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Author Topic: Wild ARMs 2 (PCs)  (Read 4899 times)

Meeplelard

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Wild ARMs 2 (PCs)
« on: August 27, 2008, 04:54:41 PM »
From Gourry!  Worship him and all that.

Wild Arms characters need Force Points, or FP, in order to do anything out of the ordinary. Unlike Wild Arms 1 characters, who start out with no FP, WA2 characters start out with the same numbers as their level. For me, endgame levels could be anywhere from 40-50. I finished at level 43, so the characters get 43 FP at the start of the battle. Everything save regular physical attacks requires a certain amount of FP. This includes Ashley and Brad's ARMs, Lilka's Crest Sorcery, Tim's Guardian Lore, Kanon's Bionic Arm attacks, and Marivel's Red Power. These do not take any FP in order to use. Force Abilities are actions that use up FP. There are 4 levels of Force Abilities. The first takes 25 FP, and each subsequent Force Ability costs 25 more FP (level 1 Force Abilities take 25 FP, level 2- 50 FP, level 3- 75 FP, level 4- 100 FP). FP accumulation works like this:

16 FP for every physical inflicted.
The FP gotten while attacked depends on how strong the attack is. Attacks that do 0 damage will give 4 FP, and stronger attacks will give more FP. I think this is based on percentage, so Brad will get less FP from an attack than Tim, even if the damage is the same. I can't give more concise information on this right now.
12 FP for every attack dodged
While defending, FP accumulation is doubled. This means that you get 24 FP from dodging, and an attack that does 0 will give 8 FP.

When a character reaches 100 FP, all status effects that the character currently has are cancelled.

As for equips and Runes, the situation is similar to Wild Arms 1. I'd allow the ultimate equips (Marivel falls behind in this respect), and the Runes are the same as WA1. The Runes are very obviously given to a certain character, blah blah blah. I got the stats of each character's equips from the shrine at RPGclassics. I'm not sure if this is accurate or not, since you can't unequip armor.

Oh yeah, Personal Skills are awfully illegal in my book, especially the ones that protect against statuses. While the up P and M Attack wouldn't have a profound effect on the damage output ordinals, I just feel that PS skills are best left untouched in the RPGP. It makes the WA2 characters good for the Twink League, I guess. If you allow them to use PS points... eh. If you bother me enough, I'll come up with setups and stuff for them.

Lv43 Ashley
HP: 4450
STR: 270 (324)
VIT: 449 (538)
SOR: 216 (237)
RES: 243 (267)
ATP: 538 (592)
DFP: 465 (509)
MGR: 208 (218)
PRY: 24% (26)

Equipment
---
Shooting Star- +268 ATP
Nine Lives- +180 DFP, +100 MGR
Texas Number- +49 DFP
Zephyr- +20% STR, +20% VIT, +10% SOR, +10% RES

Runes in WA2 have special commands. Zephyr's special command is Force Charge, which adds 25 FP to Ashley's current point total. Needless to say, this is immensely useful in a duel if he can spare his turns using it. If he starts with 43 FP, one Force Charge will bring him up to 68 FP. If an enemy decides to attack that turn, Ashley should get the FP needed for FullClip (he needs 7 FP. Attacks that do 0 give 4, so the attack wouldn't need to be that powerful). If Ashley can risk another Force Charge, he can Access the next turn.

Damage Tests
---
Physical Attack- 1210

ARMs
For all of these, I just pumped up attack power. Ashley should have plenty of bullets between all of his ARMs and adding hit rates is pretty minor in comparison to adding attack power. If an ARM has a particularly good or bad hit rate, I'll mention it. While not all of these are very useful in the RPGP, the multitarget aspect of some may provide to be beneficial for RPGmon team fights or free for alls.

ShotWeapon- 1800.
Requires 6 FP.

MultiBlast- 1950.
Requires 10 FP. Hits a group.

BoltAction- 2100.
Requires 16 FP.

DeadOrAlive- 2300. 40% chance of ID.
Requires 20 FP.

ShockSlide- 2050.
Requires 24 FP. Hits a group.

FantomFang- 2350.
Requires 30 FP.

Blast 'Em- 2150.
Requires 40 FP. 77% hit rate. Hits all.

RisingNova- 2800.
Requires 50 FP. 75% hit rate.

Force Abilities
Level 1
Accelerator- Causes Ashley to go first for that turn. This cannot be used with other Force Abilities, but he can still use ARMs.

Level 2
Combine- Allows Ashley to release the power of his Guardian. This may be useless in the RPGP, since Pooka is needed. If you allow Ashley use of Pooka, the only one he gets real use out of is Grudiev, which does ~1800 earth damage. He'd only really want to use this if he's itching to exploit an earth weakness.

Level 3
Full Clip- Shoots every bullet from one ARM. In general, the more Bullets that come in Ashley's ARM, the more damage it does. Full Clip never misses.
ShotWeapon- 7100
MultiBlast- 5900
BoltAction- 6200
DeadOrAlive- 7050. Full Clip can trigger the Instant Death effect. 60% Instant Death
ShockSlide- 5300
Blast 'Em- 4100
If you allow Ashley to "twink" one of his ARMs for Full Clip, you'd just fully upgrade his Bullets. I haven't tested this, but a fully upgraded ShotWeapon should do around 11000. ShotWeapon is almost always his best choice for damage, but the DOA is just a bit weaker, and it triggers the ID effect pretty often.

Level 4
Access- Ashley transforms into KnightBlazer. KnightBlazer gets a boost in defense and magic defense. Also, his speed is doubled (I think). In turn, his PRY rate is doubled, giving him around a 50% dodge rate. KnightBlazer starts out with 0 FP, and he has to build his way up to his stronger attacks.

