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Author Topic: Troubleshooter: Abandoned Children - aka the Korean lovechild of X-Com and FFT  (Read 13256 times)

Tide

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What do you get when you cross two great strategy/tactics games and mix in some Korean anime? Apparently a pretty damn good game. In my ever continuing quest of starting stat topics (and eventually getting around to finishing them), I've decided to lay a placeholder topic for this game, which some of you might recall I've been advertising for you to play.

Troubleshooter is a SRPG that takes it roots from X-Com in terms of combat gameplay, FFT for it's skill system and adds some originality here and there. What we end up with as a result is a very diverse cast of PCs who all play relatively differently. This leads to a pretty good DL translation (at least I think...) so creating a topic for it and adding it to our ranks seems like a good idea. There are of course some big interp issues to be resolved, but we'll get around to those when we cross them.

THE EASY STUFF:

Damage numbers - All the damage equations are shown in the game. On top of that, the devs have released the formulas for pretty much everything else, so it's actually pretty easy to get the numbers once we know what the set ups will be. "Set Ups" in this case being skills + equipment.

Levels - All PCs are pretty either at 50 or close to 50 by the time I was done the DLC. The exceptions here are Leton (for joining very late) and Bianca (who not only joins late, but has a level penalty). For sake of ease, I just got everyone to Level 50. If you want, you can apply a small penalty to the late joiners (2-3) but in general, levels don't do much stats wise. The biggest impact it has is it can seal off certain slots on that character's mastery board for skills. 

THE HARD STUFF:

Primary Classes for PCs -
Sion/Irene/Anne/Leton/Bianca all end up sharing an Advanced Class or two, so for these 5, things end up being slightly messier. I'm aware that Albus and Alisa both share a base class as well, but their advanced classes are fairly different so I'm not as worried about the two of them as a result. The main person who I think has a problem here is probably Irene. Both of her classes focus on being a tanky frontliner, although one focuses more on her magic stats compared to her physical ones. Sion and Leton both encroach on this territory by sharing the tanky class, but Leton has a unique one to go to. Sion also shares a class with Bianca, but since she much rather go Witch most of the time, I'm okay with Sion taking Black Mage as his primary. These leaves Anne/Bianca sharing a class, but like Albus and Alisa, they play quite differently, so I don't too much of an issue here. As an aside, Anne has a unique class here (White Mage) but she probably never wants to actually be in it for DL purposes because it's a largely supportive class. YMMV on this of course, but this seems to be the most reasonable take on primary classes. Whether on not you want to give the other PCs that secondary option (which they do have in-game) I think will be a judgment call, so I'll leave it up to the reader.

Skills -
The game has a plethora of skills (called masteries in-game - 658 total) that are utilized by everyone. The skills can be divided into the following:

Common Skills: Have no limitations. Can be used by everyone, including monsters
Species Skills: Can only be utilized if that character in question is the corresponding specie (ie: only Humans can use Human skills)
Genus Skills: For monsters only. Can only be utilized by the corresponding monster type.
Class Skills: Only those belonging to that class family can use these skills (ie: Magic Knight Albus can use Mage Skills. Great Swordsman Albus cannot)
Elemental Skills: Only those that have the corresponding elemental affinity can use these skills (ie: Only Albus and Bianca can use Wind skills. Only Sion can use Lightning Skills)
Personal Skills: Unique to that particular character (ie: Only Giselle can use Precision Sniping, Bianca Wind Witch, etc.)
Mastery Sets: A set of 4 skills when equipped, creates a bonus effect that can be independent or additional effects of skills equipped.
Individual Skill: This is a free passive that is given to each PC based on their in-game character, backgrounds, etc. Each PC has three to choose from and each are unique. You literally cannot unequip and individual skill, so like Personal skills, these are 100% DL Legal.

After giving it much thought, here's where I stand on DL legalities:

Common Skills: Are not unique, and therefore not legal. Simple enough. The exception here is if a Common Skill creates a unique Mastery Set that cannot be utilized otherwise. I'll generally allow in that case. If you want, you can try to only allow the bonus effect granted by the mastery, although this may not be possible in some cases.

Species Skills: Are also for the most part not unique. You do get a Beast Tamer so monsters can be controlled, but all 11 PCs are humans. Like with Common Skills, the exception here are the humanity skills. These skills enhance your mastery limits, allowing you to hold more skills. For DL purposes, this basically means more space for more unique skills generally. In short, every PC generally wants them. In addition, they don't actively change any PCs stats or abilities on their own, so the notion where "if you give a PC this, you have to assume all PCs get this" doesn't serve as a check/deterrent. I mean, you could opt NOT to use these skills, but the number of PCs who can generally become more unique with versus without is favored heavily in the camp that does use them. As a bonus, it also means I don't have to muddle around for ages with my set ups because I can generally just assume they are in play and attach them as needed. I don't claim to have the best knowledge of set ups though, so be warned that the skill set *could* be sub-optimal.

Genus Skills: These are unique to the monster and for the most part, feel more like class skills then anything else, so I'm okay with these.

Class Skills: I generally see these as okay. They might be shared across multiple PCs sometimes, but that's unique to the class itself. You might consider banning the ones that are shared by multiple classes (Elementalist is the big one, being shared by 5/11 PCs. Fighter is also pretty bad at 4/11) but I'll suggest taking a stance similar to Common Skills in that case. You can ban the skill, but if it produces a unique effect, see if you can just allow the unique effect instead.

Elemental Skills: Normally, this would be a ban, but because PCs generally don't overlap on Elemental Skills (other than Spirit), there's no reason to ban these here.

Personal Skills: Easiest one other than Common. Obvious Allow. Basically the other end of the spectrum.

Mastery Sets: A set of Masteries that when equipped together generate a unique effect. I'll allow Class/Elemental/Personal mastery sets since these are usually unique and can't be copied (for example only Albus and Alisa can use Retaliation - nobody else can because it is a Swordsman Mastery Set).

Individual Skills: The only issue with these skills is that changing them costs a little more than changing other skills in-game. Removing a mastery in-game is usually between 1-3 training manuals, with 4 manuals being on the more fringe end. An Individual Mastery costs 10 training manuals - so 2.5x more expensive. This most likely isn't an issue - I can't say for sure 100% though because since I've had the game since the beta, the developers have been kind enough to drop me thousands of manuals (I have like 6600 or something), so for me, these changes are practically free. YMMV on how much you want to penalize a change in individual skills if any. Note that some of them aren't terribly useful (Albus' Opportunist for example, is awful) but a couple of characters may want to swap these for different matches (Sion and Heixing immediately come to mind). 

In the end, Skill legitimacy will always be a translation issue. This topic will actually show a screen shot of the setup (because its much easier that way) along with a description of all the relevant skills. Adjust what's allowed versus not as you see fit.


Equipment -
Troubleshooter utilizes a randomized element for equips. Every piece of Equipment can have some random factors on it. The easiest assumption here is to just go with no random factors added as it saves a whole of trouble trying to figure out what factors should be rolled versus what isn't. You can buy or craft most equips, so the topic is going to go with that. I'm aware that bosses drop rare equipment as well, which can be PC unique. However, as the drops are random and never guaranteed, I'd largely disallow them. The game does assume some level of grinding though, so if you think PCs should have boss drops, well, that's another can of worms and potentially much messier.

Status types -
This is actually a bit of a mess - don't ask me why they decided to go with such a complex status system. Major thanks to the in-game encyclopedia here because there are lots and lots of status names in this game. Generally though, the game breaks them down into three main groups, which can then be divided into 3 main types, followed by property types and then the individual status.

The three groups are:
Buffs - Positive status changes
Debuffs - Negative status changes
Affixed - Status changes that cannot be altered or dispelled normally. Instead, they must run their course or be changed on the PCs own turn.

The three main types are:
Physical status - As it suggests. These are conditions that effect your body and include Bleeding, Burns, Bruises, etc. Most conditions analogous to the DL are physical in nature.
Mental status - Conditions that are based on feeling on the state of mind. These include Rage, Excitement, Panic, etc. These conditions are the weirder ones and may not have a DL based equivalent.
Non-Type status - Neither of the above. Similar to Mental status, may lack a DL equivalent.

Property types under Physical:
Bleeding, Bruise, Disease, Fire, Electric, Ice, Earth, Water, Equipment -

Property types under Mental:
Rage, Excitement, Concentration

Property types under Non-Type:
Stun, Confusion, Silence, Luck, Noise, Information, Fragrance

For DL purposes, it's probably easier to imagine the status property types instead as follows:
POISON type status: There are several of these in different elemental forms. BURN, SEVERE BURN, SHOCK, HIGH VOLTAGE SHOCK, POISON, BLEEDING, SEVERE BLEEDING, are all classified here. Note that Water in this game is associated with Poison, so Water resistance helps fend off Poison status in Troubleshooter.
STAT UP/DOWN status: Lots of these under various names. These include most mental status such as BRAVERY, FAITH, RAGE but can also include elemental ones such as FROSTBITE, WIND VEIL
AURA status: These are status conditions that don't apply unless the ally or opponent is within range of the stated tiles (hence an aura type effect)
UNIQUE status: Those that don't fall into the above three categories.

