Author Topic: The Wizard of Oz - Beyond The Yellow Brick Road. Beware the deadly scarecrows!  (Read 5623 times)

Jo'ou Ranbu

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Alright, time for another DS game stat topic - this time, one with Judy Garland for Heavy champ hype. Let's start with the mechanics mumbo-jumbo. Stats are taken at level 42 across the board, as those were the levels I beat Oz with. Test subjects for damage testing were the Snowy Apes in the last two areas of Yellow Brick Road (the game's last dungeon), since they are typeless and have pretty averagish defensive stats. Status odds were tested throughout the game and are mostly stable across the board, except for Falcon Swoop, which took a bit of a dive from 75% to 50% in the final dungeon due to a bunch of key enemies resisting it.


Stats

HP: The closer to zero these are, the higher the odds of Dorothy's house falling on your head are. The Wicked Witch of the East has a permanent zero on this stat.
MP: Use these for all your spellcasting and skill-using needs.
Attack (ATK): Affects the power of physical attacks and skills.
Magic (MAG): Affects the power of magical attacks and healing - might affect buff/debuff effects and such, but I can't be certain. Only Dorothy and Strawman have any use for this.
Defense (DEF): Affects how much damage you take from physical attacks.
Resistance (RES): Affects how much damage you take from magical attacks.
Accuracy (ACR): Affects how often you hit enemies. By endgame, even Tin Man very rarely misses, but the stat definitely makes a difference.
Agility (AGI): Affects how often you dodge enemy physicals. Oz evasion affects both basic physicals and physical skills. I put an eyeballed effective evasion percentage from casual observation.
Speed (SPD): Defines who goes first in battle and how many actions can a character get before enemies (Strawman consistently gets his second action before the first action of a Tin Man-level slow enemy, for instance, and Dorothy more or less gets all her actions before average enemies after Overclock).


Damage Formula

The estimated basic damage formula is (ATK-DEF/2)/2, swapping ATK and DEF for MAG and RES for magic attacks. This is what I used to figure the rough durability figures for the PCs. This formula is also tentative, so I could be wrong - particularly, you may want to take the mdur scores with a grain of salt, since the magic formula could be finickier. Thanks to Tal for bringing this up, regardless. WARNING: I used a 1x mult, which may not be terribly accurate to in-game (as I mention later on, very few single attacks even go above 110 damage, and enemies almost universally multi-act). If I do add a 2x mult and spread the damage per hit thinner, the durability figures are bound to change, but I'm not even 100% sure on this formula as is and I might botch it up horribly. Since lategame defense stats sorta dwindle anyway, I'm not particularly uncomfortable with keeping the 1x mult either. I'll make adjustments if others who played the game -do- feel it's necessary, however.


Ratio Mechanics

In Oz, you have four points to arrange your front row for the turn. Dorothy and Strawman spend one point, Lion spends two points and Tin Man spends three points. You cannot spend less than all four points unless it's absolutely impossible to do so (i.e. all PCs but Tin Man are dead. In this case, Tin Man can go by himself, spending only 3 ratio, but that spillover ratio doesn't get stored in any way). The characters can perform any actions they want within the turns given, and the arrangement can be done in any way you like as long as it doesn't go under or over 4 points: you can have two Strawman and Dorothy actions in a turn, have Strawman go three times and Dorothy go once, or you can have Dorothy hog all four actions in a turn. Every action after the first that a character gets in a turn has a speed penalty, so the actions don't all go at once - and your party cannot double their own party members. They -can- double enemies. Enemies also can double themselves besides being able to double your party (>__>) and they're bound by the same ratio system as your party. This may seem a bit dense, but it's actually fairly simple in-game.


Status Ailments

Poison: A poisoned character takes 20% mHP damage at the end of the turn (after all actions are taken). Lasts 3-6 turns. Various enemies inflict this.

Silence: A silenced character cannot use spells or physical skills. Various enemies inflict this.

Charm: A charmed character doesn't act. Delphi inflicts this.

Sleep: Enemies don't act while they're asleep. An enemy hit by a physical is woken up, but skips his turn. Magic spells don't wake up a sleeping character. Dorothy and various enemies can inflict this.

Confuse: Enemies become unable to use any attack besides their basic physical, also becoming unable to target their attacks (they may randomly attack other enemies or the party, but cannot target themselves). They also have a chance to not act at all while confused. The odds of spacing out seem to be roughly 33%. Gets undone by magical damage, but not by physical damage. Status spells don't affect it either. Strawman and various enemies can inflict this.

