Alright, I decided to FINALLY attempt to get damage numbers for one of the most controversial interpretation games out there: SaGa Frontier. What follows is a list for the 7 mains, as well as some of the more interesting and ranked characters, like Timelord, Roufas, and Fuse, among others.
I give a lot of thanks to Niu who helped me in a lot of it, giving me his opinions on how damage numbers were, and getting me all of Blue's spells (at least, all the ones with potential use)
First off, damage was tested on Krakens. Why? Because they are end game enemies who are succeptible to EVERY status, making them prime for tests in general. The exception is T260G, whom with I could not manage to find a Kraken, since my save state before the final level was messed up (wouldn't open properly), and there are none in his final level, so I couldn't just go to Yorkland and fight them there (IOWs, take his damage with a grain of salt)
Here's what I deemed as requirements for each type of training:
Mystic Abilities: I consider any "reasonable" Fusion Legal for Assellus and her fellow Mystics. What does this mean? Suzaku's and Dullahans, for example, while being somewhat "overpowered" and high end enemies, are fairly common and easy to get (Especially if you know where to look), hence they are fine as far as I'm concerned. Something like the Earth Dragon, or Griffon Jrs. which are major pains in the asses to get, rare as hell, stupidly hard to beat w/out trying to absorb, etc. need to die.
Mec abilities: I allowed most things that aren't Evasion abilities. I explain more abot this for T260G.
Magic: If a character starts out with that spell (like how Blue starts off with Energy Chain), obviously, they get that spell. If a Character gets the gift either by starting with it (Asellus with Mystic Magic), or gets it via unavoidable Plot Sequences (Blue/Rouge w/ just about everything not Mystic, Mirage, Evil or Mind Magic >_>), then they get access to all spells from that given magic. Just cause a character is "Good" with magic isn't a reason to give them that, I feel, otherwise, why isn't Relm from FF6 allowed to have Magic with her game best Magic Power, for example? Its the same general idea.
Swords: Character can use swords if they either start with it innitially equipped (Lute starts with a Knife always, for example), get it forcefully equipped (Asellus gets a Knife automatically equipped when Ildon gives it to her), or if they start with naturally learned sword techniques (Lute starts with Stun Slash for example) Mind, Red's a bit iffy, since while he starts with Broad sword in his inventory, its not equipped (Flip Side: It seems clearly intended he's meant to equip it, given taht you have nothing better to put in those slots, really), but given Alkaiser always has Rayblade, I let him have it.
Note that, however, I do NOT Consider Katana techs to be the same as Sword Techs. While Katanas count as swords,and are storebought (some anyway)...they teach other moves and such, strikes me as a sub category of weapons that only some characters should have (say, Gen, cause he has legal claim to the Comet Blade, for example) I forget if Katana's can teach all Sword techs, or just a majority of them
Edit: Thinking on it lately, I don't think I'd allow Red to use Swords anymore, given Ray Blade, while can use Swrod Techs, CANNOT teach them, and Red has no initially equipped Sword or Sword Techs (He comes with one or two Gun and Fist techs, so I'm still giving him those) I'll change the averages later.
Guns: Basically, same reasons as Swords. Can't think of any main differences, really.
Fists: Alright, this is a bit different. Since everyone technically starts with Fists, it seems wrong to arbitrarily allow them all fist techs (otherwise, why doesn't the whole FFT cast get access to Chemist abilities?) So, the conditions I felt here are either if the character starts off with no weapons equipped whatsoever (Exception: Asellus, explained later), or if the character comes with fist techs already learned (Like Red knows Chop and Kick right off the bat) Mind, overall, this doesn't matter much for skills, its more so the idea of everyone having "Above Average speed" by training with Fists seems wrong.
Unique Skills: This is a "duh" Everyone gets thier own unique skills. Assellus gets her Mystic abilities (if nothing else, they are learned naturally through plot), and mystic transformation, Red gets Alkaiser and things that spawned from that, Emilia and Lute get nothing, Blue gets (almost) every gift, and T260G gets Omega Body. Mind, T260G I personally ban from using any body sans his Initial (which sucks anyway), and Omega (which he 19/20 times is going to use anyway), since the other bodies are just clones of the other potential Mec's, really, and it seems like a Gogo Situation to me.
Monster Abilities: After discussing this, these are...well, totally random, and a pain to get and such, and unlike Mec Abilities, they change the character too and such. Most say no to them, so I just agreed.
Monster Forms: Just like T260G is forced to only use his Initial form (Duh?) and Omega (Unique), Monsters are forced to use thier starting form. Sucks or not, that's how it is.
Alright, allow me to explain what each stat does, and for generic ones, how much of each they have:
NOTE: None of these stats are going to be listed directly, given SaGa's stat growth system, with the exception of Riki, whose stat growth is static (0 in everything ^^) I'll just list what characters are good at and such. When I get to posting other characters, I will post raw stats for Mystics and Monsters, since monsters don't get any legal growth, and Mystics stats are totally static, based off absorptions which never change (they all want Dullahan's and Suzaku's as is)
HP: Every SaGa Human and Mystic should more or less with equal HP. T260G and the Other Mec's can hit max HP fairly easily, however, which is about 250-300 more than End game (I consider low 700 range as end game, that's what I always end up as, sans Blue's quest which I rushed a lot)
JP: Essentially, MP with a different name. Note that a character who has NO magic will have 0 JP.
WP: MP for Physical attacks, basically. This is a totally seperate stat from JP, so whether its hit with Osmose or not, is up to you. In general, anything not magic or a basic physical uses WP. What's not magical? Well, Sword techs, Fist Techs, Gun Techs, Mystic absorbed abilities, Mec skills, and Monster attacks.