For DL purposes, here are all the relevant types of status that can be inflicted by the PCs:

Chance to Win: Adds 1 Speed, 1%Hit, 1% Crit and 1% more damage per level. Stacks up to 10.
Bleeding: 10% MHP damage at the start of a turn. Also lose 3 Move. This damage can be fatal. Lasts 3 turns.
Severe Bleeding: 20% MHP damage at the start of a turn. Same as Bleeding otherwise
Wind Veil: Melee Evade +20%. Adds +5 Vigor Recovery, +10 Speed, +50 Armor/Resistance and +100 Wind Resistance.
Slowdown: Speed -25
Strong Slowdown: Speed -50
Stun - Target cannot Act for the next turn. Dodge and Block go down to 0
Shock - Deals 50 Electric damage at the start of the turn and decreases Lightning Resistance by 50
Iron Wall - Increases Armor by 100, Vigor Recovery by 10 and Sets Block to 100%. Become a landmark that other characters can use for cover
Concentrated Magic Power: Improves Vigor recovery by 1 and ESP by 20 for every level. Can stack up to a max of 25 Levels
Furious Lightning Gale: Become immune to delay effects and reaction attacks. Gain 30% Melee evade, +10 Speed and +15% attack damage.
Hero: Speed+15, Evade +15%, Block +15%, Crit+20%, Crit Damage+50%. When KOing an enemy, CT-30
Burn: Deals 50 Fire damage at the start of the turn and decreases Fire Resistance by 50
Armor Disabling: -5% Evade, -5% Block and -25% of Resistance gains from armor per level. Stacks up to 4 levels.
Regeneration: Restores 15% MHP at the start of your turn.
Blind: Deactivates Overwatch, Sight -5, Move -2 and Hit-50%
Starlight Shield: Guards against 1 Physical attack
Constricting Root: Target cannot move. -20% Block and -20% Evade
Silence - Can't use Magic Abilities
Confusion - Randomly acts/attacks allies and enemies
Frozen - Same as Stun. However, as the name implies, this is Ice element in nature so a Fire attack can de-thaw you. It's basically Pokemon Frozen
Rampage - Lose control of your character. Target then attacks randomly. Similar to Confuse but this wears off if there are no longer any enemies within sight.
Death Verdict - Doom
Knockback - Pushes target back X number of tiles. If the target cannot be pushed back due to a barrier or another target behind them, they can become stunned.

Subject to change if I see anything wrong but for now, this feels like a good descriptor.


STATS AND THEIR MEANING -
HP: Lose these and go back to start. Do not collect $200
Speed: How quickly a PC gets their turn. Note that this Speed value is converted to Clocktick value, which becomes the real speed to measure when PCs get their turn. The Clocktick formula is 36 * (.5 + 100 / X) where X is your speed.
Vigor: Character's Stamina. Almost ability in this game consumes some. If you do not have enough Vigor for the given ability, you can't use it. Another way to think of it, is that it is similar to MP, only restoreable. Characters all have the "Vigor Restoration" command, which refills Vigor to the Max, but it has a long delay time (+100 CT).
Vigor Recovery: Amount of Vigor a character recovers at the start of their turn

SP: The type and maximum pool of energy the PC can hold during battle. SP is utilized for damage in some attacks, but also gives the PC access to Overcharge once they are at max, which gives them the ability to use their supers. The type of SP can modify certain parameters during battle as well. SP generation is based on the amount of Vigor spent. So for example, Albus using Wind Veil costs 20 Vigor. This would result in 20 Wind SP being generated.

Although by default, PCs can access their supers at 100 SP, most damage formula are modified by SP. Meaning that as battles go on, characters will deal more and more damage and a smaller max SP pool isn't necessary better. The amount of damage added varies depending on the skill. I plan to post the damage formula for each skill so you can see how much of an effect it has. For now, the damage listed is damage done at the start of a fight - when SP is at 0. The exception for this are Supers, which require SP to be maxed. In this case, SP is taken at the max value that character has listed.

Move: Number of tiles a PC can cross in an action. Note that using both actions to Move gives the PC 2 additional tiles of momentum. In addition, diagonal spaces are still counted as 1 space in Troubleshooter.
Sight: See above, only this is the maximum sight range a PC can see.
Overcharge Duration: Once you are at max SP, how long you have before it goes back to 0. A PC cannot hold their Overcharge (barring some circumstances) so, it's a use it or lose it type of deal.
Threat: Move + Max Attack range basically

Attack Power: Use for calculating base physical power
ESP Power: See above, only for magic
Base Hit: Accuracy. Impacted by skills, bonuses and penalties
Base Crit: Chance of doing extra damage on an attack
Base Crit Dmg: Damage multiplier when a critical hit is scored.

Armor: Physical defense power. This + Physical Resistance type = Defense Value. Note that Defense Values in this game work slightly differently than normal. Instead of being purely subtraction or division, the defense value is adjusted by a level mod, which is then compared to a chart to determine the damage cut. Specifically, the damage reduction formula is: 100 * (x /(x +100+10 * Y)) where X is the defense value and Y is the attacker's level value. In summary, defense has diminishing returns. It doesn't take a lot of armor to bump up the damage cut to maybe 30-40%. However, getting to 60-70% take like a 500 points inbetween. For reference, here's the Defense / Resistance Value needed in 5% increments:

5% - 31
10% - 66
15% - 105
20% - 150
25% - 200
30% - 257
35% - 323
40% - 400
45% - 490
50% - 600
55% - 733
60% - 900
65% - 1114
70% - 1400
75% - 1800
80% - 2400
85% - 3400
90% - 5400
95% - 11400

Resistance: Magic Defense power. This + Elemental Resistance type = Magic Defense value. Note that all magic attacks in-game have an elemental property. See above.
Base Block: Chance to block an attack, which reduces damage by 50%. Block also directly reduces Crit. So higher block chance = lower crit chance
Base Dodge: Chance to evade an attack outright.

The accuracy formula is actually quite complicated. It is written as:

Hit - Evade, where...

Hit = Base accuracy + Elevated Position Bonus + Still Stance Bonus - Terrain Penalties - Weather Penalties + Mastery Bonuses
Evade =  T * (L + R * X) + Base Evade + Elevated Position Bonus + Cover Bonus +/- Terrain Bonus/Penalties + Mastery Bonuses

T - Type of attack. Each type of attack has an accuracy penalty applied when the target is not within melee range (3 or less). The penalties for each: Melee -3.2%, Thrown -1.5%, Shooting -1.25%, Fall (Overhead) -0.25%
L - Long Range penalty. If a target is over 10 spaces away, then L = 15%. Otherwise, L = 0
R - Range away from target. This is equal to the number of squares away from the target from your starting position that turn. So a melee attack here has to count all the squares away before reaching (and isn't just 1)
X - 0 if in melee range (less than 3 spaces), 1% if in mid-range (3-10 spaces) or 2.5% if long range (>10)
Elevated Position Bonus - If one target is higher than another, their hit gains +20% accuracy. Flip side, attacking from lower ground gives the defender a +10% Evade bonus. Relevant maybe against FE flyers or other Flying type enemies.
Still Stance Bonus - If an attacker does not move before attacking, Hit is increased by 20%
Terrain Bonus / Penalties: Hiding in shrubbery adds +20% evade. On the other hand, attacking on icy roads, water or lava reduces both hit (as an attacker) and evade (as defender) by 10%
Weather penalties: If attacking in Snow, Fog or Heavy Winds, ranged attackers lose 10% Accuracy. In Rain, the penalty extends to all attacks. So go, go Ludicolo or something
Cover Bonus: Adds 20% Evade for low cover or 40% Evade for high cover. Note for the purposes of the DL, cover bonus is going to 0 about 95% of the time. I'll note if it is relevant
Mastery Bonus: Certain Masteries when equipped will give a bonus to Hit/Evade based on certain criteria. If those criteria are met, then it increases the Hit/Evade scores

tldr version - Fall or Overhead attacks are generally very good because they have the least amount of accuracy penalty applied to them. Ranged attacks or starting off range are a bit more problematic as they eat a lot of penalties the farther the distance. So if you're the type that considers kiting, melee PCs are generally worse as a result. Both accuracy and evade are very good because they are straight up added or subtracted and apply to all attacks (physicals or spells).

Elemental Resistances: Includes physical resistances (Slash/Blunt/Pierce) and elemental resistances (Fire/Ice/Water/Electric/Earth/Wind). Note that most resistances for all PCs is fairly homogeneous and quite low. To save space, I will only note the resistance if they are noticeably higher than average.
« Last Edit: February 17, 2021, 06:20:45 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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ALBUS BERNSTEIN

CLASS: Great Swordsman
Class Mastery - Field of the Swordsmaster: If an opponent is in melee range and takes damage from Albus, Evade-15% and Block -30%

Affixed Skill:
Breeze Mastery - Gives bonus elemental resistances: Fire/Lightning +30, Wind +100. Already factored

Individual Masteries (Pick 1 only):
Opportunist: Whenever Albus evades or blocks an attack, he gains "Chance to Win" status
Wind Sword: Wind and Slashing attacks +10% more damage
Responsibility: If Albus' attack misses or is blocked, CT-20

Stats
HP: 1390
Vigor: 80
Vigor Recovery: 1
Base SP: 100 Wind. Each point of Wind SP increase Critical Damage by 1%.

Attack: 876
ESP: 126
Hit: 86.10%
Crit: 18.35%
Crit Dmg: 276.47%

Armor: 851
Defense: 325
Base Block: 69.19%
Base Dodge: 41.53%

Speed: 100
Move: 10
Sight: 12
OD Duration: 2

Slash Resistance: 249
Pierce Resistance: 295
Blunt Resistance: 265

Fire Resistance: 216
Ice Resistance: 108
Lightning Resistance: 372
Wind Resistance: 379

Has negligible Water and Earth Resistances

Equipment (stat boosts have already been factored in):
Weapon: Draki Sword
Armor: Flashlight Black Iron Jacket
Armguard: Draki Wrist Guard
Footwear: Indigo Cyrus Sneakers - Melee damage +3%. Already factored into damage
Accessory: Draki Scale - Damage decreases by 5% per 1 Debuff on Albus

Bonuses from equipment -
- When attacked by opponent, critical damage decreases by 50% (Draki set, 2 items)
- Immune to Headshots (Draki set, 2 items)

GREAT SWORDSMAN SKILL SET UP



Stat Boosting Passives (all already factored):
Acuity: Crit Damage bonus +15%
Alacrity: Base Evade +10%
Extreme Speed: Speed +10
Sharp Blade: Slashing attack damage +30%
Sword Manual: Adds 7% Crt Damage bonus for each Swordsman, Magic Knight and Great Swordsman masteries

Ability Enhancing Passives:
Bloodshed: Slashing abilities have +50% chance of inflicting Bleeding
Red Thorn Sword: Abilities that inflict Bleeding become Severe Bleeding. Chance to inflict Bleeding +25%