KnightBlazer
---
Physical Attack- 2050

Mad Lucied- 6300.
Requires 4 FP.

Gun Blaze- 8500. Gun Blaze is Fire element?
Requires 25 FP.

Banisher- 8520. I don't think this has any use, since Gun Blaze is stronger. Anyway, it causes Ashley to revert back with the FP he had last.
Requires 50 FP.

Last Burst- 12780 (set damage). After using Last Burst, Ashley will have 1 hit point, so this is best used as a finisher (it's most likely a 1HKO to almost any PC).
Requires 99 FP.

Evaluation: Heavy. Alright, KnightBlazer was overrated. Still, Ashley's probably the best duelling PC in the cast. FullClip is not too far away from his starting FP score. In Heavy, he should easily get the FP needed to pull it off. KB will rarely see use. Access doesn't heal Ashley, which means that he'll have a rough time surviving assaults (maybe in Middle, but not Heavy). Accelerator --> DeadorAlive doesn't seem like a terrible strategy. I allow him to tweak his ARMs for FullClip, and a fully upgraded ShotWeapon does 11000, which is nuts.

Lv43 Brad
HP: 5280
STR: 324 (388)
VIT: 539 (592)
SOR: 216
RES: 219 (284)
ATP: 646 (710)
DFP: 557 (584)
MGR: 208
PRY: 21% (27)

Equipment
---
Omega Crush- +322 ATP
Braver Vest- +216 DFP, +100 MGR
Dead Heat- +71 DFP
Justine- +20% STR, +10% VIT, +30% RES

Damage Tests
---
I only tested the ARMs worth mentioning. Then again, there are some that may be worth mentioning for RPGmon, so... eh.

Physical Attack- ~1470

Bazooka- 1950
Requires 6 FP. 83% hit rate.

Rail Gun- 3300.
Requires 99 FP. 50% hit rate.

Mini Scud- 2300
Requires 25 FP. 70% hit rate.

EZ Missile- 2250. Hits all enemies.
Requires 55 FP. 79% hit rate.

Force Abilities
Level 1
Lock On- Gives an ARM a 100% hit rate and multiplies ARM damage by roughly 1.5.
Bazooka- 2900
Rail Gun- 4800
Mini Scud- 3500
EZ Missile- 3400

Level 2
Combine- Allows Brad to release the power of his Guardian. This is pretty much useless in the RPGP, since Pooka is needed and Brad's Medium cannot be combined in a normal fashion.

Level 3
Arm x 2- Allows Brad to use an ARM twice in a round.

Level 4
Boost- Triples attack power of ARMs. Never misses.
Bazooka- 5800
Rail Gun- 9800
Mini Scud- 7100
EZ Missile- 7000

Ranking: Heavy. Great HP, good speed (it's from the Courage Rune, which I allow), and good first turn damage. Boost --> Railgun kills stuff, and he can probably accumulate the FP needed to get it.

Lv43 Lilka
HP: 3340
STR: 189
VIT: 314
SOR: 259
RES: 267
ATP: 377
DFP: 326
MGR: 329
PRY: 26%

Black Queen- +188 ATP
Bridal Gown- +126 DFP, +200 MGR
Tiara- +41 DFP

Attacks and Spells
---
Physical Attack- 750
Physical After HypeWeapon- 1200

Flame, Freeze, Aqua, Break, Spark, Vortex (Fire, Ice, Water, Earth, Lightning, Wind)- 800
Requires 12 FP

Hi-Flame, Hi-Freeze, Hi-Aqua, Hi-Break, Hi-Spark, Hi-Vortex (Fire, Ice, Water, Earth, Lightning, Wind)- 1600
Requires 50 FP

*Quick- Adds 1/2 of Lilka's RES to her current RES stat and adds 10% of this to her PRY stat (+134 RES and 13% PRY). Stackable.
Requires 15 FP

*Protect- Adds 1/8 of Lilka's SOR to her MGR rating. In this case, it would add 33 points to her MGR (259/8, rounded up). Stackable.
Requires 8 FP

*Shield- Adds 1/8 of Lilka's VIT to her DEF rating. In this case, it adds 40 points to her DEF (314/8, rounded up). Stackable.

Restore- Cures status effects
Requires 9 FP

Slowdown and Armor Down- Reduces RES and DFP, respectively.
Requires 70 FP

Hi-Heal- Heals Lilka's SOR*15 (3885). Full healing, in her case.

Saber- 1400 non elemental damage
Requires 40 FP

HypeWeapon- Doubles Lilka's STR
Requires 70 FP

Force Abilities
---
Frankly, few of Lilka's Forces are worth mentioning in a duel.

Level 1
Mystic- Allows Lilka to use an item on every member of the party. Useless unless you allow her items.

Level 2
Combine- Allows Lilka to utilize the power of a Guardian through Pooka. Useless since Lilka doesn't get any Mediums or Pooka.

Level 3
Extend- Causes one of Lilka's spells to hit all allies or opponents, depending on the spell. Supposedly, it increases the effectiveness of her spells, but I haven't noticed any effect.

Level 4
DualCast- Self explanatory. It allows Lilka to cast any two spells from her spell list. Certain combinations will result into a level 3 spell (for elements, it would be the level 1 spell + the level 2 spell. 2 Sabers can also be combined for a new spell), but the damage done isn't any higher than the two spells separately.

Evaluation: Middle. Quick is a good spell. Her other buffers are fairly worthless, but Quick really supplements her abilities. She has poor damage, but Quick and Hi-Heal should keep her afloat for matches that she doesn't get 1HKOed in. If she can get Quick off, she can probably avoid heal-locks, too.

