Author Topic: I Am Setsuna  (Read 1537 times)

Dhyerwolf

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I Am Setsuna
« on: July 19, 2020, 12:49:08 AM »
1. Version/Levels
This is specifically the Switch version. Surprisingly, they actually changed some things for this version based on differences between Snowfire’s topic and mine (Vanish is a big one). I’m using the same levels as Snowfire’s (L45, minus L46 for Fides)

2. Topic is incomplete
I ran of time having actual access to the game, so there are a few things that will need to be filled in later. I’ll often note these as TBD

3. Buffs
These do not refresh while they are active. They must wear off first; if they wear off after a PC’s turn is taken (as most do; some exceptions are things like Aeterna’s Guaranteed Evasion), there must be at least 1 turn where the buff is down.

4. Debuffs/Status Typing
Note that these are technically none-typed. Kir’s Bio gets reflected from ‘Repel Magic’, but the Atk Down goes through. Just noting in case this comes up. Also to note, once an enemy is hit with a status (at least a traditional one like Freeze/Confusion/Petrify…etc), they seem to be immune to that status afterwards.

5. Elements
Light/Fire/Water/Dark/Holy/Time
Light is a Lightning/Holy hybrid. I’d see Setsuna’s moves as a mixture as opposed to one or the other(Since running into mono-elemental walling is a distinct issue she had in game).
Water covers both Ice/Water (and I’d see all of Julienne’s relevant attacks as Ice)

6. Special Type Moves
Moves that are noted as “Special” damage are generally just physical or magical damage that ignore things like ‘Repel Magic’ (The one boss with an anti-physical move hates using it, so I didn’t get a chance to test it there,. Also Special Physical Moves don’t go through Roly-Poly (2nd Snow Mountain) Perfect Physical Evade only move. Additionally, Doom’s backlash was affected by Endir’s Wall spell (which is a Chaos Shield shell that specifically sets up 1 Shield of “Physical” and 1 of “Magical”). I’d probably just see Special as “Ignore Physical or Magical Reflect” since I think that’s what is comes down to in game.

7. Statuses- Note that a lot of these are TBD for specifics. I don’t believe any of these statuses stop enemy evade.
Stun- Enemy loses several (2? TBD. Could be 1 + Reset ATB bar. Could just be a reset ATB bar) turns
Petrify- Enemy loses several (3? TBD) turns
Paralysis- Enemy loses several (3? TBD turns)
Freeze- Enemy loses several (3? TBD) turns
Stop- Enemy loses several (3? TBD) turns
Confusion- Confused user takes 20% of the damage they do. When used by a PC, must have the same duration as Stun (because they are paired together and I’ve never seen Confusion’s effect kick in on an enemy later)
Sap- 2.5% MHP Poison for next 3 actions of target

8. Anti-Status Spiritnite
There is spiritnite that resists status for:
Normal Drops: Sap (Poison), Paralysis, Confusion, Freeze, Momentum Lock (Anti-Limit), Stun
Rare Drops: Stone, Stop, Death
They specifically say make character “nearly” immune to a status. I didn’t have time to test this at all.

8. Enemies Tested with
Arch Deermon: Horn Attack and Lightning. 1 Point of defense Lowered Horn Attack 0.7 damage. 1 Point of MDef lowered Lightning 0.8.
Condoriel: Feather Attack. 1 Point of Defense Lowered Feather Attack 0.8 damage. Feather Attack is 5 hits, so it makes a good evade testing target

9. Enemy Stats
Def: 78
Res: 85
Evasion ~5% (Very rough; Didn’t have time to test, so this is a bit of a placeholder)

10. Basic Mechanics
PC to enemy: (Atk-Def) * Multiplier  or (Mag-Mdef)*Multiplier
Could be the same enemy to PC, but the multipliers are on a different scale?

11. Momentum
Characters can strengthen moves or get extra effect by using Momentum. To use Momentum, characters must have at least 1 full level of SP (up to 3 levels for be stored). Waiting to act with a full ATB bar, taking damage and using moves all increase SP.

