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Author Topic: Breath of Fire 4 PCs  (Read 7084 times)

Pyro

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Breath of Fire 4 PCs
« on: January 16, 2017, 04:48:04 PM »
Breath of Fire 4:

Redone with some changed assumptions and more knowledge of the mechanics.

- Level taken at 40, which might be high but should still work fine for most.

- Stats:
HP: Per usual.
AP: Used for magic and physical abilities.
Strength: Sum of innate stat + Weapon power. Damage is roughly 10*(Str-Def).
Defense: Reduces physical damage. Same as above except enemies get ~260 added on to their physicals that this can't reduce.
Agility: Determines turn order. Standard Turn-based game with no doubles (unlike BoF3). This is Base - Equipment Weight (already factored in).
Wisdom: Impacts magic offense (~linearly with 100+Wisdom) and magic defense (%reduction = 100-0.2*Wisdom, no better than 50% though).
Also impacts status defense (% base rate multiplied by (75%-0.2*Wisdom%). This resist/weakness is multiplied by their innate or armor resistance.
ALSO impacts status infliction rate on offense for both physical and magic status (Base Rate = 50% + 0.2*Wisdom). Phew.
Def modifier: How good a PC is at taking physicals from a bunch of endgame enemies (doublecounting bosses). Higher = better.
Mdef Modifier: Same as Def modifier but for magic attacks.
Phys Durability: Defense modifier * % of average HP
Mag durability: Mdef modifier * % of average HP.


- 'Element' levels: The game features resistance levels for elemntal damage and status attacks as most games do.
What is different in BoF4 is that There are Physical, Ranged, and generic 'magic' resistance/weaknesses too.
So something might be weak to fire (150% damage) and also weak to magic (150%) for a fire magic weakness of 225% (150%*150%)
Also, if you are weak to or resist the element of a move that inflicts status, the status infliction rate gets mulitplied by it too.
BoF4 has the following elements: Fire, Water/Ice, Wind, Earth, Mind (Stat downs), Status (Sleep/Confuse/etc), Death (ID), Holy (holy damage/healing)...
*IMPORTANT NOTE: Multi-element spells take the averge of two resistances. Thunder is considered Wind/Ice.
It also features Physical (Melee physicals), Ranged (Ranged physicals), and magic (any magic at all).
Elemental ratings work on a number system, with '2' typically as the 'default':
For Elements, Magic, and Physicals, its
0: 200%
1: 150%
2: 100% (IOWs, normal damage)
3: 75%
4: 50%
5: 25%
6: 0%
7: -100% (meaning absorption)

For Holy, 'default' is a value of 5:
0: -100% Healing, 200% damage (Generally Undead)
1: 0% Healing, 200% damage
2: 25% Healing, 175% Damage
3: 50% Healing, 150% damage
4: 75% Healing, 125% Damage
5: 100% Healing, 100% Damage (IOWs, normal healing and damage)
6: 200% Healing, 50% Damage
7: 300% Healing, 0% Damage

The PCs can change these resistances through equipment. One could argue that Physical/Magic resistance should go into the durability average but I did not do this.

- Statuses:
  - Sleep: Enemy can't act/dodge/counter. Removed when taking damage. Each round (including the round it is cast), sleep has a 30% chance of wearing off naturally.
  - Confuse: Enemy uses a physical against a random target (not self), or has a ~25% chance of doing nothing. Wears off when damage is taken.
  - Stun: The enemy can't take any action for the round this is inflicted on.
 
 
- Enemy stats:
To determine PC defense effectiveness, I created a chart of endgame enemies (doublecounting bosses), and averaged how much they would do to a PC with that def.
Because of the way the game works (enemies have base ITD damage of ~260) getting higher and higher defense stops being as effective, but dropping lots of def is horrifying.