Lv43 Tim
HP: 2920
STR: 189 (198)
VIT: 314 (376)
SOR: 389 (505)
RES: 219 (229)
ATP: 377 (386)
DFP: 326 (357)
MGR: 332 (390)
PRY: 21% (22)

Dist Dims- +188 ATP
Labyrinthos- +118 DFP, +121 MGR
Nisaba Wing- +34 DFP
Raftina- +10% STR, +20% VIT, +30% RES, +5% RES

Raftina's special ability is Invincibility. It makes all attacks miss for one turn. No FP is accumulated through misses, so this is not a way for Tim to accumulate FP.

Damage Tests and Guardian Lores
---
Rock Bolt, Water Gun, Red Beaut, Sonic Claw, Ice Beam, Lightnin', Arrow Shot, Black Gate, (Earth, Water, Fire, Wind, Ice, Lightning, Light, Dark)- 1050
Requires 12 FP

Gravitron, Submerge, Napalm Hit, Tempest, Plasma Tap, Nova Rain, Black Star (Earth, Water, Fire, Wind, Ice, Lightning, Light, Dark)- 1600
Requires 50 FP

Valkyrie- 1050 non elemental damage.
Requires 50 FP.

Cosmic Ray- Does 1600 non elemental damage.
Requires 75 FP.

First Aid- Heals 1010 (Tim's SOR*2). Initiative.
Requires 24 FP.

Thanatos X- Prevents Instant Death attacks
Requires 12 FP.

Speed Down- Drops RES and PRY rates.
Requires 70 FP.

Full Heal- Full Healing
Requirs 50 FP.

Bold Lance- 3250 non elemental damage.
Requires 80 FP.

Force Abilities
Level 1
FP Shift- Shifts 25 of Tim's FP to other party members. Useless in a duel.

Level 2
Combine- Allows Tim to release the power of his Guardian. Tim gets Odoryuk, which heals Tim fully. This is useless, as Tim has a full healing spell as is. If Tim has enough FP for Combine, he can use Full Heal without having to sacrifice 50 FP.

Level 3
Divide- The description says that it halves the target's power. It halves the target's HP, but I don't know if it affects stats or not. It can also turn some opponents into different creatures, but I don't know how this would work in the RPGP.

Level 4
Hi-Combo- Allows Tim to use Pooka to turn into a higher level creatures, depending on the Guardian Tim has. Tim gets Raftina, which seems to cause instant death as well as full healing.

Evaluation: Light. He has sucky damage, and he doesn't have the speed to back himself up like Lilka does. Bold Lance is good damage, but it's pretty high, FP-wise (well, maybe a round of attacking and a serious hit, in which case, he'll want to Full-Heal).

Lv43 Kanon
HP: 4030
STR: 218
VIT: 404
SOR: 173
RES: 316
ATP: 408
DFP: 419
MGR: 176
PRY: 31%

Equipment
---
Violator- +190 ATP
Choiste Bua- +130 DFP, +90 MGR
Shamir- +29 DFP

Attacks and Gats
---
Physical Attack- ~840

Left Edge- ~680
Requires 20 FP.
Pike Kick- ~900
Requires 40 FP.

Drive Cut- ~1110
Requires 45 FP.

Wire Fist- ~1360
Requires 50 FP.

Arc Kick- ~1600
Requires 70 FP.

Vortex Cut- 1800.
Requires 75 FP.

Phalanx- ~2100.
Requires 90 FP.

Eagle Claw- ~2700.
Requires 99 FP.

Force Abilities
---
Kanon's Force Abilities are called Gats. She just does more damage to the on each Bionic Arm ability. Gats are still subject to FP limitations. If Kanon wants to use a Gat ability in her first round, she is limited to her level 1 Gats. Of these, she can use Left Edge and Pike Kick, but not Drive Cut (She starts out with 43, and Drive Cut requires 45 for use). The cost of Gat Lv. 1 (25 FP) is the same, whether she uses Left Edge, Pike Kick, or Drive Cut.

Level 1
Gat Lv. 1- Increases power of level 1 Gat attacks.
Left Edge- 1850
Pike Kick- 2050
Drive Cut- 2300

Level 2
Gat Lv. 2- Increases power of level 2 Gat attacks.
Wire Fist- 2750
Arck Kick- 2950

Level 3
Gat Lv. 3- Increases power of level 3 Gat attacks.
Vortex Cut- 3450
Phalanx- 4100

Level 4
Gat Lv4- Increases power of level 4 Gat attacks.
Eagle Claw- 5750

Evaluation: Middle. Her damage isn't great, but she's fast, so it adds up. That's basically it.

Lv43 Marivel
HP: 3560
STR: 216
VIT: 359
SOR: 259
RES: 243
ATP: 337
DFP: 340
MGR: 182
PRY: 24%

Hob & Nob- +121 ATK
Bloody Cape and Mad Goggles- +160 DFP, +52 MGR

Hob and Nob are very weak in comparison to the other ultimate weapons. There are a few Mecha boosts around that give around 20 points of ATP each. There are at least two of these, and I don't see why they shouldn't be used (she can only use 4 boosts, period. I cannot find the other two, though). This would boost her ATP to around 377. Marivel's defense lags behind because her defensive equips are very weak.

Attacks and Red Power
---
Physical Attack- 700

Rock Gazer, Geyser, Firebolt, Air Slash, Inspire, Frigid, Shadowbolt, Aport (Earth, Water, Fire, Wind, Lightning, Ice, Dark, Non Elemental)- 850.
Requires 12 FP.

Tera Break, Maelstrom, Cremation, Twister, Thunderbolt, Absolute 0, Armageddon, Megaton (Earth, Water, Fire, Wind, Lightning, Ice, Dark, Non Elemental) - 1300.
Requires 55 FP.

