Valkyria Chronicles:
-VC's combat is phase-based like FE/Disgaea, but with a few quirks. For starters, you have a set number of Command Points. Command Points are basically the number of actions your collective squad can take. Selecting a unit expends one CP and puts the game into the perspective of a third person shooter centered on that character. That character is then free to move about and take an action. Movement is limited to a set amount, which isn't relevant here. What IS relevant is that if you end the round before expending all of your CP, all of that CP carries over to the next round (up to a maximum of 20). So if you start a mission with 5 CP, and only take one action before ending your turn, the next turn you'll have 4+5 = 9 CP. There are also 3 units that add a CP to the gauge whenever they are used and alive on the map. Alicia, Rosie, and Largo all add one CP/round to the overall meter. For the purposes of the DL, I am assuming that characters have 1 CP per 'turn', that they can store them up as in-game (so they can opt not to act to focus all their actions into one turn), and that the three units who grant +1 CP have that trait in the DL and so get 2 CP a turn instead of 1. This reflects the in-game advantage they bring to the team. While it IS possible to use that CP on another character, the fact that it comes from them is indisputable.
- Class Level taken at 450000 exp expended. Note that VC's system has you expend experience selectively to level an entire class up instead of individual units (so everyone in that class will level up) 450,000 exp is a rather large amount, but it's the level several learn their last skills, and it is doable for 2-3 classes if you relatively focus on them. More exactly, the levels are Scout (20), Shocktrooper (18), Lancer (19), Engineer (20), Sniper (19). Changing the levels around modifies very little, as damage is not dependent on it and HP modifications are of minimal consequence.
- Scouts, Shocktroopers, and Engineers counter attacks with their guns. They will not counter tanks (as it would be pointless, bullets can't hurt them), but will counter things that can be damaged, even if they hit an area (flamethrowers, notably)
- At the beginning of their turns, Personnel units regain 20% of their maximum HP.
- All PCs have 6-8 "Potentials" that activate randomly and give different boons in certain conditions. The activation rate on most of these is really quite bad, so I'm not worrying much about them now.
- In-game, when a character is taking an action they will come under "crossfire" from enemies they move by. Crossfire is basically a free attack against someone moving within your firing range. I've ignored this for DL purposes. Note that the PCs get this against enemies too.
- The game features an evade system where a character will hit the ground rapidly before an attack connects, nullifying it. The evade numbers listed in this topic are grabbed from numbers quoted from the VC Guide posted on GameFAQs. They seemed accurate, with some exceptions (Rosie in particular, some of the Scouts aren't as dodgie as you'd think although Alicia IS). In the case of attacks that hit even though the character drops to the ground, the incoming attack is taken at 30% attack power *before defense*. This nullifies everything except the high attack power Flamethrower/Explosive attacks, which are generally reduced to about quarter damage. How you take this is up to you. I take it for all attacks that are not explicitly ITE, with MT attacks triggering the damage reduction and tinking normally.
-Weapons are taken as best factory manufactured right before the final boss. The best pure damage weapons were taken. Note that this is best damage vs. Personnel. Also note that some equipment has a limited number of uses. All of these types of equipment regain 1 use per phase, so it doesn't really matter too much. I will list in parenthesis how many the class starts with. For reference:
Gallian-A20 Rifle: 42 attack, 7 shots (Scouts/Engineers)
B-Type Grenade M5: 400 attack (1 ammo Scouts/Shocktroopers, 3 ammo Engineers)
Mags M30 Machine Gun: 37 attack, 20 shots (Shocktroopers)
(optional Machine gun: MAJ-X M20: 30 attack, 20 bullets, inflicts Attack Down on enemies. Attack Down halves attack before defense is accounted for, so against Shocktroopers that means stuff will just go *tink*)
FF-8 Flamethrower: 450 attack.
Lancaar-SH M12 Mortar Lance: 450 attack. (3 ammo, Lancers)
Brondel M20 Sniper Rifle: 160 attack (Snipers)
- Damage taken as body shots against 12 enemy defense. Headshots do more damage, but they make the difference in damage between classes negligible in-game (i.e. anything that can be headshot is dead no matter who hits them). In situations where that is not the case (crouched enemies, stationary stuff, bosses), then the damages listed here are the most accurate for who is good at actually hurting things. Note that Shocktroopers were taken as getting 15 hits with their machine guns (excepting Rosie). Headshots would likely make Snipers/Scouts/Engineers better and Lancers/Shocktroopers worse.