 Enemy Def assumed to be 125. Whatsmore, enemy Physical resistance is assumed to be ~24%. Every endgame boss resists physicals a bunch and so do some randoms.
 Enemy Wis assumed to be 125. Whatsmore, enemy Magic weakness is assumed to be 22% (122% dmg taken). Tons of enemies are 'weak' to magic so this makes sense.
 Enemy status resistance was calculated by listing non-boss enemies (minus most 'demons') and averaging the hit-rate.
(Exceptions: Goo King, Orochi (demon randomly weak to snatus), Black Goo/Shadows for ID, some misc. others)


- Equipment: I allow most equipment (assume the best defensive 'accessory'/helm). Some notable exceptions, namely stuff you have no way of knowing exists and is really hard to get even if you do:
- Ryu's Royal Sword and Armor. Steals from the final boss and... not very useful against it at all!
- Ryu's Cursed Sword. Requires taking down an optional superboss. A really nasty one.
- Nina/Ursula's Angel Vest. super rare steal from an enemy that only shows up one at a time in one area and is annoying.
- Ryu and Scias' Slicer. A super-rare drop from an endgame enemy and they both want it to some degree.
- Ershin's Mass Drive is a super-rare steal.
- Scias' King's Armor. rare Steal from the same nasty one as the Cursed Sword.

Accessories: Best storebought status blockers are Light Bangles/Diamond Rings/Barrier Rings, which resist Status/Mind/Death (pick 1) by 75%.

Averages up Top:
HP: 1892
Def: 245
Wis: 149
Agi: 128.2 (Stdev 38.5)
Damage (3-turn):  2107 (5268 kill point) [2174/5435 if Ershin has Primus]

Let's get started!:

Ryu:
HP: 1960 (103.6%)
AP: 212
Power: 234 (x2)
Defense: 251 (109% pdef mod)
Agility: 128 (-0.00 stdev)
Wisdom: 140 (~97% mdef mod, 4% status weakness)
Physical durability: 113.6%
Magical Durability: 101%

Equipment:
Firangi (58 Atk, 2 weight, 2 hits)
Dragon Armor (96 Def, 8 weight, Takes 50% damage from breath attacks)
Dragon Helm (22 Def, 4 Weight, 25% resistance to status/Mind/Death)

Attack: 1328 damage over two hits.


Dragon Evocations: Usable once per battle (requires an Inn/Rest to use again).
Status rates are 52% in human form, increase in Dragon form.
Damage is multiplied by Current HP / Max HP (so being hurt reduces the damage linearly).
Rainstorm: 3702 ITD Holy damage. Damage is also multiplied by TARGET CHP/MHP, in addition to Ryu CHP/MHP.
Mud Flow: 3916 ITD water/earth damage. 52% Chance of Stun.
Onslaught: 3916 ITD WInd damage. 52% Chance of confusion.
Flood Tide: 3204 ITD Water damage.
Fulguration: ~25% Current HP Gravity Damage to target. Works on bosses. Checks physical resistance.
Healing Wind: Full healing, MT.
Holy Circle: Makes allies invulnerable until the end of the current round (i.e. useless if Ryu doesn't go 1st)

Meditation: Turns Ryu into one of his dragon forms. They cost AP to turn into, and then consume 1/4 the transformation cost every turn after he transforms.
Dragons can not be healed, and if Ryu is killed in a dragon form he reverts to his original state but can't re-transform into that dragon.
The bonus to stats is a multiplier of Ryu's base stats (without equips), and then equipment bonuses get added on.

Notes:
-Ryu greatly resists Fire by 50% ('4' Rating)
-Ryu Takes 150% damage from Water/Ice ('1' rating)
-10% Counter Attack Rate, 6% Critical Hit Rate, 6% Evasion, 100% Hit Rate

- Can opt for the Blizzard Mail to get +2 Wind (50% reduction) and Water/Ice (25% reduction), but goes to 25% fire Resist and 25% earth weakness.
- Can opt for Magma Armor to take 0% from Fire and 50% from Earth, but 200% from Ice/Water, 125% from Wind
Both of these move his physical durability to 85.4%
- Can opt for the Mist armor to gain +2 Status/Mind/Death (+50% Res to status/stat-downs/ID, so 75% with Dragon Helm). Pdur becomes 110%
- Can opt for the Dragon Sword, which reduces Agi by 6 and basic physical damage but makes Kaiser's Aura 3053 and Knight's Metastrike 4674 (both +50% v Dragons).
- If Ryu opts to completely negate a status/ID (accessory+Mist Armor) Pdur becomes 90%

