Author Topic: Gensou Shoujou Taisen -Red-  (Read 1280 times)

Smashy v2

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Gensou Shoujou Taisen -Red-
« on: June 21, 2012, 10:34:48 PM »
Laconic version: SRW, Embodiment of Scarlet Devil style.

To be done: Figuring out the Crit rate.


Stats:

"Mech" stats

HP: Losing all these turns the character into five Power items, which are less effective in a duel than an actual character.
MP: Think EN.  All characters regenerate 5 MP/turn.
Mobility: A factor in how well the unit evades attacks.
Armor: A factor in how well the unit takes hits.  GST armor is a bit on the low side, but so is base damage.  As usual for a SRW-like, Armor applies to all attacks.
Size: Ranges from SS to L.  Size modifiers are in play: Being larger than your target gives damage bonuses, and being smaller gives evade bonuses.
Species:  Factors into the effects of certain skills.  In GST1 this only matters for Reimu's "Youkai Buster" ability.
Terrain Rankings: Air/Ground/Water/Night.   Night is a per-map thing that modifies the other three, but it ends for the last third of the game so we're going by Air/Ground.
Movement: How far the unit can move in one turn.  There are two values for this: One for normal movement, and one for focused movement.  Focused movement is in parenthesis.

"Pilot" stats

Melee: PAUNCH.
Ranged: PEW PEW.
Technique: Affects crit rate. May affect the activation of some skills.  GST critical hits seem to be a 1.5x modifier.
Defense: Combined with armor and skills to determine how much damage the unit takes from attacks.
Evasion: Combined with mobility and skills to determine how well the unit can dodge.
Accuracy: Combined with accuracy boosts from weapons to determine how accurate the unit is.
SP: Used for spirit commands.
Personality: Determines Power gains.  Specific gains will be listed individually for each character, so this doesn't matter.
Power: GST's version of Morale.  Having more of it increases the user's attack and defense, and unlocks stronger attacks.

Attack stats

Power: Combined with the appropriate attack stat and Power, determines damage dealt.
Attack type: Determines which stat the attack runs off of, Ranged or Melee.
Range: How far away the character has to be to use the attack.  Most of the very basic melee is 1-2 range, and anything range 7 and up is practically sniper range.
Accuracy: Improves the hit rate of the attack.
Crit Rate: Modifies the crit rate for the attack.
(P): Post-Movement.  Attacks with this mark can be used after moving
(L): Laser attack.  Think Beam-type SRW weapons.
(S): Attacks that can be blocked by Parry
(MAP): Map attack.  There are no PC map attacks other than DL-illegal bombs, so this doesn't matter (unless I do bosses <_<)
Attack Ranks: How effective the attack is on an enemy in each terrain.  Everything that matters is A-rank, however.
Ammo: How many times the attack can be used. One use of the attack=one ammo, and in GST there is no unit in the main game with Resupply (NOPE NOT COUNTING AKYU)
MP Cost: How much MP the attack costs.  Some attacks (mostly the finishers) have both Ammo and MP requirements.
Power: How much Power the character needs to use the attack.
Other requirements: Some attacks require the user to be in the air, other attacks require the user to be focused.  These will be noted on a per-attack basis.

Spirit Commands

These are mostly similar to their SRW counterparts.  Spirit costs can vary between characters (see: Keine's 20 SP Trust compared to Daiyousei's 15 SP Trust)

Alert: Causes next attack to miss, is not defeated by ITE.  Lasts until the caster is attacked.
Strike: Grants 100% Accuracy for one turn.
Sense: Casts Alert and Strike.
Focus: Increases Accuracy and Evasion by 30% for one turn.
Guard: Reduces incoming damage by 1/2 for one turn.
Wall: Next attack that hits the caster does 10 damage.  Lasts until the unit is hit.
Accel: Increases unfocused movement by 3, focused movement by 1.5, lasts until the caster moves.
Vigor: Heals the caster by 30% of the unit's maximum HP.
Guts: Heals the caster fully.
Trust: Heals 2000 HP.  Can be cast on any ally or the caster.
Spirit: Increases the caster's Power by 10.
Gain: Doubles the experience gained from the next combat.
Luck: Doubles the points (GST money) gained from the next combat. Since it doubles points, Gato slayer.
Mercy: Causes the next attack to leave the target with 10 HP if it would finish them.
Scan: Reveals the target's stats.  OD-10 slayer.