12. SP Gains
If Momentum is Used: 0
Normal Attack: 20 (Slightly less perhaps, but 20 with input delay)
Tech (Damage, Healing, Buffing…etc): 10 (Slightly less perhaps but 10 with input delay)
Item: 0
Damage: 0.6 * MHP% Damage done (Determined using backlash from Doom in different setups)
When Waiting, 1 average speed turn = 95% of bar (~80% with in game speed-up setups)

13. Secret Stats:
I am Setsuna has at minimum 5 Secret Stats, at least 3 of which would normally be displayed in literally any other game:
--Base Def: Reverse engineered from looking at enemy damage and PC equip switching
--Base MDef: Reverse engineered from looking at enemy damage and PC equip switching
--Speed- Snowfire numbers are right, although the average works out a bit differently. Take Snowfire’s speed notes will convert directly into these with the formula (100/Time Until a Turn) * 5.2, which gives us exactly:
130 for Aeterna/Fides
100 for Endir/Julienne
80 for Setsuna/Kir/Nidr
Speed could be 13/10/8 (CT inspired after all) where Speed Up equips are a flat % based increase (as opposed to changing the Speed stat itself), but the 130/100/80 is easier to deal with in the context of averages with Kir’s speed up weapon
--Initiative: In boss battles/randoms where you don’t get initiative, there’s a set initiative stat for the % of the bar that starts filled:
Aeterna 90 > Nidr = Fides 70 > Endir 60 > Julienne 50 > Setsuna 40 > Kir 10
So Aeterna, Nidr and Endir’s first turns come a little quicker than if everyone started at 0. The others are a little slower (or in Kir’s case a lot slower).
--Evasion: Seems to cover anything involving HP damage.

Other Potential Secret Stats:
--Crit Rate (assuming for now this is basically 0% as base for PCs though based on testing)
--Status Resistance of some sort (It’s possible that evasion is used for this, but for now, I would assume that no PC has any differing level of resistance)
--Crit Damage? (I’ve noticed some fluctuation here). I’m assuming it’s 50% for now (except where noted), but this needs more examining.

14. Practical Speed
For turn 1 speed, I’m taking a hybrid of the party initiative (which is what you’ll be getting most of the time in game) and the set initiative levels. This feels like a decent balance of what you’ll be seeing in game.

W/ Kir Speed Boost
Aeterna 123.2 > Fides 113.2 > Nidr 102.5 > Endir 101.8 > Julienne 96.8 > Setsuna 87.4 > Kir 75
No Kir Speed Boost
Aeterna 123.8 > Fides  113.8 > Nidr 102.7 > Endir 102.1 > Julienne 97.1 > Setsuna 87.7 > Kir 72.7

For post turn 1 speed, I’m bringing in the average by 10% in order to account for input times.

Of note, they must have sped up the game on the Switch because the speed is took for PCs to get turns was about 0.7x what Snowfire listed (but I didn’t see speed modes in the menu)

15. Averages Up Top
HP: 418.4
Speed: 101.71 (100 without Kir’s speed up)
Def: 122
Mdef: 126.7
Damage: 308.57 (298.86 w/ no Battlecry Speed Up for Endir and only self-credit for Setsuna’s healing)
-->Kill Point: 771.43 (747.14)
« Last Edit: July 19, 2020, 01:03:39 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: I Am Setsuna
« Reply #1 on: July 19, 2020, 12:59:00 AM »
Endir
HP: 450…………………(107.5%)
MP: 202…………………(94.1%)
True Atk : 210 (87)
True Def: 132 (89)............(Cuts damage by 8/-4.8% to average damage)
True Mag:  194 (85)
True MDef: 121 (87)............(Takes extra 4.8/+2.9% to average damage)
Speed:  101.8% turn 1, 98.5% after………..…(102.1/100% w/o Kir’s speed boost in average)
Evasion: 3.3% Relative, 13% Raw………………(Raw number may be less reflective on in-game effect since I only tested on 1 enemy)
Cuts Elements (and perhaps Non-Elemental Magic;  took less from Meteo than Aeterna did) by 10%

Momentum: 123/43/109/34 (+3.95% PDamage/-/+2.8% MDamage/-1.6, -20% Crit Rate)

Alternates (% Chg in Phys done to average, # Chg in Phy Damage Taken, % Chg in Magic done to average, # Chg in Mag Damage Taken))
Rainbow: 118/43/106/32, Crit Rate Up (***Guessing 20%; Didn’t have time to confirm) (-3.8%/-/-2.8%/+1.6)
Timeforger: 120/39/107/31, Increases SP Gain from attacking by 50% (-2.3%/+3.2/-1.8%/+2.4)
Shadowmoon: 116/41/104/33, Add Dark to Attacks, +5% Dark Res (-0.6%/+1.6/-4.6%/+0.8)
Blue Frost: 85/31/76/26, Add Water to Attacks, +5% Water Res (-29.5%/+9.6/-30.3%/+6.4)
Crimson Lotus: 62/23/55/19, Add Fire to Attacks, +5% Fire Res (-47%/+16/-49.5%/+12)
Avarshina: 50/20/45/16, Add Light to attacks, +5% Light Res (-56.1%/+18.4/-58.7%/+13.6 )