Kaiser: 80 AP to transform, 20AP/turn to maintain: (Bonuses: 300% HP, 200% Str, 150% Def, 150% Agi, 200% Wis))
HP: 5880 (311%)
Pwr: 370
Def: 318 (158% modifier)
Agi: 199 (+1.84 stdev)
Wisdom: 280 (140% Modifier)
Physical durability: 491%
Magical Durability: 436%
Fully immune to status, Debuffs, and Instant Death.
(Evocation status accuracy: 63%)

Physical: 3548 physical damage over two hits.
Kaiserbreath: 6818 ITD damage. Decreases linearly with HP.
Aura Smash (3AP): 2607 Holy ITD damage in one hit.
Hwa Jeh (3 AP): 2432 fire magic damage over two hits.
Patoh Pah (3 AP): 2010 Earth magic damage to all.
Ahryu P'ung (3AP): 2010 Wind magic damage to all.
Ressurect (30AP): Fully revive one ally.
Sanctuary (8 AP): Field effect Dispel.

Notes: (422% Pdur if Ryu is wearing element armor)

Weyr: 60 AP to transform, 15AP/turn to maintain. (Bonuses: 200% HP, 180% Str, 170% Def, 150% Agi, 200% Wis))
HP: 3920 (207%)
Pwr:338
Def: 344
Agi: 199 (+1.84 stdev)
Wisdom: 280 (140% modifier)
Physical Durability: 355%
Magical Durability: 291%
Resists status/Mind/Death by 50% (Stacks with Ryu's equipment)
Same elemental Resists/weaknesses as base Ryu (including Equipment)
(Evocation status accuracy: 63%)

Physical: 3110 physical damage over two hits.
Gigaflame: 3230 ITD fire Breath damage. Decreases linearly with HP
Flame Strike (2AP): Physical with fire elemental attached.
Hwajeh (3 AP): 2432 fire magic damage over two hits.
Might (3 AP): +20% Physical Attack. Stackable to +100%. Lost if Ryu is slain in Weyr, but maintained if he Reverts.
(Might improves damage by ~30% per cast)
Protect (2 AP): +20% Physical defense. Pretty worthless.


Note: (322% Pdur if wearing element armor)

Mammoth: 60 AP to transform, 15AP/turn to maintain. (Bonuses: 350% HP, 160% Atk, 160% Def, 50% Agi, 50% Wis)
HP: 6860 (363%)
Pwr: 307
Def: 330
Agi: 57
Wis: 70
Physical durability: 597%
Magical Durability: 296%
Replaces Ryu's 50% Water weakness with Wind weakness and Ryu's 50% Fire Resistance with Earth resistance (before armor resists)
Resists status/Mind/Death 50% (Stacks with equipment)

Physical: 2674 damage over two hits.
Meteorstrike: 4199 Earth damage, somewhat subject to physical defense.
Counter (1AP): Auto-counter any attacks for 1 turn.
Blitz (0AP, -25% CHP): No. Just no. Don't ever use this. (638 dmg)


Knight (60 AP to transform, 15AP/turn to maintain. (Bonuses: 180% HP, 140% Atk, 130% Def, 150% Agi, 120% Wis)
HP: 3528 (187%)
Pwr: 276
Def: 290
Agi: 199 (+1.84 stdev)
Wis: 168
Physical durability: 258%
Magical Durability: 197%
Replaces Ryu's 50% Water weakness with Earth weakness, 50% Fire res becomes 50% Wind res (before armor resists play in)
Resists status/Mind/Death 50% (Stacks with equipment)

Physical: 2238 damage over two hits
Metastrike: 3746 ITD Wind damage (Breath typing). NOT dependent on Knight's HP!
Wind Strike (2 AP): 3746 Wind physical
Ahryu P'ung (3 AP): 1425 Wind magic damage.
Shadowalk (12 AP): 4420 damage over two hits (2282 of which is ITD). Does not ignore evade.


