Author Topic: Etrian Odyssey Nexus: Even in 2019, F.O.E!  (Read 4090 times)

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Etrian Odyssey Nexus: Even in 2019, F.O.E!
« on: May 21, 2021, 06:08:00 AM »
Before we start, massive thanks to the damage charts in the EON LP (by Rea, Reco, Angel, and Afilitaria), Reinasakuraba's EON skill calculator, the EON Raw Info Dump, and the EOV/X Calculator (I'm not able to quite source these properly, I would very much appreciate any source I can get, though in general the information is largely in thanks to the general EON GameFAQs community).

Etrian Odyssey Nexus, known as Sekaiju no Meikyuu X(Cross) in Japan, released in 2019, is a dungeon crawler not unlike the other games in its series, and in a sense, a farewell to the series on handhelds.  It boasts a whole nineteen classes, with representatives from all over the series from 1 to 5, Untolds included.

Endgame levels will be taken at 90, as that is where PCs will naturally be at by the final boss.  They get 97 skillpoints to apply to their selection of skills: 5 of these are to represent that subclassing is available, which gives characters a free 5 skillpoints.  Essentially, I'm giving these characters the benefit of an "empty" subclass.  (For those wondering, subclasses only give equipment options and skill access, no stat modifiers of any kind.)

Combat follows a turn-based format.

STATS, AND WHAT THEY DO:
HP: Run out of these, and your name is added to the Deer Fatality Memorial.
TP::Ability resource.  Run out of these and you turn into a Fire Emblem character.
Strength/STR: Affects physical attack damage and status infliction rates attached to abilities that inflict physical damage.
Vitality: Affects physical defense.
Intelligence: Affects magical attack damage and status infliction rates attached to abilities that inflict magical damage.
Wisdom: Affects healing and magical defense.
Agility: Affects turn speed, accuracy, and evasion.
Luck: Affects status infliction and defense rates.

Elements are straightforward: Cut, Bash, Stab, Fire, Ice, Volt, and Almighty.  I don't think this needs any extra elaboration.

Status comes in three varieties: Ailments, Binds, and Other.  A target may only have one Ailment on them at a time, whereas they can have any number of Binds.  Other status may apply at any time.

AILMENTS:
Petrify: The target is turned to stone.  Unlike most cases of petrification, this is not permanent or fatal.  They cannot act, but enjoy a bonus 50% reduction to cut/bash/stab attacks.  Disables evasion.
Curse: The target takes backlash damage equal to the damage they deal.  Killing blows do not inflict backlash damage.  This sucks in-game.
Sleep: The target cannot act.  While sleeping, the target takes 50% extra damage from cut/bash/stab attacks.  Ends when any damage is taken.  Disables evasion.
Panic: The target makes randomly-targeted basic attacks.  Disables evasion.
Paralysis: The target has a 50% chance to not act every turn.  Disables evasion if their action is disabled this turn.
Poison: The target takes damage every turn.
Blind: The target's accuracy is reduced to 33% of its previous value, and is hard-capped at 50% for abilities that do not have perfect accuracy.  Disables evasion.

- Ailments have a priority system, where "higher" ailments overwrite lower ones, and "lower" ailments cannot be inflicted while a "higher" ailment is present, displayed in the order listed above.

BINDS:
Head Bind: Disables the use of abilities that use the head, and halves the target's INT.  Roughly analogous to Silence, though also can affect bite/breath attacks among others.
Arm Bind: Disables the use of abilities that use the arms, and halves the target's STR.  ("Arm" abilities include most martial skills, and also include abilities that use forelegs or wings)
Leg Bind: Disables the use of abilities that use the legs, halves the target's AGI, and disables evasion.  ("Leg" abilities also include tail-based abilities.)

OTHER:
Stun: The target cannot act for the turn.
Death: Instant death, enough said.

- Accumulative resistance exists as it does in most EO games.  It's up to you whether you wish for it to be a property of EO's status or of EO duelists.  Numbers are not clear, but if it follows previous EOs, the initial reduction is a flat 30%.  However, this value degrades over the course of ten turns back to 0, wherein it can then be reapplied.  Accumulative Resistance kicks in after the status ends, not begins, and applies to the specific status, rather than all of them.


BUFFS AND DEBUFFS:
- EO's buff/debuff system is unique to the series.  Three buffs and three debuffs each can be placed onto a character, cycling out the oldest placed modifier should a fourth of either be applied.
- Buffs and debuffs each have a "type".  If a buff of the same type is cast on somebody with a debuff, or vice versa, the two effects negate, regardless of duration or strength.
- Buffs and debuffs have perfect accuracy.  If an ability that has a debuff hits, the debuff will land.  If an ability inflicts a debuff and does not inflict damage, the debuff will always take effect.
- Accuracy and evasion buffs/debuffs are flat modifiers.  A +30% accuracy buff means that someone with 80% accuracy would now have
110% accuracy.

FORCE:
- A mechanic carried from Etrian Odyssey Untold 2, Force is the game's "Limit Break" mechanic.  The party's force is restored completely just by returning to town, and so it is fair to assume all characters start with full Force.  The Force gauge needs to be at 100% to use.
Force Boost: Each class has a unique Force Boost.  Force Boost is a state that can be entered at the beginning of a round as a free action, providing its benefits at the point of decision, and lasting for three rounds.  Force Boost will end if the user uses a Force Break, or dies, and after Force Boost ends, the character's force gauge is reduced to 0%.
Force Break: During Force Boost, a character may choose to use their Force Break.  Force Breaks are, like Force Boosts, unique to the class.  Force Breaks notably have second-degree priority, taking priority over normal initiative moves.  When using a Force Break, the user's Force Boost ends immediately after the Force Break executes, and the user's Force Gauge is completely broken, unable to refill in any way until the party returns to town, restoring the character's Force gauge. (With one exception)

EQUIPMENT:
-Characters may equip one weapon, and three non-duplicate armor pieces.  Armor can be taken from body armor, shields, helmets, boots, gloves, and accessories.  Subweapons may be equipped, most notably from certain abilities but also as a product of subclassing--these do not provide extra attacks outside of specific circumstances, but may be needed for certain abilities.
-Itemcasts require the weapon to be equipped to use.  For that reason, I consider them all legal.

WEAPONS:
Sword:
Aslat +5(ATK+139, MAT+117, WIS+16)
Claymore +5(ATK+131, MAT+104, LUC+16)

Bow: (+5% ASPD)
Infection Bow +5(ATK+122, MAT+131, Itemcast: Calamity Arrows)
Funeral Bow +5(ATK+115, MAT+121, LUC+16)

Katana:
Nihil Youtou (ATK +160, MATK +86, Bloodthirsty Blade)

Staff:
Tanuki Staff +5 (ATK+94, MAT+160, Itemcast: Leg Zapper) (-5% ASPD)
Rugged Mace +5 (ATK+142, MAT+111, TP+35) (-15% ASPD)

Gun: (-10% ASPD)
Calamity Cannon (ATK+130, MAT+100, Itemcast: Calamity Cannon)
Sakura Gun +5 (ATK+124, MAT+96, HP+25)

Spear: (-10% ASPD)
Sansageki (ATK+142, MAT+105, Itemcast: Tri-Death)

Rapier: (+10% ASPD)
Gorm Glas +5 (ATK+134, MAT+134, Itemcast: Fear Glint)

Dagger: (+10% ASPD)
Cursed Machete (ATK +114, MAT+141, 13% Curse rate)
Floral Jitte +5 (ATK+108, MAT+136, VIT+16)
Sonic Dagger (ATK +100, MAT +130, Act Speed +60%)

Drive Blade: (-20% ASPD)
Red Baron +5 (ATK+152, MAT+74, WIS+16)

Cestus: (+5% ASPD)
Sphairai +5 (ATK+115, MAT+108, VIT+16)

Scythe: (-5% ASPD)
Yamato Sickle +5 (ATK+125, MAT+135, WIS+16)

ARMOR:
Heavy Armor: (-10% ASPD)
Krug (DEF +77, MDF +51)
Maximillian (DEF +68, MDF+40, Stab Resistance +15%)

Light Armor:
Pandora Vest (DEF+67, MDF+58, LUC +7)
Brigandine (DEF+64, MDF+64)

Cloth Armor: (+5% ASPD)
Evil Tanuki Mantle (DEF+51, MDF+77)
Red-Spot Mantle (DEF+40, MDF+70, Cut Resist +15%)

Shields: (-5% ASPD)
Pelta (DEF+45, MDF+22, TP+15)
Fantastical Shield (DEF+45, MDF+8, +15% Bash Resist)
Shield Fang (DEF +51, MDF+4)

Helmets:
Cross-Cross (DEF+38, MDF +17, +15% Stab Resistance)
Armet (DEF+35, MDF+ 23)

Armwear: (+5% ASPD)
Boldrons (DEF +29, MDF +39)
Durable Bracers (DEF +27, MDF +20, +15% Cut Resistance)

Boots: (+10% ASPD)
Gold Shoes (DEF +15, MDF +54)
Blade Boots (DEF +23, MDF +35, STR +5)

Accessories (Statusblockers):
Note: There exists a statusblocker for instant death, but it is at the very beginning of postgame.  Up to interps as to whether or not to Yamikei Clause it.
Stun Seal (100% Stun Resistance)
Arm Guard (100% Arm Bind Resistance)
Leg Guard (100% Leg Bind Resistance)
Head Guard (100% Head Bind Resistance)
Green Crown Ring (100% Blind Resistance)
Giant Ball Necklace (100% Paralysis Resistance)
Cockatrice Charm (100% Petrify Resistance)
Mad Earring (100% Panic Resistance)
Ooze Earring (100% Sleep Resistance)
Vortex Ring (100% Curse Resistance)
Poison Earring (100% Poison Resistance)

It is worth noting that the default loadouts do not account for statusblocker use, and a trade in durability is necessary for the use of these.
« Last Edit: June 30, 2021, 03:31:05 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #1 on: May 21, 2021, 06:56:05 AM »
AVERAGES UP TOP:
HP:292
Defense:214
Magic Defense:213
Action Speed:99
Luck:95
Damage: 1141
2.5HKO Killpoint: 2853




Hero:
Equipment: Swords, Shields, Heavy Armor

HP:303
TP:244
STR:93 (+5)
INT:77
VIT:105
WIS:101 (+16)
AGI:96
LUC:60

Equipment:
Aslat +5
Krug
Pelta
Blade Boots

ATK:237
MAT:194
DEF:250
MDF:225

PDUR:1.19
MDUR:1.06
Base Accuracy: 98.88%
Base Evasion:1.26%
Base Speed: 91 (124) (-0.19 SD/+0.57 SD)
Base Status Vulnerability:140.94%

Abilities:
Attack: 134(160) cut damage
Force Boost - Brave Heart: For 3 turns, multiplies afterimage damage by 2.35x and increases the rate of afterimage creation by 50%.
Force Break - Miracle Edge: Inflicts 1699(2038) melee cut damage to all enemies, and restores 75% target mHP (227) to all party members, able to overheal by up to 75% of maximum.  Absolute priority, 300% accuracy.