Fear: An enemy afflicted by fear can't act on his next turn. Only works if the character inflicting Fear is faster than the enemy. Basically, this is stun. Only Lion can inflict this status.


Critical Hits

A critical hit ignores defense and its damage roughly equals the character's attack stat. PCs seem to have varying crit rates - Dorothy and Strawman seem to have roughly a 5% crit rate, while Lion seems to have 10% and Tin Man seems to have 20% for a crit rate. This is just out of casual observation, though, and I could obviously be mistaken. This is just for a quick reference. Also, this is important: only basic physicals can crit.

Having that out of the way, let's get straight to the point: the PC cast!




Dorothy Gale

1x Ratio (gets four actions per turn)

HP: 237
MP: 147

Attack: 207 (120 base)
Magic: 343 (217 base)
Accuracy: 385 (235 base)
Defense: 289 (187 base)
Resistance: 341 (225 base)
Agility: 397 (237 base)
Speed: 349

Effective Evasion: 25%~

Equipment

Weapon: Magic Cane (77 Attack, 126 Magic, 150 Accuracy)
Armor: Mystical Gown (112 Defense, 126 Resistance, 160 Agility)

Attacks and Skills

Physical: 72 damage. 148 under Power Boost. Deals 1.5x damage to ghost-type (gases, ghosts, undead) enemies.

Healing Hand: Heals 270~ HP to an ally. 4MP
Dream Land: Inflicts sleep status on an enemy group. 75%~ hit rate. Lasts 3-6 turns. 4 MP.
Overclock: Doubles the speed of the front row allies. Lasts 3-6 turns. 6 MP.
Cleanse: Cures all status ailments from an ally. 6 MP.
Heaven's Door: Revives an ally at 20% mHP. 10 MP.
Mirror Skin: Puts up a reflector that bounces off most enemy magic (a few special spells, like Oz's Sound Waves and Ju Kaku's Light Fall, don't get reflected). Reflects status and debuffing spells as well. Ally spells don't hit the reflector. Lasts 3 turns. 12 MP.
Power Boost: Raises an ally's physical damage. Lasts 3 turns. 14 MP.
Melt Down: Deals magical, non-elemental damage that's dependant on Dorothy's current HP at the time of casting, and also consumes half of her cHP. 405 at full HP, 342 at half HP, 264 at 1 HP. MT. 18 MP.

Comments: Um, wow. The skillset errs to the side of badass even in a vacuum, but once it sinks in that it's running off a character who acts four times per turn and has pretty solid speed to begin with, you realize the kind of monstrosity you have to face if the random little girl from Kansas crosses your path. Mages loathe Mirror Skin, the sleep-vulnerable loathe Dream Land and everybody loathes the combo of speed buffing with cheap full healing that she can use while still dishing out offense that can be buffed. Melt Down is expensive and risky, but Dorothy can use it with relative ease as a finisher, and it works as a backup if the enemy walls physicals. The big issue with Dorothy, though, is the physical durability. While it's not Yulie-level bad, she is rather vulnerable to good physical beatdowns and she has no real way to mitigate those long-term - the modest evasion can only go so far. On the other hand, the durability does -not- matter unless she's OHKOed, and doing that honestly could be a lot easier. Having no status immunities also hurts, particularly against those faster than her, but against the slower, she has Mirror Skin for magical status. All in all, I feel safe in calling her Heavy/Godlike. She's a little terror in Heavy, but the highest division is just too good at exploiting her lack of straight-up statistical dominance.




Strawman

1x Ratio (gets four actions per turn)

Takes 2x damage from Fire attacks

HP: 250
MP: 86

Attack: 198 (129 base)
Magic: 316 (203 base)
Accuracy: 418 (254 base)
Defense: 248 (152 base)
Resistance: 298 (185 base)
Agility: 416 (252 base)
Speed: 392

Effective Evasion: 30%~

Equipment

Weapon: Bolt Spear (69 Attack, 113 Magic, 164 Accuracy)
Armor: Stylish Hat (96 Defense, 113 Resistance, 164 Agility)

Attacks and Skills

Physical: 69 damage. 82 damage after Gnaw. Deals 1.5x damage to water-type (frogs, fish, jellyfish, penguins) enemies.