Punk: 50 AP to transform, 13AP to maintain (Bonuses: 50% HP, 50% Pwr, 250% Wisdom, Reduces magic by 25% and physicals by 75%)
HP: 980 (51.8%)
Pwr: 136
Defense: 251 (109% pdef mod)
Agility: 128 (-0.00 stdev from avg...)
Wisdom: 350
Physical Durability: 226%
Magical Durability: 97%
Resists status/Mind/Death 50% (Stacks with equipment)
[Dragon Evocation status rate: 68%]

Physical: Don't.
Stardrop: 3409 ITD damage. Inflicts an 80% stat-down on each enemy stat (65% chance each stat, checked individually).
Snap/Chlorine (2AP): Do not use these (neglible damage, ~60% chance of -20% Def or Poison).
Sleep (3AP): 71% chance to inflict Sleep on all enemies.
Silence (3AP): 71% chance to inflict Silence on all enemies.
Howling (0AP): 71% chance to confuse all enemies.
Curse (13AP): 50% chance to halve enemy HP.


Comments: Ryu has decent durabilities, and can use the Mist Armor to mock status/ID. He may be able to pull above average speed if he sacrifices defense, but not by much if so. Kaiser is a monster and it is a very bad idea to let Ryu get into it, so fast and hard non-elemental damage is the way to go.




Nina Wyndia:
HP: 1445 (76.4%)
AP: 255
Power: 221
Defense: 221 (110% modifier after phys resist vs melee, 82.4% v Ranged physicals)
Agility: 183 (+1.42 stdev)
Wisdom: 215 (123% modifier, 29% status resistance)
Physical Durability: 84% v Melee, 63% v Ranged
Magical Durability: 94%

Equipment:
Ouroborus: +96 Power, Weight 2, Casts Raise Dead, Ranged. +2 Status/Mind/Death
Star Dress: 92 Defense, 6 Weight
Spats: 17 Def, 0 Weight

Attack: 719 physical damage.
Cyclone (6AP): 820 Wind magic damage to all enemies.
Typhoon (12AP): 1429 Wind magic damage to all enemies.
Heal (5AP): 630 healing to one.
Purify (3AP): Removes Poison
Rejuvenate (9AP): 1260 healing to one.
Raise Dead (18 AP): 75% chance to revive an ally with 25% HP
Remedy (6AP): Removes status ailments.
Vitalize (20AP): 630 healing to all.
Kyrie (9AP): ~60% chance to inflict Death on Demons
Restore (18 AP): 3780 Healing to one.
Ressurect (30AP): Revives one ally with full HP.
Vigor (50AP): 3780 healing to all.
Inspire (2AP): Increases Wisdom by 20%. Stackable up to 100%. [Increases damage/healing by 13.6%/cast, one cast brings mdur to 107%]
Barrier (4AP): Reduces magic damage by 50% for three turns.

Notes:
-Nina has an innate '3' in Wind, resisting it by 25%
-Nina has an innate '3' in physicals. This is factored into her physical durability above.
-20% Evasion, 0% Crit-rate, 100% Hit Rate

- Nina can opt for the Blessed Staff, which reduces her physical to 631, but gives +1 Holy. This doubles Nina's healing to herself and she takes 50% from Holy.
- Nina can opt for the Warding Staff, which reduces her physical to 425, but gives +1 Magic. This makes Nina take 75% damage from magic attacks (also extra 25% magic status resist)
- Nina can opt for the Mage's Robes. This ALSO gives her +1 Magic (stacks with Warding Staff for 50% Magic reduction), but makes her pdur a paltry 40%.
- Nina can also use the Robe of Wind (Wind res -> 75%) or Ranger's Garb (Fire Res -> 50%), but these similarly tank her physical durability.
- Nina can opt for the Diana's Dress, which gives +2 Status/Mind Death (stacks with Ouroboros for immunity). Makes her pdur 75.8% melee/56.8% ranged.
- If Nina needs the Blessed Staff for healing efficiency AND status/ID immunity, she can use Diana Dress + Accessory, but pdur drops to 63% (47% ranged)

Comments: Nina4 is a fast healer with lots of resources (Blessed Staff + Inspire = She fullheals with just 5AP Heals). She also has status immunity if she wants it and various ways of surviving magic damage. Her physical durability isn't too horrible (except vs Ranged). The speed, Evade, resource depth, and status immunity let her hang out in Heavy? But she abhors foes with healing.