Attack- 132 Physical Damage (+105 P. Damage)
Cyclone (10 MP)- 158 Physical Damage (+92 P. Damage)
Shock (14 MP):  152 Magical Damage (+98 M. Damage)
Blade Wave- (16 MP) 198 Physical Damage (~+238 MT HP Recovery)
Backslash (20 MP)- 158 Physical Damage (+211 P Damage)
Radiance (28 MP): 239 (59 x 4) Pseudo-Physical Damage (+104 (26 x 4) Pseudo P Damage)
Cleave (30 MP)- 264 Physical Damage (+105 P Damage)
Spark (42 MP)- 211 Physical Damage (244/277/304 w/ 1/2/3 SPs) (~+ 292 HP Recovery)
Meteo (62 MP): 271 Magic Damage, Half Ignores Def (+154 Half ITD Damage)
Aura (10 MP): 333 AoE Healing (+Status Healing)

Realization (18 MP): +0.6 SP if below 0.4 SP otherwise set SP to 0.99 + 2x SP Gain Rate from waiting for next 3 Actions (+Extend 2 Actions)
Wall (22 MP): Creates two barriers (one magical, one physical) that nulls 0.5 PC HP (of target) damage; Spillover damage goes through (+MT)
Life (22 MP) : 333 Healing or 176 Revival (+20% Auto-Life for next 2 Actions)
Battlecry (36 MP): +50% Atk/Def/Mag/Mdef and approximately ~2.5x speed increase for next action, MT
-->+79.5% Physical Damage Done, +89% Damage with Shock, +64.2% Damage Done with Meteo   
-->Cuts Physicals 60.8 (36.3% from average damage) and Magic 43.8 (25.3%)
-->I need to test the speed boost a little more
Quick (48 MP): ATB Bar is 50% filled for next 3 Actions (+2 Extend Actions)

Setsuna
HP: 360…………………(86%)
MP: 252…………………(117.4%)
True Atk : 154 (65)
True Def: 102 (67).................(Takes extra 16/+9.6% to average damage)
True Mag:  230 (102)
True MDef: 156 (104)............(Cuts damage by 23.2/-13.9% to average damage)
Speed: 87.4% turn 1, 80.8% after……………..(87.7%/82% w/o Kir’s Speed Boost)
Evasion: -4.4% Relative, 6% Raw………………(Raw number may be less reflective on in-game effect since I only tested on 1 enemy)Cuts Light (Holy/Lightning Hybrid) Damage 30%

Pengy Chaikram- 89/35/128/52

Alternates (% Chg in Phys done to avg, # Chg in Phy Damage Taken, % Chg in Magic done to avg, # Chg in Mag Damage Taken)
Valkryie Bow- 94/31/121/48 (+6.6%/+3.2/ -4.9%/+3.2)
Amadeus- 91/32/126/54, Recover Small MP on attacking (+2.6%/+2.4/-1.4%/-1.6)
Adalheidis- 73/29/101/45, Starts with Initiative (-21.1%/+4.8/-18.8%/+5.6)
Ribbon Chakram- 64/26/89/40, Status Immunity (-32.9% /+7.2/-27.1%/+11.2)
Time Crown- 55/22/77/35, Speed Up (-44.7% /+10.4/-35.4%/+13.6)

Attack- 75 Physical Damage (+22 Light P Damage)
Lightning (12 MP)- 217 Light Magical Damage (+72 Light M Damage + Bugged “Light” Resistance Down)
Sanctity (16 MP)- 105 Light Physical Damage (+290 HP Recovery)
Lightning II (24 MP)- 203 MT Light Magical Damage (+145 MT Light M Damage)
Whirling Shot (34 MP)- 110 (22 x 5) Physical Damage (+First hit is critical and rate of rest raised 30%; 134 Average Damage)
-->Game says 6 hits
Luminaire (56 MP)- 290 MT Light Magical Damage + 349 MT Healing (+20% Auto Life for next 2 Actions)
Holy Light (80 MP)- 290 Light Magical Damage, extra 100 Points of Healing increases damage 1.65% (+0.85 ATB Boost)