Afterimage Lv10: Attack skills performed by the user or an afterimage have a chance to create an additional afterimage, that replays the skill used to create it.  The afterimage holds the stats, including HP of the creator at the time of generation, though they do not carry buffs.  Due to party slot requirements, there can be a maximum of 5 after-images alongside the Hero at a given point in time.
Mirage Sword Lv6 (7 TP): Inflicts 327(393) ranged cut damage to one target.  Has a +65% chance to generate an afterimage.  110% speed.
Charge Image Lv2(3 TP): Consumes all afterimages.  Until end of the next turn, increases the user's damage and chance of creating an afterimage by 38%.
Graceful Image Lv8: When the user executes a skill while one or more afterimages are present, refunds 50% of the TP cost.
Dark Image Lv10: Afterimages have a 34% chance of not disappearing at the end of the turn they act in.
Wide Bravery Lv1(5 TP): Inflicts 321 (385) melee cut damage.  If this skill activates before the target acts this turn (including if they cannot act), it instead affects all enemies.  80% speed.
Frigid Slash Lv2 (6 TP): Inflicts 307(369) melee cut/ice damage, inflicting 50% of this as splash damage to adjacent targets.  90% speed.
Shock Blade Lv8 (17 TP): Inflicts 267(321) melee cut damage, and follows up with an all-target Volt attack.  This attack scales with the target's Cut resistance, from 200(241) at neutral to 1336(1604) at immunity.  60% speed, +10% accuracy on the cut attack, +30% on the volt attack.
Burst Blade Lv3 (10 TP): Inflicts 178(213) melee cut damage.  Hits multiple times: at base 2-3 and then +1 for each enemy on the field beyond the target.  -5% accuracy, 70% speed.
Act Breaker Lv8 (24 TP): Inflicts 628(754) melee cut damage, with a 87.26% base chance of inflicting Stun.  This chance sharply decreases with the target's HP.  150% speed.
Regiment Rave Lv8 (32 TP): Inflicts 535(641) melee cut/fire damage at the end of the turn.  Increases to 1336(1604) based on the damage dealt by other combatants in the party in the round.  It functionally takes 4444 damage dealt by other party membrs or after-images to get the full damage.
Clear Mind Lv4 (5 TP): Uses no parts.  Removes ailments and all binds, and restores 27 TP to the user.
Encourage Lv8: When using an attack skill, restores 33 HP to the entire party, including the user.  Activates when after-images use skills as well, per after-image.
Heroic Bonds Lv6: When all party members' HP is above 75%, increases user's damage by 20% and action speed by 35%.
Heroic Steel Lv6: When party HP is below 50%, reduces party damage taken by 30%, and aggro by 20%.
Force Gift Lv3: Inflicts 307(369) melee cut damage to the target, increases the force of allies on the same line by 7%.  +5% Accuracy, 100% speed.
Retain Force Lv4: When the user's Force Boost times out, restore 25% Force gauge to the user

Five-turn average: Act Breaker->Act Breaker->Brave Heart+Act Breaker+Act Breaker(Afterimage)->Act Breaker(Afterimage)x2+Regiment Rave->Act Breaker(Afterimage)x2+Regiment Rave(Afterimage)+Regiment Rave = 2833.  If you see the afterimage Regiment Rave acting last, then the total is 2870.  Averages out to 2851.  Afterimages are actual bullshit here.




Protector:
Equipment: Swords, Spears, Shields, Heavy Armor

HP:392
TP:300
STR:91(+5)
INT:72
VIT:144
WIS:104
AGI:53
LUC:81

ATK:238 (shield ATK: 231)
MAT:177
DEF:289
MDF:212

PDUR:2.17 (Includes Resistance)
MDUR:1.61 (Includes Resistance)
Fort PDUR:3.10
Fort MDUR:

Base Accuracy: 95.39%
Base Evasion: 0%
Base Speed: 47 (-1.22 SD)
Base Status Vulnerability:113.15%


Equipment:
Sansageki
Krug
Pelta
Blade Boots

(NOTE: The Protector can instead gear up with the Maximillian, Fantastical Shield, and Durable Bracers.  This sacrifices some base defense but then gives them a 30% net resist to Cut, Stab, and Bash damage.  Alternatively, they can equip the Maximillian and Cross-Cross for 45% stab resist.  Additionally, they can take the Shield Fang for increased damage on their shield attacks)

Abilities:
Attack: 135 melee stab damage.
Force Boost - Shield Protect: For 3 turns, halves post-reduction damage on any attack mitigated by a Guard skill.
Force Break - Painless: Take no damage this turn.  Does not affect status.

Front Guard Lv6 (9 TP): Mitigation skill, reduces physical damage the front row takes by 55%.  Standard priority.
Rear Guard Lv1 (3 TP): Mitigation skill, reduces physical damage the back row takes by 35%.  Standard priority.
Recovery Guard Lv2 (15 TP): Mitigation skill, reduces physical damage for one row by 30% and removes all binds.  Standard priority.
Heal Guard Lv6 (25 TP): Mitigation skill, reduces physical damage for one row by 50% and restores 141 HP.  Standard priority.
Ally Shield Lv2(3 TP): Mitigation/Cover skill.  Covers one ally for one turn and reduces damage taken by 8%.
Fortify Lv8 (12 TP): Buff skill.  Reduces all damage incoming to the user by 33% for 5 turns. 160% action speed.
Aegis Lv3: 12% chance to survive a fatal strike with 1 HP.  Only works once per battle.
Line Shield Lv3 (8 TP): Mitigation/Cover skill, covers one row for one turn and reduces damage taken by 11%
En Garde Lv10:40% chance to reduce incoming damage by 50%.
Shield Smite Lv10 (16 TP): Inflicts 510 melee bash damage and 49.56% chance to inflict Arm Bind.  -4% accuracy, 90% action speed.
Shield Bash Lv10 (20 TP): Inflicts 383 melee bash amage, multitarget, and reduces enemy damage output by 15% for three turns.  -10% accuracy, 60% action speed.
Shield Flare Lv6 (16 TP): Until end of next turn, when user is attacked, will counterattack with 510 ranged fire damage based on 3x Shield DEF.
Keep Guard Lv6 (7 TP):Reduces all damage to target ally by 50% until the end of next turn.  Disables all guard skills until then.
Tri-Death (10 TP): Inflicts 471 stab damage to one target at 50% speed.  -5% accuracy.  29.73% chance to instantly kill.
Physical DEF Up Lv8: Reduces all physical-element (Cut/Stab/Bash) damage by 15%
Elemental DEF Up Lv8: Reduces all elemental (Fire/Ice/Volt) damage by 15%
HP Up Lv8: Increases Max HP by 20%

Five Turn Average: Shield Smite x5 for 510 damage.  Goes without saying, Protector is not there for doing Big Damage.




Medic:
Equipment: Staves, Cloth Armor

HP:254
TP:339(+35)
STR:74(+5)
INT:101
VIT:88
WIS:129
AGI:70
LUC:93

ATK:221
MAT:212
DEF:197
MDF:264

PDUR:0.85
MDUR:1.21 (Includes resistance)
Base Accuracy: 94.75%
Base Evasion:0.13%
Base Speed: 70 (-0.69 SD)
Base Status Vulnerability:101.69%

Equipment:
Rugged Mace
Evil Tanuki Mantle
Armet
Blade Boots

Abilities:
Attack:136(166) melee bash damage

Force Boost - Intensive Care:Halves the TP cost of all healing skills, increases action speed by 1.7x and the healing power of healing skills by 70%, all for three turns.
Force Break - Healing Touch:Revives, removes status and binds, and heals the entire party for 538 HP.
.
Healing Lv10 (8 TP): Restores 332 (564) HP to one target.  150% action speed.
Line Heal Lv2(7 TP): Restores 117(198) HP to one row.  125% action speed.
Delayed Heal Lv8(18 TP): Restores 160(272) HP at the start of next turn.  Cannot be used on consecutive turns.
Chase Heal Lv3(10 TP): For one turn, restores 63(107) HP to an ally each time they are attacked.  Consecutive activations are 40% less likely.  May activate a total of two times in a turn.
Refresh Lv4(6 TP):Removes ailments from one row.  100% action speed.
Unbind Lv4(6 TP):Removes binds from one row.  100% action speed.
Deja Vu Lv8(15 TP):For 10 turns, at the end of each turn, repeats the last Medic skill applied to each party member at 50% strength.
Head Bash Lv8(12 TP): Inflicts 449(547) melee bash damage to the target.  50.59% chance to bind the target's head.  80% speed, +5% accuracy.
Star Drop Lv6(13 TP): Inflicts 504(613) melee bash damage to the target.  Reduces target physical defense by 25%.  100% speed, +5% accuracy.  Numbers in parentheses are with this defense debuff in effect.
Medical Rod Lv6(13 TP): Inflicts 504(613) melee bash damage to the target.  Reduces target elemental defense by 30%.
Heavy Strike Lv10(50 TP): Inflicts 953(1160) melee bash damage to the target.  50% Speed, -5% accuracy.
Antibodies Lv6:Increases chance of recovery from disables by a flat 50% rate.  Allows the medic to recover from disables(ailments, binds) at the end of the turn they are applied on.
Elemental DEF Up Lv8: Reduces incoming fire/ice/volt damage by 15%
Overheal Lv6: Medic skills can overheal, to a total of 34% of the target's max HP
Staff Mastery Lv8: Increases Max TP and damage inflicted by 15% when equipping a staff.

Five Turn Average: Star Drop x2 -> Heavy Strike x3 for 919.  Heavy Strike x5 could be used for an average of 953 but it leaves the Medic running on fumes.




Survivalist:
Equipment: Bows, Light Armor

HP:264
TP:249
STR:84+5
INT:79
VIT:81
WIS:90
AGI:116
LUC:102 [86]

ATK:204[211]
MAT:200[210]
DEF:200
MDF:222

PDUR:0.88
MDUR:0.90
Base Accuracy: 100% (A=13), effective accuracy 179% versus average target
Base Evasion: 13.64%
Base Speed: 169 (+1.63 SD)
Base Status Vulnerability: 94.51%

Equipment:
Funeral Bow+5 [alt:Infection Bow+5]
Pandora Vest
Boldrons
Blade Boots

Abilities:
Attack: 105 ranged stab damage.
Force Boost - Illusory Formation: For 3 turns, increases party action speed by 3.5x and evasion by 20%.
Force Break - Mirage Arrow: Inflicts 1530 ranged stab damage.  Reduces target's accuracy by 35% and forces them to go last every turn for three turns.

Power Shot Lv3 (6 TP): Inflicts 273 ranged stab damage to the target line.  -5% accuracy, 70% speed.
Flame Arrow Lv8 (13 TP): Inflicts 399 ranged fire/stab damage to the target.  +10% accuracy, 100% speed.
Flank Shot Lv8 (18 TP): Inflicts 368 ranged stab damage to a target row.  -5% accuracy, 75% speed.
Multi-Shot Lv10 (20 TP): Inflicts two instances of 278 ranged stab damage to a target.  -5% accuracy, 85% speed.
Finishing Shot Lv8: When attacking a target below 30% max HP, make an additional basic attack.
Drop Shot Lv8 (13 TP): Inflicts 315 ranged stab damage to one target.  Inflicts 945 if target is in the back row.  +5% accuracy, 100% speed.
Disabling Shot Lv8: All bow skills have a 27.37% chance to inflict Leg Bind.  This activates per hit.
Sagittarius Shot Lv10 (27 TP): Waits 2 turns after the activation.  Inflicts 840 stab damage at the start of the second turn, with an additional 76.64% chance to stun.  +30% accuracy, does not activate if the user dies before activation.
Blind Arrow Lv8 (10 TP): Inflicts 252 ranged stab damage to the target. +10% Accuracy, 80% speed.  71.16% chance on average to inflict Blind to the target.
Efficiency Lv4 (10 TP): For 5 turns, Medica items become row target and heal double their normal value.  Under this, Medica Is restore 100, Medica IIs restore 200, and Medica IIIs restore 400, all of which are easily storebought by endgame.
Chain Dance Lv2 (9 TP):Increases own evasion by 20% and target rate by 26.5% for the turn.  Priority.
Trickery Lv10 (17 TP):Reduces the accuracy of one row of enemies by 20% for 5 turns.  85% action speed.
Hazy Arrow Lv6 (10 TP): Inflicts 1261 ranged stab damage to the target.  Perfect accuracy, 200% speed.  Only usable if the user evaded an attack on the previous turn.
Speed Up Lv8: +10% accuracy/evasion, +30 action speed

Five-turn average: Illusory Formation+Sagittarius Shot->Multi-Shot->Mirage Arrow(+Sagittarius Shot landing)->Multi-shot x2 = 807 damage.  The majority of this is concentrated on the third turn.