Ershin:
HP: 2095 (110%)
AP: 83
Power: 276
Defense: 280 (173% after extra 25% Phys/Ranged resist)
Agility: 104 (-.63 stdev)
Wisdom: 134 (127% modifier after 25% Mag resist, Resists status 20% after Mag resist)
Physical Durability: 191%
Magical Durability: 141%

Equipment:
Power Glove: 95 Power, at 1/4 HP, Critical Hit Rate up +20%
Chopam's Plate: 50 Defense, 8 Weight, +1 to Magic and physical resistance
Damascus Helm: +19 Defense, Weight 4

Attack: 1117 physical damage (90% accuracy)

Inferno (10 AP): 1374 fire magic damage to one.
Tornado (12 AP): 1068 Wind magic damage to all enemies.
Quake (12 AP): 1136 Earth magic damage to all enemies.
Blizzard: 1107 ice magic damage to all enemies.
Death (13 AP): 39% chance of Instant Death
*Primus (15 AP): 1775 magic damage (type is breath, but checks magic res not breath).
* (Primus is gotten past Level 40).
Risky Shot: Critical hit at ~45% accuracy. [2206 on a crit]
Wild Shot: Physical attack with damage between 0-200% of nominal.

Notes:
- Ershin has innate resistance 50% resistance vs. Status, Mind, and Death attacks. Stacks with equipment.
- Ershin has an innate '3' in ranged physicals and resists them by 25% (factored in already)
-4% Critical Hit Rate, 90% Hit Rate

Ershin has the following equipment options:
- Homing Bomb: 40 Power, Ignores Evade, raises Ershin's Accurracy to 100%
- Ghost Buster: 85 Power, 1.5x damage against undead
- Advanced Elemental Armors: 30 Defense, 5 Weight, +3(25% taken) to Respective element, -2 (200% taken) to Opposite element
Fire-Water and Earth-Wind)
- Quicksilver: 30 Defense, 5 Weight, Starts battle with automatic casting of Speed
(basically, starts battle at 50% speed she has, though, this effect CAN be dispelled)
- Defender: 30 Defense, 5 weight, starts battle with casting Barrier (So takes 50% from magic for 3 turns)

- Physical durability with non-Chopam armors: 128%
- Magical durability with non-Chopam armors: 106% (Double with Defender for 3 turns)
Agility, Quicksilver: 156 (+0.55 stdev taking itself into consideration)
- Ershin can bring her innate 50% Status/Death resistance to 100%, by dropping Damascus Helm, but this lowers Pdur to 172% (111% with non Chopam armors)

Comments: Ershin has a lot of durability and elemental options in addition to the ability to mock status/ID.
The damage is unimpressive but she has Turn 3 Instant Death to back it up, and did I mention the durability was awesome?
Makes a good Middle on account of the decent slugging and status resistance.



Cray:
HP: 2395 (127%)
AP: 65
Power:332
Defense: 262 (117% modifier)
Agility: 70 (-1.51 stdev)
Wisdom: 89 (85% modifier, 27% weakness to status)
Physical Durability: 149%
Magical Durability: 108%

Equipment:
Linked Pole: +133 Power, Weight 8. 125% damage vs. higher level foes, 75% vs. Lower (everything endgame in BoF4 is high-lvl, so this is always assumed at 125%)
Gideon's Garb: +93 Defense, +10 Power, Weight 10
Damascus Helm: +19 Defense, Weight 4

Attack: 1889 physical damage (With Linked Pole's bonus factored in)

Quake (12AP): 921 Earth magic damage to all enemies.
Shield (6AP): All allie's def +20%
Might (3AP): Raises Pwr by 20%, stackable (each usage increases damage by ~30% of base)
Protect (2AP): Raises Def by 20%, stackable (197% pdur first cast, 221% second cast)
Speed (2AP): Agility +50%. Can stack once up to +100%
Slow (1AP): 43% chance of reducing one target's Agility by 50%. Stackable to -80%
Blunt (1AP): 43% chance of reducing one target's Atk by 20%, stackable to -80%... Not better than Protect.