Sleep- Gives opponent the Sleep status. 75% chance.
Requires 8 FP.

Power Seal- Gives opponent the Silence status. Has a very high chance of success (out of 40 tests, I've yet to see it fail). WA2 Silence blocks off most special abilities off.
Requires 8 FP.

Status Lok- Blocks off status effects.
Requires 30 FP.

Anti-Magic- Causes magic to miss for 1 round.
Requires 25 FP.

Guillotine- Instant Death. 55-60% chance.
Requires 4 FP.

Booster- Increases all of Marivel's stats, but forces her to go into Auto-Combat. +25% RES, ATP, DFP, MGR.
Requires 70 FP.

Wildcard- Uses one of Marivel's skills, whether she has the FP for it or not.
Requires 4 FP.

Def Down- Decreases a group's Defense and Magic resistance.
Requires 85 FP.

Canceller- Cancels an enemy's turn. If successful, it does SOR*4 (1036) damage. 75% chance.

Force Abilities
---
Level 1
Qubeley- 1650

Level 2
Asgard- 2200

Level 3
Lucifer- 3200

Level 4
Asgard 2- 4000

Evaluation: Middle. Bad damage, but some nice tricks like Canceller, Guillotine, and Power Seal.

Temporary PCs
Anastasia
HP: 4450
STR: 270
VIT: 404
SOR: 281
RES: 243
ATP: 400
DFP: 318
MGR: 170?
PRY: 24%

Equipment
---
Argetlahm- +130 ATP
Ankh Cross and Silver Tiara- +116 DFP, +29 MGR

Attacks and stuff
---
Physical Attack- 850 damage

Refresh- Heals 3*SOR and statuses. In this case, it heals 843 and all statuses (from what I can tell).
Requires 35 FP.

*Air Guard acts like a Quick spell. That is, it adds 1/2 of her RES score to her base RES score. Also, it takes half of her RES score, then turns it into a percentage. In this case, it adds 122 RES and 12% PRY. Air Guard seems to be stackable, which means that she can effectively get 100% PRY, in theory.
Requires 50 FP.

*Providence acts like a Protect and Shield spell. It raises DEF and MDef by 1/8 of Ana's VIT and SOR stats, respectively. In this case, it adds 51 DFP and 35 MGR. Providence seems to be stackable.
Requires 50 FP.

Salvation- Acts as a Life3 spell, except that it fully heals. Anastasia's FP is set to 0, but she seems to receive the FP she would have gotten from the killing blow. All stat boosts are cancelled if she dies. 80 FP.

Force Abilities

Level 1
Impulse- 0-4500 damage. Impulse seems dependant on FP. The formula I've found to be accurate is 18500 * (Party's FP/300). Since there's only Anastasia fighting in the RPGP, the most that the party's FP can be is 75 (the value is taken after she uses Impulse. So, at full FP, Anastasia can do around 4500 damage. At 0 FP, she does 0. This is Anastasia's main means of offense.

Level 2
BladeHeal- Full healing + status removal.

It may be best to scale Anastasia's equipment up to endgame levels rather than take her already given equipment literally. Like most temporary PCs, her equipment falls behind quickly in comparison with the rest of the cast. I was forced to do tests on higher defense enemies, so these figures are a bit lower than they should be.

If you want to judge Anastasia based on her performance in game... 4500 damage is unsurpassed for a very long time (I think it is when Ashley gets KB2). For those who directly scale, it does pretty middling damage for something that requires 100 FP to be strong. Another interpretation is to allow Impulse to hurt evil enemies very badly... Personally, I'm in favor of scaling her Argetlahm and equips up to endgame power. It may be scaled up to be stronger usual endgame level equips, since Argetlahm and her defensive equips are very strong for their point in the game.

Lucied
HP: 4450
STR: 270
VIT: 449
SOR: 281
RES: 292
ATP: 270
DFP: 224
MGR: 140
RES: 29%

Lucied has no equipment.

Damage Tests
---
Regular Attack- 550

Wolf Fang- 850
Requires 50 FP.

Last Fang- 1650
Require 70 FP.

Force Abilities
---
Level 1
BlackDash- 2000

Level 2
Rage Moon- 3000

Stat Comparisons and Averages
---
HP: Brad (5280) > Ashley (4450) > Kanon (4030) > Marivel (3560) > Lilka (3340) > Tim (2920)
Average: 3930

STR: Brad (324) > Ashley (270) > Kanon (218) > Marivel (216) > Lilka = Tim (189)
Average: ~234

RES: Kanon (316) > Lilka (267) > Ashley = Marivel (243) > Brad = Tim (219)
Average: ~251

RES, after Guardians: Kanon (316) > Brad (284) > Ashley = Lilka (267) > Marivel (243) > Tim (229)
Average: ~268

DFP: Brad (584) > Ashley (509) > Kanon (419) > Tim (357) Marivel (340) > Lilka (326)
Average: ~423

MGR: Tim (390) > Lilka (329) > Ashley (218) > Brad (208) > Marivel (182) > Kanon (176)
Average: ~251

Tim kinda throws this off.
« Last Edit: August 27, 2008, 05:22:18 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Wild ARMs 2
« Reply #1 on: August 27, 2008, 04:57:35 PM »
Gourry FP related stuff!

I haven't had any classes today, so I decided to mess around with Wild Arms 2. I think I've cracked how FP accumulation works, but I (as always) could be wrong.

Here are the percentages of damage (relative to maximum HP) taken from multiple damage tests and the FP I got from it.