Offensive Passives:
Blood Thirst: When attacking a Bleeding Target, CT-20
Blood Scent: When attacking a Bleeding Target, Hit +20%
Hemorrage: Increase damage done against Bleeding targets by 100%
Wound Infection: Attacking a Bleeding target, causes Infection
Wound Slashing: Attacking a Bleeding target improves damage by 50%
Life Drain: Attacking a Bleeding target heals Albus equal to 20% of damage dealt.
Swordsmaster: +5% Hit, 5% Crit, 5% Crit Dmg

Defensive Passives:
Headwind: Damage -4% for every 1 range attacker is away from Albus
Weapon Blocking: When an attack is blocked, CT-10
Blade Deflection: Block +15% against melee attacks
Blade Evasion: Reduces Melee damage taken by 30%
Enough Rest: When HP recovers, restores 10 Vigor and CT-10
Dazzling Blade: When adjacent to target, if attacking - target's evade -15%. If defending - block +15%

Independent Passives:
Forestallment: Once per turn, Albus automatically uses his Basic if the enemy moves to or acts in his attack range. If Albus attacks in this way, CT+30
Bladestorm: When using a ST attack, Albus has a 25% chance to attack with the same ability again. When Bladestorm triggers, CT+30
Counterattack: When Albus is attacked at melee range, automatically counter. Note that Counterattack can counter an opponent's counterattack but not a counter counter attack. This never matters except maybe against XF Levin since Levin can also counter counterattacks (whew)

Passive Enhancements:
Bloodbath: Putting a bleeding target into KO status recovers all Action Points if it is Albus' turn. If target is KO'd via a reaction attack, CT-30
Merciless Sword: Slashing attack damage +15%. Causes attacks against a Bleeding opponent to delay 30 CT and decreases their Block rate by 15%
Retaliation: Causes Albus' counterattacks to become ITE. If Albus took damage from the attack, the counter becomes a guaranteed Crit.
Sen no Sen: Causes Forestallment to become a guaranteed Crit
Traces of Blood: Bladestorm activation rate increases by 15% (to 40%). If target is bleeding, Bladestorm gains an additional 30% to activate
Sword of Protection: Further reduces melee damage by another 10% (40% total) and another additional 20 CT if blocking (30 CT total).
Blade Phantom: If target is Bleeding, Block rate -25%. Improves Life Drain by increasing recovery by 25% (so 45% total). Improves Enough Rest by decreasing CT by 10.

ABILITIES:
Basic (always available) -
Wind Slash
Delay: 0
Cooldown: 0
Vigor Cost: 10
Range: 1
Type: Single Melee
Property: Slashing

Deals 100 + 100% Attack Power + 50% of Wind SP to one target or 1444 damage on base. Causes Severe Bleeding on Hit.

Specials (choose 3) -
Tornado Slash
Delay: 24
Cooldown: 2
Vigor Cost: 18
Range: 1
Type: Single Melee
Property: Slashing

2 hits of 100 + 50% Attack Power + 25% ESP + 25% Wind SP to one target or 843 damage/hit, total 1686. 100% chance to cause Severe Bleeding. If target is exposed, damage increases by 50%

Gentle Gust
Delay: 16
Cooldown: 0
Vigor Cost: 12
Range: 9
Type: Single Shooting
Property: Wind

Deals 200 + 100% ESP + 50% Wind SP, or 326 Wind damage. Delays target by 60 CT on hit, 30 CT on miss. If hit, target is also knocked back by 3 spaces.

Fresh Breeze
Delay: 24
Cooldown: 2
Vigor Cost: 14
Range: 6
Type: Fall, Small AoE
Property: Wind

Deals 125 + 50% ESP + 150% Wind SP or 188 Wind damage. Clears most field hazards such as Smokescreens, Poison Cloud, Fire, etc.

Wind Veil
Delay: 20
Cooldown: 3
Vigor Cost: 20
Range: Self
Type: Buff, 3 turn duration
Property: Wind

Grants Wind Veil to self. While active, increases Melee evade chance by 20%. Also adds: 5 Vigor Recovery, 10 Speed, 50 Armor, 50 Resistance and 100 Wind Resistance

Magic Amplifier
Delay: 0
Cooldown: 5
Vigor Cost: 10 (on activation)
Range: Self
Type: Buff, Infinite duration - Upkeep: 10 Vigor/turn
Property: Concentration

Activates Magic Amplifier Aura. Adds 10 ESP for every level (so 520 total). Automatically disabled if cannot pay upkeep cost. 0 Action Point Cost.

Wind Walk
Delay: 0
Cooldown: 5
Vigor Cost: 16
Range: 10
Type: Movement
Property: Wind

Allows a dash that moves Albus to target location. Can bypass obstacles and detection. Reaction attacks cannot be used against Albus. Costs 0 Action Points

Turning Over a New Leaf
Delay: 0
Cooldown: 5
Vigor Cost: 10
Range: Self
Type: Buff, instant
Property: Wind

User gains 1 additional action point when triggered. Costs 0 Action Points


Supers - (requires SP to be maxed to be used)
Gale Slash
Delay: 48
Cooldown: 3
Vigor Cost: NA
Range: 12
Type: Shooting, Piercing
Property: Wind

Deals 375 + 100% Attack power + 100% ESP + 100% Wind SP or 2186 damage. 100% chance to cause Bleeding. This attack will pierce targets behind it and gains 50% more damage if target is exposed. Hit +25% when using this attacking.

Storm Slash
Delay: 75
Cooldown: 3
Vigor Cost: NA
Range: 1
Type: Single, Melee
Property: Slashing

4 hits of 100 + 25% Attack + 25% ESP + 25% Wind SP, totaling 2223 damage. 100% chance to cause Severe Bleeding. This attack deals 125% more damage if Albus uses it from Still Stance (ie: took no other action that turn).


ALTERNATIVE SET UP

CLASS: Magic Knight
Class Mastery - Magic Sword: When using a physical attack on an opponent, Albus' Hit rate increase by 3% of ESP Power. When using a magic attack, Crit Dmg improves 9% of Attack power

Has the SAME Affixed and Individual Masteries (same rules as before)

Stats
HP: 957
Vigor: 80
Vigor Recovery: 16
Base SP: 100 Wind. Each point of Wind SP increase Critical Damage by 1%.

Attack: 851
ESP: 836
Hit: 76.51%
Crit: 33.86%
Crit Dmg: 163.25%

Armor: 802
Resistance: 336
Base Block: 26.88%
Base Dodge: 19.20%

Speed: 95
Move: 10
Sight: 12
OD Duration: 2

Slash Resistance: 198
Pierce Resistance: 239
Blunt Resistance: 260

Fire Resistance: 141
Lightning Resistance: 497
Wind Resistance: 379

Has negligible Ice, Water and Earth Resistances

Equipment (stat boosts have already been factored in):
Weapon: Unicorn Blade S - Attacking a heavily armored or machine opponent with ESP decreases their Resistance by 50% for the attack.
Armor: Flashlight Black Iron Jacket
Armguard: Flashlight Black Iron Wrist Guard
Footwear: Indigo Cyrus Sneakers - Melee damage +3%. Already factored into damage
Accessory: Draki Scale - Damage decreases by 5% per 1 Debuff on Albus

MAGIC KNIGHT SKILL SET UP



Stat Boosting Passives (all already factored):
Mage: Increase ESP Power by Total Vigor
Sage: Improves stat parameters based on the type of Mastery. Common: +1% Hit, SP: Crit Chance +1%, Class: Crit Dmg +3%, Mastery Set: ESP Damage+1%
Recluse: Vigor Recovery +7

Ability Enhancing Passives:
Raging Wind: Causes Wind abilities that do not debuff to gain a 50% chance to inflict Slowdown
Whirlwind: Whirlwind: Changes Slowdown to Strong Slowdown
Magic Sword Control: Casting Delay is Halved
Avalon: Halves Vigor Cost. Also adds +5 Vigor Recovery

Offensive Passives:
Wind Magician: Wind attacks gain +10% Hit, +25% Crit Chance
Wind Road: When moving more than 8 Tiles, gain 5 Wind SP
Wind Blade: Wind damage increases by 10%
Strong Winds: Wind Crit Chance +10%. When attacking a stunned opponent, damage +50%
Wind Hammer: Using a Wind ability will always knockback target by 1 tile
Fair Wind: Abilities generate 25% more Wind SP
Swordsmaster: +5% Hit, 5% Crit, 5% Crit Dmg

Defensive Passives:
Distortion Field: Reduces all incoming damage by 10%
Headwind: Damage -4% for every 1 range attacker is away from Albus
Haze: Melee attack damage -20%
Wind Wall: Ranged attack type damage (Shot, Thrown, Fall) decreases by 20%
Magic Shield: If incoming damage is greater than Max Vigor, consumes 20 Vigor to reduce damage by 3% for every 30 Vigor currently remaining
Magic Sword Veil: Reduces magic attack damage by 2% for every Mage and Magic Knight mastery (total: 18%)
Holy Sword: Damage from enemies belonging to a crime syndicate -30%

Independent Passives:
Invisible Sword: The first time combat is engaged with another unit, if you attack the target first, you get +10% Hit with Melee and +10% Damage with Range. If the enemy attacks you first, you get +10% Block if its melee, +10% Evade if its ranged

Passive Enhancements:
Blessings of Avalon: If Vigor is over 30, damage that would KO Albus is instead nullified and Vigor is reduced to 0. Reduces Vigor consumption on Magic Shield by 10.
Magical Swordsmaster: Improves Parameters based on equip masteries. Swordsman - +10 Atk, Elementalist - +10 ESP, Magic Knight - +5 Atk/ESP
Promised Land: Further reduces Vigor Consumption by 25% (75% total). Adds +3 Vigor Recovery
Blood Wind: KOing a target reduces CT by 30 and gives 20 Wind SP
Second Wind: Further reduces ranged + Melee damage by an additional 10%. When HP falls below 33%, taking damage adds Regeneration. If Regeneration is in effect, instantly heals 10% MHP instead
Storm Hammer: If a target cannot be knocked back, instead inflict 1 level of Armorbreak on them. When successfully knocking back a target, CT-10. Also boosts Wind damage by 10%
Wind Gust: Moving more than 8 spaces also reduces CT-10. Increases odds of Slowdown from Wind attacks by 50%


ABILITIES:
Basic (always available) -
Wind Slash
Delay: 0
Cooldown: 0
Vigor Cost: 3
Range: 1
Type: Single Melee
Property: Slashing

Deals 100 + 100% Attack Power + 50% of Wind SP to one target or 980 damage on base. 25% chance to causes Bleeding on Hit.