Strength: Stat that determines Fist and Sword damage, as well as damage from certain Mec attacks and Mystic Abilities
Quickness: How fast you are. A few skills, like Cosmic Rave nad Lifesprinkler, are based off this stat. This is just speed in the traditional sense.
Will: The strength of Guns and Magic. Basically, the "strength" stat for those 2 abilities
Psychic: Character's resiliance against Status effects besides Sleep and Charm...higher this is, lower chance of status working, and the faster the character recovers from the Status. It should be noted that with high Psychic, a character almost never gets hit with Status'.
Intelligence: Raises the damage of some attacks, and effects learn rate. Generally, a useless stat for the DL, as I haven't seen a useful INT based attack yet.
Vitality: Characters defense against Damage and Sleep status. Higher = Less damage and lower chances. Doesn't seem to include pure physical attacks though.
Charm: Effects the rate of "Charm" status, and how long it lasts, on said character. Higher = Lower odds. Otherwise, completely worthless. This does not include confusion status, that goes into Psychic area (confusion = mess status, basically)
All Humans and Mystics (unless they have a forced item on), should usually opt for the following equips:
Power Suit: Like all suits, disallows you to equip Helmets, Boots and Gloves seperatly (as opposed to Armors which do) Highest Defense value (of anything storebought) at 50, buyable ni Koorong. Raises Quickness and Power by 10, gives Blind Immunity (IOWs, if someone's base speed is "average", this will push them to "above Average," IMO *Shrugs*)
Hyperwear: Best defense of "Clothing" class (10), storebought in Koorong
Bloodchalice: Raises defense by 1 (OMG!), gives Instant Death Immunity, storeought in Manhattan, counts as an accessory.
Purple Eye: Raises defense by 4, storebought in Manhattan, raises psy by 7.
NOTE: The elemental Defense accessoires are storebought too, so keep that in mind, if you allow those. As far as I'm concerned, though, I'm not sure I allow 2 accessory classed equips, but *shrugs*
Swordsmen all have Zeroswords (Strongest Storebought Sword at 60 power, bought in Koorong), unless said otherwise. Gunners get Lethal Guns, which is the Gun version of Zerosword, unless said otherwise. Mecs are allowed anything storebough, I feel, but use some restraint. I don't see 4 Power Suits on a Mec as Legal, for example, since that isn't end game. However, I'm pretty lenient in general.
There are other possibilities, but going in blind (for RPGmon Purposes...), this is generally thier best set up, unless I mention something otherwise.
Characters with Multiple methods of Training (Asellus and Red) are assumed to Alternate between using them each turn. Assuming each battle lasts 2 turns (most shouldn't be more, and only really pathetic ones last 1 turn), Asellus will get full benefits, more or less, her abiltiies, meanwhile, Red only gets about 2/3s the benefits of each stat (not exactly, but you get the point), since he will be missing one weapon each battle.
Humans can use up to 8 Abilities, which includes anything besides a basic attack or abilities reliant on specific Weapons (Final Strike from a Fiend Rod, for example) T260G has innately 4 Slots in his Omega body (he never has a reason to use his innitial one), and gets more based on what boards he's equipped with. As far as what the Mec can use that's considered an ability, it'll be listed in his section.
Equipment, Humans and Mystics can use 4 Weapons/Items, and 4 pieces of defensive equips. The Limits for defensive gear looks something like this:
A character can have as many "Accessories" as they want, regardless of what else is equipped.
Only one Clothing can be worn, with no exception, regardless of what kind of body gear they have.
Only one Armor or Suit can be worn. Should be noted that with a Suit, characters can not use Gloves, Helmets or Boots
Finally, they can have one Boot, Glove and/or Helmet if they wish.
I'll let you figure out all the potential combos from that if you wish.
T260G can use 5 of ANY type of equipment, and as many of a certain type as he wants (meaning 5 power suits is possible (not neccessarily legal...), if you please). This leads to headaches, so I have no friggin clue what would be his default set up. Other mecs it depends on forced equips how many they can use (maximum potential is 7, since all are forced with some type of body armor at least)
Monsters can equip 4 Accessories, and nothing else. Mock them if you wish >.>
NOTE: Characters I just got in the order I was flipping through my files, hence, there is no biasm involved or anything, nor is this done in anything close to a logical noticiable order...
Lastly, given we have several Mystics in the DL (Asellus included), here's a quick list of useful Absorptions!
NOTE: HP, WP and JP are never effected by Absorptions.
Suzaku: +20 to every stat, except Cha, no skills worth noting
Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
Unicorn: +18 to Qui, Int, Will, and Psy, MagicHeal on Sword
Defautly, I assume Asellus to have 2 Suzaku's and a Unicorn on the Sword, since she prefers the healing, and already has good damage (and instant death) with Sword skills; everyone else is getting 2 Suzaku's and a Dullahan on Sword (cause they desperatly need the damage, and Suzaku's WIN for stats)
Finally ONTO THE CHARACTERS!
Quick key:
attack = Characters best damage in general
attack = Characters best First turn damage
Red:Race: Human
Legal Claims:
Swords: Tends to be the best way to train him in game and he starts with a Sword (in his inventory, though, he starts the game alone so its clearly intended for him) too. The Gun in his inventory apparently is a Cannon.
Fists: Starts the game with "Chop" and "Kick" learned. his first fight in the game (which is a plot one) forces him to use fists, and most of his Alkaiser Techniques are fists too.