Upgrades

Unit upgrades work as usual: HP, MP, Mobility, and Armor can each be upgraded separately, up to a maximum of five upgrades. Weapon upgrades work on an all-for-one basis: Buying a weapon upgrade for a character boosts all of their weapons.  Because money is very tight in this game, everyone gets two unit upgrades and no weapon upgrades.

There's also a favorites system, where you can spend points gained from completing levels and getting battle masteries to obtain character specific skills.  Everyone gets their level 1 skill, as quite a few characters get nothing for level two and level three takes over half the availiable points to reach.


Formulas

(All end results are rounded down)

First, the damage formula:

[Weapon Power*(Relevant Attack Stat+Power)*Weapon Rank Modifier-Armor*(Defense+Power)*Defender Terrain Modifier]/200*Distance Modifier*Size Modifier*(1+Terrain Effect+Barrage Effect)

Technically the Power from hitting/being hit is factored into the same attack for the purposes of damage but it tends to cancel out anyways.

Distance Modifier gives a 20% boost to damage at range 1, lowering by 5% until it bottoms out at base damage at range 5 and beyond.

Size Modifier is a cumulative 10% boost/drop depending on the differences in the sizes of the units.  For example, Keine attacking a S-size unit does 120% more damage while the enemy only does 80%.

And the hit formula:

(Hit/2*Weapon Terrain Rank+Weapon Hit-Defender Mobility-Defender Evade/2*Defender Terrain+Distance Correction+140)*Size Correction+Terrain+Barrage

Distance Correction is 0 at range 5, +3 hit for every space you get closer and -3 for every space further away.

Ranks are the same as in normal SRW: 1.1 for S, 1 for A, 0.9 for B, 0.8 for C

All calculations will use the middle of the weapon's range for the purposes of the range modifiers.  If that number's x.5, they'll use the closer spot. Target size will be M.

Other Stuff

All characters are taken at level 14-15.  Nobody gets Ace bonus, as for a 15-stage game with very few reinforcements and some stages having very few enemies (hi there Reimu route 13) it's impossible unless you blatantly favor one unit so all units start at 100 Power.

All characters have the ability to go into and out of Focused Movement during their turn before attacking.  This lowers the unit's movement and causes all attacks that would normally miss to 'graze' the unit for (hit-rate)% of the damage the attack would have done.  This counts as a hit for the purposes of Power gains and certain spirit commands.  Some attacks require the unit to focus to be usable, however, and a +10 Hit modifier is added in Focus. Since the main purpose of focused movement is gone (negating the effect of enemy barrages), a GST character should only use it when it's needed for a big move or if they want/need the accuracy boost and don't care about the fact that they're still taking damage on evades.

All characters start in the air, and can land on their turn as usual.  Most characters would prefer staying airborne due to some attacks requiring being in the air and no character possessing a higher Ground rank.

Endgame enemy armor/evasion/accuracy stats, based on the last two chapters:
* EX Patchouli - 900 armor, 96 def/70 mobility, 160 evd/219 acc, +20 Weapon Hit
* Grimoire - 750 armor, 104 def/40 mobility, 129 evd/158 acc, +10 Weapon Hit
* Fairy Maid - 840 armor, 102 def/60 mobility, 139 evd/144 acc, +20 Weapon Hit
* Bat - 840 armor, 94 def/80 mobility, 152 evd/154 acc, +10 Weapon Hit
* Flandre - 1250 armor, 118 def/75 mobility, 188 evd/206 acc, +15 Weapon Hit
* Flandre (FoK clone) - 1050 armor, 111 def/60 mobility, 183 evd/190 acc

* Enemy Average:
** Effective Armor: 956.76
** Effective Evasion: 143
** Accuracy: 244

Yes, this leads to the cast being a bit accurate.  I may put up numbers axing the Grimoire and Four-of-a-Kind clone Flandre later on.

