Bolt Attack - 657 Magic based Light damage (If only it would use it more often... It used it once while I was training it up to level 50 against Black Dragons, OHKOed both of them at about level 35.)

Class M

HP 280
ATP 310 (O_o massive change in direction there)
DFP 229
STR 246
AGL 148
INT 257
GUT 199
MGR 193

Attacks
Fight - 150 damage.
Dash - 320 Physical based Light damage.
Holy Thunder - 642 Magic based Light damage.
Healing Aura - Heals party 190 damage.

Light is an odd one. It would be freaking crazy in game if it would only use its attacks. Good damage, even more insane than Wind surprisingly to me. In game, Unicorn is mostly ST damage outside of Dash, but that just means he is even more specialized at hammering the Sinistrals, Twinkle is the only one of the lot with an uber MT attack. Above average AGL, solid amount of healing for its HP (is pretty low against average HP), but it has really low HP. Probably the only CM so far that really wants to form choose depending on things. If you give it AI then Twinkle rocks, hard. If not then it wants Unicorn so it actually has a chance to do something more than 1/4 of the time. Easilly the CM that improves the most over its forms, yet strangely levels out at Class 4 and trades some of its standard moves in for something different at Class 5.

Jelze Level 50 (Foom!)
All Classes have immunity to Poison, Silence, Paralysis, Confusion, and Sleep. All his moves are physical, I am just being lazy here and not putting it down for each attack.

Class 1 Foomy S

HP 189
ATP 86
DFP 78
STR 76
AGL 56
INT 53
GUT 149
MGR 74

Attacks
Fight - 45 Damage
Foomy Punch - 90 damage

Class 2 Foomy M

HP 277
ATP 135
DFP 114
STR 112
AGL 80
INT 74
GUT 199
MGR 110

Attacks
Fight - 65 Damage
Foomy Punch - 130 damage
Head Butt - 200 damage (Shouldn't that be one word?)

Class 3 Foomy L

HP 348
ATP 188
DFP 148
STR 137
AGL 96
INT 89
GUT 199
MGR 137

Attacks
Fight - 100 damage.
Head Butt - 300 damage.
Tackle - 200 damage.

Class 4

HP 387
ATP 245
DFP 190
STR 147
AGL 105
INT 93
GUT 199
MGR 146

Attacks
Fight - 120 damage
Mega Punch - 2 hits of 240 Physical damage.
Head Butt - 360 damage

Class M Gold Fox

HP 343
ATP 250
DFP 211
STR 150
AGL 112
INT 95
GUT 199
MGR 151

Attacks
Fight - 125 Damage
Fang Attack - 375 damage
Bubble Blow - Reduce enemy defence by 40%
Tail Smash - 1125 damage (Yep, just as insane as expected.

Meh, this one speaks for itself mostly. Testing all physical attacks is easy, I wish some of the others were like this. Magic needs testing though.

Blaze Level 50
All Classes have resistance to Fire and weakness to Water as well as immunity to Poison, Silence, Paralysis, Confusion, and Sleep.

Class 1 Armor Dog

HP 167
ATP 103
DFP 96
STR 95
AGL 69
INT 87
GUT 70
MGR 102

Attacks
Fight - 50ish
Tail - 100ish fire physical.

Class 2 Winged Lion

HP 246
ATP 162
DFP 140
STR 139
AGL 101
INT 128
GUT 102
MGR 152

Attacks
Fight - 80ish damage.
Tail - 160ish fire physical damage.
Burning Fang - 240+ fire pysical damage, is always a critical hit (taken into account) not used often enough to get a solid grasp on it, but it fits the formula.

Class 3 Winged Lizard

HP 312
ATP 225
DFP 186
STR 170
AGL 123
INT 159
GUT 127
MGR 190

Attacks
Fight - 110ish
Fang Attack - 220ish fire physical damage.
Iron Claw - 220ish fire physical damage, always counts as a critical hit, taken into account (Wow, that fails...)
Flame Breath - 198ish fire magical damage MT.

Class 4 Blaze Dragon

HP 348
ATP 292
DFP 238
STR 182
AGL 134
INT 172
GUT 140
MGR 202

Attacks
Fight - 150ish
Flame Punch - 225 physical fire damage, counts as a critical hit.
Burning Fang - 450 physical fire damage, counts as a critical hit
Terminate - 430 fire magic damage

Class M Firebird

HP 305
ATP 286
DFP 228
STR 186
AGL 135
INT 257
GUT 148
MGR 193

Attacks
Fight - 140
Burning Rain - 321 Magic fire damage.
Tailspin - 490 fire physical damage.
Inferno - 963 magic fire damage.

He has damage, in one form. Overrated. Boring duellist also.