Notes:
-Cray has innate 25% Earth Damage reduction ('3' in Earth) before any armor bonuses.
- 15% Counter attack Rate, 4% Critical hit rate, 4% Dodge Rate, 100% HIt Rate

- Cray can opt for the Mist Armor, which has the same def but +2 Agi and 50% Status/Mind/ID resistance ('+2' to each).
- If Cray goes for full immunity to Status or ID or Mind (Mist Armor+ Accessory), his pdur becomes 129%.
- Can opt for the Blizzard Mail to get +2 Wind and Water/Ice (50% reduction) and -1 Fire/Earth, gains a 50% fire weakness and becomes Neutral to Earth.
- Can opt for Magma Armor to get +2 Fire/Earth and -1 Water/Ice. 50% Fire Resistance, 75% Earth, but 50% Water/Wind weakness.
- Opting for the Blizzard Mail or Magma Armor drops his pdur to only 121%, Gets him +4 Agi
- Using armor options other than Gideon's reduces his Damage to 1802
- Cray can opt for the Flail, which is 5 more Weight and deals only 1772 damage, but improves by 39% for each casting of Might (making it better for Might buffing -> OHKO)


Comments: Cray has good durability and some nice armor options, but is slow and his damage is unimpressive. His buffs are really only good against damageless healers, letting him heal lock and solve his speed problem. Probably a Middle.



Scias:
HP: 1791 (94.6%)
AP: 129
Power: 225
Defense: 238 (98% Mod)
Agility: 148 (+0.51 stdev)
Wisdom: 146 (99% modifier, 1% status weakness)
Physical Durability: 93%
Magical Durability: 94%

Equipment:
Render: Render: +50 Power, 2 hits, Weight 6, Ice Damage, +1 Power every 20 Encounters (assumed to have 85 Pwr)
Mist Armor: 93 Defense, 8 Weight, Mind, Status, and Death resistance +2 (50% resistance)
Damascus Helm: +19 Defense, Weight 4

Attack: 1496 ice physical damage over 2 hits.

Shining Blade (10AP): Auto critical hit. 3422 Ice physical damage, 1926 of which is ITD. Does NOT ignore evade.
Blizzard (12AP): 1163 Ice magic damage to all enemies.
Heal (5AP): 492 healing
Rejuvenate (9AP): 984 healing
Restore (18AP): 2952 healing
Vitalize (20AP): 492 healing to all
Purify (2AP): Removes Poison
Remedy (6AP): removes all status ailments.
Raise Dead (18AP): 75% chance of reviving target with 25% HP.
Sleep (3AP): 59% chance to inflict sleep against each enemy.
Confuse (2AP): 59% chance to inflict Confuse on one enemy.
Lifestealer: ~40% chance to inflict HP-1 on a single enemy. Drops Scias' max HP by 10% regardless.

- Scias has 25% Ice/water damage reduction (innate '3' in Ice/water)
- 100% hit Rate, 15% Evasion, 20% Counter Attack Rate, 8% Critical hit Rate
- If Scias is knocked below 25% HP, he has a 50% chance of triggering Rahkasa. His Def is added to his Pwr and set to 0.
  His physical becomes 4796 damage and Shining Blade 7912 (3116 of which is ITD)
  He physical durability goes to 17% (i.e. he dies from the next hit)
- Scias can opt for the Firangi (58pwrx2, 2wgt)), which is non-elemental and increases Agi by 2, but does 1100 physical/2890 Shining Blade.
- Can opt for the Blizzard Mail to get +2 Wind and Water/Ice (75% Water reduction, 50% Wind) and -1 Fire/Earth (50% weakness).
- Can opt for Magma Armor to get +2 Fire/Earth and -1 Water/Ice. 50% Fire/Earth Resistance, but 50% Wind weakness and Neutral to Water/Ice.
- Opting for the Blizzard Mail or Magma Armor drops his pdur to 70%, Gets him +2 Agi
- If Scias wants Status or Mind or ID immunity (Mist Armor+Accessory), his pdur becomes 76%

Comments: Scias is above average speed with solid 2HKO physical damage, a big chunk of which is ITD. Beyond that, he has good healing and mediocre turn 2 status. But his damage/speed elevates him to Heavy and his healing won't see much use there, although it can make sure his limit range is threatening. His limit is pain and death so most will have to avoid it.