First Wind: Makes the target get the first action in the next turn. 2 MP.
Plunder: Steals an item and deals 54 physical damage (72 under Gnaw). Evadable. Deals 1.5x damage to water-type enemies. 2 MP.
Gnaw: Decreases defense of an enemy group. Perfect accuracy, works on bosses. Lasts 3-6 turns. 6 MP.
Tomato Bomb: Inflicts confuse status on a group. 75%~ hit rate. Lasts 3-6 turns. 4 MP.
Fox Hunt: Decreases the accuracy of an enemy group. Perfect accuracy, works on bosses. Raises Strawman's evade to effectively 75%~ or so (50%~ against the accurate). Lasts 3-6 turns. 4 MP.
Falcon Swoop: Inflicts instant death to an enemy. 50%~ accuracy. In-game, ghost-type enemies (which means undead and phantoms) immune this spell. 8 MP.
Purifying Wind: Dispels all positive and negative effects (all buffs and debuffs period) for all allies and enemies. 6 MP.
Pure Luck: Randomly picks a skill from Strawman's skillset and uses it. Besides those, there are three additional possibilities: doing absolutely nothing (that does what you think it does), Heavenly Dance, which is ST 340 magical damage, and Lucky Recovery, which is MT 80 HP healing. 3 MP.

Comments: Hey look ma, it's a fast bastard with turn two ID that acts four times a turn! That alone would make Strawman a Heavy, but that's really selling him short. Strawman is very much a strange twist on Arnaud, trading more powerful and varied debuffs (including the speed debuffing) for a stronger status game and better speed. Tomato Bomb and Fox Hunt synergize amazingly, shutting down mages and physical fighters alike really fast, and he only needs half his turn to get this going. Afterwards, he can just spam his ID safely until the enemy dies - or pelt him/her ingloriously with his mighty 16HKO a pop pitchfork thwacks. Buffers also find him a pain in the ass due to Dispel. But, really, you either immune both Confusion and ID at once or you OHKO him before he gets that annoying game of his going if you want to live. Doing the former is the most crucial - and most difficult, but the latter is sorta viable: Strawman sports game-worst durability on both fronts. And he -really- hopes he doesn't have to face decent fire damage he can't shut down, because that weakness is really pesky. Still, he's such a goddamned whore that I can't see him as anything else but a Heavy, probably on the high side - the two-fold status/spoiling game is just a pain in the ass against PCs. What's with Oz characters turning out to be badass duellers?
« Last Edit: May 23, 2010, 02:12:05 AM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Jo'ou Ranbu

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Lion

2x Ratio (gets two actions per turn)

HP: 315
MP: 104

Attack: 301 (186 base)
Magic: 299 (187 base)
Accuracy: 344 (207 base)
Defense: 311 (198 base)
Resistance: 243 (147 base)
Agility: 346 (209 base)
Speed: 301

Effective Evasion: 10%~

Equipment

Weapon: Lion Talon (115 Attack, 112 Magic, 137 Accuracy)
Armor: Veteran Beard (113 Defense, 96 Resistance, 137 Agility)

Attacks and Skills

Physical: 109 damage (218 under Warrior Heart). Deals 1.5x damage to shell-type (rocks, crabs, robots) enemies.

Great Escape: Runs from a battle with perfect rate. 2 MP.
Warrior Heart: Charges up for a doubled damage physical attack. Does -not- work with Lion Dash. 6 MP.
Alert: Grants magical evade to the front row. This works on all spells in the game, grants roughly 50% evade to magic. Lasts 3-6 turns. 4 MP.
Half-life: Halves the current HP of an enemy group. Physical-typed, 75%~ hit rate. 6 MP.
Wild Cry: Inflicts fear on all enemies, 90%~ hit rate.
D-Formation: Raises defense of the front row. Lasts 3-6 turns. Seems to reduce damage by roughly 50 points compared to the damage Lion normally takes from physicals. Given how the highest single-hit physical in Oz deals about 120 damage besides crazy superbosses, this is actually pretty good. 8 MP.
Lion Dash: 351 physical damage. Has a huge variance range, going from 250-400. The listed damage is the average from the tested variances I found (250/350~/400). 75% hit rate, gets even less accurate against high evade enemies (Fresh Anemones were hit by this roughly 25% of the time). 262.5 average damage. Deals 1.5x damage to shell-type enemies. 8 MP.
Elements: Reduces all elemental damage by 75% for the front row. Lasts 3-6 turns. 10 MP