Specials (choose 4) -
Tornado Slash
Delay: 12
Cooldown: 2
Vigor Cost: 5
Range: 1
Type: Single Melee
Property: Slashing

2 hits of 100 + 50% Attack Power + 25% ESP + 25% Wind SP to one target or 756 damage, total 1512. 50% chance to cause Bleeding. If target is exposed, damage increases by 50%

Gentle Gust
Delay: 8
Cooldown: 0
Vigor Cost: 3
Range: 9
Type: Single Shooting
Property: Wind

Deals 200 + 100% ESP + 50% Wind SP  or 1243 Wind damage. Delays target by 60 CT on hit, 30 CT on miss. If hit, target is also knocked back by 3 spaces and adds Strong Slowdown.

Fresh Breeze
Delay: 12
Cooldown: 2
Vigor Cost: 4
Range: 6
Type: Fall, Small AoE
Property: Wind

Deals 125 + 50% ESP + 150% Wind SP or 652 Wind damage. Clears most field hazards such as Smokescreens, Poison Cloud, Fire, etc. Adds Strong Slowdown on hit.

Magic Amplifier
Delay: 0
Cooldown: 5
Vigor Cost: 3 (on activation)
Range: Self
Type: Buff, Infinite duration - Upkeep: 10 Vigor/turn
Property: Concentration

Activates Magic Amplifier Aura. Adds 10 ESP for every level (so 520 total). Automatically disabled if cannot pay upkeep cost. 0 Action Point Cost.

Wind Veil
Delay: 20
Cooldown: 3
Vigor Cost: 5
Range: Self
Type: Buff, 3 turn duration
Property: Wind

Grants Wind Veil to self. While active, increases Melee evade chance by 20%. Also adds: 5 Vigor Recovery, 10 Speed, 50 Armor, 50 Resistance and 100 Wind Resistance

Wind Walk
Delay: 0
Cooldown: 5
Vigor Cost: 4
Range: 10
Type: Movement
Property: Wind

Allows a dash that moves Albus to target location. Can bypass obstacles and detection. Reaction attacks cannot be used against Albus. Costs 0 Action Points

Turning Over a New Leaf
Delay: 0
Cooldown: 5
Vigor Cost: 3
Range: Self
Type: Buff, instant
Property: Wind

User gains 1 additional action point when triggered. Costs 0 Action Points


Supers - (requires SP to be maxed to be used). Choose 1
Gale Slash
Delay: 24
Cooldown: 3
Vigor Cost: NA
Range: 12
Type: Shooting, Piercing
Property: Wind

Deals 375 + 100% Attack power + 100% ESP + 100% Wind SP or 2227 damage. 50% chance to cause Bleeding. This attack will pierce targets behind it and gains 50% more damage if target is exposed. Hit +25% when using this attacking.

Storm Slash
Delay: 75
Cooldown: 3
Vigor Cost: NA
Range: 1
Type: Single, Melee
Property: Slashing

4 hits of 100 + 25% Attack + 25% ESP + 25% Wind SP, totaling 2253 damage. 100% chance to cause Bleeding. This attack deals 125% more damage if Albus uses it from Still Stance (ie: took no other action that turn).

OTHER OPTIONS
There is a separate weapon for Albus called the Black Iron Storm Sword. It's a weapon with 365 Atk/365 ESP so it's more suited for Magic Knight (MK) Albus. The unique thing about this weapon is that it adds a debuff called "Curse of Winds", which lowers target's accuracy by 10% and their Wind Resistance by 666 (brings it down to 0 for most enemies). The catch here is that the debuff is only triggered if Albus crits on a melee strike.

Albus can opt to equip another piece of end game gear as a Great Swordsman (GS) that is shared between the team, but if he does this, he'll lose out on the Draki set's bonuses. Most notably it gains +30% Block at 3 pieces and high Block is a key piece for GS Albus. So he will pretty much never want to do this outside of very specific cases.

MK Albus has an easier time trying to find a status blocker (in the game's relatively limited inventory) compared too GS Albus for the same reason.

EVALUATION
Albus will probably be the only character that shares this long of a post, mainly because his two classes are both unique to him and they do very different things in the DL. This variety is excellent for him since it allows him to alter his combat abilities if one style doesn't fit.

First, let's talk about Great Swordsman. GS Albus is very melee focused. Huge amounts of Block + fair amount of Evade means that getting a clean hit on Albus is hard. It's like a 15% chance to not have an attack dodged or blocked. Even when you do get a shot on him, his defensive abilities means that he'll be reducing melee hits by about 40% before factoring in Armor, so he's decently durable despite the somewhat shoddy HP. His Speed is good too, and with the ability to increase his actions, his mobility is top notch and will often win first strikes.  His damage on Bleeding targets basically explodes, gaining a 2.5 damage multiplier and if he CRITS at the same time, that's a 4.75 multiplier which will murder things in a jiffy. As if THAT wasn't enough, Bladestorm has a 70% chance to trigger on Bleeding targets, so you're likely looking at 2 massive swings for loads of damage. In-game Bleeding can be resisted by high slash resistance but it basically works on anything that is biological. How you want that to translate is up to you. We haven't even gotten to his counters and forestalment yet, which basically is more likely to net Albus the crits that he wants since that lets him utilize his huge crit damage bonus.

GS Albus' major downsides in a duel can be summarized into 3 points.
1) He's very bad against status, having little defense against them. He can't even afford to use his accessory slot here, otherwise he loses the set bonus. He could technically equip another part of the Draki set on another equip slot but this costs at least 10 Speed. In-game, this also costs a lot of high end materials, so there's no free lunch here.
2) He's mainly dangerous on Turn 2 onward. He needs 1 turn to apply Bleed, and before that, he doesn't have much of a way to shut people down.
3) Being so melee focused means ranged attacks can take advantage of this set up. They will still need to actually hit him, but it shuts down his brutal counters and forestallment reactions - at least for 1 turn.

MK Albus though is an entirely different beast. First, the bad. This Class is entirely statistically worse at almost every category compared to GS Albus, with ESP being the sole exception. Just take a look at how bad that HP score is. It also loses a ton of Block and Evade, which means that MK Albus is *much* more frail. Finally, despite using all the endgame Speed+ armors, he still loses 5 Speed to GS Albus. So why use this class at all? Well, it being much more magically focused gives Albus an out against much more physically resilient foes. However, the big reason to use MK Albus is due to the Delay Loop ala CS2 Rean.

At 95 Speed, Albus gets his turn in 56 CT. A hit with Gentle Gust delays by 60 CT, which means on paper, he will already lap the enemy with CT to spare. Of course, that's not the full picture, since you have to also add Gentle Gust's Delay to his Turn count, which results in 64 CT. However, MK Albus also recovers 10 CT on a successful Knockback, which occurs in every Wind attack. So he actually net gains 2 CT if the target can be knocked back, which means the loop is operational. But what if you can't be knocked back? Well, MK Albus also adds Strong Slowdown on Wind attacks which will nuke the target's speed. To use an example, with Albus' speed figure, -50 Speed results in 45 Speed or 98 CT to get a turn - a 75% Slow effect. This means that on hit, the target's ability to get his/her turn will be greatly hampered, also allowing the loop to keep going. What about knocking out Albus first? This could work EXCEPT his defensive masteries let him tank a fatal blow as long as he has 30 Vigor. Since he recovers 16 Vigor a turn and his abilities cost diddly squat thanks to the 75% Vigor Reduction, you basically have to kill him twice within 2 of his turns. Otherwise, Blessings of Avalon will keep Albus alive as he slowly chips you to death. Multi-hitting attacks will work here too (as they do in-game) but absent of those, your best bet is to Status him out.

Overall, Albus is likely a solid Heavy due to his two mixed styles. GS Albus is a more honest, countering physical attacker. MK Albus is all about tricks, but those tricks are very strong in a duel environment, which makes him a pain to deal with despite the stat deficiencies. 


« Last Edit: February 13, 2021, 06:19:07 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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SION BLOODWALKER

CLASS: Battle Mage
Class Mastery - Incapacitation: When Sion attacks, the target loses 25% of their armor from physicals and 25% resistance from magic

Affixed Skill:
Neural Circuit - Gives bonus elemental resistances: Fire/Wind +30, Lightning +100. Already factored

Individual Masteries (Pick 1 only):
Bloodwalker: When Sion's HP is at 33% or below, he gains Bloodwalker aura. Killing a target when Bloodwalker is active recovers 25% MHP. Also boosts his stats as follows:
- Vigor Recovery +10, Speed +20, Hit +20, Evade +20%, Block +20%, Crit +30%, Crit Damage +50%
Cheerfulness: Vigor +20, Immunity to Mental Debuffs. If there's an enemy engaged in battle within Sion's Line of sight at the start of his turn, gain 8 SP
Hungry Wolf: Gives Sion a Snack. This snack is not treated as an item and can't be dispelled. When Sion falls below 30% of his HP, he will eat the snack and recover 10% MHP each turn for 3 turns. If an attack would KO him before the snack is eaten, it neutralizes the fatal attack completely but consumes the snack. Sion gains Rage if this happens.

Stats
HP: 2805
Vigor: 150
Vigor Recovery: 11
Base SP: 250 Lightning. Each point of Lightning SP increase Critical Rate by 0.25%.