-----------------------

Reimu Hakurei

3520 HP
132 MP
121 Mobility
880 Armor
6 (3) Move
Size M
Human
A Air/A Ground/B Water/B Night

139 Melee
160 Range
179 Technique
92 Defense
203 Hit
208 Evade
63 SP

Attack Success: +2 Power
Attack Fail: -1 Power
Dodge Success: +0 Power
Dodge Fail: +2 Power

Skills:

Shrine Maiden L3 (Boosts Evade and Hit.  This is either a straight boost to stats or it doesn't work, but either way it's factored in.)

Favorites Skill:

Youkai Buster L1 (Next attack does +15% damage to "Youkai" enemies.  OPB)

Spirit Commands:

Sense (25 SP)
Focus (15 SP)
Luck (40 SP)

Effective Armor: 844.8
Effective Evade: 81%

Weapons:

Ascension Kick: 1650 Damage, Melee, 1-2 (P) Range, +20 Hit, +35 Crit, AABA, 1218 average damage, 130.5% hitrate
Homing Amulet: 1800 Damage, Ranged, 1-6 Range, +35 Hit, -20 Crit, 10 Ammo, AABA, 1521.5 average damage, 139.5% hitrate
Persuasion Needle: 1900 Damage, Ranged, 1-5 (P) Range, (S), +10 Hit, +10 Crit, 15 Ammo, AABA, 1664.5 average damage, 114.5% hitrate
Yin Yang Orb: 2250 Damage, Ranged, 3-5 Range, +20 Hit, +15 Crit, 4 Ammo, 105 Power, must be flying, AABA, 2066.65 average damage, 121.5% hitrate
Evil Sealing Barrier: 2800 Damage, Melee, 1 (P) Range, +15 Hit, +35 Crit, 3 Ammo, 40 EN, 110 Power, AABA, 2867 average damage, 125.5% hitrate
Fantasy Seal: 2900 Damage, Ranged, 1-3 (P) Range, +45 Hit, +10 Crit, 2 Ammo, 50 EN, 120 Power, must be focused, AAAA, 3235.22 average damage, 152.5% hitrate

Three turn average attacks: Persuasion Needle x3, 1664.5 average damage.  She can get a turn 3 Yin Yang Orb easily enough with focused movement but it might have problems hitting melee opponents with 3 minimum range.


Marisa Kirisame

4180 HP
144 MP
115 Mobility
990 Armor
7 (2.80) Move
Size M
Human
A Air/A Ground/B Water/B Night

143 Melee
166 Ranged
174 Technique
99 Defense
199 Hit
206 Evade
66 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Magician L2 (Increases all weapon power by 50 per level, and range by 1 every 2 levels.  These boosts are already factored in.)
Magic Barrier (Nulls attack if damage is under 1200, 10 MP)

Favorites Skill:

Danmaku Is Power (Next attack consumes an extra 20% MP to deal 15% more damage, OPB)

Spirit Commands:

Gain (20 SP)
Accel (15 SP)
Alert (15 SP)

Effective Armor: 985.05
Effective Evade: 74%

Weapons:

Witch Leyline: 1750 Damage, Melee, 1-2 (P) Range, +25 Hit, +30 Crit, AACA, 1403.4 average damage, 121.5% hitrate
Illusion Laser: 1900 Damage, Ranged, 2-5 Range, Laser, +5 Hit, -10 Crit, 5 MP, AACA, 1727.24 average damage, 95.5% hitrate
Magic Missile: 2100 Damage, Ranged, 1-4 (P) Range, +15 Hit, +10 Crit, 10 MP, AABA, 2111.67 average damage, 108.5% hitrate
Narrow Spark: 2400 Damage, Ranged, 4-6 Range, Laser, +10 Hit, +10 Crit, 30 MP, 110 Power, must be flying, AACA, 2235.24 average damage, 106.5% hitrate
Stardust Reverie: 3000 Damage, Melee, 1-2 (P) Range, +20 Hit, +15 Crit, 2 Ammo, 40 MP, 120 Power, must be unfocused, AABA, 3225.88 average damage, 116.5% hitrate
Master Spark: 3700 Damage, Ranged, 4-8 Range, Laser, +15 Hit, +20 Crit, 3 Ammo, 70 MP, 130 Power, must be focused, AACA, 3964.24 average damage, 108.5% hitrate

Three turn average attacks: Magic Missile x3, one of them boosted with Danmaku is Power, for 2217.25 average damage (the boosted shot is 2428.42 damage).  Pretty much the only thing remotely possible.


Keine Kamishirasawa

5500 HP
144 MP
66 Mobility
1320 Armor
5 (3) Move
L Size
Human
A Air/A Ground/B Water/B Night

151 Melee
130 Ranged
183 Technique
118 Defense
142 Evade
192 Hit
73 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power and INFINITE MOCKING OF THE OPPONENT
Dodge Fail: +1 Power

Skills:

Parry L2 (Chance to block (S) attacks)
Support Attack L1 (Same as in normal SRW)

Favorites Skill:

Teacher (Passive, boosts EXP gain of adjacent units by 10%)

Spirit Commands:

Trust (20 SP)
Strike (20 SP)

Effective Armor: 1438.8 (Takes 90% damage from M units)
Effective Evade: -23%

Weapons:

First Pyramid: 1800 Damage, Ranged, 1-5 Range, +25 Hit, +15 Crit, 15 Ammo, AABA, 1347 average damage, 124% hitrate
Sacred Treasure - Sword: 2100 Damage, Melee, 1-3 (P) Range, +20 Hit, +15 Crit, 10 EN, AABA, 2123.6 average damage, 122% hitrate
Amaterasu: 2700 Damage, Ranged, 4-6 Range, Laser, +40 Hit, +10 Crit, 3 Ammo, 40 EN, 120 Power, AACA, 2363 average damage, 133% hitrate
Headbutt: 3200 Damage, Melee, 1 (P) Range, +25 Hit, +25 Crit, 55 EN, 120 Power, AAAA, 4059.31 average damage, 130% hitrate

Three turn average attacks: Sword x3 for 2123.6 average damage, and there's even less of a chance that Keine gets to a better attack.


Alice Margatroid

4510 HP
168 MP
110 Mobility
990 Armor
6 (3) Move
M Size
Witch
A Air/A Ground/B Water/A Night

127 Melee
153 Ranged
200 Technique
93 Defense
193 Evade
208 Hit
62 SP

Attack Success: +2 Power
Attack Fail: +0 Power
Dodge Success: +2 Power
Dodge Fail: +0 Power

Skills:

Magician L3 (Increases all weapon's power by 50 per level, and range by 1 every 2 levels)
Magic Barrier (Nulls attack if damage is under 1000+(Magician Lvl*100), 10 MP)

Favorites Skill

Hourai Doll (For 10 MP, Alice summons a Hourai Doll to the field. This does not end Alice's turn, and the Hourai Doll can act on the same turn its summoned.  OPB)

Spirit Commands:

Focus (15 SP)
Mercy (5 SP)
Alert (15 SP)

Effective Armor: 955.35
Effective Evade: 62.5%

Weapons:

Kick: 1950 Damage, Melee, 1 (P) Range, (S), +30 Hit, +25 Crit, AABA, 1507.78 average damage, 143% hitrate
Doll Placement: 2100 Damage, Melee, 2-3 (P) Range, +10 Hit, +15 Crit, 10 Ammo, AABA, 1640.75 average damage, 121% hitrate
Artful Sacrifice: 2350 Damage, Ranged, 3-5 (P) Range, +5 Hit, +20 Crit, 10 Ammo, 105 Power, AACA, 2116.78 average damage, 110% hitrate
Shanghai Doll: 3050 Damage, Ranged, 3-7 Range, +10 Hit, +20 Crit, 4 Ammo, 55 MP, 120 Power, AACA, 2901.49 average damage, 112% hitrate

Hourai Doll

2100 HP
40 MP
50 Mobility
400 Armor
4 (2) Move
SS Size
Doll
A Air/B Ground/C Water/A Night

124 Melee
104 Ranged
147 Technique
92 Defense
164 Evade
149 Hit
47 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

No Skills or Spirits

Effective Armor: 384 (Takes 120% damage from M units)
Effective Evade: 21.6%

Attacks:

Melee: 1450 Damage, Melee, 1-3 (P) Range, (S), 20 Hit, 15 Crit, AABA, 613.86 average damage, 100.5% hitrate
Explosion: 2000 Damage, Melee, 1 (P) Range, (S), 15 Hit, 25 Crit, 105 Power, destroys the Hourai Doll, AABA, 1231.91 average damage, 98.5% hitrate

Three turn average attacks: Assuming that the Hourai doll can survive the entire time:  Doll Placement+Melee->Doll Placement+Melee->Artful Sacrifice+Melee.  1799.42 average from Alice alone, plus Hourai's 613.86 average for 2413.28 damage.  Obviously if the opponent counters or has any remotely decent AoE there'll only be one Melee from Hourai for 2004.04 average damage. I don't want to discount the extra damage Hourai can do but it's so easy to kill so averaging the two for 2208.66 average damage.



Youmu Konpaku

3740 HP
144 MP
115 Mobility
1210 Armor
6 (3) Move
S Size
Ghost
A Air/A Ground/B Water/A Night

163 Melee
126 Ranged
179 Technique
115 Defense
196 Evade
199 Hit
67 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Parry L4 (Chance to block (S) attacks)
 
Favorites Skill:

Swordarm L1 (100% Parry activation against the next attack. OPB)

Spirit Commands:

Accel (15 SP)
Spirit (35 SP)
Focus (15 SP)

Effective Armor: 1300.75 (Takes 110% damage from M)
Effective Evade: 73.65%

Attacks:

Roukanken: 1900 Damage, Melee, 1 (P) Range, +30 Hit, +35 Crit, AABA, 1665.08 average damage, 138.5% hitrate
Half-Ghost: 2100 Damage, Melee, 2-4 (P) Range, +10 Hit, +15 Crit, 10 EN, AABA, 1786.69 average damage, 112.5% hitrate
Meditation Slash: 3300 Damage, Melee, 1 (P) Range, +20 Hit, +20 Crit, 3 Ammo, 65 EN, 120 Power, AABA, 3653.36 average damage, 128.5% hitrate

Three turn average attacks: Youmu probably doesn't want to blow half her SP when it won't even get her to her finisher or give that much of a damage boost, so Half-Ghost x3 without casting Spirit for 1786.69 average damage.


Nitori Kawashiro

5280 HP
156 MP
82 Mobility
1210 Armor
6 (2.7) Move
M Size
Youkai
A Air/A Ground/S Water/A Night

138 Melee
146 Ranged
173 Technique
113 Defense
141 Evade
189 Hit
80 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Support Attack L1
Support Defend L1

Favorites Skill:

Extending Arm (Can use consumable items on adjacent allies)

Spirit Commands:

Scan (1 SP)
Guard (20 SP)
Focus (15 SP)

Effective Armor: 1288.65
Effective Evade: 8.5%

Attacks:

Cucumber: 1800 Damage, Melee, 1 (P) Range, +25 Hit, +35 Crit, AAAA, 1422.28 average damage, 128.5% hitrate
Extending Arm: 2100 Damage, Melee, 2-4 (P) Range, +10 Hit, +15 Crit, 10 MP, AASA, 1696.46 average damage, 107.5% hitrate
Monster Cucumber: 2350 Damage, Ranged, 3-6 Range, +15 Hit, +20 Crit, 8 Ammo, 105 Power, AASA, 2030.42 average damage, 109.5% hitrate

Three turn average attacks: Extending Arm x3, 1696.46 average damage.  Unlike Alice or Reimu she has trouble getting to her 105 power attack by turn three and it, much like Yin Yang Orb, has issues with the melee blindspot.


Rumia

5170 HP
132 MP
93 Mobility
1155 Armor
6 (3) Move
S Size
Youkai
A Air/A Ground/B Water/S Night

144 Melee
139 Range
149 Technique
118 Defense
195 Hit
151 Evade
75 SP

Attack Success: +0 Power
Attack Fail: +3 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Shade (Reduces damage from (L) attacks by 1000, 5 MP)

Favorites Skill

Darkness (Halves target's accuracy for one attack, OPB)

Spirit Commands:

Vigor (20)
Strike (20)

Effective Armor: 1258.95 (Takes 110% damage from M units)
Effective Evade: 35.8%

Weapons:

Melee: 1800 Damage, Melee, 1-2 (P) Range, (S), +20 Hit, +25 Crit, AABA, 1338.38 average damage, 126.5% hitrate
Moonlight Ray: 2000 Damage, Ranged, 2-5 Range, (L), +10 Hit, 10 MP, AACA, 1418.9 average damage, 110.5% hitrate
Night Bird: 2300 Damage, Melee, 1-3 (P) Range, +10 Hit, +20 Crit, 10 Ammo, 15 MP, 105 Power, AABS, 1913.96 average damage, 113.5% hitrate

Three turn average attacks: Moonlight Ray 3x for 1418.9 average damage, and she is happy she doesn't have to drop any further.


Daiyousei

4510 HP
108 MP
104 Mobility
990 Armor
6 (3) Move
SS Size
Fairy
A Air/A Ground/B Water/B Night

118 Melee
137 Range
167 Technique
104 Defense
188 Hit
188 Evade
72 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +2 Power
Dodge Fail: +1 Power

Skills:

Healing Ability (Heals adjacent allies)
Support Defense L2

Favorites Skill:

Purity L1 (Reduces Heal's MP cost to 0)

Spirit Commands:

Trust (15 SP)
Cheer (30 SP)

Effective Armor: 1009.8 (Takes 120% damage from M units)
Effective Evade: 67.8%

Weapons:

Tackle: 1500 Damage, Melee, 1-2 (P) Range, +30 Hit, +35 Crit, AABA, 651.11 average damage, 133% hitrate
Kunai Bullets: 1850 Damage, Ranged, 2-4 (P) Range, (S), +25 Hit, -20 Crit, 20 Ammo, AABA, 1087.23 average damage, 122% hitrate

Three turn average attacks: Kunai Bullets x3 for 1087.23.  pokepokepoke


Cirno

(Note: Cirno can be recruited fairly easily with two unit upgrades already given.  However, since GST1 is still tight on cash and these upgrades can be missed she'll still get the same upgrades as everyone else.)

3190 HP
144 MP
110 Mobility
880 Armor
6 (3) Move
SS Size
Fairy
A Air/A Ground/C Water/A Night

119 Melee
151 Range
154 Technique
94 Defense
192 Hit
196 Evade
65 SP

Attack Success: +2 Power
Attack Fail: -1 Power
Dodge Success: +0 Power
Dodge Fail: +2 Power

Skills:

HP Regen S (10% HP Regen)

Favorites Skill:

Freeze (Halves target's Move for one turn)

Spirit Commands:

Wall (15 SP)
Guts (35 SP)
Strike (20 SP)