Alkaiser Abilities: Uhh...they're Unique to him, so yeah...unless you want to be picky and include Alkarl into the mix (and if you do, I will mock you so >.>)
Base Stats: High physical stats and speed, great Will and Int, average Charm, bad Psychic.
Special Equipment: None
Red's Techniques:
Fist Techs:
Last Shot: 2100 damage, 5% chance of Instant Death
Sky Twister: 2300 damage
Babel Crumble:
damage, chance of stun (Stun odds and damage TBA)
Sword Techs:
Lifesprinkler: 3500, unblockable but evadableDeadend: 2000, 80% chance of ID
Heaven/Hell: 1900, 60% chance of Stun
Alkaiser Attacks:
Bright Fist: 740
Sparkling Roll: 1080
Al Blaster: 930
Al Phoenix: 2600, Fire Elemental
Kaiser Wing: 535
Kaiser Smash: 1010
Deflect Lance: 1835
Shining Kick: 1100
Re-Al Phoenix: 5000 Unevadable, but Blockable, Fire ElementalFinal Crusade: Heals entire party for an amount roughly equal to Alkaiser's HP * 2 (IOWs, its far more than full healing, and heck, is good healing even for bosses), at the expense of one LP. Note that it does not heal Alkaiser himself, so its useful only in a team setting.
NOTE: As Alkaiser, Red gets a significant boost to his defenses, an extra 250 HP (roughly 30% increase, IOWs), and a noticiable Quickness boost (not sure on the exact amount) Alkaiser is immune to all status except Poison
Red also has Deflect, which kicks in about 25% of the time, guarding him from any blockable physical. It can also kick in and have him block an attack aimed at the ally (IOW, a Cover effect). Kasumi is a random Evade & Counter Affect, which unfortunatly I don't have damage for either, that kicks in 20% of the time. KO Throw is a counter against Martial arts type attacks to, not requiring any form of weapon. Red also has Quick Draw, meaning if he is using a Gun attack, he has inniative. Interpret that as you will (stupid Turn Based systems and thier inniatives >.>)
(It should be noted that There are many points in the game where Red actually starts as Alkaiser, including the whole last dungeon, Red IS Alksaiser the whole entire time. Likewise, I'm inclined to give him the option of starting battles off as Alkaiser, instead of having to transform into them. There are situations where he'd want to start off as Red, for example, he could fight as Red til he's near dead, go Alkaiser, and gets Fully Healed with more HP, for Round 2, so to speak.)
Emilia:Race: Human
Legal Claims:
Guns: The game hits you over the head plenty of times saying "She's a Gunner" be it that she gets one in her first dungeon, she has a training with "Target Practice", and getting her as a normal character, she always starts off with Guns and nothing else. You really can't argue wtih this one, she's by far the easiest character to interpret, really. Mind, she technically starts with no weapon, but I don't give her fists, since she is clearly not meant to be a fighter. You should get her Easy Rifle (which is clearly intended for her, given Liza is a fighter, and Annie is a Sworsman) before her first fight.
Base Stats: Amazing Speed, High Will and Int. Averagish Vit, non existant Str, low Psy, average Charm.
Special Equips:
Angel Broach: An item in her plot if some importance at the end. I believe this is the only quest she can get it. Its an accessory that gives +5 to Defense, and makes her immune to the "Stun" status.
Gun Techniques:
NOTE: Emilia is assumed to have 2 Guns and the ability "Two Gun" ability Equipped
Sharp Shot: 2200, "Causes Critical hit against many enemies" having never seen a critical hit, I doin't know what this means
Stun Shot: stuns enemy, 80% hit rate
Focus Shot: 2000
Total Shot: 950
Bound Shot: 3900Trick Shot: 2900
Cross shot: 600, Perfect Hit Rate, extra damage to Undead
Reaction Shot: Puts Emilia into a state similar to "Mirror Stance", in that she "Hamedo"'s any single target attack thrown at her (be it Physical or Magical)
Emilia has Quick Draw ability, which gives her inniative. With her amazing Speed, this ability isn't as good as it sounds (though, that's either a testament to how wasted the ability is, or how great her speed is) If anything, it basically insures she gets 2 Turns off the bat (She starts with Full CT Gauge while everyone else has 0) for those slower than her, and that she always goes first, like Auron's "First Strike", even if the enemy is faster than her (someone like Rika, for example)
Asellus:Race: Half Mystic
Legal Claims:
Swords: Ildon forcefully equips this on her. That, and whenver she joins a different characters quest, she starts off with a few Sword techs (Thrust an Stun Slash at least), and always equipped with a "Fiend Rod" (which is a Sword, odd as it may sound)
Mystic Magic: She has the gift of it naturally
Mystic Weapons and thier Absorption Abilities: She gets these after winning specific forced plot bosses. That, and she's the ONLY human who can get these >_>
Base Stats: Above average physical stats, high magic stats, average speed, high Charm.
Special Equipment:
Golden Lion: Games strongest sword. Since she is the only story where its available, and for plot reasons no less (and its kind of plot given), and the game more or less seems to make it appear intended for her, I let her have it. Others might disagree but *shrugs* Her physical damage listed is assumed she has this equipped for the record.