0%: 4 FP
4.16%: 5 FP
5.33%: 6 FP
10%: 8 FP
11.66%: 8 FP
14.66%: 9 FP
16.66%: 10 FP
17.5%: 11 FP
18.33%: 11 FP
20%: 12 FP
21.66%: 12 FP
22.66%: 13 FP
26.66%: 14 FP
27.36%: 14 FP
28.33%: 15 FP
28.42%: 15 FP
29.16%: 15 FP
30%: 16 FP
35%: 18 FP

From this, I figured that there is an FP "benchmark" every 2.5% damage you take. In other words, for every 2.5% damage you take, you get an FP point. Add 4 to the total, and that's what someone would get from an attack.

For example, an attack that deals 40% would yield:
[(40/2.5) + 4] = 20 FP.

Chartness
---
0%: 4 FP
10%: 8 FP
20%: 12 FP
30%: 16 FP
40%: 20 FP
50%: 24 FP
60%: 28 FP
70%: 32 FP
80%: 36 FP
90%: 40 FP
100%: 44 FP. You're also Dead.

I probably could've explained that better.

EDIT: Oh yeah, Defending doubles FP gain. It also reduces damage taken, so it may or may not yield more FP. Depends on the situation.

---

Full Clip Stuff by Gourry as well!

Alright, I went back and upgraded with a focus on bullets. My first conjecture was a bit off (the assumption that more bullets always = more damage). I'm not sure if a different combination of bullets and attack power would yield more damage (I somehow doubt it), because I'm stupid and lost the formula.

FullClip + ShotWeapon (10 ATP, 16 Bullets): 11905

FullClip + Multiblast (7 ATP, 14 Bullets): 11094. MT

FullClip + BoltAction (20 ATP, 14 Bullets): 11141

FullClip + DeadorAlive (30 ATP, 14 Bullets): 11918

FullClip + ShockSlide (15 ATP, 12 Bullets): 10980. MT

FullClip + FantomFang (40 ATP, 12 Bullets): 12345

FullClip + Blast 'Em (25 ATP, 12 Bullets): 12000. MT

FullClip + RisingNova (60 ATP, 11 Bullets): 13380.

RisingNova was a strange case. It would do ~10800, but then it would do as much as ~16000. I tested RisingNova and ShotWeapon more extensively than the others, but I didn't experience this kind of range with the other weapons. Hm. The formula had a 20% range for random variation. I wonder why I had more constant results with the others. Maybe I'll have to test some more.

---

RANDOM POINTS OF INTEREST (maybe?) by me!

Something interesting I picked up, only cause I was doing a bit of testing due to a discussion we had in chat (Anastasia vs. Ashley):

People were assuming Ana goes first, for some reason (they have identical speed, guessing it was "Ashley in worst case scenario" type ordeal), HOWEVER, I was testing and interesting fact is, Ashley ALWAYS wins the Tie Breaker for speed against Ana. Turn order was always Lucied (he's a speedster, SUPRISE!), Ashley, Ana, enemies in the dungeon with Ana.

So yeah, seems Ashley wins tie breakers against Anastasia when both have the same speed. And for the record, he had no speed booster items on, or stat raising items either. HIs Medium was Moor Gault (+10% Strength), if you're curious too.

Will be doing tests for Brad vs. Tim, just for the sake of curiousity. I...think Tim wins the tie breaker, but I honestly can't remember clearly (Tim is a level above Brad right now, and when they were equal, Brad did have a Speed boosting Medium on giving him the unfair advantage), hence the tests. Not that this should matter ever, but again, could spark some curiousity.

Oh, and DESPITE popular Belief, Ana CAN fight alone, and no, I don't mean the completely unlikly "Ashley and Lucied die" scenario. You CAN move Ashley and Lucied to the back Lines, and force Ana to fight alone.

Also wouldn't be suprised if Ana could be attacked alone like the other characters can, which is omre proof that Anastasia CAN be alone without ridiculous situations that aren't coming up (Neither Ashley OR Lucied should die in that dungeon, EVER)

Take that as you will, but I know one of the arguements for either Phantom Characters, or assuming Ana's FP was tripled, with a 300 FP limit, when she was using Impulse, methods of scaling the attacks was based centrally on the whole "Ana can't ever fight alone!" concept.

I'll get End Disc 1/Early Disc 2 damage tests up, for Anastasia and Lucied testing purposes some point in the near future, though, for people who scale based on when the person leaves and such.

*FOLLOW UP BY ME*

I'm pretty sure it doesn't matter. In fact, I'm fairly certain I've seen Lilka attacked when Brad was the leader (I almost never use Lilka as the leader, mainly cause her items rarely come up, at least early parts of the game. To add to this, it was in a cave, and cave dungeons tend to be where they support Brad usage a lot) I think the only restriction is that the person in question needs to be in the current team.

Then again, faulty memory is a possiblity, so...who knows.

Edit: Just tested. After running around the Heimdall Gazzo for 15 minutes w/out getting into one fight, and kicking myself for realizing Ashley had the Weather Vane on thus stopping this, this is what happened:

Ashley was Leader, fight starts...
"Brad must FIght alone"

Note that Ashley wasn't in the battle party, for whatever that's worth. Thus its theoretically possible that Ana CAN fight alone.

Edit 2: Testing to see if Solo fihgts are possible with Ana (her equips might prevent them or something), so far null, though, I was wrong with Ashley winning tie brakers. Apparently, the game liked him last night. Now, both are trading turns.

[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Wild ARMs 2
« Reply #2 on: August 27, 2008, 05:00:07 PM »
STUFF RELATED TO SCALING ANA AND LUCIED!

Due to...various possible views of interpreting Ana, especially Impulse, decided I'd get End Disc 1/Beginning of Disc 2 damage's. The damage's are tested on Vinsfeld for the main characers, sans Ashley whose in Ana's dungeon.