Note: while not part of the original set, some may consider Efficiency DL-legal due to how it changes Medica items' area of effect.  They can take the points from Drop Shot to use it, which is duel-useless anyway.
« Last Edit: February 18, 2023, 08:03:49 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #2 on: May 21, 2021, 07:30:50 AM »


Ronin:
Equipment: Katanas, Swords, Light Armor

HP:258
TP:234
STR:126 (131(!!))
INT:60
VIT:63
WIS:80
AGI:113
LUC:75+7

ATK:291
MAT:146
DEF:201
MDF:190

PDUR: 0.86
MDUR: 0.81
CS PDUR: (1.34)
CS MDUR: (1.25)
Base Accuracy: 100% (A=12), 154% versus average target
Base Evasion: 13.64%
Base Speed: 154 (+1.28 SD)
Base Status Vulnerability: 112.09%

Equipment:
Nihil Youtou
Pandora Vest
Cross-Cross
Blade Boots

damage values in brackets are for skills when in Upper Stance.  Numbers after the slash are with Duel active.

Skills:
Attack: 239/291[306/358] melee cut damage
Force Boost - Musou: For three turns, the user's stance cannot be removed, duration cannot be decreased, and the user gains the Lv1 benefit of all stances (if in Clear, +22% damage, +17% accuracy, +17% evasion, and acting at 1.55x speed, factoring in Full Proficiency)
Force Break - Issen: Inflicts 2562/3119 [3275/3832] ITE ranged cut damage to all enemies.  Has a 71.55% chance of inflicting instant death.  Enemies at low HP (unspecified) instead receive instant death inflicted at a 999% rate (UPDATE: This is bugged.  The 999% rate never happens.).  Absolute initiative.

Upper Stance Lv7:Starts battle in Upper Stance if it is the highest-leveled stance.  Increases damage output by +20%.
Clear Stance Lv8:Starts battle in Clear Stance if it is the highest-leveled stance.  Reduces incoming damage by 25% and raises ailment/bind infliction chance by 50%
Upward Slash Lv1(5 TP):Inflicts 251/306 [481/564] melee cut damage to one enemy.  Puts the Ronin in Upper Stance after use for 3 turns.  Auto-critical in Upper Stance.(Factored).  50% speed.
Helm Splitter Lv10(20 TP):Inflcits 957/1165 [1834/2146] melee resistance-piercing cut damage to one enemy.  60% speed, -50% accuracy.  Reduces stance duration by 2 after use.  Auto-critical in Upper Stance(Factored)
Charging Thrust Lv4(7 TP):Inflicts 448/546 [382/447] melee stab damage to one enemy.  Puts the Ronin in Clear Stance after use for 4 turns.  Auto-critical in Clear Stance(Factored). 50% speed.
Haze Slash Lv10(18 TP):Inflicts 1113/1354 [948/1109] melee slash damage to one enemy with a 93.56%[55.04]% chance of putting the target to sleep.  20% speed.  Reduces stance duration by 2 after use.  Auto-critical in Clear Stance(Factored)
Lightning Stab Lv3:
Stone Thrust Lv6(24 TP):Inflicts 1722/2097 [1468/1717] melee stab damage to one enemy with a 93.56%[55.04%] chance of petrifying the target.  25% speed.  Removes stance after use and disables skills next turn.  Auto-critical in Clear Stance(Factored)
Air Blade Lv4(3 TP): Inflicts 556/676 [711/832] ranged slash damage to one enemy.  70% speed, -8% accuracy.  Auto-critical in any stance (Factored)
Arm Strike Lv8(12 TP): Inflicts 646/786 [825/966] melee slash damage to one target.  65.49% [38.53%] chance to inflict Arm Bind.  60% speed, -4% accuracy.  Auto-critical in any stance (factored)
Duel Lv6:Increases damage against the target attacked last turn by 25%.  Only works on even turns.
Full Proficiency Lv10: In Upper Stance, gain an additional +12% damage output.  In Clear Stance, gain an additional +12% damage reduction and +20% infliction rate.  In Drawing Stance, gain +7% accuracy and evasion, and +20% action speed.
Bloodthirsty Blade(8 TP): Inflicts 837/1019 [1070/1252] melee slash damage to one target.  Absorbs 35% of damage dealt as healing (at minimum it heals 292 HP in-game).  200% action speed.
Rouse Spirits Lv4: Regenerate 5 TP/turn as long as a stance is up.
Physical ATK Up Lv8: Increases cut/stab/bash attack damage by +15%
Speed Up Lv8: Increases accuracy and evasion by 10%, increases action speed by 30.

Five-turn average: Haze Slash->Musou+Haze Slash->Stone Thrust->Issen->Stone Thrust for an average of 2012 damage.  This is not factoring in any status that lands, as sleeping targets take 1.5x from physical elements.




War Magus:
Equipment: Staves, Swords, Light Armor

HP:333
TP:242+35
STR:88+5
INT:95
VIT:95
WIS:116
AGI:59
LUC:84+7

ATK:235
MAT:206
DEF:220
MDF:232

PDUR: 1.14 (1.38 with SS)
MDUR: 1.18 (1.37 with SS)
Base Accuracy: 97.90%
Base Evasion: 0% (A=11)
Base Speed: 56 (-1.01 SD)
Base Status Vulnerability: 77.58%

Equipment:
Rugged Mace+5
Pandora Vest
Armet
Blade Boots

Abilities:
Attack: 198 melee bash damage.
Force Boost - War Edge Power: For 3 turns, additional War Edge skill effects trigger even against targets with no ailment.
Force Break - Fairy Robe: Removes ailments and binds from the party, restores 385 HP, and blocks all binds, ailments, stun, instant death, and debuffs against all party members this turn.  Absolute Initiative.

War Heal Lv10 (8 TP): Restores 111 HP at the beginning of the round, and then restores the same amount again at the end of the turn.
Random Disease Lv8 (10 TP): 67.31% chance to inflict one of poison, paralyze, blind, sleep, or curse on the target.  80% speed.  (The poison will, if inflicted, do 336 damage/turn.)
Strength Slash Lv6 (10 TP): Inflicts 428 (526) melee cut+almighty damage to one target.  If the target has an ailment, reduces their damage inflicted by 20% for 7 turns.  +15% accuracy.
Guard Slash Lv6 (10 TP): Inflicts 428 (526) melee cut+almighty damage to one target.  If the target has an ailment, increases their damage taken by 30% for 7 turns.  +15% accuracy.
Headcut Lv8 (16 TP): Inflicts 513(631) melee cut+almighty damage to one target.  If the target has an ailment, 88.53% chance to additionally bind their head.  +15% accuracy.
Armcut Lv8 (16 TP):Inflicts 513(631) melee cut+almighty damage to one target.  If the target has an ailment, 88.53% chance to additionally bind their arms.  +15% accuracy.
Legcut Lv6 (11 TP):Inflicts 421(518) melee cut+almighty damage to one target.  If the target has an ailment, 74.61% chance to additionally bind their legs.  +15% accuracy.
Ailing Slash Lv6 (24 TP):Inflicts 445(547) melee cut+almighty damage to one target.  If the target has an ailment, instead inflicts 1112(1368) damage.
Displace Lv1 (8 TP):Removes ailments and binds from one ally, attempts to inflict them on a target at [] rate.
Vampire Lv6:When inflicting damage to an enemy with an ailment, restore 92 HP to the user's row.  Can only activate once per turn.
War Edge Mastery Lv8: Can use war edge skills with staves, +25% max TP when using a sword, +15% damage when equipped with a staff
HP Up Lv8: +20% maximum HP
Status DEF Up Lv8: +25% ailment/bind resistance.
Phys ATK Up Lv8: +15% cut/stab/bash damage inflicted.

5-turn average: War Edge Power+Guard Slash->Ailing Slash x2->Armcut/Headcut x2 = average of 885 damage.  War Magus really wants to be able to land status.




Highlander:
Equipment: Spears, Shields, Light Armor

HP:307 (368)
TP:231+15
STR:108+5
INT:61
VIT:110
WIS:68
AGI:99
LUC:84

ATK:255
MAT:166
DEF:252
MDF:189

PDUR: 1.79
MDUR: 1.19
Base Accuracy: 100% (A=11), 121% versus average targets
Base Evasion: 2.10%
Base Speed: 99 (-0.007 SD)
Base Status Vulnerability: 110.05%

Equipment:
Sansageki
Brigandine
Pelta
Blade Boots

Abilities:
Attack: 178(247) melee stab damage
Force Boost - Hero Battle: For 3 turns, increase damage dealt by 40% and restore 15% of damage dealt as HP.
Force Break - Gae Bolg: Inflicts 2618(3377) ITE ranged stab damage to all enemies and restores TP equal to 3% of total inflicted damage (+57/81 per enemy).  Hero Battle damage modifiers factored in.  Absolute initiative.

Note: All skills that consume current HP cannot kill the user.  Furthermore, the Legion skills work even without allies to drain HP from.

Long Thrust Lv2 (3 TP): Inflicts 299(415) ranged stab damage to one enemy.  85% speed.
Spear Assist Lv3 (6 TP): Inflicts 206(287) melee stab damage to one enemy at the end of the turn.  If an elemental (fire/ice/volt) attack was used by an ally, doubles damage (412(574)) and applies that element to the attack as well.  +20% accuracy.
Head Pierce Lv5 (7 TP): Inflicts 426(593) melee stab damage to one enemy.  Has a 34.96% chance to head bind and a 10.59% chance to instantly kill.  75% speed, +5% accuracy
Spear Reversal Lv6 (14 TP): Inflicts 480(667) melee stab damage to one enemy.  If the target has a higher percentage of HP remaining than the user, triples the damage (1440(2001)).  150% speed.
Turning Tide Lv2: When the user defeats an enemy, restores 12+12% HP to all party members.  Applies per enemy defeated.
Legion Thrust Lv2 (6 TP):Consumes 15% current HP from all allies other than the user to inflict 302(420) melee stab damage to the enemy front row.  +10% accuracy.
Legion Burst Lv3 (10 TP):Consumes 25% current HP from all allies other than the user to inflict 362(504) melee stab damage to all enemies.  +10% accuracy.
Legion Charge Lv10(20 TP):Consumes 50% current HP from all allies other than the user to inflict 1244(1730) melee stab damage to one enemy.  50% speed, +30% accuracy.
Delayed Charge Lv10(20 TP):Consumes 25% current HP to inflict 1386(1928) ranged stab damage to one target at the end of the fourth turn after the activation turn.  NOTE: can be activated early by Cross Charge at a damage penalty (first turn:585(813), second turn:780(1085), third turn:1039(1446))
Cross Charge Lv6(17 TP):Consumes 20% current HP to inflict 533(742) melee stab damage to target.  If Delayed Charge is active, multiplies the damage by 2.5(1332(1855)) and immediately activates Delayed Charge as well.
Tri-Death(10 TP):Inflicts 622(865) damage to a target enemy and has a 31.78% chance of instantly killing them.  50% speed, -5% accuracy.
Bloody Veil Lv6:Whenever losing HP, take 34% less damage from attacks until the end of the turn.
Bloody Offense Lv8:For the next 5 turns, spend 20% current HP when acting but inflict 45% more damage.
Bloodlust Lv10:Whenever losing HP for any reason, has a 50% chance to launch a basic attack as a counterattack.
HP Up Lv8: +20% Max HP
Physical Defense Up Lv8: Resist all physical element damage by 15%
Physical Attack Up Lv8: Increases physical element damage by 15%

Five-turn average: Delayed Charge->Bloody Offense->Hero Battle+Legion Charge x2(+Bloodlust attack)->Gae Bolg for 1988 damage.  The killer turn alone, at turn 5, does 5305 damage.