Attack: 300
ESP: 1159
Hit: 84.23%
Crit: 21.52%
Crit Dmg: 147.85%

Armor: 722
Defense: 438
Base Block: 10.67%
Base Dodge: 14.76%

Speed: 83
Move: 10
Sight: 12
OD Duration: 2

Slash Resistance: 250
Pierce Resistance: 211
Blunt Resistance: 280

Fire Resistance: 197
Lightning Resistance: 979
Wind Resistance: 141

Has negligible Water, Ice and Earth Resistances

Equipment (stat boosts have already been factored in):
Weapon: Big Lightning Negoori Reinforced Bangle
Armor: Big Lightning Negoori Reinforced Jacket
Armguard: Big Lightning Negoori Reinforced Bracelet
Footwear: Big Lightning Negoori Reinforced Sneakers
Accessory: Lightning Mane Reinforced Charm

Bonuses from equipment -
- 10% Damage Reduction (Lightning Negoori set, 3 pieces)
- Lightning attack damage +15% (Weapon, Lightning Negoori set 5 pieces)
- Lightning attack hit +15% (Weapon, Lightning Negoori set 5 pieces)
- Lightning attack crit +15% (Weapon, Lightning Negoori set 5 pieces)
- Lightning attack crit damage +50% (Weapon, Lightning Negoori set 5 pieces)
- Doubles Lightning SP Gained (Draki set, 2 items)
- If target is within 2 tiles of Sion when he ends his turn, they take Lightning damage equal to his current SP and become Shocked. (Weapon, Lightning Negoori set 5 pieces)

BATTLE MAGE SKILL SET UP



Stat Boosting Passives (all already factored):
Body Training: HP +10 per level
Will Power - ESP +5 per level
Mage: Adds max Vigor to ESP
Core Magic Reactor: Improves Max Vigor by 10 and Vigor Recovery by 10

Ability Enhancing Passives:
Magic Absorption: Landing a Critical Strike removes all of the target's buff. Adds 1 + X Concentrated Magic Power, where X is number of debuffs removed
Magic Withdrawal: When Concentrated Magic Power is consumed by an ESP attack, adds back half of the total used
Magic Duplication: When Sion begins his turn, any stored Concentrated Magic Power is doubled
Magic of Opportunity: Dodging or Blocking an attack adds 1 Concentrated Magic Power

Offensive Passives:
Close Combatant: If target is adjacent to Sion, damage dealt increases by 30%, damage taken decreases by 30%
Magic Bash: ESP damage increases by 10%
Acute Pain: Doubles damage against foes suffering from an Electric status. Also adds +15% Crt Damage for Lightning attacks
Atom Decomposition: When attacking, target's Lightning Resistance decreases by 4% for every 1 Lightning mastery
Magic Erosion: Damage dealt to a target with a melee ability increases by 25% for every 1 debuff on them
Supporting Magic Circuit: With attacks that utilize both Atk and ESP, if Atk and ESP values are the same, damage increases by 20%. If Atk and ESP are different, than replace the lower value with the higher of the two values
Thunderbolt: Adds a 20% chance to stun with electric attacks

Defensive Passives:
Iron Heart: If incoming damage is less than 33% of max HP, then reduce the damage taken by 33%
Magic Field: If a magic attack deals less total damage than Sion's ESP value, the damage is cut in half
Steel Armor: Opponent's Critical damage decreases by 100%
Steel Helmet: Immunity to Headshots
Impulse Fields: If Sion has over 50% max HP, then incoming damage that’s deals more than 50% of max HP only does 50% of Max HP as damage

Independent Passives:
Magic Acceleration: Toggles Magic Acceleration aura, which doubles Vigor cost but increases ESP damage by 30%
Iron Wall: Toggles Iron Wall status when used

Passive Enhancements:
Giant Thunder: Increases Stun rate by 0.15% for every point of Lightning  SP. Improves Atom Decomposition by decreases Lightning Resistance by an additional 1% per Lightning Mastery (20% total)
Battle Mage of Steel: Further reduces opponent's Critical damage by 50% (so 150% total) and Critical rate by 25%. Whenever Sion ends his turn, he automatically gains Iron Wall status. Moving and taking an action no longer removes Iron Wall status. Adds 100 to all physical resistances
Magic Accelerating Circuit: At the end of Sion's turn, reduces CT by 1 for every 2 Stored Concentrated Magic Power. Produces 1 Concentrated Magic Power if none is stored.
Magic Conversion: Upon getting a crit or using an ESP attack, Sion recovers 5% of his MHP per 1 Concentrated Magic Power generated
Magic Relief: For every 3 stacks of Concentratred Magic Power removed, recover 8% HP. KOing a target adds 1 Concentrated Magic Power. Also, add Magic Backflow when Sion crits.
Magic Explosion: Adds a 4% chance for everyone 1 Concentrated Magic Power to do 100% more damage. If Magic Explosion is triggered, all stacks of Concentrated Magic Power are removed and Sion's CT for his next turn is decreased by X, where X is the number of stacks of Concentrated Magic Power consumed
Magic Restructuring: Activating Iron Wall, Magic Field or Impulse Fields gives 1 Concentrated Magic Power
Overflowing Magic: Doubles Concentrated Magic Power gained from Dodging or Blocking. When beginning a turn with Magic Acceleration active, gain 2 stacks of Concentrated Magic Power
*Magic Training: Adds HP+100, ESP+100, Resistance+100, Hit+10%

* Note: The activation of this set is coincidental, due to the 4 masteries that make up this mastery being required in Sion's other skills. You can back out its listed effects if you wish. Just note that this is a set that is triggered even though it's unintended. My damage calculations include them in the stats and totals.


ABILITIES:
Basic (always available) -
Flash Hit
Delay: 0
Cooldown: 0
Vigor Cost: 9
Range: 1
Type: Single Melee
Property: Blunt

Deals 100 + 75% Attack Power + 75% ESP +100% Lightning SP to one target or 1839 damage on base. 33% chance to Shock.

Specials (choose 4) -
Ripple Flash
Delay: 20
Cooldown: 1
Vigor Cost: 12
Range: 6
Type: Shooting, GT
Property: Lightning

90 + 50% ESP + 150% Lightning SP to one target or 837 damage. This attack bounces to other foes within 3 spaces of the original target. 3 Bounces maximum. Damage increases for each bounce.

Thunderbolt
Delay: 40
Cooldown: 1
Vigor Cost: 15
Range: 8
Type: Fall, Single
Property: Lightning

Deals 175 + 75% ESP + 50% Lightning SP, or 1305 Lightning damage. Has a 25% chance to create an Electric field on the targeted tile.

Lightning Ball
Delay: 12
Cooldown: 1
Vigor Cost: 12
Range: 9
Type: Shooting, Single
Property: Lightning

Deals 125 + 75% ESP + 75% Lightning SP or 1243 Lightning damage. 33% chance to inflict Shock on Opponent. Damage increases by 50% if target is exposed.

Furious Lightning Gale
Delay: 0
Cooldown: 5
Vigor Cost: 24
Range: Self
Type: Buff, 3 turn duration
Property: Lightning

Grants Furious Thunder Gale to self. While active, Sion is immune to Delay effects and gains Absolute Evade against reaction attacks (such as Counters and assists). Increases Melee evade chance by 30%. Also adds: 10 Speed and improves damage dealt by 15%

Flash Kick
Delay: 30
Cooldown: 1
Vigor Cost: 21
Range: 1
Type: Melee, Single
Property: Lightning

225 +100% Attack + 100% ESP + 50% Lightning SP or 3179 damage. Lightning Property
33% chance to inflict Shock. 25% chance to create an electric field on target position.
Damage increases by 100% if in Still Stance

Flash Beam
Delay: 40
Cooldown: 2
Vigor Cost: 30
Range: 10
Type: Shooting, Line
Property: Lightning

90 + 85% ESP +100% Lightning SP or 1344 Lightning damage. Has a 50% chance to inflict Shock on enemies. Gains an additional 25%damage if the target is exposed or Sion attacks from still stance. These bonuses can stack. Also has a 25% chance to create an electric field across all the tiles targeted (checks per tile)


Supers - (requires SP to be maxed to be used) - Choose 1
Thunderstorm
Delay: 60
Cooldown: 3
Vigor Cost: NA
Range: 7
Type: Fall, Medium AoE
Property: Lightning

Deals 100 + 100% ESP + 100% Lightning SP or 1886 Lightning damage, spread across 5 hits. 50% chance to create an electric field on targeted areas. Max of 3 fields.

Annihilation Kick
Delay: 60
Cooldown: 3
Vigor Cost: NA
Range: 1
Type: Single, Melee
Property: Lightning

3 hits of 275 + 75% Attack + 75% ESP + 100% Lightning SP, totaling 8488 ITD Lightning damage. Damage increases by 100% in Still Stance. 25% chance to create an electric field in targeted tile.

Flash Cannon
Delay: 80
Cooldown: 3
Vigor Cost: NA
Range: 10
Type: Shooting, Line
Property: Lightning

175 + 100% ESP + 100% Lightning SP, totaling 1980 Lightning damage. Delays target's next turn by 60 CT. Gains 25% more damage if attacking from Still stance.
This attack also fully depletes target's Vigor on hit. Deals additional damage based on Vigor depleted *10.

OTHER OPTIONS:
Sion does have a Black Mage class he can go. However, Black Mage Sion doesn't do anything that Battle Mage Sion differently. It is spec'd to be more offensively orientated so he becomes much glassier and has even higher damage output. But for DL purposes, it's pretty much identical. His speed doesn't massively improve so it'll only be good really for quick draws. I'll go and take a look at it if there's some interest, but my gut is that he'll be a Battle Mage in 99% of the cases - mainly because its in-game weaknesses are not as DL pronounced. Note that Irene also shares Battle Mage as a class and can adopt a similar set up for her as an option.