A few things to note:
Stat growth is more or less linear in WA2. I WILL, however, list thier equipment. Unfortunatly, I don't know how strong they are exactly, hoping a FAQ has them. Doing this so people can scale Ana's equips accordingly, if they feel that deserves it.
Brad's Rail Gun is an estimate. Mine is...ungrossly overbuilt for the time (level 10 at end of disc 1 in power <_< >_>), so...I used based on what I remember from my previous playthrough.
Doing this somewhat DL legally, meaning no Mediums in play EXCEPT for Tim's two legal ones (Odoryuk, and Grudiev), the two of which are being switched situation pending (basically, Odoryuk for spell damage, Grudiev for the summon damage)

Lastly, only lising physical damage, and certain abilities I felt were
neccessary. ANYWAY...yeah...

Oh, if something is in Italics, it means something I threw in that'll exist likly in game, but isn't DL legal, should you feel that's neccessary.

ANYWAY...here are the stats:

Levels are 35 for those in Ana's dungeon (Ashley, Ana, and Lucied) 34 for everyone else, but Brad whose 33.

Ashley:
Equipment:
D Bison
Trench Coat
Lone Wolf

Damages:
Physical: 440
DeadOrAlive: 1500
Knight Blazer Physical: 750
Knight Blazer's Hot Fencer: 1700
Knight Blazer's Banisher: 5000

Note: Ashley can boost only his Physical, Prior to KB, with a Strength boosting Medium (Moor Gault and Aru Salto, the latter being superior). Knight Blazer's Physical, and Hot Fencer, are both boosted in the same manner. Banisher can be boosted with a magic increasing Medium. ARMs are independant of stats, near as I can tell.
As a reminder, Ashley's damage's were tested on Buer's (enemies in Ana's dungeon), so its a lot more "direct" than the other characters.


Brad:
Equipment:
Upper Cut
Best Vest
Plus Band

Damages:
Physical: 600
Bazooka: 1200
Lock On Bazooka: 1850
2x ARMs Bazooka: 2400
Lock On Rail Gun: 3000
2x ARMs Bazooka + Rail Gun (assuming both hit): 3200
Personal Lock On Rail Gun (<_<): 4200

Note: Nothing you really give Brad would change his damage much besides his basic physical, so these values are pretty much valid for in game and DL comparisons. Note that if you have 2 Bullets on Rail Gun, best potential damage he can do is 4000 with 2x ARMs Rail Gun, but chances that both hits getting through aren't particularly high.
As a reminder, Brad is a level lower than everyone else, so these values might be a touch low (though...probably by a negligible amount)

Lilka:
Equipment:
Dumbrella
Azure Vest
Blue Ribbon

Damages:
Physical: 270
Standard Spell: 550
"Hi" Class Spell: 1225
Saber: 1000
Assault Tide w/ Mystic Word on (Highest possible damage summon, tied with Negative Zone): 2000

Note: In game, Lilka is likly to have a Magic Boosting Medium (Schturdark, Odoryuk, Ge Ramtos, or Leitea Stalk are the potential magic boosting mediums up to this point) and/or the Mystic Word accessory equipped (+20 to Sor) Take this as you will, this would raise her damage significantly, so these values are low for in game performance.

Tim:
Equipment:
Rune Staff
Blue Wind
White Plume

Abilities:
Physical: 210
Level 1 Spell Damage: 630
Level 2 Spell Damage: 1000
Magnetron Bomb: 2600
Negative Zone w/ Mystic Word equipped (Best possible damage set up, tied with Assault Tide): 3000

Notes: Tim is assumed to have Odoryuk equipped for his actual spell damage, since it boosts Sor. Obviously, its not equipped for Magnetron Blast (Grudiev's Combine) Tim's damage can be increased a bit if he has Ge Ramtos on for his spell damage (Odoryuk is equal to Schturdark and Leitea Stalk for Sor boost), and equipping the Mystic Word, like Lilka, note however there is only one Mystic Word (at least up to this point) Take this as you will.

Kanon:
Equipment:
Baserade
Lamellar
Silver Circ

Damages:
Physical: 300
Left Edge: 400
Pike Kick: 600
Drive Cut: 750
Wire Fist: 925
Arc Kick: 1100
Phalanx: 1500
Vortex Cut (figures she learned it during tests, so I threw it in just for fun): 1325
Gat 1 Left Edge: 1325
Gat 1 Drive Cut: 1675
Gat 2 Arc Kick: 2750

Note: Kanon can boost her damage with Strength Boosting Mediums. Aru Salto is the best possible Medium at the moment. This gives her damage a bit more of a punch, for whatever that's worth.
Only reason I listed Gat 1 Left Edge was cause its Kanon's best potential damage at her innate FP, if you're curious.

Anastasia:
Equipment:
Argetlam
Ankh Cross
Silver Tiara

Abilities:
Physical: 560
Impulse at 35 FP (innitial) no allies: 617
Impulse at 35 FP, w/ allies: 4933
Impulse at 50 FP, no allies: 1541
Impulse at 50 FP, w/ allies: 5858
Impulse at 75 FP, no allies: 3083
Impulse at 75 FP, w/ allies: 7400
Impulse at 100 FP, no allies: 4625
Impulse at 100 FP, w/ allies: 8942

Note: When i say "With allies" I mean assume Ashley and Lucied are there, alive, and with thier starting FP (35, in this case). As far as Mediums go...only Medium that actually increases ANY of Ana's attacks are Aru Salto and Moor Gault, which only incrase her physical anyway. Impulse is entirely FP based, so not suprising no Medium increases its damage.