Comments: Okay, now where do I begin? Lion is a complete oddball. Statistically, he's sorta lacking - okay physical durability and averagish magical durability, but he's kinda slow and noticeably inaccurate. He quasi-spoils PCs slower than him with Wild Cry (stun suddenly isn't a waste of time when you double-act), Half-Life means he has a two-turning of sorts against a lot of PCs and Lion Dash even two-rounds in a vacuum. The anti-magic game he can pull off with Alert+Elements is also actually pretty neat, and he becomes a pest to kill against elemental mages if he gets it off. But all those are hurt by the subpar speed and accuracy combo - Lion Dash, in particular, fails really hardcore against the evasive, and his offense is pretty terrible otherwise. Regardless, one is bound to pick up the calculator for a lot of his fights, due to just how weirdly his skillset synergy pans out. Very hard to peg precisely, but I want to say Middle - there's quite a nasty game underneath the bizarreness, but the accuracy woes and stats running it undermine the potential it has.




Tin Man

3x Ratio (gets one action per turn)

Takes 2x damage from Ice attacks

HP: 384
MP: 121

Attack: 433 (261 base)
Magic: 242 (146 base)
Accuracy: 308 (185 base)
Defense: 341 (215 base, 319 with Charm Armor)
Resistance: 288 (176 base, 300 with Charm Armor)
Agility: 302 (179 base, 277 with Charm Armor)
Speed: 258

Effective Evasion: 0%

Equipment

Weapon: Artisan Axe (172 Attack, 96 Magic, 123 Accuracy)
Armor: Martial Armor (126 Defense, 112 Resistance, 123 Agility)

Alternate Equipment

Charm Armor (104 Defense, 124 Resistance, 98 Agility)

Attacks and Skills

Physical: 180 damage. Deals 1.5x damage to plant-type enemies.

Full Swing: Hits an enemy group for 151 damage. Deals 1.5x damage to plant-type enemies. 4 MP.
Marksman: 215 damage. ITE. Deals 1.5x damage to plant-type enemies. 2 MP.
Lone Brush Fire: Enables an auto-counter to physicals that deals 85 damage. Lasts three turns. Absolutely worthless. 8 MP.
Turnip Split: 248 damage, deals 1.5x damage against shell-type enemies. 6 MP.
Body Press: 275 damage, deals 1.5x damage against ghost-type enemies. 8 MP.
Triple Strike: 291 damage, deals 1.5x damage against water-type enemies (the in-game description lies). 10 MP.
Battle Wind: Unleashes four consecutive attacks of 141 damage. Total damage 564. Deals 1.5x damage to plant-type enemies. 14 MP.
Soul Break: Deals unevadable, full MT damage that gets higher the lower Tin Man's HP is. 200 damage at full HP. 390 damage at 50% HP. 474 damage at 25%~ HP. 572 damage at 1 HP. 18 MP.

Comments: The cast disappointment, honestly. In-game, Tin Man is quite an offensive force (Lion Dash x2 is rather impractical in-game), but in the DL, his game-best damage kinda misses the 2HKO border by 1% and Tin Man sorta cries. The terrible speed is also a big problem. On the other hand, Tin Man is quite durable on both fronts, and he -does- 2HKO the frail without much fuss, along with having a few options for ITE damage as the battle goes on. The accuracy will be a problem against the evasive (although it's far better than Lion Dash), and while the durability helps, getting 3-2'd by average makes nobody happy. All in all, I think that High Light works for Tin Man, since a borderline 2HKO off good durability, even if slow and off the worst damage type, feels rather impressive in the division. Just don't expect him to handle healers and ice mages, though.