EVALUATION:
It doesn't exactly take a genius to figure out how good Battle Mage Sion is as a PC. In a nutshell, he's basically a huge bundle of durability AND damage in one package. Battle Mage of Steel is key here since after turn 1, Sion automatically becomes a literal wall and gains 100% Block, reducing all damage by half. Then if that damage doesn't 3HKO him, he further reduces that damage by another 1/3. If you have a ton of damage and can potentially one shot, he has two life lines here. The 1st is Impulse Fields which will cap the damage to 50% of his Max HP. The second is his Snack gimmick. You have to chip through it, otherwise he'll be able to stop a fatal hit with it. On offense, he's got solid damage by default, but the skill Supporting Magic Circuit is what jacks up his melee attacks. It alters his low Attack Power and replaces it with his high ESP power, giving him an attack and a super that deals a ton of damage even on base. He also has a mechanic where he can build up stacks of Magic Power and then cash it in to not only heal himself, but also to amplify the hits that he does. Overall, when it comes to raw slugging, Battle Mage Sion is amongst the best of them, even across the DL's sea of various games.

His main weakness in-game (which doesn't matter as much in the DL) is mobility. At 83 Speed and having heavy delay on a lot of attacks, Sion doesn't move as quickly to where you might want him, which is a big downside for a tanking unit. On top of that, his Flash kick can't be used on the 2nd action while moving, so despite the damage, it's often skipped being set in-game over his ranged abilities, as many of them will do enough damage to KO mooks anyway. In the DL where mobility matters less, this weakness obviously isn't as pronounced. He does however, share the rest of his cast mates' big issue in terms of status defense. He literally has none except against Lightning type status (where he'll instant recover on his next turn). So he'll beat the likes of like Jeremy and Georg5 but lose to someone like Nash. Not Godlike, but definitely a Heavy.
« Last Edit: February 15, 2021, 02:11:00 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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IRENE LION

CLASS: Martial Artist
Class Mastery - Martial Arts: When attacked by an enemy, Irene gains +20% Block if it's melee and +10% Evade if it's ranged

Affixed Skill:
Burning Flame - Gives bonus elemental resistances: Lightning/Wind +30, Fire +100. Already factored

Individual Masteries (Pick 1 only):
Lonely Hero: When Irene begins her turn, if no allies are within line of sight, she automatically gains Hero status
Justice: Damage against enemies belonging to a crime syndicate increase by 25%
Explosive Panda Style: When using Red Panda Final Mystery -Violent Style (her super) and it does not KO the target, 50% chance to immediately follow up with the next strongest Panda Style attack available. If the opponent is out of range of all follow up attacks, then nothing happens.

Stats
HP: 2610
Vigor: 110
Vigor Recovery: 1
Base SP: 250 Fire. Each point of Fire SP increase Damage by 3.

Attack: 1432
ESP: 1143
Hit: 84.03%
Crit: 18.49%
Crit Dmg: 162.74%

Armor: 986
Defense: 393
Base Block: 38.41%
Base Dodge: 30.54%

Speed: 78
Move: 11
Sight: 12
OD Duration: 2

Slash Resistance: 193
Pierce Resistance: 153
Blunt Resistance: 200

Fire Resistance: 979
Lightning Resistance: 141
Wind Resistance: 197

Has negligible Water, Ice and Earth Resistances

Equipment (stat boosts have already been factored in):
Weapon: Big Flame Negoori Reinforced Bangle
Armor: Big Flame Negoori Reinforced Jacket
Armguard: Big Flame Negoori Reinforced Bracelet
Footwear: Big Flame Negoori Reinforced Sneakers
Accessory: Flame Mane Reinforced Charm

Bonuses from equipment -
- Fire attack damage +15% (Weapon, Flame Negoori set 5 pieces)
- Fire attack hit +15% (Weapon, Flame Negoori set 5 pieces)
- Fire attack crit +15% (Weapon, Flame Negoori set 5 pieces)
- Fire attack crit damage +50% (Weapon, Flame Negoori set 5 pieces)
- Doubles Fire SP Gained (Accessory)
- If target is within 2 tiles of Irene when she ends her turn, they take Fire damage equal to her current SP and become Burned. (Flame Negoori set 5 pieces)

MARTIAL ARTIST SKILL SET UP



Stat Boosting Passives (all already factored):
Body Training: HP +10 per level
Muscle Training - Attack +5 per level
Hard Energy: Attack Power increases by 30 per 1 equipped Martial Artist Mastery
Internal Power: ESP increases by 25 per 1 equipped Martial Artist Mastery
Martial Arts Manual: Crt Damage increases by 7% per Fighter and Martial Artist mastery equipped

Ability Enhancing Passives:
A Million Years of Training - Alters Irene abilities. Already factored - see below
Burning Breath - Using a fire attack gives Irene a 50% chance to inflict Armor Disabling

Offensive Passives:
Flame Magician: Fire crit chance +10%, Fire Crit Damage +25%
Burn: Using a Fire attack dispels a random buff on the target
Pyromaniac: When using a fire attack, critical hits reduce cooldowns by 1
Flame Crash: Doubles damage against foes suffering from a Fire status. Also adds +15% Crt Damage for Fire attacks
Releasing Force: Melee attack damage increases by 15%
Listening Energy: Response attacks from Irene decreases target's dodge by 10% and their block by 20%
Lord of Hatred: For every 1% of HP lost, Fire attacks increase in damage by 1%
Eternal Flame: Gain 5 Fire SP at the start of her turn

Defensive Passives:
Inner Flame: Immune to Fire debuffs
Joy of Burning: Whenever Irene creates fire fields, CT-15 at the end of her turn for every 3 fields
Flames of Regeneration: When attacking a fire debuffed enemy with a fire attack again, restores HP equal to 20% of damage dealt
Cauterize: At the start of her turn, Irene dispels all debuffs on herself at 5 SP per debuff
Neutralize the Enemy's Force: Block Chance against Melee attacks increase by 30%

Independent Passives:
Counterattack: When Irene is attacked at melee range, automatically counter. Note that Counterattack can counter an opponent's counterattack but not a counter counter attack. CT+30
Phoenix: When Irene is defeated, she is automatically revived and recovers 10 HP per Fire SP


Passive Enhancements:
Final Flame: Activating Cauterize recovers 8% MHP. When revived by Phoenix, Irene automatically gains Overcharge. Increases Fire SP gained per turn by 5 (so 10 total)
Hellfire: Removing a target's buff restores 8% MHP. Increases Armor Disabling chance by 50% (so 100%) total. Also allows Irene to recover Vigor equal to the number of fire fields she created
Flame of Vengeance: Gains an instant turn when Auto-Revived.  If a Fire debuffed enemy is killed by another Fire attack, also restores 1 Action point
Body and Mind Training:  Improves stat parameters based on the number of each type of Mastery. Common: +15 HP, Class: +15 Atk, ESP type: +15 ESP. Already factored
Movement on Silence:  Adds 10% Block. When blocked attack is melee, damage reduction further improves by 25%. Causes Counterattacks to deal additional damage equal to 250% of the damage blocked
Repetitive Training: Further Improves stats as follows: HP+3 for each level, Atk+3 for each level and reduces damage by 2% for each Fighter and Martial Artist mastery equipped (14% total)


ABILITIES:
Basic (always available) -
Red Panda Style 1st Form - Panda Kick
Delay: 0
Cooldown: 0
Vigor Cost: 9
Range: 1
Type: Single Melee
Property: Blunt

Deals 120 + 75% Attack Power + 50% ESP Power to one target or 2030 damage.

Specials (choose 4) -
Red Panda Style 2nd Form - Somersault
Delay: 10
Cooldown: 0
Vigor Cost: 12
Range: 9
Type: Shooting, Single
Property: Fire

100 + 100% ESP Power or 1414 damage.
58% chance to Burn target
25% chance to create a Fire field at targeted area

Red Panda Style 3rd Form - Sheer Drop
Delay: 25
Cooldown: 1
Vigor Cost: 16
Range: 8
Type: Melee, Single
Property: Fire

Deals 225 + 100% ESP + 50% Attack Power, or 2299 Fire damage.
Knocks back target by 1 tile
Delays target by 30 CT.

Red Panda Style 4th Form - Fire Wheel Carriage
Delay: 12
Cooldown: 1
Vigor Cost: 12
Range: 11
Type: Melee, Single
Property: Fire

125 + 50% Attack Power + 25% ESP Power + 100% Speed or 1566 Fire damage. 33% chance to inflict Burn on Opponent. Damage increases by 7.5% per tile of distance Irene is away from the target. 

Red Panda Style 5th Form - Snatch
Delay: 30
Cooldown: 2
Vigor Cost: 21
Range: 6
Type: Melee, Single
Property: Fire

125 + 125% Attack Power + 25% ESP Power or 2861 damage. Delays target by 40 CT. Damage increases by 50% if target is exposed.

Red Panda Style 6th Form - Front Breakthrough
Delay: 34
Cooldown: 3
Vigor Cost: 24
Range: 1
Type: Melee, Single
Property: Fire

100 + 80% Attack + 80% ESP or 2808 Damage.
Damage increases by 150% if in Still Stance.
Hit Chance +20%
ITD

Red Panda Secret Style - Flame Explosion
Delay: 36
Cooldown: 3
Vigor Cost: 16
Range: 2
Type: Fall, Small Aoe
Property: Fire

100 + 125% Attack Power + 25% ESP Power +20% Max HP or 3102 damage.
Knocks back target 1 tile. Delays by 20 CT
33% chance to Burn enemies on hit
50% chance to create a fire field across all the tiles targeted (checks per tile)

Red Panda Style Zero form - Deep Breathing
Delay: 0
Cooldown: 6
Vigor Cost: 0
Range: Self
Type: Recovery
Property: N/A

Recovers all Vigor and resets all cooldowns

Supers - (requires SP to be maxed to be used)
Red Panda Final Mystery -Violent Sytle
Delay: 50
Cooldown: 3
Vigor Cost: NA
Range: 1
Type: Fall, Melee, Single
Property: Fire

300 + 100% Attack + 100% ESP + 100% Fire SP or 4813 (includes the 750 damage from Fire SP bonus). 
33% chance to cause Burn to target.
Hit +30%


OTHER OPTIONS:
As noted above, Irene can take Battle Mage as her class like Sion. They largely play the game, but in-game Sion is the better choice just because he has so many more ranged options, whereas Irene is limited to just 1. If she makes that change DL wise, she can probably mitigate the status weakness that Sion has through adjusting her masteries around so she has Cauterize. She won't be able to make a set, but she doesn't need to.