-->With given credit for other PCs, each Luminaire casting increases with 17.3% (5.8% with just herself)
Incite (8 MP)- Draw attention to target (for next 3 actions of target?)
Cure (10 MP)- 543 Healing (+Start with ATB bar 60% full)
Enthunder (12 MP)- Increases Light Damage 30% for next 3 Actions (+MT)
Remedy (16 MP)- Status Healing + Status Immunity for next 2 Actions (+MT)
Inspire (16 MP)- Increases Attack/Magic 30% for 3 Actions, MT (+Extend 2 Actions)
-->+60.5% Physical Damage, +47.6% Magic Damage Done
Cure II (20 MP)- 453 MT Healing (+Heals for 679)
Prayer (20 MP)- Restore 30 MP (+Heals for 45)
Play Dead (28 MP) - Invisible (Can’t be targeted, splash damage can still hit) + Accuracy + Crit Rate Up for next turn (+Attack up 40% for next turn/+81.1% Physical Damage/+63.6% Magic Damage)
-->Invisible status means you can’t be targeted, but splash/field damage will still hit
Cheer (40 MP)- MT Combo Release (Combos can be used even if only 1 PC has full ATB gauge)
Life II (56 MP)-Revival+Full Healing (+20% Auto Life for next 2 Actions)

Aeterna
HP: 405…………………(96.8%)
MP: 232…………………(108.1%)
True Atk : 197 (78)
True Def: 115 (82).............(Takes extra 5.6/+3.3% to average damage)
True Mag: 202 (89)
True MDef: 126 (89)..........(Takes extra 9.2/+5.5% to average damage)
Speed: 126% turn 1, 125% after………………….(126.6%/127% w/o Kir’s Speed Boost)
Evasion: 11.1% Relative, 20% Raw………………(Raw number may be less reflective on in-game effect since I only tested on 1 enemy)
Cuts Time Damage 30%

Radiant Dagger: 119/33/113/37, +20% Crit Rate

Alternates (% Chg in Phys done to avg, # Chg in Phy Damage Taken, % Chg in Magic done to avg, # Chg in Mag Damage Taken)
Kitchen Knife- 122/34/110/36 (-1.7%/+0.8/-1.7%/+0.8, -20% Crit Rate)
Crisis Dagger: 117/38/111/39, Lower HP = Higher Damage (Didn’t have time to test)  (-1.7%/-4/-1.7%/-1.6, -20% Crit Rate)
Wargod Dagger: 107/32/102/34, Increases Status Hit Rate (-10.2%/+0.8/-9.4%/+2.4, -20% Crit Rate)

All Attacks have a 20% base crit rate thanks to Radiant Dagger
Attack- 119 Physical Damage (+TBD Time P. Damage; Probably 95)
Charge (10 MP)- 166 Physical Damage (+107 P Damage)
Demi (16 MP)- 175 Time Magic Damage (+58 Time Magic + Time Resistance Down…Either very short lived or does nothing to neutral)
Flawless Blow (18 MP)- 166 Physical Damage, +0.33 ATB Bar (+304 HP Recovery)
Dream Shatterer (22 MP)- 178 Physical Damage (+Evasion Rate Up TBD)
Oblivion (32 MP)- 220 (55 x 4) Physical Damage, Ignores Half of Defense (+25% Defense Down)
**Frog Squash (44 MP)-  (Damage increases as HP decreases)- Special Damage TBD
Frenzy (58 MP)-232 (29 x 8) Physical Damage, (1st Hit is Critical, Other Hits get 30% Critical Boost; Averages 295 w/ Radiant Dagger Crit Boost)
All Creation (88 MP)- TBD
Gearadia (80 MP)- 216 (27 x 8) Physical/Magical/Who Knows? Damage. Damage increases 1 per hit for each action taken since this was last used and 4/5 for each different action taken. Crits hits for 80%
-->Likely checks both Def and Mdef (or just the lowest one?) or some other stat entirely. I’d need to test a lot more to get insight. (+1st Hit guaranteed to be a critical; Rest of rate is raised 30%; Average 310 Damage w/ Radiant Dagger Crit Boost; 419 w/ 2 previous different moves)
Enchrono (12 MP)- Increases Time Damage 30% for next 3 Actions (+MT)
Protect (14 MP)- Defense up 30% For next 3 actions (+Extend Duration Two Actions)
Slow (20 MP)- ??? Slow for 3 Enemy Actions (+0.4 ATB Boost)
Haste (28 MP)-Speed up 33% for next 3 actions (+Extend Duration 2 Actions)
Stop (40 MP)- Very accurate Stop (+0.4 ATB Boost)
Permanence (50 MP)- Extend Duration x Turns (+Make MT)
Mirage (40 MP): Guaranteed Evasion against HP Damage Moves for Next 3 Hits (+Becomes MT)

Nidr
HP: 540…………………(129.1%)
MP: 218…………………(101.6%)
True Atk : 220 (95)
True Def: 142 (92)............(Cuts damage by 16/-9.6% to average damage)
True Mag:  154 (59)
True MDef: 98 (60)...........(Takes extra 23.2/+13.8% to average damage)
Speed: 102.5% turn 1, 80.8% after………………..(124.7%/82% w/o Kir’s Speed Boost)
Evasion: -4.4% Relative, 6% Raw (Raw number may be less reflective on in-game effect)