Averages


HP

1. Tin Man - 384
2. Lion - 315
3. Strawman - 250
4. Dorothy - 237

Average: 296.5


MP

1. Dorothy - 147
2. Tin Man - 121
3. Lion - 104
4. Strawman - 86

Average: 114.5


Attack

1. Tin Man - 433
2. Lion - 301
3. Dorothy - 207
4. Strawman - 198

Average: 284.75


Magic

1. Dorothy - 343
2. Strawman - 316
3. Lion - 299
4. Tin Man - 242

Average: 300


Defense

1. Tin Man - 341 (Charm Armor Tin Man - 319)
2. Lion - 311
3. Dorothy - 289
4. Strawman - 248

Average: 297.25


Resistance

1. Dorothy - 341
2. Strawman - 298 (Charm Armor Tin Man - 300)
3. Tin Man - 288
4. Lion - 243

Average: 292.5


Accuracy

1. Strawman - 418
2. Dorothy - 385
3. Lion - 344
4. Tin Man - 308

Average: 363.75


Agility

1. Strawman - 416
2. Dorothy - 397
3. Lion - 346
4. Tin Man - 302 (Charm Armor Tin Man - 277)

Average: 363.75


Speed

1. Strawman - 392 (+1.15 SD)
2. Dorothy - 349 (+0.41 SD)
3. Lion - 301 (-0.41 SD)
4. Tin Man - 258 (-1.15 SD)

Average: 325

Standard Deviation (sample standard deviation): 58.1



Damage

1. Tin Man (Battle Wind) - 564
2. Lion (Lion Dash x2) - 525
3. Dorothy (Power Boost => Physical x3) - 444 (Physical x4 - 288)
4. Strawman (Physical x4) - 276

Average: 452.25 (413.25 without factoring in Power Boost first turn)

KO Point: 1130.625 (1033.125 without factoring in Power Boost first turn)


Effective Physical Durability (Lower is Better)

1. Tin Man (0.69) [0.73 with Charm Armor]
2. Lion (0.90) [0.57 after D-Formation]
3. Dorothy (1.27)
4. Strawman (1.30)


Effective Magical Durability (Lower is Better)

1. Tin Man (0.77) [0.75 with Charm Armor]
2. Lion (1.03)
3. Dorothy (1.11)
4. Strawman (1.16)
« Last Edit: October 16, 2018, 01:57:38 PM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Pyro

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Quick Note: Characters in Oz can defend on their turn to halve damage (from both physical and magical attacks). This defending starts at the end of the character's turn before they start defending (or the beginning of the round if it is the first turn) and lasts until the character takes a turn after defending or the round ends.

Some quick thinking on this and one will realize that this is absolutely brutal for Dorothy and Strawman, since they can sacrifice just one of their 4 turns to effectively double their durability. Compared to Lion who derives no real benefit from it (he can take half damage but he will deal half damage) and Tin Man whom it is just an ordinary useless defend command for because he only gets one turn.

This should definitely be kept in mind for Dorothy and Straw Man. It is an advantage that should likely translate.


Boss notes: Flora

PC Lvl: 14
PCHP: 119
PC damages: 28/24/34/68 (so a maximum damage/round of 112 for dorothy hogging all the turns and whacking away and an average damage/round of 93.8 for all combinations of PCs)



Flora:
Acts Twice
HP: 800
Defenses: Average
Speed: A little bit faster than Dorothy (they tend to alternate, with her going first more often)

Attacks:
Physical attack: 21 physical damage to one.
Spring Storm: 23 wind magic damage to all.
Floral Wind: 42 wind magic damage to one.
Magic Focus: Prepares to unleash a vastly more powerful than normal spell on her next action. Very nasty.
Body Build: Increases her defense. She takes 15% less damage from physicals or so. Lasts about 3 turns.

Magic Focus Spring Storm: 70 wind magic damage to all.
Magic Focus Floral Wind: 120 damage. Estimate because I did not see this over a long period of testing.

Cry: Makes Dorothy all sad and regretful. Auto-uses this upon reaching 0 HP.

Comments: The spring witch is a very durable little girl. Besides that, she hurts things very badly and is fastish. Dispel is pointless for Magic Focus because she'll just squeeze it in where she gets two turns in a row. Generally good stuff. High Heavy/Low Godlike boss. That slugging capability is nightmarish good. Flowery death witch. Just doesn't like wind walling, which isn't so common as to be a massive worry.
« Last Edit: December 05, 2009, 06:48:04 AM by Pyro »

Jo'ou Ranbu

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Just a note: I've seen her use Magic Focused Floral Wind. It's something like 100-120~ damage.