Ursula:
HP: 1674 (88%)
AP: 157
Power: 225
Defense: 220 (82% modifier)
Agility: 127 (+0.2 stdev)
Wisdom: 171 (107% modifier, 10% status resistance)
Physical Durability: 72%
Magical Durability: 94%

Equipment:
Repeater: +82 Power, Weight 6, +1 Hits, Ranged
Diana's Dress: 83 Defense, 5 weight, +2 to Mind, Status, and Death resistance (50% resistance)
Spats: +17 Defense, Weight 0

Attack: 1496 damage over two hits (80% accuracy averages 1198)
Inferno (10AP): 1586 fire magic damage.
Cyclone (6AP): 707 Wind magic damage.
Silence (3AP): 63% chance to silence each enemy.
Drain (3AP): ~43% chance to drain ~20% of a target's HP, healing Ursula by that much. Checks... Death resistance.
Confuse (2AP): 63% chance to confuse an enemy.
Weaken (1AP): 53% chance to lower target def by 20%. Stackable to -80% (pretty weak)
Enfeeble (1AP): 53% chance to lower target Wis by 20%. Stackable to -80% (pretty weak)
Leech Power: 43% chance to absorb ~20% of a target's AP. Checks... Death resistance.
Death (13AP): 43% chance to inflict Instant Death on a target.

Notes:
-Ursula has a 50% chance of reviving when she falls to 0 HP, coming back with 1 HP. Reviving in this manner nulls Ursula's turn if she is slower than the enemy.
-Resists Fire by 25% (Natural '3') in addition to any equipment bonuses.
-80% Hit Rate, 10% Evasion, 2% Critical Hit Rate
- Can opt for the WInd Robe to gain 50% wind reduction (and +5% Evade), but tanks her Pdur to 47%
- Can opt for the mage robes to gain 25% magic resist (125% mdur) but drop pdur to 37%...
- Ursula can drop to a damageless, Light weapon to get 140 agility (+0.29 stdev). Meh.
- If Ursula wants status or Mind or ID immunity (Diana's Dress +Accessory), her pdur becomes a paltry 58%...

Comments: Ursula hopes she is faster and can lay down the Instant Death (as her 4HKO magic damage isn't going to cut it). Fortunately against those slower she has Instant Death and her 50% auto-revive to hedge the odds in her favor a bit.


Averages:
Damage (3-turn):  2107 (5268 kill point) [2174/5435 if Ershin has Primus]
Scias: 3422 (Shining Blade x3)
Ryu: 2947 (Meditate -> Knight, Shadowwalkx2)
Cray: 1889 (Linked Pole thwackx3)
Ursula: 1585 (Infernox3)
Nina: 1429 (Typhoonx3)
Ershin: 1374 (Infernox3) [1775 Primusx3]

HP: 1892
Def: 245
Wis: 149
Agi: 128.2 (Stdev 38.5)
« Last Edit: January 18, 2017, 01:04:10 AM by Pyro »

Dark Holy Elf

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Re: Breath of Fire 4 PCs
« Reply #1 on: January 16, 2017, 05:46:12 PM »
Hooray, good work.

-It should be mentioned that Ryu's Fulguration works on bosses, unlike other gravity in this game. However bosses have 25-50% breath resistance as a rule, which does weaken this, so scale that as you will.
-Scias' Rakshasa does not always kick in. I've never investigated whether it's a random chance or if only certain attack types can trigger it. Any insight?
-Can you list each PC's durability without helms/spats/etc., in case they need to block status?

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Pyro

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Re: Breath of Fire 4 PCs
« Reply #2 on: January 16, 2017, 07:02:54 PM »
- Fulguration is... interesting. It is 6.25% of a target's current HP for every hit (6 hits). It doesn't check Breath resistance though, it checks PHYSICAL resistance (which I assumed as ~24%). Much like Primus it 'lies' about what it is. As such vs. a single target it would be ~25% CHP gravity.

- Scias' Rahkasa has a 50% chance of kicking in when he is knocked into the Yellow (below 25% HP). He has healing so that helps some though.

- I will incorporate their durabilities with the status blocking setups as a note in each PC's section.