Comments: Based on how you view Ana and Impulse, she can come off in many different ways. If you take Impulse literally, and use its formula til end game, and don't give her any special Impulse Treatment, her damage isn't very impressive at all. Given allies, scaled, its quite nasty, unscaled, it's about as good as End game Brad level. No Allies but scaled? Probably falls at about Brad level at 100 FP. This...in turn, can make Ana actually worth her division, or condemns her to be low Heavy at best. Heh, interesting how interpretation can really affect a character's performance greatly.

As a reminder, it is *NOT* Impossible, despite popular belief, for Ana to fight Solo in unextreme situations (Ashley and Lucied dying is quite extreme, as neither should die, EVER, in that dungeon) You can, for whatever reason, just shove Lucied and Ashley in the back lines, and have Ana fight alone. Why? Dunno, maybe just for fun I guess. Regardless, point is, its an outright LIE to say "Ana can never fight alone!" so as far as I'm concerned, that arguement is utter BS for scaling Impulse (mind there ARE other Arguements, such as "Further reflects in game performance" and such)
I have yet to see Ana (or Lucied) get into a "X character must fight alone!" situation, but *if* it is possible for that to happen to Temps (you can get into them in that dungeon, but so far, claims of only Ashley getting into them have been made), that means that there may be a (rare) situation where Ana is forced to fight alone. Though, I'll assume it can't happen until proven otherwise.

Lucied:
Equipment:
Empty
Nothing
Zilch
Sherrif's Star!!! ...or not...

Damage:
Physical: 290
Wolf Fang: 525
Last Fang: 1200
Black Dash: 1250
Rage Moon: 2150

Comments: Lucied...believe it or not, doesn't have totally shit damage. Rage Moon's damage is pretty good. Granted, being a level 2 Force Power kind of kills its use in general, so worry not, he's still complete and utter Light Bait, the world has not gone to an end.

Notes: Lucied can't increase his damage, AT ALL, in anyway. This is due to the fact that he can't equip Mediums.

If I feel like it, I might get average damage and such, but...too lazy right now.

AVERAGE DAMAGE STUFF BY ME!


Bored, so...decided to get average damage's of the cast at different FP amounts! What I'm using:
43 (Initial)
50 FP (level 2 Force Powers available)
75 FP (Level 3 Force Powers)
100 FP (Level 4 Force Powers)

Assuming Ashley has some of his ARMs twinked for Full Clip, others for raw damage (he wants weaker crap for Full Clip, as the damage difference between them ins't much, where as stronger ARMs he tends to want raw damage), and Brad has his ARMs twinked for damage too. Also assuming people allow Grudiev for Tim for his 50 FP attack.
Note: Ignoring KB for sanity purposes right now.

First turn damage averages!
1. Brad 3500 (Lock On Mini Scud)
2. Ashley 2350 (Fantom Fang)
3. Kanon 2050 (Gat Pike Kick)
4. Marivel 1650 (Quebley)
5. Lilka 1400 (Saber)
6. Tim 1050 (Level 1 spells)
Average: 2000

50 FP Damage Averages!
1. Brad 3500 (Lock On Mini Scud)
2. Tim 3250 (Combine - Grudiev (Magnetron Blast, if you prefer))
3. Ashley 2800 (Rising Nova)
4. Kanon 2750 (Gat Wire Fist)
5. Marivel 2200 (Asgard)
6. Lilka 1600 ("Hi" spells)
Average: 2683

75 FP Damage Average!
1. Ashley 11905 (Full Clip Shot Weapon)
2. Brad 4600 (2x ARMs Mini Scud)
3. Kanon 3450 (Gat Vortex Cut)
4. Tim 3250 (Combine - Grudiev (Magnetron Blast, if you prefer))
5. Marivel 3200 (Lucifer)
6, Lilka 1600 ("Hi" Spells)
Average: 4668
Uhh...Ashley kind of DESTROYS the average here. Assuming he's not twinked for Full Clip, mind, the average here would be 3867 (using 7100 for Full Clip instead of 11905)

100 FP Damage Average! (aka Max Potential damage period):
1. Ashley 11905 (Full Clip Shot weapon)
2. Brad 9800 (Boost Rail Gun)
3. Kanon 5750 (Gat Eagle Claw)
4. Marivel 4000 (Asgard 2)
5. Tim 3250 (Bold Lance)
6. Lilka 3200 (Dual Cast "Hi" Spells)
Average: 6317

Yeah, regardless of what average you take, Full Clip's damage is nasty, and Lilka's damage is quite sad, while Brad stays consistantly ahead. Which of these averages you take is up to you, but I thought I'd throw this out.

RANDOM TESTS BY SEI!

Was bored so did some Air Screen testing for Lilka (level 42).

It still works like Cecilia's Evade up spell in WA1. Each Air Screen adds 13% to her Evade. After the sixth cast, the words "Nothing Happens" was appearing and the enemies weren't able to hit her anymore, while they were still hitting Tim and Marivel pretty constantly (Those two were only able to evade once or twice).

Oh, and Quick's PRY boosting also gives the same 'eventually makes her immune to evadable physicals' thing. Eight physicals by A Bao Qu Du all missed a fully Quicked Lilka.

MORE RANDOM JUNK BY PYRO!

Played and took a few random notes.

Lilka's missing a few spells.
-Reflect (65 FP): Grants Mirror status, which reflects spells back at the caster. Doesn't get enemy-only stuff. The damage done to someone who gets hit with a reflected spell is based on the target's elemental resists/defenses. I believe this applies to status/debuffs, as well.
-Field (10 FP): Halves elemental damage. This seems to have some crazy variance in what it actually affects, but in general is pretty unreliable. More testing may be required, possibly.
-Might Body (4 FP): Raises stats slightly and sets the target to Auto-Battle (spams physicals). Lilka can only target her own teammates with this. Largely worthless.
-Rise&Shine (10 FP): Wakes sleeping target and immunizes against sleep attempts.
-Dispel (12 FP): Dispels buffs on the target. Doesn't seem to get Mirror status.
-Hyper Note: It can be stacked a few times.