Pluto Armor: Strongest "Armor" Class equip (weaker than Power Suit). She has claim to this too, so to speak, however, its a lot more iffy, since it can be gotten by any other character from rare drops. Ultimatly, doesn't matter much, besides letting her be more flexible with equipment, maybe, but something to consider if nothing else (personally, I don't allow it)
(Damage is being listed as "Human Damage/Mystic Damage")
Mystic Techniques:
NOTE: Unless the move has the word "mystic" in it, Assellus must have used Mystical Transformation
Mystic Sword: 750/1070, 10% chance of ID, activates "Mystical Transformation"
Mystic Glove: 750/1070, 10% chance of ID, activates "Mystical Transformation"
Mystic Boot: 750/1070, 10% Chance of ID, activates "Mystical Transformation"
Griffith Scratch: 3100, 10% chance of Paralysis
Crystalizer: 700, 50% chance of Petrify
Assinate: 1700, 80% chance of Instand Death
MagicHeal: 680 Healing, heals from status
When she uses a Mystic Weapon, she gets "Mystical Transformation" to kick in right after. This gives her the benefit of the monsters she absorbed monsters added to her stats. For both Dullahan and Suzaku's, its +20 to all physical stats and quickness for each one absorbed (meaning +60 total). IN the case of Suzaku's, she also gets +20 to Psy and Will for each Suzaku (+60 with 3), I believe it is (I'll get the exact absorption values for each monster, at least useful ones anyway)
Sword Techniques:
Heaven/Hell: 2250/2500, 75% chance of stun
Dead end: 2500/2900 95% chance of Instant Death
Lifesprinkler: 4300/4700, Unblockable, but evadableLifesprinkler after Victory Rune: 5500/6200, Unblockable, but Evadable
No Moment: 1950/2350, ignores all forms of evade
*Godless: Puts Assellus into a Mirror Stance effect, where she will evade and counter any physical attack thrown at her for an attack
with damage which is considerably better than Life Sprinkler (don't have exact numbers, never saw Golden Lion Godless, my guess is about 5500/6000)
No Moment: 2000/2300, Ignores Evade
Asellus also has Deflect, which kicks in about 25% of the time, guarding her from any blockable physical. It can also kick in and have her block an attack aimed at the ally. Kasumi is a random Evade & Counter affect that kicks in about 20% of the time.
Magic:
Glass Shield: Nulls out one attack, if attack was a short Range physical, then they get hit with "Broken Glass" which does about 1000 damage.
Mirror Shade: Creates clone of self, tricking enemy into attacking it, summons 3 on first casting, 2 on second, maximum of 5 out at a time. Any MT attack ignores this, and kills all clones. I can see not allowing this, saying its just using the enemies AI against them, I'm undecided on this right now, so yeah, take this as you will.
*Victory Rune: Raises the power of Asellus' weapon by 3 intervals, stackable
Fascination: Inflicts Charm Status, 80% hit rate
Phantasm Shot: Summons one of the following Monsters each doing the following effects (roughly equal chance to summon each)
Jackle: 750/1500 damage, 50% chance of Poison
Black Cat: 750/1500, 75% chance of "Blue Mess"
Nitemare: 750/1500, 75% chance of Sleep
Cocatrice: 850/1700, 50% chance of Petrify
Reaper: 900/1800, 90% chance of ID
*Victory Rune she doesn't actually get the spell herself, however, the Rune Sword, which is storebought, has it as a Built in Skill. Mind, using it works like normal victory Rune, so it affects all her weapons, and remember, SaGa Characters CAN equip 2 Weapons at once, just only use one at a time for a given attack.
NOTE: I would have listed it for Red and Lute (The other Swordsmen), but unless a character has Magic innately, they have no JP, so while they have access to the move, they don't have the Resources to use it, shame too (Lute would have liked the damage increase)
Side Note: After Mystical Transformation, Asellus' stats are so high the chances of being hit with a status are nearly non existent. As far as I'm concerned, she's basically immune to status that's not 100% (so something like Tir's Finger of Death gets through, immunities aside), or at least, has such high resistance that the chances of a status hitting are too low to consider.
Blue:Race: Human
Legal Claims:
Magic: His whole friggin quest is "Learn magic!" and he's got the stats of a mage, and starts off with Realm Magic, that, and he will end up with all the Gifts with a few exceptions. The kinds of magic he gets are Realm, Space, Time, Shadow, Light, Life, Rune, and Arcane (that leaves out Mystic, Mind, Evil and Mirage, for those curious)
Base Stats: Maxed out (or very close to max) Will, Psychic, and Intelligence. Single digit Str and Vit (...), utter shit for speed, average Charm
All of Blue's Attacks are Magical:
Energy Chain: 780 damage, 50% chance of paralyze
Reverse gravity: 1800-2200 damage
Vortex: Dispell
Impolsion: 100% chance of ID, or very close to it, when it fails (say, an ID immune, if this is 100%), it does minor damage (Not enough to matter, ever, especially since he's only using this for the ID)
Psycho Armor: Raises Defense by 3-6 intervals
Psychich Prison: Make next magic spell back fire on the enemy itself
Vermillion Sand: 2200 damage, 80% chance of inflicting Blind status
Shield: Def up a few intervals
Magician: Create a clone and give 100% ID if enemy attack the clone
Death: Instant Death, loses an LP on failure, seems more or less inferior to Implosion in everyway *Shrugs*
Tower: Does damage proportional to his RAW JP. Given Blue has about double the JP of any other standard Mage, expect this move to hit upwards to 20,000. Loses all JP (basically, an on crack version of G. Dragon)
NOTE: When used in conjunction with Overdrive, Tower only does about 2000~ a shot, so no, Blue does not do 7 shots of 20,000 damage a turn, sorry, as fun as that sounds, Square was being sensible, in this case. According to ID, the game acts like he only has 10 JP when using Tower
Fool: Half all damage from both side
Vitality Rune: Adds Regen Status, heals roughly 50 HP each turn.