SnowFire

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Re: Breath of Fire 4 PCs
« Reply #3 on: January 17, 2017, 07:24:19 PM »
Cool stuff, nice work, especially on the status rates (a big block o' enemies is definitely the right way to do it, when the mechanics are known).  A few quick questions:

* As usual, can you indicate how you got the damage averages?  Either a chart of the moves at the bottom, or even just bolding the move used.

* From Ursula's stat block:
Drain (3AP): ~43% chance to drain ~20% of a target's HP, healing Ursula by that much.
Remind me what the rough range of HP of final dungeon randoms is?  (I don't need an exact average, just a "yeah final dungeon randoms are 3000-8000 HP so she might get 1000 healing on average or so" guess or the like.)    Also Elf implied this doesn't work on bosses?

* Is Cray's Linked Pole attack damage baking in the level boost, or not?

Dark Holy Elf

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Re: Breath of Fire 4 PCs
« Reply #4 on: January 18, 2017, 12:48:33 AM »
Drain, along with Lifestealer, Disembowel, and probably others, is Death-elemental.

Linked Pole's damage boost is factored in; notice how Cray does more damage per hit than Weyr, which has similar atk.

Also PC level should always be noted in a stat topic; looks like 40. This is slightly too high IMO but it makes little difference. The most notable thing is that Vigour is questionable for Nina, and that only matters for team fights.

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Dhyerwolf

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Re: Breath of Fire 4 PCs
« Reply #5 on: March 08, 2020, 05:09:27 PM »
Just replayed, so a few questions

1. Was there any damage proration for Breaths the way there is for physical damage?
2. Also, did the 22% for magical include some enemies outside the final dungeon?
3. Does the Def modifier factor in the ITD portion?
4. How do the mechanics you found compare to BoF 3 (In terms of capping the intelligence for magic defense or inclusion of intelligence in status defense)?
5. Do you have end averages for Status/Mind/Death for enemy defense?
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Pyro

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Re: Breath of Fire 4 PCs
« Reply #6 on: March 16, 2020, 02:34:50 AM »
1. Yes.
2. Don't think so.
3. I did include that.
4. I can't recall.
5. (actually looks for file) I generated it for a variety of enemies, excluded some things that "Yeah of course you're not going to Instant Death the incorporeal shadow) and so on. At 250 Wisdom (100% "base rate") I came out to 60.9% status, 53.8% Mind, and 39.2% Death.
« Last Edit: June 03, 2020, 12:47:28 AM by Pyro »

Dhyerwolf

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Re: Breath of Fire 4 PCs
« Reply #7 on: April 21, 2020, 03:27:38 AM »
I was able to match the 24% physical resistance via the averaging noted in the topic. I'm guessing by the same scaling the breath resistance is 12%, which fits some very rough tests I did (although I'd probably take it as higher because of the limitations on actually using it on randoms should skew breath worth even more towards bosses).

However, I only got 18% weakness for magic instead of 22% (hence why I was trying to figure out if it included enemies I wasn't expecting). That 18% weakness includes an enemy that starts by nulling all elements (goes to neutral after being attacked by element, but barrier refreshes each turn) but is 200% weak to magic. I wouldn't include this enemy in the average for the DL, which drops the average to around 114-115%.

Also, when you say, "at 250 Wisdom (100% "base rate") I came out to 60.9% status, 53.8% Mind, and 39.2% Death", what exactly does this mean. A PC with using a spell with a 100% base rate spell would hit a 250 Wisdom enemy with a Death spell 39.2% of the time factoring in typical enemy resistances?

Was there an FAQ you used for any mechanics (besides the enemy stats)? I remember I'd had seen some great BoF4 mechanics notes floating around when I ran a BoF4 team in Nyarly's (so around 2013), but I can't find it now.
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Pyro

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Re: Breath of Fire 4 PCs
« Reply #8 on: April 22, 2020, 11:34:36 PM »
I don't recall how I got to the magic weakness exactly. I think it was a combination of bosses/randoms?

Yes, at 250 Wisdom the actual status rates came out to be those numbers (average against a bevy of enemies).

I know there was a FAQ I used for enemy statistics but I've no recollection of what it was.