EVALUATION:
A really good slugger in general. Like Albus, is primarily melee focused, but Irene sacrifices his agility for more bulk and stronger hits without the need for countering. There are two key things that make Irene better than normal. The first is her individual mastery. Lonely Hero is essentially always active in a duel setting, and the Hero buff grants Irene a ton of bonuses. It's like Sion's Bloodwalker aura except instead of needing to be near critical HP, Irene just always has it up.

The second is the Phoenix passive. Getting an instant turn with a Super at the ready upon dying is big. And it's even scarier if you see Burn working because that doubles what she ends up dealing. It's like CS2 Alisa except Irene only revives once. To prevent repeated revivals, Troubleshooter makes reviving have a 9 turn cooldown. So for all intents and purposes, in the DL, it'll be pretty much once per match. Status does work here, but again, similar to Alisa, you have the right type of status to work (namely, it must win you the match upon hitting), otherwise Cauterize will let her recover immediately after. She does unfortunately miss ID coverage as a result, but can't win 'em all.

Overall, when considering the strength of this build + the Battle Mage build, Irene is a High Heavy. Doesn't have the ridiculousness to go toe to toe with Godlikes and missing an Instant death blocker sucks, but the rest of the package along with her 2 class Choices makes her a terror.
« Last Edit: February 16, 2021, 03:08:20 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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ANNE MACY

CLASS: White Mage
Class Mastery - White Magic Circuit: CT-10 whenever Anne uses a ESP Heal or Support ability.

Affixed Skill:
Nature Balance - Gives bonus elemental resistances: Ice/Water +30, Earth +100. Already factored

Individual Masteries (Pick 1 only):
Sincerity: +5 SP at the start of every turn
Starlight Fragments: Starlight attack abilities have 1/2 the casting delay and -1 Cooldown
Blessings of Starlight: When low on HP, Anne automatically gains Starlight Shield. The threshold for this trigger depends on the time of day and weather effect. Sunny or Day time = 33% threashold, Night or Rain or Cloudy = 25%

Stats
HP: 1547
Vigor: 250
Vigor Recovery: 14
Base SP: 300 Fire. Each point of Earth SP increase Block rate by 0.5%.

Attack: 79
ESP: 1166
Hit: 70.68%
Crit: 26.64%
Crit Dmg: 91.90%

Armor: 638
Defense: 845
Base Block: 5.33%
Base Dodge: 10.47%

Speed: 67
Move: 9
Sight: 12
OD Duration: 5

Slash Resistance: 91
Pierce Resistance: 91
Blunt Resistance: 91

Ice Resistance: 141
Earth Resistance: 1079
Water Resistance: 197

Has negligible Fire, Wind and Lightning Resistances

Equipment (stat boosts have already been factored in):
Weapon: Big Mud Negoori Reinforced Bangle
Armor: Big Mud Negoori Reinforced Jacket
Armguard: Big Mud Negoori Reinforced Bracelet
Footwear: Big Mud Negoori Reinforced Sneakers
Accessory: Mud Mane Reinforced Charm

Bonuses from equipment -
- Earth attack damage +15% (Weapon, Mud Negoori set 5 pieces)
- Earth attack hit +15% (Weapon, Mud Negoori set 5 pieces)
- Earth attack crit +15% (Weapon, Flame Mud set 5 pieces)
- Earth attack crit damage +50% (Weapon, Mud Negoori set 5 pieces)
- Doubles Earth SP Gained (Accessory)
- At the start of her turn, Anne and all allies within a 3 tile radiance recover HP equal to Anne's current SP.

WHITE MAGE SKILL SET UP



Stat Boosting Passives (all already factored):
Patience: Adds 40 Armor and Resistance. For every level, add an additional 1 Armor and Resist per level.
Strategist: Max Vigor +10
Willpower: +5 ESP per level
Abundance: Increase HP by Max Vigor value
Verdure: Overcharge duration +2


Ability Enhancing Passives:
White Heat - Causes Earth abilities that do not inflict status to gain +50% chance to Blind
Blessing of Regeneration - Healing with ESP adds Regeneration
First Aid: Healing with ESP removes Physical debuffs
Mental Stability: Healing with ESP removes Mental debuffs
Soul healer: Healing with ESP restores 10 Vigor
Light of Redemption: Heal and Support abilities use 1/2 the Vigor and have 1/2 the cast delay

Offensive Passives:
Earth Magician: Earth crit chance +10%, Earth Crit Damage +25%
Healing Wave: When Healing with ESP, CT-10 if target becomes fully healed
Shooting Star: Increase damage by 50% against Flash debuffed enemies (Anne inflicts through Blind)
Weathering: Critical hits remove 20 SP from target
Prosperity: If Anne ends her turn at max HP, then CT-10 on her next turn

Defensive Passives:
Natural Recovery: Whenever HP falls below 50%, Heals self by 15% of max HP at the cost of 5 SP
Goddess of Abundance: Doubles the effects of Earth SP (already factored). Max SP+50 (alread factored)
Rock Castle:  Incoming physical damage is halved, if the damage inflicted would be less than 50% of armor value
Sandstorm: At the end of Anne's turn, all adjacent enemies gain Slowdown status
Holy Shield: Grants Holy Shield aura, which reduces damage by 10% to all allies within 4 tiles of Anne's location
Origin of Life: Grants Liveliness Aura, which ups Vigor Recovery by 5 and improves healing abilities by 50%


Independent Passives:
- None -


Passive Enhancements:
Careful Healing:Fully recovering a target to full further reduces CT-10. Removing Physical status restores 5% MHP
Child of Light: Expands the range of Liveliness to 6 tiles. Holy Shield now also makes allies immune to Mental debuffs within its range
Sand Castle: Once per battle, cancel fatal damage against you. Landing a critical strike further increase SP by 10
Shining Light: HP increases by 50% of max Vigor (already factored). ESP damage +15%. Chance of inflicting Blind +50%
Steady Cure: If current action and previous action are both spent healing with ESP, CT-10
Verdure Magician: Max Vigor +20, Overcharge duration +1, ESP+100 (already factored)
Warmth of Light: Allies within the range of Liveliness aura further gain +10 Vigor and CT-5 at the start of Anne's turn
White Sandstorm: Sandstorm range now reaches 6 tiles. If a target is within this range, Anne's earth damage increases by 1% per 1% of the target's lost HP. Targets KO'd within the range that were debuffed by a Flash type status restore 1 Action Point to Anne


ABILITIES:
Basic (always available) -
Starlight Arrow
Delay: 0
Cooldown: 0
Vigor Cost: 15
Range: 1
Type: Fall, Single
Property: Earth

Deals 60 + 100% ESP Power to one target or 1594 damage.
Steals 10 Vigor on hit. Triggers Blind 100%

Specials (choose 4) -
Starlight
Delay: 15
Cooldown: 0
Vigor Cost: 12
Range: 5
Type: Recovery, Single
Property: N/A

100 + 75% ESP Power or 950 HP healed. Note that since Liveliness Aura is always active, this will always heal 50% more or 1424 HP healed (about 92%).
This ability can crit (equal to Anne's crit chance)
Does not heal machines

Starlight Explosion
Delay: 16
Cooldown: 1
Vigor Cost: 21
Range: 8
Type: Shooting, Small AoE
Property: Earth

Deals 225 + 100% ESP + 50% Earh SP or 1808 Earth damage.
Burns 33% of enemy's Max Vigor and does additional damage equal to 10*amount Vigor lost
100% chance to Blind on hit.

Call of Starlight
Delay: 8
Cooldown: 0
Vigor Cost: 9
Range: 4
Type: Recovery, Medium AoE
Property: Earth

Removes all debuffs from allies in range

Starlight Prayer
Delay: 8
Cooldown: 3
Vigor Cost: 12
Range: 6
Type: Support, Single
Property: Earth

Activate Starlight Shield on target.
Blocks a single physical attack.

Starlight Prison
Delay: 16
Cooldown: 9
Vigor Cost: 18
Range: 6
Type: Single
Property: N/A

Target cannot take any action until status expires
While in Starlight Prison, cannot be attacked or be affected by abilities
Does not work on machines
OPB

Constricting Roots
Delay: 16
Cooldown: 5
Vigor Cost: 16
Range: 6
Type: Small Aoe
Property: Earth

Target cannot move
Dodge and Block -20%


Supers - (requires SP to be maxed to be used) - choose 1
Pouring Starlight Arrows
Delay: 45
Cooldown: 4
Vigor Cost: NA
Range: 5
Type: Fall, Large AoE
Property: Earth

Deals 12 hits of 100 + 30% ESP or 7017 total. 
100% chance to Blind


Starfall
Delay: 30
Cooldown: 3
Vigor Cost: NA
Range: 5
Type: Self, Large AoE
Property: N/A

Restores HP on all units within range by 100 +100% ESP +100% Earth SP or 1566 HP healed. Note that since Liveliness Aura is always active, this will always heal 50% more or 2349 HP healed.
This ability can crit (equal to Anne's crit chance)
Does not heal machines

OTHER OPTIONS:
Anne has a lot of different skills she can sub into as a White Mage. The most significant of these is comboing Miracle along with Recovery Support. Doing so gives a bunch of bonus effects when Miracle triggers. However, as Miracle maxes out at 50% triggering, I've opted not to include this as part of her main set. She also has a build as a Witch, which I will look into if I have time. For now, this is the class that Anne is most likely to use 99% of the time in-game so it feels more representative. Once I get around to Bianca, you can probably get a glimpse of how Witch!Anne plays compared to WM Anne.