Freedom rune: Prevents Paralyze, Petrify and sleep
Shield Rune: Makes Blue Invisible
Wall Rune: Makes him immune to attacks classified as "Shot" attacks, which is basically any Gun in SaGa.
Dwarf Rune: Lowers the enemies attack stat by a tremendous amount
Soul rune: Double stats for 10 turns and lose 1 LP after the time pass
Reviva: Adds Re-raise status (meaning if he dies, he comes back instantly)
Shadow Net: 100% chance (or very close to it) of paralyze
Dark Sphere: 1400 Dispell, with damage
Shadow Servants: Double damage until get hit, and the shadow well take one hit for blue
Starlight Heal: Heals 341 hp
Flash Flood: 60% of ID and Blind
NOTE: Flash Flood seems to be a removal ID, like that of Black Dagon Grief, and i don't believe it gives you rewards at end of the fight. Take that as you will
Light Sword: Gives +10 to all stats, lets Blue use the "Light Sword" weapon. Given Blue's physical stats, this move is only useful for the stat boosts...
Mega Wind Blast: 3400 damageShadow Servant + Megawind Blast: 6800Delay Order: Drop speed by 3-6 intervals
Chaos Order: 400 damage, 90% chance of causing any random status effect
Time Eclipse: 2200 damage, 90% chance of Petrify
Overdrive: Gives Blue 7 turns in a row, Inniative, at the end of it, Blue loses all JP, WP, and Bullets. Any spells cast in Overdrive are free.
NOTE: Despite popular belief, Overdrive is NOT the be all, end all inniative, in that it acts before all other innitiatives. In game, I've seen it act after Zozma's Sharp Pain (also inniative) and Emilia with Quick Draw, and this was with Time Lord, whose far faster than Blue.
Note: Unfortunatly, I don't know how much an increase one interval of a stat is. So just use your judgement for that, I guess. Should be noted that one interval is less than a "+1" in Grandia terms.
Lute:Race: Human
Legal Claims:
Swords: He starts with a knife, always. That and he learns Sword techniques at a stupidly good rate
Base Stats: Average in just about everything, except Magic Stats, where he's fairly low. Thanks to his starting stats, however, he's probably just a bit below average in each stat, actually, though, its not that big a deal (one of the main reasons Red does more damage than him with the same attacks...along with Red having access to Fists giving higher stats that matter >.>)
Special Equips: ...ha!
Lifesprinkler: 3300, unblockable but evadableDeadend: 1900, 80% chance of ID
Heaven/Hell: 1800, 60% chance of Stun
Rosario Impale: 2500 (listed just to make his move list look less pathetic >_>)
Triple Thrust: 2550 (stronger than Rosario Impale O_o...listed for the same reason)
*Godless: Puts Lute into a mirror stance affect for one turn, if attacked physically, evades, and counters for an attack that does about 4300 damage
Lute, like the other Swordsmen (Red and Asellus) also has Deflect, which kicks in about 25% of the time, guarding him from any blockable physical. Kasumi is random E+C that kicks in about 20% of the time.
T260G:Race: Mec
Legal Claims:
...she's a Mec. she's special. Go Figure, this section doesn't need explanation >.>
Stats: Really high in EVERYTHING, sans Charm.
NOTE: T260G's damage was taken against several enemies, since I can't find a Kraken. Take her damgae with a grain of salt, I rounded where I thought it sounded right...
Omega Body Abilities (moves that only T260G can use, IOWs, and only in Omega Body):
Megabeam Sword: 900 (1200 with Combat Mastery)
Graviton: 2300
V-max: Triples stats for 6 turns, at which point, V-end Kicks in. Under V-max status, he can use Cosmic Rave, and Starlight shower
V-end: Used immidiatly when V-max ends, lowers T260G's stats to 1/6 of thier base value (...ewww...)
Cosimc Rave: 4500 (7000 w/ Combat Mastery)Starlight Shower: 3000 (4500 w/ Combat Mastery), multi target
NOTE: She can still use her other moves while under V-max, and with increased damage, but Cosmic Rave is almost always superior, so I'm not going to btoher mentioning them.
Standard Mec Skills: (These skills are the ones that take up "Ability Slots")
Note: I disallow Evade abilities, mostly cause they are identical to thsoe used by Humans, more or less, just learned in a different manner. Given I don't allow Humans Evade skills, I don't think Mec's should get them out of a lucky techanicality of learning them specially
Maxwell Program: If equipped, she gains 1 WP back each turn.
Jammer: Stuns a Mec, not certain on accurracy, seems fairly good though
Logic Bomb: Lowers a machine's stats drastically
Combat Mastery: Raises damage done by Melee
Shooting Mastery: Raises damage done by Guns
Self Repair: Roughly 5% Regen each turn
Pluralslash (MegabeamSword): 3000 (4000 w/ Combat Mastery)Magnified Hyper Blaster: 4800 (7500 w/ Shooting Mastery), OPB
V-max Magnified Hyper Blaster: 5200 (8100 w/ Shooting Mastery), OPB
NOTE: Pluralslash factors in Strength Heavily, so depending on her equips, this could be a good deal higher, or just complete utter shit
Notes: T260G, being a Mec, is innately immune to just about every status except Stun, including Instant Death (not Direct LP damage, though, which is useless here anyway) Hrt stats (as can her damage) Flucuate beyond belief given how equip heavy Mecs are. Take everything about the Mec with a grain of salt. Also, note that T260G also takes extra damage from Lightning elemental attacks. The increase depends on the damage of the attack, according to Niu. So Geddoe's Thunder Storm would do 30% more damage, roughly, meanwhile, HoR would do well over 50% its normal value, just to give yo an idea (basically, more Damage = Bigger proportional increase)
Riki:Race: Monster
Legal Claims: Anything mosnters get, meaning base abilities only. How good are those? we'll find out!