- It should be noted that Lancers heavily resist "explosion typed" damage.
- I'll give the details on just Alicia/Rosie/Largo for now, but give stats for everyone. Next to defense I will list the durability modifier. This is calculated based on what their defense does compared to average defense against an attack of 7 shots that deals 40% damage (131). Higher = better. Durability is just HP divided by average HP times that modifier. Again higher = better.
- averages up top:
HP: 326
Defense: 14.6
Damage: 407 (1019 kill point)
Evade: 35
- SQUAD 7, MOVE OUT!
Alicia:
Scout
HP: 345
Defense: 10 ( .8 damage modifier)
Durability: 85%
Evade: 77% (O_o) (hard tested on 125 attacks)
Moveset:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.
Best damage per turn:
Grenade + Rifle for 570 damage.Potentials:
Country Bred: Bare dirt leads to a single increase in accuracy rank X% of the time (DL useless)
Maternal: Being near someone she likes boosts her stats X% of the time. (DL useless)
Mysterious Body: After taking an action on her turn, she has an X% chance of restoring all HP.
******** : If Alicia is dropped below 50% HP via crossfire, all her stats are significnatly boosted. X% activation rate every time she is struck by crossfire below 50% HP.
Undodgeable Shot: Alicia's attacks have an X% chance of ignoring the target's evade.
First Aid Boost: Alicia has an X% chance of restoring 200 HP instead of 100 when using Ragnaid.
Resist Crossfire: X% chance that when Alicia comes under Crossfire she will receive a significant defense boost against it.
Double Movement: X% chance that Alicia will be able to move her full range again after moving as much as she normally could in a round.
Comments: Alicia makes high-end FE'rs want that evade. Low Heavy. She has troubles storing up actions for huge damage thanks to only getting one grenade per turn and she's kinda frail, but the evade is awesome and she can heal on up if she's unlucky enough to get whacked (while still countering). Low 2HKO helps too, as do counters.
RosieShocktrooper
HP: 384
Defense: 20 (1.4 modifier)
Durability: 165%
Evade: 50% ***** (The guide apparently says 32%, but this number was acquired over a large number of trials, and the guide was also wrong about Rosie's accuracy)
Moveset:
Mags M30: 500 damage over 20 shots *Rosie's aiming recticle is much smaller than the other Shocktroopers, so she can reliably get in 20 hits instead of the usual 15*
(Optional: MAJ-X M20: 360 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of Rosie.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.
Best damage in one turn:
Mags M30*2 for 1000 damage.Potentials:
Desert Allergy: X% chance that when in a desert she will gradually lose HP.
Strong-Willed: X% chance of resisting crossfire upon encountering it.
Big Sister: X% chance of stat ups when near shocktroopers (defense, Damage)
***********
Undercover Fire: X% chance of attack power being boosted when crouching.
Undodgeable Shot: X% chance of an attack ignoring the target's evade.
Dud Mine: X% chance of a mine not going off after she trips it.
Double Attack: X% chance of following up an attack with another one immediately thereafter (before an enemy would counter if they can).
Comments: Rosie is a badass slugger. Really badass. And then she inflicts Attack Down and you are screwed. Heavy.
Largo:Lancer
HP: 477
Defense: 19 (1.31 modifier)
Durability: 191%
Evade: 22.6%
Moveset:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.
Best damage in one turn: Two Mortars for 872 damage.
Potentials:
Child of Nature: Standing on a paved road has an X% chance of lowering defense.
Loyal Teammate: beng near allies has an X% chance of boosting stats.
Big Hearted: X% chance of reviving after being reduced to 0 HP (never saw it)
Veggie-Maniac: X% chance of all stats up when he stands on normal ground.
First Aid Boost: X% chance of Ragnaid healing 200 HP instead of 100.
Tank Slayer: When near two or more tanks, X% chance of boosting attack parameters.
Dbl. Tank Damage: X% chance of an attack dealing damage to both a tank's body and treads.
Comments: Largo is an enormous physical tank, and god help you if you rely on explosion damage against him. That said, because he expends two lance shots a round and only regains one, he can only fire one per turn starting on his third turn. Of course he can store up a lance on round 1 to unleash 3 the next turn in hopes of OHKOing healers, and he can use Ragnaid after he starts relying on 1 lance/round. Heavy.
Other Scouts/Shocktroopers/Lancers are similar to the above three, but with only one action a turn. I'll list the Class movesets here:
Scout:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.Ragnaid (S): 100 healing.
