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Author Topic: Paper Mario (Full)  (Read 1537 times)

Talaysen

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Paper Mario (Full)
« on: August 27, 2008, 11:38:18 PM »
From mc

Well I'm thinking this is starting to become relevant.  Bear in mind that this is based purely on memorization--I can play through the game and get exact numbers from bosses soon enough if needed, though they will be correct for the most part (Paper Mario damage is generally just memorable that way I find, and I confirmed a good half of them from guides).  Oh, and some of these people are obviously not rankable, but I include them anyway (for comparative purposes mainly).

Subtraction Defence
Magic Defence and Physical Defence are the same
You can do 0 damage for a hit in this game

Goombario

(0FP)Headbonk: 3(x2) damage (long range)
(1FP)Charge: Raises strength by 2
(3FP)Multibonk: 3 + 2 + 1 + 1 + .... (long range)

Realistically, I'd interpret Multibonk as being four hits, as that's the most I've pulled off against Final Bowser (bosses have Power Bounce/Multibonk caps) though do bear in mind that you can hit a lot more multibonks against random battles.

Long term damage: 8 (charging up for Multibonk)
Short term damage: 7

Kooper

(0FP)Shell Toss: 5 damage (not affected by counters like fire/electrify)
(3FP)Power Shell: 4 hit-all-ground damage
(4FP)Dizzy Shell: hit-all-ground status (I'd guess 50%-60%)
(5FP)Fire Shell: hit-all-ground 6 damage (fire elemental--purely a positive thing in-game)

Damage: 6

Bombette

(0FP)Body Slam: 5 damage
(3FP)Bomb: 7 damage
(6FP)Power Bomb: 7 damage to-all-ground
(8FP)Mega Bomb: 7 damage to all

Note that all of her bomb abilities are technically some kind of explosion element, but this only matters against one enemy (skeletons) as far as I know.

Damage 7

Parakarry

(0FP)Sky Dive: 5 damage (long range)
(3FP)Shell Shot: 7 damage (long range, uncounterable)
(6FP)Air Raid: 6 damage to all

Damage: 7

Bow

(0FP)Smack: 1 (x6) damage (long range)
(2FP)Outta Sight: Makes Mario invincible for a round, but Bow misses her next round (and is unhittable).  In-game it essentially replaces Bow's turn with Mario.
(5FP)Fan Smack: 2 (x5) damage

Damage: 10

Watt

(0FP)ElectroDash: 5 defence-ignoring (long-range)
(2FP)Power Shock: Paralyze one enemy (long-range)
(3FP)Turbo Charge: Boost Mario's attack power by 1 for four turns
(5FP)Mega Shock: Paralyze all enemies

Damage 5 defence-ignoring

Sushie

(0FP)Belly Flop: 5 damage (long-range)
(3FP)Squirt: 7 damage (long-range water elemental (being a pure positive in-game))
(3FP)Water Block: Raise Mario's defence by 1 for four turns
(6FP)Tidal Wave: 5-8 hit-all damage (maybe if you're good you can get more but eh)

Damage: 7

Lakilester

(0FP)Spiny Flip: 5 damage (long-range uncounterable)
(4FP)Spiny Surge: 4 damage hit-all
(4FP)Cloud Nine: gives Mario's evasion for four rounds (40%?  Something like that)

Damage: 5

Mario

Umm...where to start?  Power Plus (x2), All or Nothing, P-Up D-Down raises his power by 4, so if he's going for all out damage...
(3FP)Power Bounce: 7 + 6 + 5 + 4 + ...
22 (30 below 6HP, 38 at 1HP)

With Chill Out (stat altering spell), Damage Dodge (x2), Defend Plus, P-Up D-Down, and Last Stand, provided he's below 5HP he can reduce all attacks, including the superboss, to 0 damage (provided he blocks, which is a fairly big if).  Above 5HP he merely reduces them to ~2 damage (vs 50HP, or 25HP if we're cutting it in half for legality).

Evasion.  He has this if he needs it, though not to staggering levels or anything (30%-40% and fairly heavy on BP).

Defence ignoring: D-Down Pound, D-Down Jump, and Star Storm cover this nicely.  Even with a defensive setup Star Storm pulls off 7 multitarget defence ignoring (can only be used three times per battle without charging).  Or, if you allow attack items (he is the only one who can use them...) Tripple Dip -> Shooting Star x3 for 18 defence-ignoring damage.

Status: mostly about 50%, though I'm basing this off of superbosses so take that with a grain of salt.  Lullaby I'll say lasts 2 rounds (varries from enemy to enemy).  Time Out I'll say lasts 3 rounds (again varries IIRC).  Dizzy Stop (3-rounds?) and Sleep Stomp deal damage while statusing.  Shrink Stomp cuts enemy power in half; probaby hits more often.

Regen: Happy Heart/Flower, but they're very wussy.

Charging: Jump Charge is very cost efficient (1FP) and raises power by 2.  Super Jump Charge costs 4FP and raises power by 3.

Minimal status imminuty: Poison and Dizzy....

Zap Tap: multihit attacks only hit once on Mario, and there's a small counter-damage.  He...survives Omnislash (only to be slaughtered by some other limit instead, but that's not the point...).

Dispel: Star Beam has been shown to be an ordinary dispel ability, cancelling other charged moves in the castle.
Healing: 20 HP is...fairly strong in-game.  Take that how you will.  Refresh also heals FP and cures statuses.