Gunner:
Equipment: Guns, Cloth Armor

HP:244
TP:345
STR:112+5
INT:85
VIT:60
WIS:86
AGI:63
LUC:104

ATK:247
MAT:185
DEF:172 [150]
MDF:215 [211]

PDUR: 0.74
MDUR: 1.07
Base Accuracy: 96.75%
Base Evasion: 0.13%
Base Speed: 66 (-0.78 SD)
Base Status Vulnerability: 93.05%

Equipment:
Calamity Cannon
Evil Tanuki Mantle
Cross-Cross
Blade Boots

Abilities:
Attack: 166 ranged stab damage.
Force Boost - Double Action: For three turns, all gun skills will follow-up with themselves, at 40% damage inflicted.  Infliction rates are normal.
Force Break - Riot Gun: inflicts 1616 ranged ITE stab damage to one target.  Has a base 1000% chance to inflict Stun.  This may as well be perfect-rate Stun.  The enemy will lose its next turn in function.  Absolute Initiative.

Rapid Fire Lv5 (8 TP): Makes 3 ranged stab attacks at an enemy for 165 damage each.  200% speed, -25% accuracy
Splash Shot Lv2 (7 TP): Inflicts 313 ranged stab damage to one enemy, splashes for half damage on adjacent targets.  80% speed, -5% accuracy.
Feint Shot Lv6 (17 TP): Inflicts 366 ranged stab damage to a target row.  Reduces target evasion by 25% for 4 turns.  150% speed, +100% accuracy.
Scattershot Lv2 (12 TP): Inflicts 296 ranged stab damage to all enemies.  80% speed, -10% accuracy
Ricochet Lv10 (35 TP): Inflicts 300 ranged stab damage 3-7 times to random targets (average 1500).  80% speed, -60% accuracy.
Leg Snipe Lv10 (13 TP): Inflicts 433 ranged stab damage to the target, with a 77.33% chance of binding the target's legs.  40% speed, perfect accuracy.
Arm Snipe Lv10 (13 TP):Inflicts 433 ranged stab damage to the target, with a 77.33% chance of binding the target's arms.  40% speed, perfect accuracy.
Head Snipe Lv10 (13 TP):Inflicts 433 ranged stab damage to the target, with a 77.33% chance of binding the target's head.  40% speed, perfect accuracy.
Medic Bullet Lv6 (10 TP):Removes ailments from one ally and restores 147 HP.  250% speed.
Pop Flare Lv6 (7 TP): Increases accuracy for all allies by 30%.  200% speed.
Preemptive Flare Lv6: 50% chance of automatically casting Pop Flare at the beginning of a battle.
Calamity Cannon(13 TP): 633 ranged stab damage to one target at 40% speed.  -5% accuracy.  8.33% chance to inflict one of Paralysis, Curse, Panic, or Petrify.
Physical ATK Up Lv8: Increases all cut/stab/bash damage output by 15%
TP Up Lv8: Increases Maximum TP by 30%
Multi-Shot Lv8: Attack skills have a 15% chance of activating twice.

Five-turn average: Best without relying on Leg Bind would be Feint Shot->Pop Flare->Double Action+Ricochetx2->Riot Gun for 1236 damage.  Pity Gunner's not likely to live that long in a duel.
« Last Edit: February 18, 2023, 08:11:07 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #3 on: May 21, 2021, 07:55:03 AM »


Sovereign:
Equipment: Staves, Rapiers, Shields, Heavy Armor, Light Armor

HP:269
TP:299+15
STR:64
INT:112
VIT:101
WIS:109
AGI:59
LUC:86

ATK:158 [198]
MAT:272 [246]
DEF:252
MDF:221

Equipment:
Tanuki Staff +5 [alt: Gorm Glas +5]
Krug
Pelta
Boldrons

PDUR:1.06 (1.39 with Guard Order)
MDUR:0.93 (1.19 with Guard Order)
Base Accuracy: 95.92% (spell accuracy: 98.89%)
Base Evasion: 0% (A=12)
Base Speed: 50 (-1.15 SD)
Base Status Vulnerability:81.05%

Abilities:
Attack: 64/87 melee bash damage to one target. [101/136 melee stab damage]

Force Boost - Victory Vow: For 3 turns, all Order skills affect the entire party and have their TP costs halved.
Force Break - Proof of Nobility: For this turn, buffs on all allies cannot be removed, and buffs that boost attack, defense, infliction chance, ailment/bind resistance, healing, accuracy, and evasion are all doubled in efficacy.

Attack Order Lv8 (13 TP): Increases ATK by +35% for 5 turns for target row.  250% speed.  Numbers after the slash indicate attacks with this buff active.
Guard Order Lv8 (13 TP): Reduces damage taken by 25% for 5 turns for target row.  250% speed.
Rally Order Lv8 (17 TP): Increases maximum HP by 45% for 5 turns for target row.  250% speed.
Protect Order Lv8 (20 TP): Adds a 72 HP end-of-turn regen for 5 turns for target row.
Prevent Order Lv8 (24 TP): Applies a 85% chance to negate binds or ailments for target row for 5 turns.  Once one bind or ailment has been negated, the buff is removed.  250% speed.
Dauntless Order Lv8 (30 TP): Applies a 70% chance to revive from fatal damage or instant death once with a static 250 HP restore to one row for five turns.  Once activated, the buff is removed.  250% speed.
Fire Arms Lv1 (6 TP): Imbues one row of allies' weapons with fire, and allies' fire damage receive a 1.05x multiplier for 3 turns.  125% speed.
Freeze Arms Lv1 (6 TP): Imbues one row of allies' weapons with ice, and allies' ice damage receive a 1.05x multiplier for 3 turns.  125% speed.
Shock Arms Lv1 (6 TP): Imbues one row of allies' weapons with volt, and allies' volt damage receive a 1.05x multiplier for 3 turns.  125% speed.
Element Bomb I Lv5 (16 TP): Requires an elemental imbue on self or an ally to target.  Removes imbue from target to inflict 328/438 [264/353] ranged damage of that element to all enemies.  75% Speed, +50% accuracy.
Element Bomb II Lv10 (23 TP): Requires an elemental imbue on self or an ally to target.  Removes imbue from target to inflict 3 random-target instances of 200/268 [161/216] ranged damage of that element.  75% Speed, +50% accuracy.
Clearance Lv1 (20 TP): Removes all buffs and debuffs from everyone.  Restores HP and TP based on the number of removals.  Restoration is negligible in this case.
Reinforce Lv10: When applying a buff, restores 87 HP to affected allies.
Royal Dignity Lv6: Once per turn, when the user is damaged while a buff is active, restores 102 HP.
Royal Lineage Lv6: Restores 8 TP to user when a buff is applied or reapplied.  Does not activate if the buff negates a debuff.
Status DEF Up Lv8: Increases bind and ailment resistance by 25%
Leg Zapper Lv5 (10 TP): Inflicts 255/341 volt damage to one target, with 37.39% chance to inflict Leg Bind.  +25% accuracy.
[Fear Glint Lv5 (8 TP): Increases target ally line evade by 50%.  Lasts for 4 turns]

5-turn average: Attack Order->(Arms skill->Element Bomb II)x2 for an awe-inspiring average of 321.  At least its best damage isn't the itemcast.




Ninja:
Equipment: Katanas, Knives, Light Armor, Cloth Armor

HP:233
TP:198
STR:85+5
INT:100
VIT:69+16
WIS:83
AGI:119
LUC:122+7

ATK:198[204][250]
MAT:236[241][186]
DEF:(204)188
MDF:215

Equipment:
Floral Jitte+5 [alt:Cursed Machete][alt: Nihil Youtou]
Pandora Vest
Boldrons
Blade Boots

PDUR:0.94 [0.90]
MDUR:0.91
Base Accuracy: 100% (A=14), 196% versus average targets
Base Evasion: 26.03%
Base Speed: 149 (+1.16 SD)
Base Status Vulnerability: 77.99%

Abilities: (note that as knife skills, Shadow Bind, Bone Crusher, Izuna, Hawk Strike, Dominance, and Drawing Slice cannot be used if the Nihil Youtou is equipped)
Attack:111 melee cut damage.

Force Boost - Diversion Gambit: Increases evasion by 65% and draw rate by 40%
Force Break - Ninpo:Toxic Mist: 1000% base chance to inflict poison on all enemies, inflicting 1003 damage per turn.

Ninpo:Daggers Lv10(6 TP): Inflicts 166 ranged stab damage to a number of random targets, hitting each only once.  Has a 79.55% (107.4%) chance to inflict Sleep.  -6% accuracy.
Ninpo:Caltrops Lv2(1 TP):Counterattacks the targeted row with 39 ranged cut damage and a 94.02% (126.93%) chance to inflict poison, inflicting 234 damage per turn.  500% speed.
Ninpo:Mirror Lv2(2 TP):69.49% (93.81%) chance to spread ailments and binds on one enemy to all enemies. 70% speed.
Ninpo:Panic Lv6(16 TP):71.07% (95.94%) chance to inflict panic on all enemies.  70% speed.
Shadow Bind Lv3(1 TP): Inflicts 178 melee cut damage to one target, has a 65.09% (87.87%) chance to inflict Leg Bind.  100% speed.
Bone Crusher Lv2(1 TP): Inflicts 233 melee bash damage to one target, reduces the target's defense by 10% for 3 turns.  75% speed, -3% accuracy.
Izuna Lv8(12 TP): Inflicts 311 melee cut damage to one target.  Has a 57.86% (78.11%) chance to petrify.  70% speed, -5% accuracy.
Hawk Strike Lv8(16 TP): Inflicts 166 melee cut damage 3-5 times to random targets, focusing.  Damage ranges from 498 to 830, averaging at 664.  80% speed, -5% accuracy.
Dominance Lv2(8 TP): Inflicts 255 melee cut damage to one target.  If the target has an ailment, restores an extra 11% Force.  80% speed, perfect accuracy.
Ninpo:Double Lv10 (0 TP): Consumes 55% of current HP and TP, before generating a clone with the exact same stats.  Seals Force while any clones are on the field, and cannot be used while Force Boost is active.  Clones disappear when they run out of HP, or at the end of the battle.  If the battle ends with clones active, the ninja regains any and all TP remaining that the clone has, up to maximum.  500% speed.
Drawing Slice Lv8(31 TP): Inflicts 83 melee damage 3-5 times to random targets.  Doubles the damage for each clone on the field, and destroys all clones.  500% speed, -5% accuracy.  Average damage by number of clones:
1 clone:664
2 clones:1328
3 clones:2656
4 clones:5312
5 clones:10624
Return Malice Lv6:If the user has evaded an attack on the previous turn, increases ailment infliction chance by 35%.  Values are displayed in parentheses next to the normal infliction rates.
Revenge Bomb Lv2:When the user or a clone is killed, counterattack with 622 ranged fire damage. OPB for user.
Reflexes Lv2:Restore 4 TP when dodging an attack.
Concealment Lv10: Evasion +20%
Proficiency Lv4: Damage +10%.  Melee attacks are treated as ranged for the purposes of row targeting modifiers.
Status ATK Up Lv8: Increases ailment/bind infliction rate by 15%.
Mystic Calm Lv4: Reduces all skill costs by 4 TP.  Cannot reduce costs below 1.  (Already factored into costs)
[Bloodthirsty Blade (4 TP): Inflicts 571 melee cut damage to one target.  Restores 35% of damage done as HP(199).  200% speed.]

5-turn average: Double->(Hawk Strike x2)x4 for 1062 damage.  This runs the Ninja comparably dry.  Alternatively, some clever cloning shenanigans *can* lead to Double->Hawk Strike+Double->Double x3->Attack+Hawk Strike x5->Drawing Slice for a potential average of 2943, but this is impractical unless the opponent literally sits there and lets it happen; Ninja are frail and clones exponentially moreso, and uncovered mass cloning shenanigans can be ruined by the likes of mage staffwhacks.