... they rely on evade to get them by if at all.
Shocktrooper:
Mags M30: 375 damage over 20 shots
(Optional: MAJ-X M20: 300 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of the Shocktrooper.B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.
... Good sluggers with that attack down.
Lancer:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.Ragnaid (S): 100 healing.
... Good durability on these guys.
Engineer:
Gallian-A10: 210 damage over 7 shots.
Type Grenade M5 (3): 360 explosion damage to an area.Ragnaid (L): 250 healing.
Engineer's Tool: Heals tanks for 1000.
... That healing is full for Engineers.
Sniper:
Brondel M20: 148 damage. Very long range.Ragnaid (S): 100 healing.
... EPIC FAIL.
SCOUTS:Hermes:HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 55.2%
Melville:HP: 336
Def: 10 (.8 modifier)
Durability: .82
Evade: 54.2%
Ted:HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 59%
Wavy:HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 71.5%
Montley:HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 69.5%
Noce:HP: 315
Def: 10 (.8 modifier)
Durability: .77
Evade: 54.2%
Nancy:HP: 300
Def: 10 (.8 modifier)
Durability: .73
Evade: 54.2%
Ramona:HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 54.2%
Susie: <--- "I'M A PACIFIST!" *puts lead in enemy's brain*
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 59%
Freesia: <--- Hot.
HP: 281
Def: 10 (.8 modifier)
Durability: .69
Evade: 69.5%
Juno:HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 60%
Cherry:HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 55.2%
Aika: <--- SoA Aika, yes.
HP: 329
Def: 10 (.8 modifier)
Durability: .8
Evade: 57.2%
SHOCKTROOPERS:Alex:HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 32.4
Note: Ultimate Damage Potential raises Machine Gun damage to 615.
Kevin:HP: 370
Def: 20 (1.4 modifier)
Durability: 1.58
Evade: 31.4
Coby:HP: 381
Def: 20 (1.4 modifier)
Durability: 1.63
Evade: 33.4
Salinas:HP: 362
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 34.3
Alex:HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Note: Ultimate Damage Potential raises Machine Gun damage to 615.
Mica:HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 29.5
Vyse: <-- Yes, THAT Vyse.
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Lynn:HP: 364
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 28.5
Wendy:HP: 345
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5
Edy: <--- Tsundere
HP: 347
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5
Aisha: <--- 12 year old girl.
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.55
Evade: 34.3
Note: Ultimate Damage Potential raises Machine Gun damage to 615.
Jane:HP: 364
Def: 20 (1.4 modifier)
Durability: 1.56
Evade: 29.5
Dorothy:HP: 366
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 31.4
Nina:HP: 387
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
LANCERSJann: <---- HAAARD GAY
HP: 474
Def: 19 (1.31 modifier)
Durability: 1.89
Evade: 8.8
Nils:HP: 454
Def: 19 (1.31 modifier)
Durability: 1.81
Evade: 10.7
Theold:HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 12.6
Walter:HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 15.5
Hector:HP: 434
Def: 19 (1.31 modifier)
Durability: 1.73
Evade: 8.8
Audrey:HP: 424
Def: 19 (1.31 modifier)
Durability: 1.7
Evade: 13.6
Rosina:HP: 459
Def: 19 (1.31 modifier)
Durability: 1.83
Evade: 8.8
Yoko: <-- borderline UOW
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 10.7
Elysse:HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 13.6
(warning, durabilities drop here)
ENGINEERSKnute:HP: 243
Def: 10 (.8 modifier)
Durability: .6
Evade: 39.5
Herbert:HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 44.3
Karl:HP: 229
Def: 10 (.8 modifier)
Durability: .56
Evade: 38.5
Homer: <-- Bishounen masochist
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.8
Dallas: <-- Lesbian, Alicia fangirl
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 38.5
Ramsey:HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 39.5
Nadine:HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.4
Claudia:HP: 233
Def: 10 (.8 modifier)
Durability: .57
Evade: 41.5
(warning: below there be punies)
SNIPERS:Emile:HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 8.8
:Oscar:HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 13.6
:Cezary:HP: 215
Def: 10 (.8 modifier)
Durability: .53
Evade: 8.8
:Marina: <-- Sniper Tear
HP: 180
Def: 10 (.8 modifier)
Durability: .44
Evade: 8.8
:Catherine: <-- sexy Irish accent
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 13.6