Effective Armor: 853.6 (Takes 120% damage from M units)
Effective Evade: 74.8%

Weapons:

Tackle: 1650 Damage, Melee, 1-2 (P) Range, (S), +20 Hit, +35 Crit, AABA, 815.99 average damage, 125% hitrate
Ice Beam: 1950 Damage, Ranged, 2-4 (P) Range, +15 Hit, -10 Crit, 5 MP, AABA, 1311.63 average damage, 114% hitrate
Icicle Fall: 2050 Damage, Ranged, 3-5 Range, +10 Hit, +20 Crit, 15 Ammo, AABA, 1357.44 average damage, 106% hitrate
Perfect Freeze: 2600 Damage, Ranged, 2-5 Range, +25 Hit, +35 Crit, 5 Ammo, 30 MP, 115 Power, AABA, 2052.37 average damage, 124% hitrate

Three turn average attacks: Ignoring anything that can't get inside Icicle Fall's range, Ice Beam x3 for 1311.63 average damage.


Sakuya Izayoi

Note: Because Sakuya is a last map reinforcement, she doesn't get any unit upgrades or a favorites skill and won't be averaged in.  I felt that it'd be silly if she was completely left out because she has her own (post-gameish) route so she'll still be listed.

4800 HP
180 MP
105 Mobility
900 Armor
6 (3) Move
L Size
Human
A Air/A Ground/B Water/A Night

150 Melee
150 Range
194 Technique
109 Defense
199 Hit
191 Evade
67 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

* Private Square P (At 120 Power, gains a flat 50% chance to auto-evade.  Pretty much SRW Double-Image)
* Elegant (Immunity to critical hits)
* Parry L2

Spirit Commands:

Strike (20 SP)
Focus (15 SP)

Effective Armor: 940.5 (Takes 90% damage from M units)
Effective Evade: 50%

Weapons:

Melee: 1800 Damage, Melee, 1-2 (P) Range, +25 Hit, +35 Crit, AABA, 1707.07 average damage, 133.5% hitrate
Misdirection: 2200 Damage, Ranged, 2-4 (P) Range, +20 Hit, +15 Crit, 15 Ammo, AACA, 2169.82 average damage, 122.5% hitrate
Killing Doll: 2500 Damage, Ranged, 3-6 Range, +15 Hit, +30 Crit, 8 Ammo, 20 MP, 110 Power, AACA, 2504.31 average damage, 114.5% hitrate
Sakuya's World: 3200 Damage, Ranged, 1-2 Range, +35 Hit, +20 Crit, 2 Ammo, 50 MP, 120 Power, Ignores Shield abilities, AACA

Three turn average attacks: Even the last-stage reinforcement/aftergame route character is simple: Misdirection x3 for 2169.82, again with her next best move being too far away and having range issues.

Averages

HP:
Keine (5500)
Nitori (5280)
Rumia (5170)
Alice (4510)
Daiyousei (4510)
Marisa (4180)
Youmu (3740)
Reimu (3520)
Cirno (3190)

Average: 4400

Effective Armor:

Keine (1438.8)
Youmu (1300.75)
Nitori (1288.65)
Rumia (1258.95)
Daiyousei (1009.8)
Marisa (985.05)
Alice (955.35)
Cirno (853.6)
Reimu (844.8)

Average: 1103.97


Effective Evasion:

Reimu (81%)
Cirno (74.8%)
Marisa (74%)
Youmu (73.65%)
Daiyousei (67.8%)
Alice (62.5%)
Rumia (35.8%)
Nitori (8.5%)
Keine (-23%)

Average: 50.56%

Damage:

Marisa (2217.25)
Alice (2208.66)
Keine (2123.6)
Youmu (1786.69)
Nitori (1696.46)
Reimu (1664.5)
Rumia (1418.9)
Cirno (1311.63)
Daiyousei (1087.23)

Average: 1723.88
« Last Edit: September 13, 2012, 07:00:10 PM by Smashy v2 »