Master’s Sword- 125/50/95/38

Alternates (% Chg in Phys done to avg, # Chg in Phy Damage Taken, % Chg in Magic done to avg, # Chg in Mag Damage Taken)
Paladin Blade- 118/55/91/43, Absorb (Untested, Likely 5%) of HP on dealing damage (-4.9%/-4/-4.7%/-4)
Nirvanan Blade- 121/53/92/41, 50% SP Gain Increase from Taking Damage (-2.8%/-2.4/3.5%/-2.4)
Iokan Sword- 123/52/90/40, Increase Critical Damage (-1.4%/-1.6/-5.9%/-1.6)
Vitality Blade- 86/39/65/29, Increase HP 15% (-28.9%/+8.8/-35.3%/+7.2)
Defender Blade- 74/34/56/26, Increase Evade ? Amount(-37.3%/+12.8/-45.9%/+9.6)

Attack- 143 Physical Damage (+85 P Damage)
Aerial Strike (12 MP)- 200 Physical Damage (+100 P Damage)
Wind Slash (14 MP)- 214 Physical Damage (+59 M Damage)
Blunt Blow (16 MP)- 185 Physical Damage + Extremely Accurate Paralysis (+258 MT Healing)
Stone Slash (20 MP)- 200 Physical Damage + Extremely Accurate Stone (+258 MT Healing)

Pinpoint (28 MP)- 214 Physical Damage (+71 P Damage)
Whirlwind Blade (38 MP)- 243 Physical Damage (+143 P Damage)
Demonic Strike (42 MP)- 171 Physical Damage + Set Enemy’s Attacking Element for 3 Actions to Nidr’s Choice (+30% MT Elemental Resistance for next 3 Actions)
Emission (52 MP)- 171 Physical Damage (**TBD Momentum Bonus/Bonus for hitting statused enemies)
Rebellion (80 MP)- 171 Pseudo Physical Damage (**Probably  +0.85 ATB)
-->Each hit Nidr takes since last use increases damage 12.5%; If damaged is nulled by Impenetrable Defense, it still counts, but evasion does not
Counter (22 MP)- All Physicals do 0 damage and Nidr counters for 1x Physical until Nidr’s next action (which he can opt to never take) (+Increase Status Infliction)
Double Back (24 MP)- Magic is reflected until Nidr’s next action (which he can opt to never take) (+Increase Status Infliction)
Tenacity (34 MP)- Can’t drop below 1 HP for next 3 actions taken (+40% ATB Boost)

Impenetrable Defense (94 MP)- +50% Def/MDef For next 2 Actions + Can use Momentum to Block damage to 0 (+MT Guaranteed Evasion for 1 hit)
-->Cuts Physical Damage by 72.8 (-43.4% from average attack), Cuts Magical Damage by 19.8 (-11.8% from average attack)

Kir
HP: 337…………………(80.5%)
MP: 242…………………(112.8%)
True Atk : 151 (65)
True Def: 95 (67)…….............(Takes extra 21.6/+12.9% to average damage)
True Mag: 246 (110)
True MDef: 166 (112)............(Cuts damage by 31.2/-18.7% to average damage)
Speed: 75% turn 1, 90.5% after………………(~70.7%/80.8% w/o Speed weapon)
Evasion: -4.4% Relative, 6% Raw………………(Raw number may be less reflective on in-game effect since I only tested on 1 enemy)Cuts Fire Damage 30%

Chronos Staff: 86/28/136/54 (Increases Speed)

Alternates (% Chg in Phys done to avg, # Chg in Phy Damage Taken, % Chg in Magic done to avg, # Chg in Mag Damage Taken)
Akashic Staff: 89/30/137/53, Ignores elemental resistances (+4.1%/-1.6/+0.6%/-0.8)
Blood Rod: 87/29/139/51, Absorbs 5% HP on dealing damage (+1.4%/-0.8/+1.9%/+2.4)