EDIT: Also, everybody else who can use Magic Focus can use it with any offense spell they have from my experiences. Magic Focus is also dispellable.
« Last Edit: November 25, 2009, 11:26:33 PM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Pyro

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PC stats for Delphi:
Lvl: 21
HP: 161
Damage: 40/35/68/130 (151 damage average for all combinations, 170 max possible)


Delphi:
Acts Twice
HP: 1250
Defense: Average
Speed: Consistently goes before Dorothy. Sometimes goes before Scarecrow (1 Stdev or more above average)

Skillset:
Physical: 35 damage to one.
Earthquake: 31 earth magic damage to all targets (100 after Magic Focus)
Coconut Drop: 58 earth magic damage to one target (estimate 165 after Magic Focus. Have not seen her do this but Snow insists she can)
Magic Focus: Greatly increase the damage of the next spell used. Dispellable.
Magic Thunder: Removes all buffs/debuffs from everyone on the field.
Temptation: Pathetic (<15%) odds of charm.
Healing Hand: ~150 healing. This is an estimate based on only seeing her lifebar move.

Overcome Allergy: Removes Delphi's innate allergies. Auto uses this upon reaching 0 HP.

Comments:
Delphi, much like her younger sister, is fairly durable and damaging. Just earth this time and with slightly better speed and a gimmick in dispel and some poor healing at low HP. A high Heavy/Low Godlike.
« Last Edit: December 05, 2009, 06:48:29 AM by Pyro »

Jo'ou Ranbu

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Delphi uses her healing at high HP too. That I'm certain of, I've seen it as high as 70%. She uses it more frequently at lower HP thresholds, though. She also -can- use Coconut Drop after Magic Focus. You're a lucky bastard.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Pyro

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PC stats for Holly
Lvl 30
HP: 217
Damage: 53/45/140/370* (340 average dmg/round. *800* max possible)



Holly:
Acts twice
HP: 3600
Defense: Average
Speed: Consistently goes before *Strawman*, sometimes goes twice before Dorothy. Blazingly fast.

Skillset:
Attack: 45 physical damage to one.
Fireball: 93 fire magic damage to one (250 after Magic Charge (estimate again. Didn't see this...)
Blazing Fire: 55 fire magic damage to all (165 after Magic Charge)

Magic Thunder: Full field dispel.
Dream Land: 50% chance of inflicting sleep to all, magic.
Healing Hand: 200 healing.

Comments: Holly is good at what she does: Roast the **** out of things while tanking it up rather well. Dispel and Sleep make excellent utility, as Sleep is not removed when you take magic damage. A very nice way around those PCs who happen to halve fire. Her healing is also worth noting as being a nuisance. Without the 7th tier skills, she is more than capable of just walling you via that. Regardless, Power Charge, Lion Dash, and Battle Wind really spike the damage average up. How you view her durability is something that you should play the game to figure out. I have trouble not respecting it though. High Heavy/Low Godlike again.
« Last Edit: December 05, 2009, 06:49:10 AM by Pyro »

Pyro

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PC stats for Protea:
Lvl: 34
HP: 241
Damage: 460 average output/round for all possible combination of PCs acting, 1000 max possible (Dorothy Power Boosting Tin Man and SMASSSSHHHHING, as usual). Unlike Holly who is almost on par with the boss fight for tier 7 skills, you CERTAINLY HAVE tier 7 skills here.

A big woman needs a big picture, obviously.

Protea:
Acts Twice
HP: 4000
Defenses: Average. Sensing a trend?
Speed: About on par with Dorothy.

Skillset:
Attack: 55 physical damage to one.
Slap to the Face: Four bitchslaps for 41 physical damage each. Each slap is an independent attack that hits a random opposing target and checks evade for each strike (ala Battle Wind). 164 total damage (328 damage doubled!)
Ice Ball: 105 ice magic damage to one. (310 after Magic Charge. Another estimate since I didn't see it but others insist she can do this)
Blizzard: 57 ice magic damage to all targets. (150 after Magic Charge)
Confusion Song: 50% chance of confusion. MT. (Confusion is not removed by physicals, as a reminder).
Magic Charge: Increase damage of the next spell by a lot.
Magic Thunder: Dispels all buffs/debuffs on the field. Full field MT.

Comments: Slaps you in the face until you are dead. This is a shockingly effective strategy. The ugliest witch is probably the best. Of course  she has the ice magic damage to fall back on, which is also very good. Not as fast as her oldest daughter, but with the damage variation and decent HP she doesn't need to be. Godlike, no question.

Pyro

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PC stats for Oz:
Lvl: 37
HP: 260
Damage: 530 average output/round for all combos, 1100 max possible ST focused.


The 'Wonderful' Wizard of Oz

Oz comes in three parts: Head and two hands. The head is actually Oz of course, while his hands have their own HP and moves. Oz can act twice a round, but it is twice *overall* rather than two times for each part. So his head and left hand can act, head and right hand, or both hands. Or one part can take two turns.