Zodiac:
Equipment: Staves, Cloth Armor

HP:223
TP:414
STR:45
INT:126
VIT:53
WIS:89
AGI:81
LUC:89

ATK:139
MAT:286
DEF:168 [155]
MDF:228

Equipment:
Tanuki Staff +5
Evil Tanuki Mantle [Red Spot Mantle]
Armet
Boldrons [Durable Bracers]

PDUR: 0.66
MDUR: 0.76
Base Accuracy: 97.87% (Spell accuracy base:100 (A=10))
Base Evasion: 1.26%
Base Speed: 89 (-0.24 SD)
Base Status Vulnerability: 105.24%

Abilities:
Attack: 46 melee bash damage.

Force Boost - Divination: For 3 turns, Zodiac skills inflict +40% damage and restore half their TP cost to the user.
Force Break - Astrosign: Inflicts 1344 ranged INT-based fire+ice+volt damage to all enemies.  All allies' TP costs are reduced to 0 for the turn.  Absolute initiative.

Fire Star Lv3(8 TP): Inflicts 247 ranged fire damage to target, inflicts 50% as splash to adjacent targets.  80% speed, +30% accuracy.
Ice Star Lv3(8 TP): Inflicts 221 ranged line-piercing ice damage to targets.  100% speed, +30% accuracy.
Volt Star Lv3(8 TP): Inflicts 196 ranged volt damage to target row.  120% speed, +30% accuracy.
Binary Fire Lv8(27 TP):Inflicts 324 ranged fire damage to all enemies.  70% speed, +10% accuracy.  With Multi-Strike, changes to 2-5 hits of 363 Fire damage to random targets.
Binary Ice Lv10(35 TP):Inflicts 384 ranged ice damage to all enemies.  70% speed, +10% accuracy.  With Multi-Strike, changes to 2-5 hits of 432 Ice damage to random targets.
Binary Volt Lv10(35 TP):Inflicts 384 ranged volt damage to all enemies.  70% speed, +10% accuracy.  With Multi-Strike, changes to 2-5 hits of 432 Volt damage to random targets.
Ether Shot Lv2(2 TP):Inflicts 193 ranged INT-based damage to one enemy with the user's weapon.
Meteor Lv10(45 TP):Inflicts 2-5 hits of 186 INT-based ranged bash damage to random targets, average damage of 651.  With Multi-Strike, upgrades to 6-15 hits of 209 ranged bash damage to random targets, average of 2194.  50% speed, -5% accuracy.
Horoscope Lv3(6 TP):Halves encounter rate for 100 steps.  Out of combat only.
Etheric Gleam Lv1(6 TP):For the next 3 turns, increases elemental damage by 15% for one row.  100% speed.
Etheric Charge Lv2(3 TP):Until the end of next turn, Zodiac attack skills inflict 1.9x damage but is changed to one target.  30% speed.
Dark Ether Lv2(20 TP):Reduces TP usage for one row by 33% for this turn.  300% speed.
Multi-Strike Ether Lv6(35 TP):Until the end of the next turn, Zodiac attack skills inflict 0.95x damage but will hit random targets 2-5 times.  When used with Meteor, makes it hit 6-15 times.  20% speed.
Singularity Lv8:+20% damage dealt when hitting weaknesses
Etheric Return Lv2:Restores 5 TP per kill.
Etheric Boon Lv6: Boosts damage based on TP spent last turn.  Most significantly, a +21% damage bonus after Multi-Strike Ether.
Anti-Ether Lv2:4% chance to nullify fire/ice/volt attacks against user's row.
Ether Mastery Lv8:+15% damage on all Zodiac skills (not Astrosign)
TP Up Lv8:+30% TP
Leg Zapper(10 TP) 286 ranged volt damage to a single target.  39.46% chance to bind target's legs.

Five-turn average: Multi-Strike Ether->Divination+Meteor->Multi-Strike Ether->Meteor->Meteor for a rough average of 1361.  The first two Meteor castings hit for nearly 3000 apiece, and thanks to Divination and that TP pool, Zodiac has a LOT more in the tank.




Farmer:
Equipment: Spears, Knives, Guns, Scythes, Light Armor, Cloth Armor

HP:300
TP:218
STR:69+5
INT:54
VIT:97
WIS:59
AGI:76
LUC:131+7

ATK:216
MAT:159
DEF:216
MDF:191

Equipment:
Sansageki
Pandora Vest
Boldrons
Blade Boots

PDUR: 1.03
MDUR: 1.00
Base Accuracy: 100%(A=11), 121% versus average targets.
Base Evasion: 2.10%
Base Speed: 83 (-38.2 SD)
Base Status Vulnerability:73.70%

Abilities:
Attack: 110 physical stab damage to one target.

Force Boost - Item Echo: For three turns, Items used take effect twice for free.  Healing items apply their effects twice, status-inflicting items have two chances to inflict, et cetera.
Force Break - Final Secret: Restores all other party members' Force gauges to full.  If any have used a Force Break, there is a 33% chance to restore the broken Force Gauge.

Sympathy Pain Lv6(9 TP):Attempts to inflict all ailments and binds on the user to all enemies at a 87.20% rate.  This does not remove them from the user.  60% speed, ignores evasion.
Strange Seeds Lv10(14 TP):At the dn of the turn, may randomly inflict one of Head Bind, Arm Bind, or Leg Bind to all enemies at a 72.67% rate.  Ignores evasion.
Play Possum Lv6(5 TP):Reduces the target ally's chances of being targeted to 5% for 3 turns.  300% speed.
Rotten Egg Lv6(10 TP):Reduces enemy damage by 10% for.  If the enemy is suffering from an ailment, reduces it instead by 25%.  200% speed, ignores evasion.
Persistence Lv10:At the end of any turn where the farmer is dead, they have a 15% chance to revive with 1 HP.
Lullaby Lv6(14 TP):Inflicts sleep on the user, and has a 109% chance to inflict sleep on all enemies.  200% speed, ignores evasion.
Waste Not Lv4:+20% item drop rate.
Blessed Remains Lv6: When the user kills an enemy, restores 10% force gauge to all party members.
Harvest Festival Lv10(28 TP): Inflicts 285 melee cut damage to all enemies.  If any enemies have binds, the damage increases to 997 and the attack has a 63.19% chance to instantly kill.  50% speed, -10% accuracy.
Share the Wealth Lv8(50 TP):Restores 25 TP to other members on the same row.
Fearless Lv4:If the farmer is on the front row and at full HP, they restore 6 TP at the end of their turn.
Tri-Death (10 TP): Inflicts 400 stab damage to the target with a 44.23% chance to instantly kill.  50% speed, -5% accuracy.

This is pretty much all of the duel-applicable skills for Farmer.  I have used 3/4 to 4/5 of the SP and this is *all* of the fight-applicable skills outside of Flee.

Five-turn average: Tri-Death x5 for 400.  I'm mildly disgusted that this is probably better in every relevant way than Sovereign.
« Last Edit: February 18, 2023, 08:18:58 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #4 on: May 21, 2021, 08:06:01 AM »


Shogun:
Equipment: Katanas, Cloth Armor

HP:276
TP:244
STR:100+5
INT:89
VIT:93
WIS:94
AGI:91
LUC:70

ATK:265
MAT:175
DEF:167
MDF:206

Equipment:
Nihil Youtou
Nihil Youtou
Evil Tanuki Mantle
Blade Boots

PDUR:1.01
MDUR:0.91
Base Accuracy: 99.87%
Base Evasion: 1.26%
Base Speed: 104 (+0.11 SD)
Base Status Vulnerability: 126.18%

Abilities:
Attack:201 melee cut damage

Force Boost - Unified Effort:For 3 turns, the entire party inflicts 15% more damage and gains 40% Max HP.
Force Break - Decoy Party:Each party member will completely negate any hostile action once for this turn.

note: due to the number of potential damage modifiers and combinations thereof, Shogun's damage values are taken including just Avidya Sight.

Echoing Slash Lv5 (6 TP):Initiative attack for 284 damage, then a second attack for 262(including Peerless Demon) damage after the target acts.  Following attack does not trigger if the target does not act this turn.
Twin Swallow Lv10 (17 TP):Two attacks, One for 453 damage, the other for 491 damage.
5-Ring Sword Lv10 (30 TP):3-10 attacks each for 151 damage base.  Factoring in Peerless Demon, damage ranges from 491 to 2077, averaging 1095 at 6 hits.  70% speed, -7% accuracy.  Uses properties of equipped weapons, alternating main-hand and off-hand for each attack
Bolt Slash Lv8 (15 TP): Inflicts 524 melee cut+volt damage to one target.  +5% accuracy.
Morning Star Lv6 (18 TP): Inflicts 403 melee cut damage to one target row.  (504 when used during the day)  70% speed, -5% accuracy.
Twilight Hour Lv6 (12 TP): Inflicts 801 melee cut damage to a single target. (445 when used during the day) 125% speed, +5% accuracy.
Bloody Lance Lv2:Gains a stacking 8% damage bonus for each kill inflicted, be it enemy or ally
Curse Strike Lv8 (18 TP): Inflicts 705 melee cut damage to a single target.  38.10% base chance to inflict curse and arm bind.  80% speed.
Execution Lv4:60% chance to instantly kill an enemy or party member that is attacked while below 15% HP.  This ID ignores standard blocking and immunity. (in-game, it's only blocked by the final boss and optional superboss)
Great Warrior Lv6: Buffs target's attack by 60% and aggro rate by 40% for 4 turns.
Swift Justice Lv6 (16 TP): Buffs target's attack by 40% and action speed by 10x, but increases their damage taken by 50%, for 4 turns.
Bloodthirsty Blade (8 TP): Inflicts 705 melee cut damage to a single target.  Recovers 35% (246) as parasitic healing.  200% speed.
Second Sword Lv10:Can equip subweapons.  While equipping a subweapon, reduces physical damage taken by 20%
Avidya Sight Lv4:Damage +20% at night or while blind. (due to the ease of setting this up in-game, I'm going to take damage values as if this was always on)
Peerless Demon Lv10:Adds a stacking 10% damage increase for each hit landed this turn.  Does not carry over into later turns.  Caps at +90%.
Reincarnation Lv2:5% chance to revive at 1 HP at the end of the turn the user was killed on

Five-turn average: Great Warrior->Unified Effort+5-Ring Sword->5-Ring Sword x3 = 1261 average damage.  Shogun can layer Swift Justice on top for burstier damage, but takes longer to get going and makes themselves *much* less durable.




Landsknecht:
Equipment: Swords, Rapiers, Shields, Heavy Armor

HP:297
TP:227+15
STR:96+5
INT:82
VIT:99
WIS:88
AGI:89
LUC:64

ATK:235 (Shield attack: 236) [Shield attack: 254]
MAT:216
DEF:244
MDF:196

Equipment:
Gorm Glas +5
Krug
Pelta [Shield Fang]
Blade Boots

PDUR:1.32(1.58 w/ Power Break)
MDUR:0.98(1.17 w/ Power Break)
Base Accuracy: 97.74% (Break ACC: 91.75%, Full Break ACC:84.77%)
Base Evasion: 0.13%
Base Speed: 93 (-0.15 SD)
Base Status Vulnerability:100.98%

Abilities:
Attack: 158[184] melee stab damage.

Force Boost - Trinity:For 3 turns, increase ATK by 40%, triples action speed, and grants a +50% accuracy bonus.
Force Boost - Full Charge:Negates all hostile effects to the user this turn.  Until the end of the next turn, damage dealt is boosted by 3.3x and action speed to 40x.