Attack- 74 Physical Damage (+49 Fire M Damage)
Osmose (4 MP)- 32 Magical Damage, Drains as MP (+~15 MT MP Recovery)
Drain (10 MP)- 164 Draining Magical Damage (~+ 281 MT HP Recovery)
Fire (12 MP)- 246 Fire Magic Damage (+82 Fire M Damage + Bugged Fire Resistance Down)
Dispel (14 MP)-180 Magical Damage + Dispel (+Nullify Boosts for next 2 Enemy Actions)
Fire 2 (24 MP)- 229 MT Fire Magic Damage (+81 Fire M Damage)
Bio (26 MP)- 180 Magical Damage (+Increases Status Infliction Rate)
-->Lowers average enemy attacks by 80 in game
-->Cuts Physicals by 58.4 (34.9%); Cuts Magic by 111.4 (66.6%)
Meltdown (26 MP)-  180 Magical Damage (+TBD Critical Hit Rate for Kir)
Flare (48 MP)- 390 Fire Magic Damage, Ignores ~40% Mdef  (+88 Fire M Damage, Ignores ~40% Mdef)
-->Game says 50%, but 40% fits the outcome
Doom (80 MP)- 402 Field Pseudo-Magic Damage (+378 MT Revival/Healing)
-->This can’t drop Kir below 1 HP
Enflame (12 MP)- Increases Fire Damage 30% for next 3 actions (+MT)
Regen (24 MP)- 15% MHP Regen for next 3 actions (+Extend by 2 actions)
-->Kicks in around once a turn
Vanish (30 MP)- Invisible Status for next 3 actions (+Extend 2 Actions)
-->Invisible status means you can’t be targeted, but splash/field damage will still hit.
-->In a Previous Game Version casting Vanish on all PCs resulted in the game freezing. That bug is no longer present in the Switch version
Barrier (52 MP)-  Halves Damage from Element of Choice for next 3 Actions (+Extend 2 Actions)
Weaken (64 MP) -50% elemental resistance (Null->Halve, Halve->Neutral…etc) to the element of Kir’s choice for  Kir’s the next 3 actions (+Extend 2 Actions)
Booster (72 MP)- Increases Damage and MP Use by 50% for next 3 actions taken (+25 MP Recovery)

Julienne
HP: 427…………………(102%)
MP: 182…………………(84.8%)
True Atk : 241 (104)
True Def: 144 (105)............(Cuts damage by 17.6/-10.5% to average damage)
True Mag:  182 (81)
True MDef: 103 (81)............(Takes extra 19.2/+11.5% to average damage)
Speed: 96.8% turn 1, 98.5% after…………...(97.1%/100% w/o Kir’s Speed Boost)
Evasion: -4.4% Relative, 6% Raw………………(Raw number may be less reflective on in-game effect since I only tested on 1 enemy)Cuts Water/Ice damage 30%

Abyss Horn: 137/39/101/22

Alternates (% Chg in Phys done to avg, # Chg in Phy Damage Taken, % Chg in Magic done to avg, # Chg in Mag Damage Taken)
Masayune: 134/41/104/24, Ignore Elemental Resistance (-1.8% /-1.6/+3.1%/1.6)
Aletheian Lance: 121/37/94/21, Crits are 2x Damage instead of 1.5x (-9.8%/+1.6/-7.2%/+0.8)
Avalance: 95/29/74/18, Adds Water/Ice to attacks, + 5% Water/Ice Res (-25.7%/+8/-27.8%/+3.2)

Attack- 161 Physical Damage (+48 Ice P Damage)
Ice (12 MP):  142 Ice Magical Damage (+71 Ice M Damage + Bugged Ice Resistance Down)
Precise Thrust (16 MP): 193 Pseudo-Physical Damage, 15% Crit Rate (Crits do 2x; 2.67x with Alethian Lance) (+~269 HP Recovery)
Jump (20 MP)- 322 Physical Damage (+161 P Damage)
Icicle Lance (20 MP)- 241 Ice Physical Damage (+Unknown Speed Down)
Ice 2 (24 MP)-  133 MT Ice Magical Damage (+95 Ice M Damage)
Apex Thrust (32 MP)- 257 (64 x 4) Physical Damage (+First hit is critical and rate on other hits increases 30%; 316 Average Damage)
Royal Lance (38 MP)- 280 (70 x 4) Physical Damage, Ignores half of defense (+80 P Damage+ Defense Down 20%? For likely 3 enemy actions)
Meteor Thrust (46 MP)- 289 MT Pseudo-Physical Damage (+161 P Damage)
Eclipse (80 MP): 193 Pseudo-Physical Damage (+Starts with ~85% Bar Filled)
-->Damage increases based on number of critical hits; I didn’t have time to test
Chakra (4 MP)- 325 HP + 18 MP Small AoE Healing; Can Critical (+Heal Status Ailments)
Enfrost (12 MP)- Increases Ice Damage 30% for next 3 Actions (+MT)
Berserk (30 MP)- 1.5x Attack, -30% Def  for next 3 Actions (+~0.6 ATB Boost)
-->+73.6% Physical Damage Done, (minus Royal Lance), +59% with Royal Lance, +93.8% Magic Damage Done
-->Takes 17.6 extra from physicals (+10.5%), Takes 43.9 extra from magic (+26.2%)
Serenity (56 MP)- Increases Critical Rate; I didn’t have time to test
Transcendence (66 MP) - Damage up 50% if using MP, MP costs up 50% for next 3 actions (+361 Healing)
-->In a previous version this boosted her basic physical; it doesn’t in the Switch version