Oz the Mighty:
HP: 4500
Defenses: Average
Speed: A little slower than Strawman

Attack: 68 physical damage to one.
Sound Wave: 113 non-elemental magic damage to one. (not reflectable)
*Element spell: 62 MT elemental damage. This comes in fire, water, wind, or earth flavor. (very much reflectable)

Right Hand:
HP: 1600
Defenses: Average
Speed: On par or faster than Strawman

Attack: 75 physical damage to one.
Cowardice Wind: Reduces speed, MT. This basically means you act last (after all of his actions)
Guard Up: Raise defense of one target for three turns (counting one it is used on). Takes about 75% from physicals.

Left Hand:
HP: 1600
Defenses: Average
Speed: On par or faster than Strawman

Attack: 75 physical damage to one.
16th Beat: Raises speed of one target. Basically makes all actions taken before anything else moves.
Gloomy Air: 50% Silence, MT. (not reflectable)


Upon the defeat of Oz the Mighty, the battle music will change, all buffs/debuffs will be dispelled (but no dead PCs revived), and Oz will formchain into his next form. Note that normally between battles dead PCs do indeed revive with 1 HP. This is a pretty legal formchain. His hands also come back with new moves. Same turn restrictions apply.


Oz the Divine:
HP: 4500
Defenses: Average
Speed: On par or faster than Strawman

Attack: 68 physical damage to one.
Break Vibe: 70 non-elemental magic damage, MT. (not reflectable)
Sound Wave: 113 non-elemental magic damage. (not reflectable)
Ultimate Magic: Buffs all of Oz's stats except Speed for 3 turns (counting the turn it is used on). This effectively doubles his damage and reduces incoming damage to him by about 1/3rd or so. It also grants him significant evasion... about 50%. This move is very very good.

Red Right Hand:
HP: 1800
Defenses: Average
Speed: On par or faster than Strawman

Attack: 75 physical damage to one.
Cowardice Wind: Reduces speed, MT. This basically means you act last (after all of his actions)
Guard Up: Raise defense of one target for three turns (counting one it is used on). Takes about 75% from physicals.

Red Left Hand:
HP: 1800
Defenses: Average
Speed: On par or faster than Strawman

Attack: 75 physical damage to one.
16th Beat: Raises speed of one target. Basically makes all actions by the target (only one part of Oz) get taken before anything else moves.
Gloomy Air: 50% Silence, MT. (not reflectable)
Accel Recovery: Fully heal Oz the Divine. Yes. that is right. FULLY. HEAL.


Comments: Oz has a support skillset that most PCs would salivate over, yet he is a boss. This is a very very nasty combination. As is, both his forms are very durable (even the hands I'd qualify as PC or above) and his damage is solid. In form 1 he just 2HKOs while chilling. It should be noted that if Oz's head does not take an action (he lets his hands take two actions) his head takes only 2/3rds damage from attacks. That said, Oz form 1 has damage and durability with some unfocused/ST spoiling.

Then you get to form 2, and Ultimate Magic gets to see play. Suddenly you are dealing with someone who brutally overkills you while you have to deal with the left hand or else face a fullheal in there. Note that until it actually goes to act, the Red Left Hand takes 2/3rds damage. So basically Oz is a tank with a gimmick and overkill damage in this form. Very nasty stuff. High Godlike.
« Last Edit: December 05, 2009, 08:14:56 PM by Pyro »

Jo'ou Ranbu

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Just a note: even taking Oz at stat topic levels (42 rather than 37), his damage figures aren't much lower - take about five to ten points off his damage. What changes is obviously the HP average, and the speed - at 42, his speed is clearly below Strawman's, although still consistently outpacing Dorothy, so he's hardly a slouch there - that and I think I'd argue 40-41 would be better to take Oz against rather than 42, given how I picked that mostly for an even number and I was only nearing L42 when I first reached his castle as it stood. There are differences in the level I had against Holly and Protea as well, but it's less notable (32 for Holly, 36 for Protea), and the effects are fairly similar overall (Holly becomes Strawman-level speed, Protea is slightly above average - often outpaced by Dorothy, but is never outsped by Lion). Besides that small note on level ranges, Pyro's notes are great. Good job there.
« Last Edit: December 05, 2009, 03:43:11 PM by Jo'ou Ranbu »
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