Falcon Slash Lv8(15 TP): Inflicts 516 melee stab damage to target.  +20% accuracy, initiative.
Double Strike Lv8(16 TP): Strikes a target twice for 332[387] melee stab damage.
Penetrate Lv8(14 TP): Strikes a target line for 608[709] melee stab damage.  125% speed, +5% accuracy.
Swift Stab Lv8(21 TP): Strikes random targets 3-4 times for 260[304] melee stab damage each.  200% speed, -10% accuracy.
Power Break Lv6(10 TP): Inflicts 382[446] melee bash damage and decreases the target's damage output by 15%.  92% base accuracy, 50% speed.
Guard Break Lv6(10 TP): Inflicts 382[446] melee bash damage and decreases the target's defense by 25%.  92% base accuracy, 50% speed.
Speed Break Lv6(10 TP): Inflicts 350[408] melee bash damage, decreases the target's evasion by 20% and their action speed by 50%.  92% base accuracy, 50% speed.
Full Break Lv6(18 TP): Inflicts 398[464] melee bash damage, 895[1044] against a target with at least one Break debuff.  85% base accuracy, 50% speed.
Vanguard Lv6(7 TP):For 5 turns, increases the damage taken by the user by 50%, but increases their ATK by 30% and action speed to 20x.
Proficiency Lv4:After the user attacks, all further attacks against the same target(s) gain +10% damage and accuracy
Physical Defense Up Lv8: Reduces all physical-element damage (cut/stab/bash) by 15%.
Initiative Lv4: When attacking before any enemies act, gain +20% damage and +10% accuracy. (shown after damage in brackets)
Status Defense Up Lv8: All bind and ailment resistance up 25%
Single Devotion Lv6: Increases damage of attacks based on the number of elements used. (+20% for one, +6% for two, +2% for three)
Fear Glint Lv5 (8 TP): Increases target ally line evade by 50%.  Lasts for 4 turns

5-turn average: Guard Break->Trinity+Swift Stab->Swift Stab->Full Charge->Swift Stab for an average of 1525.  It's worth noting that the killer turn does nearly 4000 (and some buff stacking can lead to a burst turn of potentially 5500.)




Nightseeker:
Equipment: Swords, Knives, Light Armor

HP:259
TP:217
STR:91+5
INT:70
VIT:76
WIS:75[+16]
AGI:128
LUC:108+23[+7]

ATK:235[227]
MAT:174[187]
DEF:201
MDF:191[207]

Equipment:
Claymore +5 [Aslat +5]
Pandora Vest
Armet
Blade Boots

PDUR: 0.87
MDUR: 0.83
Base Accuracy: 100% (A=15), 235% versus average targets
Base Evasion:16.03%
Base Speed: 171 (+1.68 SD)
Base Status Vulnerability: 77.00%

Abilities:
Attack: 124 melee cut damage.
Force Boost - Killing Intent: For three turns, gain +40% to damage and ailment infliction rate.
Force Break - Disaster: Inflicts 1980 melee cut damage to one target.  If the target has an ailment, extends it for one turn.

Sand Throw Lv6 (5 TP): Inflicts 186(278) ranged cut damage to one target.  Has a 77.24%(108.14%) chance of inflicting Blind.  +5% accuracy.
Sleep Throw Lv6 (5 TP): Inflicts 186(278) ranged cut damage to one target.  Has a 83.68% (117.15%) chance of inflicting Sleep.  +5% accuracy.
Curse Throw Lv2 (3 TP): Inflicts 155(232) ranged cut damage to one target.  Has a 56.65%(79.30%) chance of inflicting Curse.  +5% accuracy.
Nerve Throw Lv6 (5 TP): Inflicts 186(278) ranged cut damage to one target.  Has a 77.24%(108.14%) chance of inflicting Paralysis.  +5% accuracy.
Venom Throw Lv6 (5 TP): Inflicts 186(278) ranged cut damage to one target.  Has a 77.24%(108.14%) chance of inflicting Poison that will tick for 681 damage per turn.  +5% Accuracy.
Shadow Bite Lv5 (11 TP): Inflicts 304 melee cut damage to one target.  Increases to 914 if the target has an ailment.  70% speed, +5% accuracy.
Swift Edge Lv10 (25 TP): Attacks one target 3-5 times for 148 melee cut damage, averaging 592.  If the target is inflicted with an ailment, attacks 3-9 times for 223 each.  Overall with condition, will inflict 669 to 2007, average 1338.  80% speed, -20% accuracy.
Biding Slice Lv2 (4 TP): Attacks a target for 212(317) melee cut damage.  If the user is not damaged by the end of the turn, repeat the attack against the same target.  Total: 424(634)
Backstab Lv10 (15 TP): Inflicts 353(529) melee cut damage to one target, with a 57.93% chance to head bind.  If the user has Shadow Cloak active, damage gains Almighty element and increases to 706(1058).  80% speed, +5% accuracy.
Assassinate Lv8 (20 TP): Inflicts 619(928) melee cut damage to one target.  If the user has Shadow Cloak, there is an additional 51.50%(72.09%) chance to instantly kill the target.  20% speed, +5% accuracy.
Shadow Cloak Lv4 (4 TP): Sets up a state where the next physical attack that would hit the user gets negated.  Evasion takes priority over Shadow Cloak.
Auto-Cloak Lv6: 67% chance to automatically cast Shadow Cloak for free at the start of a battle.
Enduring Cloak Lv8: When Shadow Cloak negates an attack, there is a 34% chance that Shadow Cloak will be automatically cast on the user for free.
Proficiency Lv10: +50% damage inflicted to enemies with ailments.  Listed values in parentheses denote this damage.
Speed Up Lv8: Accuracy and Evasion +10%, Action Speed +30.

5-turn average: if you see Nightseeker as getting the benefits of Auto-Cloak on the first turn, then Killing Intent+Backstab->Assassinate->Disaster->Assassinate x2 for 1014.  If not, replace the Backstab with another Assassinate for a total of 990.  I'm just going to average the two for a value of 1002.  Surprisingly good for when they can't land ailments.




Arcanist:
Equipment: Staves, Rapiers, Cloth Armor

HP:228
TP:273
STR:56
INT:116
VIT:67
WIS:103
AGI:68 (-0.73 SD)
LUC:117

ATK:150[190]
MAT:276[250]
DEF:182
MDF:242

Equipment:
Tanuki Staff +5 [Gorm Glas +5]
Evil Tanuki Mantle
Armet
Boldrons

PDUR: 0.72
MDUR: 0.90
Base Accuracy: 97.87% (spell ACC: 100% base (A=10))
Base Evasion: 1.26%
Base Speed: 71
Base Status Vulnerability: 84.56

Abilities:
Attack:57 melee bash damage to one target.

Force Boost - Circle Paradise: For 3 turns, increase bind/ailment infliction rate by 40%, freezes circle duration, and circles are not removed by Dismiss skills.
Force Break - Releasal Spell: Dispels all buffs and accumulative resistance from all enemies.

Note: Only one Circle skill can be active at a time.  If another is cast while one is active, the new one will overwrite the old one.

Chain Circle Lv8 (18 TP):Activates a circle that has a 50.98%(71.38%) chance to arm bind all enemies at the end of each turn.  Lasts 4 turns.
Snare Circle Lv2 (8 TP):Activates a circle that has a [21%] chance to leg bind all enemies at the end of each turn.  Lasts 4 turns
Hood Circle Lv8 (18 TP):Activates a circle that has a 50.98%(71.38%) chance to head bind all enemies at the end of each turn.  Lasts 4 turns.
Nerve Circle Lv8 (15 TP):Activates a circle that has a 58.27%(81.57%) chance to inflict Paralysis to all enemies at the end of each turn. Lasts 4 turns.
Curse Circle Lv2 (7 TP):Activates a circle that has a 52.44%(73.42%) chance to inflict Curse to all enemies at the end of each turn. Lasts 4 turns.
Sleep Circle Lv8 (15 TP):Activates a circle that has a 72.83(101.97%) chance to inflict Sleep to all enemies at the end of each turn.  Lasts 4 turns.
Poison Circle Lv8 (21 TP):Activates a circle that has a 65.55%(91.77%) chance of inflicting Poison to all enemies at the end of each turn.  The poison inflicts 497 damage per turn.  Lasts 4 turns.
Chaos Circle Lv8 (21 TP):Activates a circle that has a 36.42%(50.98%) chance of inflicting Panic to all enemies at the end of each turn.  Lasts 4 turns.
Dismiss Heal Lv10 (24 TP):Dismisses the currently active circle, and restores all party members' HP by 218.  200% action speed.
Dismiss Revive Lv3 (10 TP):Dismisses the currently active circle, and has a 76% chance to revive one row of party members with 70 HP.
Dismiss Blow Lv10 (30 TP):Dismisses the currently active circle, and inflicts 1212 ranged non-elemental damage to one target.  200% speed, +50% accuracy.
Dismiss Blast Lv3 (12 TP):Dismisses the currently active circle, and inflicts 422 ranged non-elemental damage to all enemies.  200% speed, +50% accuracy.
Circle Boon Lv4:Restores 38 HP at the end of a turn when a circle is up.
Circle Mastery Lv6:Increases Dismiss Heal's healing power by 30%, Dismiss Blow and Blast's damage by 30%, and Dismiss Revive's revival chance by 8% and healing by 50.  All effects factored in.
Proficiency Lv1: Restore 1%+1 TP when a circle is dismissed or times out.
Status ATK Up Lv8: +15% ailment/bind infliction rate.
Leg Zapper (10 TP): Inflicts 264 INT-based Volt damage at 100% speed, 35% base chance to inflict Leg Bind.  +25% accuracy.

5-turn average: Circle skill->Circle Paradise+Dismiss Blow->Dismiss Blow x3 for 970 damage.  They won't live long enough to do that damage though.
« Last Edit: February 18, 2023, 08:58:47 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #5 on: May 21, 2021, 08:16:13 AM »


Imperial:
Equipment: Drive Blades, Swords, Heavy Armor

HP:311 (373)
TP:168
STR:116+5
INT:74
VIT:114
WIS:78+16
AGI:45
LUC:57

ATK:273
MAT:148
DEF:243
MDF:219

Equipment:
Red Baron +5
Krug
Boldrons
Blade Boots

PDUR: 1.47 (2.29 HG)
MDUR: 1.31 (2.04 HG)
Base Accuracy: 86.85%
Base Evasion: 0 (A=16)
Base Speed: 38 (-1.44 SD)
Base Status Vulnerability: 109.55%

Skills:
Attack: 179 melee cut damage to one target.

Force Boost - Ignition: For three turns, Drive skills do not cause Overheat.  Does not remove Overheat if it is already active
Force Break - Conversion: Restores 383 TP.  Overhealed TP remains for the battle or until the Imperial dies.