Stats: I can ACTUALLY list Riki's raw stats, since they are TOTALLY static, unlike the Humans (which change randomly, so to speak) and T260Gs (very tweakish) His stats are:
Strength: 8
Quickness: 8
Vitality: 8
Psychic: 8
Charm: 8
Will: 8
Intelligence: 8
Defense: 7
NOTE: Monsters have a base defense score, since they can't use any Armor, unlike Mec's, Mystics, or Humans. They can boost it minorlly with accessories though
How are those in relation to the other characters who don't have numeric listings? Just wait til I post the stat comparisons. To give you an idea, though, Power Suit gives +10 to Quickness and Strength...
Special Equips: Riki gets every ring from his story, for plot reasons, and like Assellus, only his Story can get them. That, and its the only thing CLOSE to Unique about him.
All Rings give +1 to defense, and he can use up to 4 of them (in his accessory slots)
Abilities:
NOTE: Riki's damage is tested from initial enemies. If ANYTHING, this damage is high.
Punch: 6
Tail: 35, causes Stun
Tail Whip: 45, causes StunHeal: Full HP and Status healing
Ring Abilities:
NOTE: Some people might now allow them, since they are TECHNICALLY item casts. Anyways, all Rings are OPB, and he can have up to 4 of them in a given fight, since that's how many he can have equipped.
Protect Ring: Raise defense by one interval
Merchant Ring: Causes Charm Status (given his Low Charm stat, don't expect this to do any good, ESPECIALLY since its OPB)
Thief Ring: Grants hidden status, see notes on Evaporate for how this works
Hermit Ring: Dispels all affects on both sides (basically the equivalent of BoF Sanctuary)
Courage Ring: Grants Immunity to all status effects
Tactician Ring: Gives Mess status, unsure on hit rate
Life Ring: Full healing, only advantage it has on Heal is its MT
Warrior ring: Raises Attack by one interval
Lord Ring: Recovers all WP and JP
Fuse:Race: Human
Legal Claims:
Handblaster: Innitial Equip. Note that this is a Blaster. NOT A Gun. Difference? Blasters can't use Gun Techs, and don't give any stat boosts but HP (which everything a Mystic or Human does raises this stat), and JP (anything that's not Magic raises this stat)
Mind Magic: Innitial Gift
Fists: Comes with a move or two learned in this, and no actual weapon class otherwise.
Special Equips: Hand Blaster, comes with 3 different abilities; two different damage attacks, and one status move.
Stats: Above average speed, High Strength and Vitality, averagish Will, Intelligence and Psychic.
Abilities:
Hand Blaster Techs:
Main Attack: 150
Blaster Sword: 210
Paralyzer: Adds Paralysis, 40% Hit Rate, Multitarget
Fist Techs:
Last Shot: 2100 damage, 5% chance of Instant Death
Sky Twister: 2300 damageBabel Crumble:
damage, chance of stun (will test this when Fuse gets it/I feel like checking on someone else)
Sky Twister w/ Awakening: 3000Mind Magic Abilities:
Mind Heal: Full Healing
Awakening: Raises all of Fuse's stats, doubles the JP and WP cost of his abilities, lasts 10 turns
Lifewave: 500 damage
Evaporate: Hides Fuse, note that in game, this is invincibility. The status is undone when a Non Defend action is done.
Spellbound: Adds Paralysis, 100% Hit rate
Time Lord:
Race: Mystic
Legal Claims: mystic Absorptions, Time Magic, and Mystic Magic
Forced Equips: Mysic Mail (+23 defense, Armor Classed)
Stats:
Strength: 74
Quickness: 88
Intelligence: 86
Will: 61
Psychic: 91
Vitality: 57
Mystic Absorption Abiltiies:
Mystic Sword: 660, 10% chance of ID
Mystic Glove: 660, 10% Chance of ID
Mystic Boot: 660, 10% chance of ID
Griffith Scratch: 2500, 10% chance of ParalysisCrystalizer: 500, 50% chance of Petrify
Assinate: 1400, 80% chance of Instand Death
Magic Heal: 580~ Healing, heals from status
Mystic Magic:
Glass Shield: Nulls out one attack, if attack was a short Range physical, then they get hit with "Broken Glass" which does about 1000 damage.
Mirror Shade: Creates clone of self, tricking enemy into attacking it, summons 3 on first casting, 2 on second, maximum of 5 out at a time. Any MT attack ignores this, and kills all clones. I can see not allowing this, saying its just using the enemies AI against them, I'm undecided on this right now, so yeah, take this as you will.
Fascination: Inflicts Charm Status, 80% hit rate
Phantasm Shot: Summons one of the following Monsters each doing the following effects (roughly equal chance to summon each)
Jackle: 1000 damage, 50% chance of Poison
Black Cat: 1000, 75% chance of "Blue Mess"
Nitemare: 1000, 75% chance of Sleep
Cocatrice: 1230, 50% chance of Petrify
Reaper: 1400, 90% chance of ID
Time Magic:
Overdrive: Inniative, Gives Time Lord 5 to 7 turns, at the end, loses all JP, WP, and Bullets. Attacks used DURING overdrive are completely free. Requires 10 JP to pull off initially...
Time Eclipse: 95% chance of Petrify, upon Failure, does about 1000 damage, and 100% chance of destroying the enemies speed
Time Leap: Cancels a persons next turn, 100% hit rate, ignores any form of immunity. Note that this works just like Stun, beyond the immunity ignoring, so its worthless if the enemy goes before the user; take this as you will.