Lilka has two crests that grant special effects when placed on her grid. The S. Crest raises the damage of an offensive spell it is bound to by 50%. The E. Crest halves the SP cost of a spell it is set on, which would allow her to cast Reflect on turn 1.

Mystic can be used on some equipment in the game:
Holy Grail: Casts Thanatos X, which immunes the party against Instant Death.
Life Orb: Casts Hi-Heal on the party
(name an element) ring: Casts the Level 1 element spell of the ring. Only notable for granting really crappy Dark/Light damage.
Full Libra: Casts Restore on the party.

The odds on Raftina's High-Combine ID seem to be pretty low (~25-50%?).

Random pointless fun. HP curve for Lvl 43 assuming everyone went for the HP-up skill as soon as they could.
Brad: 6763
Ashley: 5701
Kanon: 4570
Lilka: 4273
Marivel: 3725
Tim: 3475
Average: 4751

Ashley's DeadOrAlive went about 33-40%.

3-turn damage average assuming 10 FP from enemy attacks per turn. Why 10? Because its a nice halfway point between assuming the cast has to be constantly taking 40% PCHP damage per turn to output average damage and assuming they aren't being hit at all. I would give numbers without plot mediums but I don't have them. It'd make Lilka, Kanon, and Marivel look better while Ashley, Tim, and Brad suffer.

Ashley: Factored in accuracy for Rising Nova.
Attack (1200)+Rising Nova (2100)+Full Clip (11000): 14300

Brad:
Lock On Mini-Scud (3500) + Lock On Mini-Scud (3500) + physical (1470): 8470

Lilka: Assuming putting the E. Crest and S. Crest on Hi-Elements
Hi-Element (1600) + Hi-Element (2400) + Hi-Element (2400): 6400

Kanon:
Physical (840) + Wire Fist (1360) + Gat 3 Phalanx (4100): 6300

Marivel:
Physical (700) + L2 Elemental (1300) + Lucifer (3200): 5200

Tim:
L1 Element (1050) + L2 Element (1600) + L2 Element (1600):4250

Average damage by this method: 2495/turn. Kill point 6237


Speed curve with standard deviations. Average: 251. SD: 36.5
(Quickened Lilka: 401 or +4.11 SDs)
Kanon: 316 (+1.78 SDs)
Lilka: 267 (+.43 SDs)
Ashley: 243 (-.22 SDs)
Marivel: 243 (-.22 SDs)
Tim: 219 (-.88 SDs)
Brad: 219 (-.88 SDs)
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Talaysen

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Re: Wild ARMs 2 (PCs)
« Reply #3 on: September 11, 2008, 08:43:40 AM »
I deem this topic to not have enough Marivel hype.

Marivel's attack in the topic uses only two out of four Mecha Boosts.  With all four, her physical should deal around 750 damage.

Marivel also has the following unlisted skills:

Life Drain (5 FP): Drains 400 HP from the target, non-elemental.
Skil Drain (4 FP): 33% chance of learning Red Magic from the enemy.
Demonangle (60 FP): 60% chance of instant death, MT.
Sacrifice (1 FP): Sacrifice an ally to deal non-elemental damage to all enemies depending on the character sacrificed.  About 3000 damage on average?
Esc Down (80 FP):  ~50% chance of lowering PRY (evade) to 0, GT.  A lot of enemies seem to immune this, maybe because they have no PRY?  Not sure.
Erg Phazor (90 FP): 1200 non-elemental damage.  (...I don't know why this is so low.)
Gellacrazy (99 FP): Non-typed ITD damage equal to the last 4 digits of the party's gella, that same gella is lost (making this OPB).

Lilka's Revive heals 1028 HP.

All stat busts reduce the corresponding stat by 1/4 of the base amount, rounded up and are 100% accurate.

Lilka also has a spell called Irresist (70 FP) which lowers MGR and is GT.

Tim has a skill called Goldhammer (77 FP), which dealt around 2200 non-elemental damage for me.  I don't know how it works so take this with a grain of salt.

Tim also has a skill called Arcana 13 (30 FP), which inflicts instant death at about a 40% rate.
« Last Edit: September 11, 2008, 09:55:32 AM by Talaysen »

Pyro

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Re: Wild ARMs 2 (PCs)
« Reply #4 on: December 29, 2012, 06:16:40 PM »
For reference, here is a stat topic of WA2 that includes common PS skills (Damage up ones, and HP up ones if you go for that) as well as representative stat boosts from equips/mediums. Makes numbers more like they ought to be for an endgame party, whereas Bayonets/ARMS are inflated quite a bit in this topic's damage numbers.

http://www.rpgdl.com/forums/index.php/topic,6424.msg161567.html#new
« Last Edit: November 24, 2013, 04:25:35 PM by Pyro »

Dark Holy Elf

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Re: Wild ARMs 2 (PCs)
« Reply #5 on: December 29, 2012, 07:06:52 PM »
Ashley is also often faster than his foe (-0.22 SD is not slow), and his speed is already accounted for in speed averages. Regardless, he always gets Full Clip on turn 3 even if he sustains no enemy damage at all. He gets it on turn 2 if, on turn 1, he sustains a mere 30% damage. As such it should absolutely be in the three-turn damage, and it certainly has come up in the DL before.

(edited out something about Dias, I was wrong)
« Last Edit: December 29, 2012, 08:35:46 PM by Dark Holy Elf »

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