Sharp Edge Lv2 (5 TP): Starter skill.  Inflicts 233 melee cut damage.  Reduces Overheat duration by 1.  +5% accuracy.
Natural Edge Lv8 (7 TP): Starter skill.  Inflicts 430 melee cut damage.  Carries weapon element.  80% speed, +10% accuracy.
Blood Edge Lv8 (12 TP): Combo skill.  Inflicts 628 melee cut damage, heals user for 35% of damage dealt (219).  150% speed, +10% accuracy.
Massive Edge Lv2(8 TP): Starter skill.  Inflicts 317 melee cut damage.  Inflicts half as splash damage to adjacent targets.  60% speed, -5% accuracy.
Trip Edge Lv4 (9 TP): Starter skill.  Inflicts 357 melee cut damage, has a [40%] chance to bind the target's legs.  80% speed.
Cool Edge Lv2 (9 TP): Combo skill.  Inflicts 386 melee cut damage.  Reduces Overheat duration by 2.  80% speed, +5% accuracy.
Impulse Edge Lv10 (5 TP): Combo skill.  Inflicts 269 melee Cut damage.  50% action speed, -5% accuracy.  Restores 30 TP.
Charge Edge Lv6 (40 TP): Finisher skill.  Inflicts 404 melee Cut damage.  30% speed.  Increases the damage of the next attack to double.
Heavy Guard Lv6 (7 TP): Targetable buff.  For four turns (including this one), the target ally takes 40% less damage, but they are guaranteed to act last in the turn.  250% speed.
Assault Drive Lv3 (20 TP): Drive skill.  Inflicts 967 Cut damage to the target.  Puts the user in Overheat state for 5 turns.  25% action speed, the user takes double damage on the turn before skill activation.
Heat Sink Lv1 (10 TP): Reduces the user's Overheat duration by 2.  30% speed.
Heat Shield Lv6: Passive.  When overheated, reduces damage taken by 20%
Intercooler Lv10: Passive.  Drive skills +10% damage, cooldown reduced by 2.  (Reduction factored into existing cooldowns)
Flame Drive Lv1 (25 TP): Drive skill.  Inflicts 661 melee cut+fire damage to one target.  Puts the user in Overheat state for 6 turns. 25% action speed, the user takes double damage on the turn before skill activation.
Freeze Drive Lv1 (25 TP): Drive skill.  Inflicts 661 melee cut+ice damage to one target.  Puts the user in Overheat state for 6 turns.
Shock Drive Lv1 (25 TP): Drive skill.  Inflicts 661 melee cut+volt damage to one target.  Puts the user in Overheat state for 6 turns. 25% action speed, the user takes double damage on the turn before skill activation.
Accel Drive Lv10 (60 TP): Drive skill.  Inflicts 2367 melee Cut/Almighty damage to one target.  Puts the user in Overheat state for 7 turns.  25% action speed, the user takes double damage on the turn before skill activation.
HP Up Lv8: Max HP +20% (already factored in)
Status DEF Up Lv8: +25% resistance to all ailments and binds

Five-turn average: Natural Edge->Charge Edge->Ignition+Accel Drive->Accel Drive->Conversion for a total of 1587, with that first Accel Drive doing 4734.  The Imperial is *absolutely* bottomed out on TP by the fifth turn, so Conversion's their only option there unless it wants to subsist off of basic attacks.  Not much will be alive after that first Accel Drive, though.




Pugilist:
Equipment: Cestus, Light Armor

HP:351 (421)
TP:181
STR:97+5
INT:46
VIT:72+16
WIS:53
AGI:100
LUC:112+7

ATK:217
MAT:154
DEF:207
MDF:185

Equipment:
Sphairai +5
Pandora Vest
Boldrons
Blade Boots

PDUR:1.60
MDUR:1.42
Base Accuracy: 100 (A=12), 144% versus average targets
Base Evasion: 3.64%
Base Speed: 120 (+0.48 SD)
Base Status Vulnerability:83.39%

Abilities:
Attack: 115 melee bash damage to one enemy

Force Boost - Bind Rush: For three turns, increases bind infliction rate by 30% and chases attacks against a target with binds, ailments, or stun with a 57 damage melee bash attack.
Force Break - Final Blow:Inflicts 1116 melee bash damage to one target.  110.7%(includes Bind Rush) chance to inflict head bind, arm bind, and leg bind to the target.  Absolute initiative.

Concussion Lv8(10 TP):Inflicts 207 melee bash damage to one target.  63.86% (71.86% BR) chance to inflict Head Bind.  65% speed, +5% accuracy.
Arm Breaker Lv8(10 TP):Inflicts 207 melee bash damage to one target.  63.86% (71.86% BR) chance to inflict Arm Bind.  65% speed, +5% accuracy.
Low Blow Lv8(10 TP):Inflicts 207 melee bash damage to one target.  63.86% (71.86% BR) chance to inflict Leg Bind.  65% speed, +5% accuracy.
One-Two Punch Lv10(15 TP):Inflicts 172 melee bash damage to one target.  75% chance each to follow with, if the target does not have the respective bind, Concussion, Arm Breaker, or Low Blow, at half damage.  The likelihood per use is roughly two followups here.  50% speed, +5% accuracy.
Corkscrew Lv6(6 TP):Inflicts 172 melee bash damage to one target.  52.51% chance to inflict Paralysis.  65% speed, +5% accuracy.
Following Strike Lv2: When inflicting a bind, 16% chance to follow up with Corkscrew.
Leading Blow Lv10(25 TP): Inflicts 172 melee bash damage to one target.  For each bind the target has, follows with the corresponding infliction skill.  Follows up with Corkscrew on targets with ailments.  Against a target with three binds, that will amount to roughly four hits for 1269 damage.  80% speed, +10% accuracy.
Breather Lv1(3 TP): Removes ailments and one bind from the user, increases attack power by 20% until the end of next turn.  30% speed, only usable if the user has binds or ailments.
Fault Blocker Lv1(8 TP): Increases ailment and bind resist for the front row by 25% for three turns.  50% speed.
Clinch Lv3(9 TP): 35.45% chance to inflict head bind, arm bind, and leg bind on both the user and the target.  50% speed.
Meditation Lv4(10 TP): The next attack will have a 1.7x infliction rate.
Double Punch Lv10: If a non-followup attack does not land an ailment/bind, there is a 50% chance to repeat the attack.
Raging Billows Lv10: Increases damage based on number of disables, (20% for one, 40% for two, 60% for three, 100% for four)
HP Up Lv8: HP+20%
Status ATK Up Lv8: Infliction Rate +15%

5-turn average: Final Blow->One-Two Punch x4.  526 damage.  Pugilist is *sad* when it can't land binds.




Harbinger:
Equipment: Scythes, Swords, Light Armor

HP:271
TP:279
STR:82+5
INT:91
VIT:97
WIS:113(+16)
AGI:80
LUC:101+7

ATK:212
MAT:226
DEF:222
MDF:245

Equipment:
Yamato Sickle +5
Pandora Vest
Armet
Blade Boots

PDUR: 1.23 (0.94 without Miasma Armor, 1.42 with MA and SM)
MDUR: 1.37 (1.05 without Miasma Armor, 1.48 with MA and SM)
Base Accuracy: 97.87%
Base Evasion: 3.26%
Base Speed: 84 (-0.36 SD) (under Miasma Armor, speed is 168 (+1.61 SD))
Base Status Vulnerability: 90.26%

Abilities:
Attack: 111 melee cut damage to one target.

Force Boost - Endless Armor: For 3 turns, Miasma Armor cannot be dispelled and its duration will not be reduced.
Force Break - Miasma Tsunami: For one turn, reduces all enemies' damage dealt by 35%, increases their damage taken by 35%, reduces their evasion by 100%, action speed by 60%, and ailment resistance by 40%.  The Harbinger cannot take advantage of this themselves.

Eroding Miasma Lv9(9 TP): Reduces all enemies' defense by 25% for 4 turns.  Perfect accuracy, 60% speed.
Stifling Miasma Lv3(5 TP): Reduces all enemies' damage output by 10% for 3 turns.  Perfect accuracy, 60% speed.
Sluggish Miasma Lv3(3 TP): Reduces all enemies' evasion by 15% and action speed by 25%.  Perfect accuracy, 60% speed.
Wilting Miasma Lv9(14 TP): Increases the likelihood of ailment infliction on all enemies by 1.3x and reduces their ailment recovery chance by 25% for 4 turns.  Perfect accuracy, 60% speed.
Paralyzing Reap Lv6 (13 TP): Inflicts 311(388) melee cut damage to the target row, with a 51.72%(67.24%) chance of inflicting Paralysis.  50% speed.
Toxic Reap Lv6 (13 TP): Inflicts 311(388) melee cut damage to the target row, with a 58.19%(75.65%) chance of inflicting Poison.  The poison ticks for 438 damage a turn.  50% speed.
Darkness Reap Lv3 (6 TP): Inflicts 222(277) melee cut damage to the target row, with a 45.26%(58.84%) chance of inflicting Blind.  50% speed.
Chaos Reap Lv6(18 TP): Inflicts 377(472) melee cut damage to the target row, with a 38.79% (50.43%) chance of inflicting Panic.  50% speed.
Ephemeral Reap Lv10(30 TP): For each debuff on the target, inflicts one hit of 311(388) melee cut damage, maximum 933(1164).  30% speed, perfect accuracy.
Miasma Armor Lv4(5 TP): Puts the Harbinger in a state that doubles action speed and enables status riders on Reap skills for four turns.  Activates at the beginning of the fight for free.
Endless Shroud Lv8: When the Harbinger uses a debuff skill, they have a 100% chance to activate Miasma Armor or extend its duration by another 3 turns.
Black Shround Lv8: When the Harbinger is in Miasma Armor state, they reduce all damage taken by 25%
Atonement Lv3(9 TP):Removes Miasma Armor to restore 109 HP to all allies.  Carries a 54% chance of removing ailments.
Soul Transfer Lv1(10 TP):Removes Miasma Armor to attempt to revive all party members (25% chance) with 1 HP.  20% speed.
Spirit Absorb Lv6: When using a debuff skill, heals self for ~200 HP.  This may overheal for up to 40% of their max HP (~108 HP).  This overhealed HP lasts until the end of the turn.
Black Wave Lv4: While Miasma Armor is active at the end of a turn, the Harbinger regenerates 5 TP.
Status ATK Up Lv8: Infliction Rate +15%

5-turn damage average: Eroding Miasma->Wilting Miasma->Stifling Miasma->Ephemeral Reap x2 for an average of 465 damage.  Worth noting that with enough setup, a Harbinger can reasonably get to where they can spam full-damage Ephemeral Reap for a long while, but that will be a lot of turns setting up and stacking debuffs before that.
« Last Edit: February 18, 2023, 08:32:44 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #6 on: May 21, 2021, 04:52:06 PM »
Averages

Five-turn damage average:

Hero:2851
Ronin:2012
Highlander:1988
Imperial:1587
Landsknecht:1525
Zodiac:1361
Shogun:1261
Gunner:1236
Ninja:1062
Nightseeker:1002
Arcanist:970
Medic:919
War Magus:885
Survivalist:807
Pugilist:526
Protector:510
Harbinger:465
Farmer:400
Sovereign:321

Ultimate Damage Average:1141
2.5HKO Killpoint:2853


Physical Durability

(Fortify Protector:3.10)
(Heavy Guard Imperial:2.29)
Protector:2.17
Highlander:1.79
Pugilist:1.60
Imperial:1.47
(Guard Order Sovereign:1.39)
(Clear Stance Ronin:1.34)
Landsknecht:1.32
Harbinger:1.23
Hero:1.19
War Magus:1.14
Sovereign:1.06
Farmer:1.03
Shogun:1.01
Ninja:0.94
(Harbinger without Miasma Armor:0.94)
Survivalist:0.88
Nightseeker:0.87
Ronin:0.86
Medic:0.85
Gunner:0.74
Arcanist:0.72
Zodiac:0.66



Magical Durability:

(Fortify Defender:2.41)
(Heavy Guard Imperial:2.04)
Protector:1.61
Pugilist:1.42
Harbinger:1.37
Imperial:1.31
(Clear Stance Ronin:1.25)
Medic:1.21
(Guard Order Sovereign:1.19)
Highlander:1.19
War Magus:1.18
Gunner:1.07
Hero:1.06
(Harbinger without Miasma Armor: 1.05)
Farmer:1.00
Landsknecht:0.98
Sovereign:0.93
Ninja:0.91
Shogun:0.91
Survivalist:0.90
Arcanist:0.90
Nightseeker:0.83
Ronin:0.81
Zodiac:0.76



Speed:

Nightseeker:171
Survivalist:169
Harbinger with Miasma Armor:168
Ronin:154
Ninja:149
(Hero with Heroic Bonds:124)
Pugilist:120
Shogun:104
[Average:99.3]
Highlander:99
Landsknecht:93
Hero:91
Zodiac:89
(Harbinger without Miasma Armor:84)
Farmer:83
Arcanist:71
Medic:70
Gunner:66
War Magus:56
Sovereign:50
Protector:47
Imperial:38



Luck:
Farmer:138
Nightseeker:131
Ninja:129
Pugilist:119
Arcanist:117
Harbinger:108
Gunner:104
Survivalist:102
[Average:95]
Medic:93
War Magus:91
Zodiac:89
Sovereign:86
Highlander:84
Ronin:82
Protector:81
Shogun:70
Landsknecht:64
Hero:60
Imperial:57
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #7 on: May 21, 2021, 07:39:39 PM »
Thoughts on classes:

Hero: Hero is really nasty.  Its skillset does not look like much on paper, but after-images give them a disgusting force multiplier that is hard to deny.  The average dueller doesn't stand much of a chance either; pop Force Boost, go first with the speed boosts off of Heroic Bonds and Act Breaker and land stun, then clean up next turn with Miracle Edge and the guaranteed afterimage's own Act Breaker before the opponent can act.  Against those not stunnable, Hero's got a good shot of just eventually bulldozing the opponent down with a growing army of afterimages. Held in check by having the worst vulnerability to status in the cast, [EDIT] this is probably still not enough to keep them out of Low Godlike at the worst.  Being able to get a free first turn and snowball is way too good.