Time Twister: Lets ally use thier next attack 2x in a row. Useless in a duel, nifty in a team setting
Gen:Race: Human
Legal Claims:
Swords: Massive plot back up for this, and he's one of the game's best swordsman to boot, as well as starting off with a fair amount of Sword Techs and a Broadsword (T260G's quest excluded.) He also has claim to Katana Techs, due to the Comet Blade being legal, but they're fairly worthless.
Fists: Minor case for this. He starts the game with one fist tech (I think Chop) learned, and in T260G's quest, is forced to use them for a short while. I personally throw this out, but just giving a heads up.
Base Stats: A bit above average in physical stats, non existant magic stats, average Vit.
Special Equips:
Comet Blade: Plot claim to this. Its a special sword from his home town, and you require raising Gen to a certain level just to get it too.
Lifesprinkler: 3500, unblockable but evadableDeadend: 2000, 80% chance of ID
Heaven/Hell: 1900, 60% chance of Stun
Rosario Impale: 2600, extra damage to undead (listed just to make his move list look less pathetic >_>)
MillionDollers: 2000 damage, magical, sort of.
*Godless: Puts Gen into a mirror stance affect for one turn, if attacked physically, evades, and counters for an attack that does about 4300 damage
Gen, like the other Swordsmen (Red and Assellus) also has Deflect, which kicks in about 25% of the time, guarding him from any blockable physical. Kasumi is random E+C that kicks in about 20% of the time.
Rouge:Note: This is GENERIC Rouge, not the plot one you get in Blue's story. Basically, to me, in the DL, Rouge = the one you get in everyone's story, Blue = the character in his own story, for differences and such <_<;
Race: Human
Legal Claims: Realm Magic
Stats: ...see Blue, basically, only somewhat worse on magic stats (no uber plot upgrades)
Abilities:
Punch: Double Riki's best <_<
Vermillion Sand: 2000 damage, decent chance of inflicting Blind statusImplosion: 930 damage, 85% chance of inflicting Instant Death
Pyschic Chain: 500 damage, decent chance of adding Paralysis, due to Rouge's speed, didn't really bother testing it since its not much of an option in a duel
Psychoarmor: Raises Vit and Psy by 4 intervals
Psychic Prison: Inflicts a status on the enemy where if they cast a spell, they end up receiving about 1000 damage instead (hard to test given the lack of magic using enemies in general), and the spell is cancelled. Works on all enemies in SaGa, including every final boss. Does nothing to physical attacks though. Lasts the duration of one spell.
Gate: 65535 Damage, inflicts all status, heals Rouge, raises all stats by 3x the amount of V-max, turns him into a Mystic, and teaches him Overdrive!!!! *shot*
Roufas:Race: Human
Claims: Swords and Mind Magic. You could argue he has Guns instead, but after discussing this, it was agreed he should use only one of the two weapons (You...almost never train in two weapons), and Swords are better fit in the DL
Stats: See Asellus. Given the two are raised the same way (all magic yields same growth, in terms of stats), they are likely to end up similarly stat wise in the end.
Sword Skills:
Lifesprinkler: 3600, unblockable but evadableDeadend: 2100, 80% chance of ID
Heaven/Hell: 1900, 60% chance of Stun
Awakening + Lifesprinkler: 4000
Note: Like Asellus, Roufas can take advantage of the Rune Sword to further boost his damage. Haven't tested yet (will at some point), but it should come out to be roughly 5k damage or so (unlike most Swordsman in the DL, Roufas has JP, hence why he can take advantage of this and people like Red and Lute can't)
Mind Magic Abilities:
Mind Heal: Full Healing
Awakening: Raises all of Roufas's stats, doubles the JP and WP cost of his abilities, lasts 10 turns
Lifewave: 500 damage
Evaporate: Hides Fuse, note that in game, this is invincibility. The status is undone when a Non Defend action is done.
Spellbound: Adds Paralysis, 100% Hit rate
White Rose:Race: Mystic
Legal Claims: Mystic Absorptions, Mystic Magic, as well as the starting Light Spells she comes with.
Equipment: Forced Mystic Mail (+23 Defense, Armor Class), also has option of the Flower Amulet for +5 Psy and Charm, and +1 Defense.
Stats:
Strength: 76
Quickness: 78
Intelligence: 85
Will: 59
Psychic: 90
Vitality: 55
Mystic Absorption Abiltiies:
Mystic Sword: 660, 10% chance of ID
Mystic Glove: 660, 10% Chance of ID
Mystic Boot: 660, 10% chance of ID
Griffith Scratch: 2550, 10% chance of ParalysisCrystalizer: 450, 50% chance of Petrify
Assinate: 1300, 80% chance of Instand Death
MagicHeal: 580~ Healing, heals from status
Mystic Magic:
Glass Shield: Nulls out one attack, if attack was a short Range physical, then they get hit with "Broken Glass" which does about 1000 damage.
Mirror Shade: Creates clone of self, tricking enemy into attacking it, summons 3 on first casting, 2 on second, maximum of 5 out at a time. Any MT attack ignores this, and kills all clones. I can see not allowing this, saying its just using the enemies AI against them, I'm undecided on this right now, so yeah, take this as you will.