Darbi Level 50 (SUCK!)
All Classes have resistance to Dark and weakness to Light as well as immunity to Instant Death, Poison, Silence, Paralysis, Confusion, and Sleep. Also has the same Evasion power as Gusto which is totalyl awesome thanks to his awesome AGL! I will list % chance to evade against average AGL.

Edit - From here there is no more solid in game testing, it is all calculated, I have a pretty solid grasp on the calculations though, so I am pretty happy to use these numbers, up to you though.

Class 1 Myconido

HP 133
ATP 114
DFP 85
STR 96
AGL 51
INT 120
GUT 32
MGR 3

Attacks
Fight - 57
Trancemaker - 100% chance of inflicting Confuse on enemies.
Shriek - Cures Confuse on all allies (Yay! Useless!)

-143% chance to evade average AGL. (Yes, negative)

Class 2 Wolfman

HP 196
ATP 175
DFP 137
STR 140
AGL 75
INT 175
GUT 47
MGR 8

Attacks
Fight - 87
Wolf Fang - 175 Dark based physical damage, 36% chance to inflict Sleep.
Sizzle Smash - 262 Dark based physical that counts as a critical.

-65% chance to evade average AGL. (Again, negative)

Class 3 Mini Imp
HP 250
ATP 242
DFP 185
STR 171
AGL 91
INT 217
GUT 56
MGR 13

Attacks
Fight - 121
Destruction - 90% chance to inflict Instant Death. (Finally something that makes it almost worth bothering with).
Mega trident - 242 Dark based physical damage that counts as a critical.
Terminate - 542 Dark based Magic damage.

-36% chance to evade average AGL. (Gooooo negative evade! Naturally these just counts as 0% in game, but still funny)

Class 4 Big Imp

HP 281
ATP 317
DFP 209
STR 183
AGL 100
INT 233
GUT 60
MGR 18

Attacks
Fight - 158
Sizzle Smash - 475 Dark based physical count as critical.
Terminate - 582 dark based magic
Evil Aura - 873 dark based magic (woooooooo)

-24% chance to avoid average AGL.

Class M Red Dragon

HP 318
ATP 344
DFP 215
STR 184
AGL 110
INT 221
GUT 59
MGR 21

Attacks
Fight - 172
Dash - 516 dark based physical critical
Dragon Blast - 552 dark based magic damage.
Eliminator - 90% chance to inflict Instant Death to enemies.

-12.7% chance to avoid average AGL.

Status, damage, horrible MGR, pointless evasion due to below average speed. Blah blah. Horrible in game due to running away all the time. He somewhat performs, but is horribly overrated in the community, the ones you get earlier can match him quite easilly.

Sully Level 50
All Classes have resistance to Soil/Earth and weakness to Wind as well as immunity to Poison, Silence, Paralysis, Confusion, and Sleep.

Class 1 Raddisher

HP 227
ATP 165
DFP 98
STR 135
AGL 12
INT 38
GUT 126
MGR 2

Attacks
Fight - 82
Radish Kick - 165 earth based physical.

Class 2 Red Cap

HP 334
ATP 246
DFP 148
STR 199
AGL 17
INT 53
GUT 182
MGR 4

Attacks
Fight - 123
Perish Punch - 184 Physical based Earth attack with 60% chance to cause Instant Death. Counts as a critical.
Glow Knuckle - 369 earth based physical critical.

Class 3 Giant
HP 421
ATP 328
DFP 204
STR 245
AGL 23
INT 63
GUT 199
MGR 6

Attacks
Fight - 164
Fist - 328 Physical based Earth damage with 36% chance to cause Sleep
Heel Drop - 246 earth based physical critical. (Fails).
Shakedown - 406 Earth based Magical damage. (Uses Atp as part of the formula. If it follow normal magic formula it would be 78.75 damage)

Class 4 Stonehead

HP 463
ATP 407
DFP 273
STR 261
AGL 25
INT 66
GUT 199
MGR 9

Attacks
Fight - 203
Battle Anger - 979 Earth based Magic damage. (Same as above, Atp is used, would be 165 with standard magic formula)
Head Butt - 712 Earth based physical critical. (That never stops being funny).
Stone Crush - 610 Earth based Physical (Doesn't fail in game due to being MT)

Class M Centaur

HP 347
ATP 463
DFP 251
STR 263
AGL 39
INT 68
GUT 199
MGR 13

Attacks
Fight - 231
Battle Bow - 463 Earth based physical MT damage.
Hammer punch - 463 Physical based Earth damage with 60% chance to cause paralysis. Counts as a critical hit.
Tackle - 694 Physical based Earth damage with 60% chance to cause paralysis. Counts as a critical hit and is MT.