Fides
HP: 410…………………(98%)
MP: 174…………………(81.1%)
True Atk : 222 (97)
True Def: 124 (99)..............(Cuts damage by 8/-4.8% to average damage)
True Mag:  226 (99)
True MDef: 130 (99)............(Cuts damage by 2.4/-1.5% to average damage)
Speed: 113.2% turn 1, 125% after…………….(113.8%/127% w/o Kir’s Speed Boost)
Evasion: 3.3% Relative, 13% Raw………………(Raw number may be less reflective on in-game effect since I only tested on 1 enemy)
Cuts Dark Damage 30%

Odium Scythe: 125/25/127/31

Alternates (% Chg in Phys done to avg, # Chg in Phy Damage Taken, % Chg in Magic done to avg, # Chg in Mag Damage Taken)
Tantibus: 127/30/122/31, Increases Status Infliction Rate (+1.4%/-4/-3.5%/-)
Reaper’s Scythe: 129/25/124/26 (Sometimes inflicts ID) (+2.8%/-/-2.1%/+4)
Dragonwing: 121/33/115/34 (-2.8%/-6/-8.5%/-2.4)
Calamity Scythe: 133/27/120/24 (+5.6%/-1.6/-5%/+5.6)
Doom Scythe- 123/29/117/30, Lower HP = Higher Damage (Effect Untested) (-1.4%/-3.2/-7.1%/+0.8)

Attack- 144 Physical Damage (+115 Dark P Damage)
Helix Slash (10 MP)- 186 (93 x 2 hits) Pseudo Physical Damage (+86 P Damage)
Dark Mist (12 MP)- 211 Dark Magic Damage (+70 Dark M Damage)
Cursed Slash (18 MP) 201 Dark Physical Damage + Extremely Accurate Sap (+Status Infliction Up)
Hellfire (24 MP)- 216 Dark Physical Damage + Extermely Accurate Instant Death (+72 Dark P Damage)
Earthsplitter (22 MP)- 216 Physical Damage (+112 M Damage)
Black Hole (34 MP)- 239 Dark Magic Damage (+141 Dark M Damage)
Dark Pact (40 MP)- ~300 Dark Physical Damage, 10% MHP Loss (+144 Dark P Damage)
-->This checks something else besides/in addition to Def. I didn’t have time to get accurate numbers so this is a very rough estimate
Pandemic (46 MP)- 187 Dark Physical Damage (+86 Dark P Damage)
-->Damage increases as target has more status. I didn’t have time to test
Dark Matter (54 MP)- 294 (49 x 6) Dark Magic Damage (1st Hit is Critical, Other Hits get 30% Critical Boost; Average Damage is 355)
Dragnarok (80 MP): 230 Pseudo Physical Damage (+0.85 ATB Boost)
-->Damage increases with every turn taken without Momenum (I didn’t have time to test)
Endark (12 MP)- Increases Dark Damage 30% for next 3 Turns (+MT)
Phantom (22 MP)- Extremely accurate Stun/Paralysis/Confuse/Sap (+Didn’t get Momentum bonus)
Snatch (30 MP)- Steals enemy Atk/Def/Mag/MDef. Didin’t have time to test.
Stalker (32 MP) Add basic Physical to Attacking Moves for 3 Actions (Extra attack gets no bonus if SP used) (+MT)
Absorb (52 MP)- Absorb 20% of Damage as HP and MP for 3 Actions (+2 Actions)
Dragonic Soul (90 MP)- Atk/Mag/Def/MDef Speed up 25% and Momentum Lock For 3 Actions (+Heal Status- Including the Momentum Lock that was just applied)
-->Also has bonuses to Crit Rate/Evas/Accu/Status Infliction Up that I didn’t have time to get
-->Increases Magic Damage 40% and Physical Damage 38%
-->Now cuts 32 from Physical Damage (-19.1%) and 28.4 from Magical Damage (-17%)
...into the nightfall.