Damage: 22



Hmm, so for average damage I'm going to take defence to be 0.5.  There's enough enemies without defence that I feel the need to give credit to Bow, but there are enemies with defence too, so giving her that much credit seems silly.

Mario: 20
Bow: 7.5
Bombette: 6.5
Parakarry: 6.5
Sushie: 6.5
Goombario: 6
Kooper: 5.5
Watt: 5
Lakilester: 4.5

Average: 7.56




Bosses
For bosses, I'd cut their HP in half due to facing two people, but I'd also cut party HP in half as he's facing one enemy not two.  Just my interpretation.

Koopa Bros

Mostly it's just hard to knock over the stack in one round (you need a doubleturn, or an ubermove like tunderbolt or bomb).  Damage is 4 if there's 4 left, 3 if 3 left etc.  When knocked over they stay on their shells for one round, then spend a round standing up, then finally attack again.  Each one has 5HP.

Estimated Party HP: 15
Party HP/2: 7

Tutankoopa

His shell tossing is 3 damage.  He can summon one chomp at a time onto the field, who has 3 Defence (@_@) 4 HP, and 3 attack.  Tutankoopa has 30 HP which is...not impressive by that point (including the mecha, the Koopa Bros have a higher total, and they have defence).

Estimated Party HP: 20
Party HP/2: 10

Tubba Blubba's Heart:

Attakck: 6
Uberattack: 12 (takes one turn to charge)
HP: 50

Estimated Pary HP: 20
Party HP/2: 10

(believe it or not, this guy does suck massively in-game)

General Guy:

30 HP 2 Defence
Attack: 4
Lightning Bulb Attack: 5 (this section of him can be killed)

Estimated Party HP: 25
Party HP/2: 12

Lava Piranha:

Form 1
40 HP (can only be hit by long-range attacks)
5 damage from main head
4 damage from side heads (so illegal, and can be killed individually)
Form 2
40 HP (can only be hit by long-range attacks)
7 damage from main head (if you use a water/ice attack on this head, it gets knocked out for a round; same for the side heads).
6 damage from side heads (only shoot every second turn, and you have a turn to kill the buds before they hit you too).

Estimated Party HP: 30
Party HP/2: 15

(He's fire...and gets smoked by fire-smiting like most fire bosses)

Huff 'n Puff:

Every time you attack him, little Tuff Puffs sprout out which he swallows every two attacks healing the damage you do.  There's two ways around this: kill the Tuff Puffs (multitarget, or whatever), or deal more than 20 damage in one turn (difficult, realistically).  The Tuff Puffs also attack for 2-4 damage.
HP: 60 (can only be targeted by range, immune to lightning)
Lightning: 13 damage, but takes a turn to charge
Tackle: 5 damage--only uses this when he would normally heal if there's no Tuff Puffs to swallow.
Wind Blow: 3 damage? Whatever it kinda sucks.
Nasty, Nasty Desperation Attack: I should get better numbers on this, but I almost never see it.  I suspect he only uses it at 1HP or something.

Estimated Party HP: 30
Party HP/2: 15

Monstar:

PHEEEEAAAAR HIIIIIMM.
HP: 20
Attack: 1 (and you'll usually have Defend Plus by this point reducing it to 0)

Estimated Party HP: 35
Party HP/2: 17

Crystal King:

70 HP, 2 Defence, weak to Fire
Crystal Bits: 4 (x3) damage.  Takes a turn to summon them, during which they can be shot down.  He only uses this early in the fight.
Heal: Heals 20HP.  Only uses this twice.
Freeze: 5 damage, causes Freeze if not blocked.  I have trouble blocking this personally....
Split: Splits into three, only one of which can be hit.  While in this form he can use an 8 damage attack.
Aerial Split: Same as above except you need range to hit him.

Estimated Party HP: 35
Party HP/2: 17

Jr Troopa 6:

60 HP 2 defence
attacks 8-9 damage, variety of magical and physical-looking stuff, and the lightning is hard to block.
Healing: 10 HP.  It...sucks.
Note that when he's flying with a spike on his head that he can't be hit with short range physicals or jump attacks; you need projectiles/magic only pretty much (Bow would hit him...if he didn't have 2 defence reducing all her stuff to 0).

Estimated Party HP: 40
Party HP/2: 20

Bowser 3:

99 HP, 2 Defence
Star Wave: 6 damage, dispells all positive status/charged moves whether or not it hits (and statuses your partner if you don't block).
Stomp: 8 damage.  knocks out either Mario's hammer, Mario's boots, Mario's Star Powers, or Mario's Items (so 25% chance to kill desired ability for a while...provided target doesn't block).
Poison Claw: 8 damage + poison if you don't block (another 3 damage)
Fire Breath: 10 damage
Lightning: 10 damage; hard to block
Healing: +30 HP.  Just...brutal.  If Bowser had perfect AI with this he would probably be unbeatable barring massive luck.  There's some claims floating around that he doesn't use it more than three times a fight.
Star Rod Invincibility: Cancels the stat-downs on Bowser, and forces Mario to waste a turn.  This cancels out some invincibility tricks in-game, so should do the same for, say, Arc.  I'd allow anybody facing him access to the Peach Beam, though (i.e. free dispel)....

Estimated Party HP: 40
Party HP/2: 20