Status, some damage, horrible MGR and Agl. Nothing shocking. Red Cap is a funny option.
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superaielman

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Re: Lufia 2- Redone (Incomplete)
« Reply #3 on: April 11, 2008, 03:10:05 AM »
All PC's up. I'll get IP notes/exact durabilities along with boss notes as soon as I can.
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Re: Lufia 2- Redone
« Reply #4 on: April 11, 2008, 04:03:59 AM »
How long do buffs/status last?  (Sleep, Confuse, etc.)

superaielman

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Re: Lufia 2- Redone
« Reply #5 on: April 21, 2008, 03:09:04 AM »
I think I noted it in Tia's stuff, but usually two rounds on average. Silence and stat buffs, far as I could gather, last for the fight.

EDIT: And done with the topic. Durabilities are edited in (Including for key alternate equips), SDs are in.. I think that just about covers it. If there's anything else needed, poke me.
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Re: Lufia 2- Redone
« Reply #6 on: August 27, 2008, 10:32:22 PM »
Boss notes ported from old board.

From MF

This topic is for the endgame forms of the sinistrals. No full blown boss topic.

My endgame party is level 56.  Here are PCHP figures.
Guy: 550
Maxim: 459
Artea: 419
Selan: 363
Average: 448

And PC speed figures.
Artea: 180
Selan: 144
Guy: 138 (Rocket Ring)
Maxim: 120
Average: 146

Their best spammable damages, as tested against Sphinxes which have average defenses by enemy standards and are neutral to all elements, are as follows:

Selan's Thunder: 380
Artea's Zap: 350
Guy's attack: 300
Maxim's Thunder: 270 (beats his front row physical by 10, for the curious)
Average: 325

Selan's basic physical does 170, Maxim's 260. This is notable because both can fire off a physical IP with a 3x mult. This eats most of their gauge. Artea, who physicals for 210, and Guy, have something like 2x IPs that are cheaper than what Maxim and Selan use. I find that often, against Sinistrals, thge cheap IPs can go every other turn, the 3xs every 3 or so, maybe a bit more common than that. Interpret that how you will. I have no magic IPs.

These figures are influenced by accessories and stat boosters, and as such should in no way be used to judge DL legal damage, but I assume holding enemies against those for DL scaling purposes is fine.

In-game bosses also face capsule monsters. You lose nothing if they die and their damage is hell to interpret. I'm ignoring them totally. (Factoring them in would probably make them look better, since even M forms < humans)

Now for the bosses themselves. I'll list 2 damage figures: one assuming full focus credit, one assuming totally unfocused. All focuses are taken against Artea. If you give partial focus credit, take an average or some shit.

Boss defense figures are now listed in terms of %damage taken. Lower is better, of course.

Final Gades
10,000 HP
Damage taken from physicals: 110%
Damage taken from magic: 90%
Takes 3x from holy, neutral to all other elements, including lightning and ice contrary to rumor.
184 speed

Destructo Wave: 28 physical, MT. Does not focus
Physical: 90
Frue Destruction! GROOOOOOOAAAAAAAAAAR! 9999 hits of 9999 damage each, MT, unevadable, non-elemental, non-classed damage. Always goes first.

Final Amon
10,000 HP
Damage taken from physicals: 110%
Damage taken from magic: 90%
Takes 3x from holy, neutral to all other elements
184 speed

Chaos Wave: 47, physical, ~30% confusion rate. L2 confusion is dispelled by being physically hit, but not magically hit, has fail duration, and causes the confused characters to physically attack random targets. The victim is a viable target. Does not focus.
Physical: 364
Galactic Lancer: 128 physical, MT. Does not focus.
Unfocused Ice Valk: 97
Focused Ice Valk: 320
Unfocused Thunder: 128
Focused Thunder: 340

Erim
15,000 HP
Damage taken from physicals:  100%
Damage taken from magic: 75%
Takes 3x from Blunt physicals and Holy. Neutral to Earth. Quarters all other elements.
100 speed

Dark Fry: 209 physical, MT. Does not focus.
Devastation Wave: 29 physical, MT, 15% chance of ID. Does not focus

Daos
20,000 HP
Damage taken from physicals: 130%
Damage taken from magic: 75%
Takes 3x from Blunt physicals and Holy. Neutral to Earth. Quarters all other elements.
120 speed

Physical: 90
Dark Fry: 210 physical, MT. Does not focus.
Terror Wave: 135 physical, MT. Can randomly inflict Confuse, Sleep and poison. Can apply more than one status at once. Hit rate for each status kinda sucks. Does not focus.
Unfocused Thunder: 156
Focused Thunder: 430
Unfocused Ice Valk: 140
Focused Ice Valk: 360
Unfocused Dragon: 145
Focused Dragon: 370
Unfocused Firebird: 126
Focused Fire bird: 345
Dark Reflector: Reflects an attack. The damage taken by the attacker is based off of the attacker's elemental affinites, but Daos's defenses. Only works on one hit of a multihit attack. Positive spells go through it. Does not wear off until attacked. Does not stack.