Fascination: Inflicts Charm Status, 80% hit rate
Phantasm Shot: Summons one of the following Monsters each doing the following effects (roughly equal chance to summon each)
Jackle: 1100 damage, 50% chance of Poison
Black Cat: 1100, 75% chance of "Blue Mess"
Nitemare: 1100, 75% chance of Sleep
Cockatrice: 1330, 50% chance of Petrify
Reaper: 1500, 90% chance of ID
Light Magic:
Sun Ray: Negligible damage, does more to undead, WORTHLESS
Flash Fire: 1000 damage (tested on a Dullahan, mind, not a Kraken), adds Blind status
Starlight Heal: 352 (474) Healing
Flash Flood: Ejects enemy from battle
Now, for stats! Ph34r! OMG!
NOTE: T260G will be assumed to have a totally balanced set up, giving him about 80~ in everystat. Other characters assume I'm going by base stats (meaning no equipment, sans Alkaiser, who always has Rayblade on, making his boost essentially unavoidable), so thier stats will be higher with Power suits and such.
NOTE2: Assume V-maxed T260G, Alkaiser, and Mystical Change Asellus Rank ahead of everyone, and by a large margin too (For example, Mystical Change Asellus has about 120 Speed, Emilia has 80). Its redundant and boring seeing it 100% of the time. This applies Roufas and Fuse under awakening as well, of course.
NOTE3: For someone with an "Average" Stat, before equipment taking into account, sans T260G (whose entirely equipment reliant, so in that case, equipment will be taken into account), it'll be around 60. Likewise, when I get to doing some interesting "Generics", I'll probably list raw stats for things like Mystics (whose base stats are Static, for example), so its easier to see how they are.
Strength:
T260G > Fuse > Red = Gen = Asellus = Roufas = White Rose >= Time Lord >= Lute >>>>>>> Blue = Emilia = Riki = Rouge
Random Comment: Blue, Emilia, and Riki has especially bad strength, all being below 10 in strength (Blue and Emilia at least have Power Suits to raise that to almost 20! Riki does not -_-)
Quickness:
Time Lord > T260G > Emilia > Fuse > White Rose >= Red = Roufas = Gen = Asellus >= Lute >>>>> Blue = Rouge >>> Riki
NOTE: Yes, Blue is THAT slow. He is so VERY much saved by Overdrive having an inniative, it isn't funny (it makes him go from a Low God Like to a winning one)...so what does that say of Riki?
Pyschic:
Blue > Time Lord >= White Rose > T260G = Rouge > Asellus = Roufas > Red = Gen > Emilia > Fuse > Gen > Lute >>>> Riki
Will:
Blue > T260G > Emilia > Rouge > Assellus = Roufas > Fuse > Time Lord >= White Rose >>>>> Lute = Red = Gen >>>>>> Riki
Intelligence:
Blue > Time Lord >= White Rose > T260G > Emilia > Rouge > Asellus = Fuse = Roufas > Red = Gen >>>> Lute >>> Riki
Charm:
Asellus = Time Lord = White Rose > T260G > Emilia = Red = Blue = Lute = Fuse = Roufas = Gen = Rouge >>>> Riki
Vit:
T260G > Fuse > Asellus = Red = Roufas = Gen >= Lute > Emilia > Time Lord >= White Rose >>>> Rouge = Blue = Riki
NOTE: I don't know what is sadder. Riki's stats, or the fact that Blue's VIT is comparable to his...(STR doesn't matter for Blue or Emilia, hence why I abstained from this comment)
First Turn Damage (a thing I can actually List Numerically!!!):
(Blue w/ Tower 20,000)
(T260G w/ Magnified Hyperblaster and Shooting Master 7500)
1. Asellus 4300 (Lifesprinkler w/ Golden Lion)
2. T260G 4000 (PluralSlash w/ Combat Mastery)
3. Emilia 3900 (Two Gun Bound Shot)
4t. Red 3500 (Life Sprinkler)
4t. Gen 3500 (Lifesprinkler)
4t. Roufas 3500 (Lifesprinkler)
6. Blue 3400 (Mega Wind Blast)
7. Lute 3300 (Life Sprinkler)
9. White Rose 2550 (Griffith Scratch)
10. Timelord 2500 (Griffith Scratch)
11. Fuse 2300 (Sky Twister)
12. Rouge 2000 (Vermillion Sand)
13. Riki 45 (Tail Whip) (...uhh..huh...)
Average: 2983
Non Riki Average: 3228
After Power Ups:
(Blue w/ Tower 20,000)
(T260G w/ Magnified Hyper Blaster, Shooting Masteryw/ V-max 8100)
1. T260G 7000 (Cosmic Rave w/ Combat Mastery)
2. Blue 6800 (Megawind Blast w/ Shadow Servant)
3. Red 5000 (Re-Al Phoenix)
4. Asellus 4700 (Life Sprinkler + Mystical Change w/ Golden Lion)
5. Roufas (Awakening + Lifesprinkler)
6. Emilia 3900 (Two Gun Boundshot)
7. Gen 3500 (Lifesprinkler)
8. Lute 3300 (Life Sprinkler)
9. Fuse 3000 (Sky Twister + Awakening)
10. White Rose 2550 (Griffith Scratch)
11. Time Lord 2500 (Griffith Scratch)
12. Rouge 2000 (Vermillion Sand)
13. Riki 45 (Tail Whip)
Average: 3746
Non Riki Average: 4054
With that, I again thank Niu for all his help, especially for Blue's spells and Riki's Rings
*This move is incredibly difficult to get. Requires you to have Kasumi, and then you have to be lucky not only for Kasumi to kick in, BUT for it to pass its hard to learn check. Unlike other Sword moves, the attack can't be "Forced" to learn (keep using moves til you learn it), so its a lot more questionable. I originally allowed it, but now, I likely throw it out. Leaving it in there for people who do.