Dhyerwolf

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Re: I Am Setsuna
« Reply #2 on: July 19, 2020, 01:00:29 AM »
Averages
Damage
Kir- 390 (Flare x 3)
Setsuna- 324 (Luminaire x 2, Holy Light) (301 w/o Bonus from Other PCS)
Endir- 315 (Battlecry->Cleave->Battlecry->Cleave) (271 w/ Meteo if don't count the Battlecry speed buffing)
Aeterna- 305 (Oblivion, Frenzy, Gearadia)
Fides- 294 (Dark Matter x 3)
Julienne- 289 (Meteor Thrust x 3)
Nidr- 243 (Whirlwind Blade x 3)
Average: 308.57 (771.43 Kill Point)
-->298.86/747.14 w/ no Battlecry Speed Up for Endir and only self-credit for Setsuna’s healing

HP
Nidr- 540
Endir- 450
Julienne- 427
Fides- 410
Aeterna- 405
Setsuna- 360
Kir- 337
Average: 418.4

Def
Julienne- 144.......Cuts damage by 17.6
Nidr- 142..............Cuts damage by 16
Endir- 132............Cuts damage by 8
Fides- 124............Cuts damage by 1.6
Aeterna- 115.........Takes 5.6 extra damage
Setsuna- 102........Takes 16 extra damage
KIr- 95...................Takes 21.6 extra damage
Average: 122

Mdef
Kir- 166..................Cuts damage by 31.2
Setsuna- 156.........Cuts damage by 23.2
Fides- 130..............Cuts damage by 2.4
Endir- 121...............Takes extra 4.8
Aeterna- 115...........Takes extra 9.6
Julienne- 103..........Takes extra 19.2
Nidr- 98..............
Average: 127
...into the nightfall.

Dhyerwolf

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Re: I Am Setsuna
« Reply #3 on: July 19, 2020, 01:00:57 AM »
MULTIPLIERS
Endir
Attack- 1x (+0.8x)
Cyclone- 1.2x (+0.7x)
Blade Wave- 1.5x
Backslash- 1.2x (+1.6x)
Cleave- 2x (+0.8x)
Spark- 1.6x (1.85x, 2.1x, 2.3x)
Radiance: 0.45x x 4 (+0.2 x)
Genesis: TBD, but not worth it DL wise
Shock: 1.4m (+0.9m)
 Meteo: 1.8m (+0.9x)
Setsuna
Attack- 1x (+0.3x Light)
Whirling Shot 0.3 x 5
Sanctity- 1.4x Light
Lightning- 1.5m Light (+0.5m Light)
Lightning II- 1.4m Light (+1m Light)
Luminaire- 2m Light
Holy Light- 2m Light, Every 100 Points of Healing increases mult around 0.033

Aeterna
Charge- 1.4x (+0.9x Time)
Flawless Blow- 1.4x
Dream Shatterer- 1.5x
Oblivion- 0.35 x 4
**Frog Squash (Damage increases as HP decreases)- ???
Frenzy- 0.25 x 8
Demi: 1.5m Time (+0.5m Time)
All Creation- ???
Gearadia- ???

Nidr
Attack 1x (+0.6x)
Demonic Strike 1.2x
Aerial Strike 1.4x (+0.7x)
Blunt Blow 1.3x
Wind Slash 1.5x (+1 Magical)
Stone Slash 1.4x
Whirlwind Blade 1.7x (+1x)
Pinpoint  1.5x (+0.5 Physical)
Emission 1.2x (1.32x w/ 1 Status)
Rebellion 1.2x (Each hit taken increases mult by 0.15)

Kir
Attack- 1x (+0.3m Fire)
Osmose: 0.2m
Drain: 1m
Bio: 1.1m
Dispel: 1.1n
Meltdown: 1.1m
Doom- 2.5m
Fire: 1.5m Fire (+0.5m Fire)
Fire 2: 1.4m Fire (+1m Fire)
Flare: 2m Fire (+0.45m Fire)

Julienne
Attack 1x (+ 0.3x Ice)
Icicle Lance 1.5x Ice
Apex Thrust 0.4x 4
Royal Lance: 0.35x x4 (+0.5x)
Jump 2x (+1x)
Meteor Thrust: 1.8x (+1x)
Precise Thrust: 1.2x
Eclipse: 1.2x
Ice:  1.5m Ice (+0.5m Ice)
Ice 2: 1.4m Ice MT (+1m Ice)

Fides
Attack 1x (+0.8x Dark)
Hellfire 1.5x Dark (+0.5x Dark)
Dark Mist: 1.5m Dark (+0.5m Dar)
Dark Matter: 0.35m Dark Magic x 6
Helix Slash- 0.65x x2 (+0.6x)
Cursed Slash: 1.4x Dark
Earthsplitter- 1.5x (+0.8 Mag)
Black Hole: 1.7m Dark (+1m Dark)
Dark Pact- TBD
Pandemic: 1.3x Dark (+0.6x Dark)
Dragnarok: 1.6x
...into the nightfall.