Protector Protector is very good at doing one thing: Not dying.  Between Shield Bash and Fortify, they can reduce average damage to a 9HKO, and Heal Guard increases that even more while healing them for non-negligible values.  The damage is never there, though.  Shield Fang can possibly boost their damage to 5HKO, but they don't really care when they make the opponent hit like a wet noodle.  They get access to the Sansageki, which means they have an instant death option for healers.  Turn 4 it may be, but with that durability and healing combo, they'll get enough free turns for it to land.  Pegging them as Middle/Heavy.

Medic: Most of the EON healers actually do have some teeth in a DL context, and Medic is no exception here.  Deja Vu+Healing will give them functional cheap and powerful regen for a lot of a fight, and Intensive Care helps when they need a heal to be fast.  Heavy Strike actually manages to just scrape a 3HKO to average without Star Drop's intervention.  Head Bash lets them assert their dominance over other healers as well.  They are, however, a bit squishy physically and their best damage will eat through their TP in a hurry.  Solid Middle.

Survivalist: In light of a second look-over and some new considerations, I had to redo this one. Survivalists are fast, and Blind Arrow is a weak turn 1 or strong turn 2 Blind pending on your interpretations.  Multiple routes to accuracy debuffs, and it is quite possible for them to spend a large portion of the match with coinflip evade.  Better than that if they can land Blind.  They have an answer to healers in Sagittarius, too; landing the stun on a turn with Double Shot sets them up to follow with Mirage Arrow for the kill next turn.  They fear ITE and tanky healers, but can make it in Middle.  If you allow Efficiency (and not everyone would), they add up to 60 shots (even under the harshest interps of inventory caps, 12 shots) of full healing to their kit, making them even more survivable, and possibly making it to Low Heavy.

Ronin Oh holy crap that damage.  Ronin has an extremely strong argument for being the gamebest dueller.  Hero can accomplish more over time, but if you allow Ronin to swap a point between Clear and Upper Stance as needed, they get the option of turn 1 disables off of enough durability to reduce average damage to a 4HKO, or initiative multitarget ITE OHKO with an instant death chance attached.  Duel gives it even more of a threat on even turns, if they need to punch around limits or overwhelm a healer. [EDIT] I'm realizing I undershot how gross this class is in retrospect.  Given everything, they feel like a solid Godlike, and perhaps the only one of the cast.

War Magus: In theory, War Magus is a rather unremarkable dueller.  Average durability, best damage hits average, kind of slow.  War Edge Power lets them get an opening salvo in, though, and that includes their ridiculously accurate binds, and equally strong debuffs.  Strength Slash takes average damage to a 4HKO, and Ailing Slash to a high 3HKO.  The healing is...not the greatest, though, in part due to its odd nature of being split into initiative and negative initiative components.  Still inclined to rate them as Middle; once War Edge Power wears off, they have to hope Random Disease lands.

Highlander: Highlander is...mean.  Bloody Offense makes Gae Bolg into an OHKO and most other moves into some variety of 2HKO, Delayed Charge works to pressure healers, *hard*, and Hero Battle gives them some healing off of their kit alongside even more damage.  They're a bit vulnerable to status, but otherwise are really solid given that they have that much raw physical durability and damage to throw around.  Heavy

Gunner: In-game, this is considered one of the best backline classes.  In a duel...well, they get 2HKO'ed by average physical damage, and are slow as hell.  This is mitigated by Double Action snipes, which are turn 1 binds that ignore evasion.  Their best damage requires either accuracy manipulation or leg binding to actually land, but it is viable.  Just...that durability and speed.  Light/Middle at best, no question.

Sovereign Raja-tastic Light.  They can't go all-in on their damage without sacrificing two of their buff slots.  Their best unconditional damage is an itemcast that does 12HKO damage unbuffed, or merely a high 9HKO buffed.  Even their best damage, which takes a turn to set up each time, is a high 4HKO.  The passive healing options may mitigate this in healer slapfights.  (Worth noting that they particularly shine in a team setting)

Ninja Block Sleep and Petrify, or be subject to the Chunky Salsa Rule.  A maxed out Drawing Slice does 3.72 PCHP, and the Ninja will have more than enough time to do that if either of those statuses lands.  Even aside from that, it has other status options to ruin anyone's day: they enjoy 90% evasion under Force Boost and also throw around Panic with little issue.  Against those who can block the variety of statuses...well, ditching the knives for Nihil Youtou and its respective itemcast is a surprisingly viable option, especially if they can have clones survive long enough.  Hard for me to say about where they stand overall, but I'm fairly confident they can swing Middle/Heavy.

Zodiac: Zodiac is simple.  Charge up, land OHKO damage off of Meteor.  Unfortunately, they kind of explode in two average hits that are likely to come out before theirs will.  Not much else to say.  Light.

Farmer: I hate Farmer.  Unfortunately, I'm forced to admit that they still have some competence in a duel setting.  Item Echo and Final Secret are useless in a duel (though if you allow items, Item Echo allows Farmers to be horrifying status-slingers), and their access to the Sansageki and own abilities mean they can throw out turn-3 instant death, and may actually survive long enough to do so.  I can't really rate them lower than Middle due to said ID.

Shogun: Shogun is...complicated to talk about.  It's worth noting that they generally are not going to benefit from half their skillset in a duel, which is entirely focused around getting the best out of a team.  As-is, though, they are still fairly competent.  Great Warrior will upgrade 5RS into a swingy 2HKO, and Unified Effort into a high one at that.  [EDIT]: Upon reassessment, Nihil Youtou's parasitic healing ultimately brings them to Heavy if you take the healing literally (it is nearly a full-heal off of raw).

Landsknecht: The horrifying Force Break damage returns, though in a hilariously indirect way here.  Landsknecht is an object lesson in why TB and ATB/CTB speeds don't sync up.  Vanguard's buff gives them 20x speed, Full Charge gives them 40x.  That aside, their listed speed is deceptive since they're not spending much time outside of Trinity in a given duel.  Full Charge alone can guarantee safe OHKO damage to average off of the next attack, so I can't help but give Landsknecht a tentative ranking of High Heavy.

Nightseeker: Hooo boy.  This one.  Nightseeker is equal parts status-slinger and spoiler here.  Shadow Cloak lets them just plain null a physical hit for amazingly cheap, and between Auto-Cloak and Enduring Cloak, they won't be locked.  If that wasn't enough, they have a disgusting variety of status that can be applied, fast, cheap, and especially if the Force Boost is up, reliably.  they lose out on Panic, but Blind, Sleep, and Paralysis are all good options, they have the strongest non-Force Break poison in the game (not saying much, that's still 5HKO poison), and the most applicable non-Force Break instant kill in the game.  They run out of options fast if they can't apply status, but the sheer variety of bullshit they can play with convinces me they're a solid Heavy

Arcanist: Looking at the numbers, I have to honestly reassess Arcanist here.  By raw numbers, Arcanist is pathetic.  However, the class does have Turn 1 Sleep by some interps (and by all interps under force break), and Turn 2 binds, both despite the abysmal base rates, and while poison cannot be applied to sleeping targets due to EO status hierarchy, binds absolutely can.  Sleep->Head/Arm Bind->Boost+Dismiss Blow x3 can be sufficient to get some wins in Light

Imperial: Even in the game itself, Imperial is a study in extremes.  Slow as hell, reasonably tanky (though as the astute may notice, not as much so as Highlander.  The Defense Up passives count for a lot), and the ability to threaten a one-two off of so much as Blood Edge into Accel Drive.  Charge Edge into Accel Drive is another big OHKO source, landing just short of 1.66x PCHP off of the latter hit.  However, Imperial is slow, inaccurate, and actually not that durable on Drive turns.  They have the option of slugging it out with Heavy Guard and Natural Edge->Blood Edge looping, but this hurts their damage.  They're one of my absolute favorite classes in-game, but here they only really amount to Middle.

Pugilist: Words do not describe just how hard Pugilists get carried by Final Blow.  ITE Initiative attack with a 100% rate of inflicting all three binds.  This allows them to then start throwing out Leading Blow for...well, 3HKO on a crippled target.  Their regular damage on someone they can't status?  An awe-inspiring...8HKO to average.  [EDIT] It's two disabling but non-fatal statuses at once but it is initiative, and is a strong pick against PCs.  I think I've seen worse status-slingers get into Heavy off of their game.

Harbinger: Okay, I did not expect much out of Harbinger.  Like Pugilist, their actually good damage takes setup and only measures about average at best.  Unlike Pugilist, their setup is a lot more reliable, and more than that, they have a lot of extra tricks to screw with people.  Miasma Armor gets a lot of rider effects that synergize together, and between Endless Shroud, Black Shroud, Black Wave, and Spirit Absorb, their debuff skills turn them into perpetual motion monsters, being able to restore roughly 1x PCHP's worth of damage at no cost, or even at a TP surplus if needed, renewing their Miasma Armor mechanic.  They have quite literally infinite healing that works off of their stat breaks.  Additionally, they have a not terrible selection of statuses to inflict; Paralysis, Blind, and Panic are all solid.  Their big weaknesses are only really that they can't damage race worth crap if needed, and even their statuses are turn 2 at best.  With that, I feel safe giving them a rank of High Heavy.  Their inability to deal with status is the only reason I don't see them going into Godlike.
« Last Edit: November 26, 2022, 05:23:45 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #8 on: June 30, 2021, 03:50:13 PM »
Some notes on accuracy:

EO Nexus essentially uses a step function of sorts to determine accuracy, checking a ratio of the attacker's AGI/LUC (AGI having double weight here) to the target's.  Accuracy modifiers are essentially calculated as such:

1: Calculate base accuracy rate based on the ratio, as depicted below.  In the case of being between two values, it will typically round down to the lower of the two.

0.1x:53.2%
0.2x:69.4%
0.3x:79.5%
0.4x:86.4%
0.5x:91.4%
0.6x:94.9%
0.7x:97.3%
0.8x:98.8%
0.9x:99.7%
1x: 100%
1.1x: 121%
1.2x: 144%
1.3x: 169%
1.4x: 196%
1.5x: 225%
1.6x: 256%
...and so on.

2: Multiply this rate by the base accuracy of the weapon and skill being used (usually .99 to .95 for weapons, skills can vary wildly)
3: Add any effects from accuracy/evasion buffs/debuffs.
4: Cap the accuracy at 150% if it's above 150%.
5: Check if the attacker is blind.  If so, divide the current accuracy by 3,
6: Check if the target is suffering from a condition that disables evasion.  If they are, set accuracy to 100
Then roll to see if the attack hits.

This is mostly relevant for a few classes in this case; Survivalist, Ronin, Ninja, Nightseeker (Nightseeker in particular has a 235% accuracy mod, on top of their frankly disgusting speed.)
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 921
    • View Profile
Re: Etrian Odyssey Nexus: Even in 2019, F.O.E!
« Reply #9 on: May 07, 2022, 04:32:10 AM »
Update: Accel Drive is Cut/Almighty, not Almighty.  Doesn't really matter for Imperial's native skills but it does mean it can be buffed.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.