For equips, Anne does not suffer as much as Sion, Irene or Albus for trading in her accessory for a status blocker. She will lose offensive stats, but the bonus granted by the full set is a nice perk rather than "fits into core strategy". She also has a unique accessory called Fox Charm, but all it does is boost Vigor by another 20. Even though Anne gets some bonuses for increasing Vigor, there's rarely a case for her to take it since her healing makes her infinite heal battery anyway so max Vigor isn't that important.

EVALUATION:
Anne might not have the best damage normally and she's not super durable thanks to her low dodge / evade rates and merely "okay" HP. However, she is extremely annoying to actually kill. Her ultimate gameplan is to build to a super than unleash that since it deals a notable amount of damage just on base. But 300 SP? That's gotta take a while right? Well...

First, due to Goddess of Abundance doubling up her SP effects, Anne only *starts* at low Block rate. Each time she heals, she burns 12 Vigor and generates 24 SP thanks to her accessory bonus. This in turn, translates to 12% Block off one action. This very quickly ramps up. Note that healing herself even when full can still activate her other passives here and since she generates more Vigor than she consumes, she is perfectly content healing until the cows come home and building up her ability that way. By the time she hits 100 SP, she has 50% blocking which strengthens her durability notably. To get those turns, Anne has a few tricks up her sleeve - most notably, Starlight Prison.

Starlight Prison means that you're stuck in stasis. While Anne cannot do damage to you, she can keep building her SP and buff herself in the meantime. This can include throwing up Starlight Prayer so now you have to get through that as well before you can actually hit her. If you are melee, she casts Constricting Roots instead and then lulz at you while poking you with her basic and draining your resources. In the meantime, she inflicts both Blind and can slow you if you get near her, which makes mounting an offense further more difficult.

Once you can actually hit Anne, she'll likely have Block built up, which means she'll likely survive it. From there, even if you do damage her, she'll have Regeneration and her equipment bonus so she'll recover to full health every turn. If you manage to do a hit that takes off more HP, Natural Recovery is a free action, lets her heal 15%, then Regeneration kicks in for even more healing.

Even double turning her isn't that easy. There's the before mentioned Slowdown of course, but Anne also recovers a lot of CT at the end of her turn from a variety of different effects that are easy to achieve for her. For example: Being at max HP lowers CT by 10, Healing twice in a row reduces CT by 10, using a Heal or Support ability reduces CT by 10, etc. She's a weird PC in that regard because her Double turn speed when healing is actually faster than her first turn speed. She's similar to Raquel in that regard, becoming more average to above average after turn 1.

Really, the best option you have is the same story for the other Troubleshooter PCs not named Irene: Fire off a deadly status that takes away her ability to do things. Using raw damage doesn't work here due to Sand Castle nullifying a fatal hit. And if the status doesn't put away her ability to act, her heal removes status at the same time, so you have to be able to do it consistently and be fast enough to take advantage. Otherwise, she just stalls forever, then buries you once she hits Max SP. Most likely a High Middle/Low Heavy - will have to actually see how she deals with matches in practice.
« Last Edit: February 17, 2021, 06:22:44 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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HEIXING ALLEY

CLASS: Ranger
Class Mastery - Wild Life: Become Immune to Field effects and hazards. Increases evade gained from bushes and smokescreen by another 10%

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
Precision Firing: Ranged attack Crit chance +10%, Crit Damage +25%
Road of a Bitter Life: Whenever Heixing receives damage from an attack, CT-10
Mad Dog: KOing a target increases Heixing's SP by an additional 20.

Stats
HP: 2219
Vigor: 180
Vigor Recovery: 1
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.

Attack: 878
ESP: 0
Hit: 99.50%
Crit: 26.61%
Crit Dmg: 181.40%

Armor: 708
Defense: 311
Base Block: 9.91%
Base Dodge: 5.36%

Speed: 115
Move: 10
Sight: 12
OD Duration: 5

Slash Resistance: 129
Pierce Resistance: 199
Blunt Resistance: 179

Ice Resistance: 108
Fire Resistance: 108
Lightning Resistance: 108

Has negligible Fire, Wind and Lightning Resistances

Equipment (stat boosts have already been factored in):
Weapon: Dunames MPIBE
Armor: Draki Scale Coat
Armguard: Indigo Black Iron Leather Bracelet
Footwear: Draki Skin Shoes
Accessory: Draki's Shining Scale

Bonuses from equipment -
- Immune to Mental Debuffs (Draki set, 2 pieces)
- Attacking a Machine or Heavily armored enemy decreases target's armor by 15%
- Landing a critical hit restores 10 Vigor.

RANGER SKILL SET UP



Stat Boosting Passives (all already factored):
Competence: Hit+5%
Concentration: Crit+10%
Extreme Speed: +10 Speed
Sharpshooter: Hit+10%


Ability Enhancing Passives:
Shot of Silence: 100% chance to inflict Silence
Anti-ESP Bullet: 50% chance to inflict Magic Backflow
Poison Bullet: 50% chance to inflict Poison
Piercing Bullet: For shooting attacks that normally do not inflict debuffs, adds a 50% chance to inflict Bleeding
Coincidental Hit: Inflicts Bleeding at a 50% chance even when attack misses
Reload: Casting Delay -25%
Nimble Fingers: Casting Delay -50%, Vigor consumption -50%

Offensive Passives:
Blood Thirst: When attacking a Bleeding Target, CT-20
Blood Scent: When attacking a Bleeding Target, Hit +20%
Hemorrage: Increase damage done against Bleeding targets by 100%
Fixed Fire: Attacking from Still Stance increases damage by 25%
Zeroing: Ranged Crit chance +10%, Ranged Crit Damage +25%
Position of Advantage: When attacking from Still Stance or an Elevated Position, Hit+15%
Headshot: Adds a 10% chance to do Triple damage
Luck: Adds a 7% chance to gain Luck status


Defensive Passives:
Cover Move: When Concealing self with cover, reduces damage received by 50%. Gain absolute evade against ranged attacks in direction of cover
Base Defense: Automatically Conceals self after attacking if cover is available


Independent Passives:
Revenge Shot: Counters ranged attacks made against Heixing as long as he has line of sight. Activates only once until Heixing's next turn. CT-30 on activation
Chain Fire: Adds "Chain Fire" command, which when activated, allows Heixing to use an additional attack. 4 Turn Cooldown


Passive Enhancements:
Blood Red Bullet: Changed Bleeding to Severe Bleeding and increases chance of infliction by 25%. Also increases ranged damage by 10% and ranged crit damage by 30%
I'm not Down Yet: Damage taken while under cover further decreases by 30% (so 80% reduction). Increases number of counter activations to 3
This is the End: Increases rate of Poison by 50%. When defeating an enemy, they automatically produce a Poison Cloud
You Can't Do Anything: Increases rate of Magic Backflow by 50%. Increases a target's ESP Cooldowns by 1
Rapid Fire: Further reduces Cast Delay by 25%, Chain Fire cooldown reduced by 5, Speed +10 (all already factored)
It was no accident: Coincidental Hit triggers Severe Bleeding instead. Increases Headshot rate by 10%. If Heixing receives Luck status, Headshot rate increases another 10%
You're already Dead: Increases Headshot rate by 15% (total 35% without Luck bonus). Decreases CT-20 for next turn when Heixing KOs a target


ABILITIES:
Basic (always available) -
Mind's Eye Shot
Delay: 0
Cooldown: 0
Vigor Cost: 15
Range: 12
Type: Shooting, Single
Property: Piercing

Deals 50 + 100% Attack Power to one target or 1021 damage.
+50% Hit. Triggers Severe Bleeding at 75% chance

Specials (choose 4) -
Check Fire
Delay: 0
Cooldown: 1
Vigor Cost: 10
Range: 12
Type: Shooting, Single
Property: Piercing

100 + 80% Attack Power +100% Speed or 1009 damage.
Delays target by 50 CT. Activates Severe Bleeding with 75% Chance
Crit Chance -20% when using this attack

Sweeping Fire
Delay: 0
Cooldown: 2
Vigor Cost: 15
Range: 12
Type: Shooting, AoE (Cone Fire)
Property: Piercing

Deals 50 + 100% Attack Power + 50% Speed or 1084 damage.
Activates Severe Bleeding at 75% chance

Shooting Spree
Delay: 0
Cooldown: 2
Vigor Cost: 14
Range: 2
Type: Self, Small AoE
Property: Piercing

100+100% Attack Power +100% Speed
Triggers Severe Bleeding  with 100% chance. When attacking from Still Stance, damage further improves by 100%
Crit+25% when using this attack

Put Distance
Delay: 24
Cooldown: 3
Vigor Cost: 24
Range: 1
Type: Melee, Single
Property: Blunt

50 +75% Attack power or 709 damage
Knocks back target 3 spaces and delays CT by 60
50% chance to inflict Severe Bleeding

Sprint
Delay: 0
Cooldown: 4
Vigor Cost: 20
Range: 7
Type: Movement
Property: N/A

Dashes to target location. Can bypass obstacles and detection. Reaction attacks cannot be used against Heixing. Costs 1 Action Point only


Supers - (requires SP to be maxed to be used) - choose 1
Dash with Gunfire
Delay: 0
Cooldown: 4
Vigor Cost: NA
Range: 9
Type: Movement, Shooting, AoE
Property: Piercing

300 +100% Attack Power +100% Speed +100% Spirit SP or 1532 damage.
Moves Heixing to targeted space.
Disables Reaction attacks when moving
75% chance to inflict Severe Bleeding
Crit +25% and Crit Damage +50% when using this attack.


Annihilation Shot
Delay: 0
Cooldown: 4
Vigor Cost: NA
Range: 12
Type: Shooting, Line fire
Property: Piercing

11 shots of 50+100% Attack Power or 11229 damage.
Inflicts Severe Bleeding at 75% chance
Shots fired will pierce targets
Hit-25% when using this attack

Field of Zero
Delay: 0
Cooldown: 4
Vigor Cost: NA
Range: 12
Type: Self, Reaction
Property: N/A

Enters into an Overwatch state that is not deactivated after one attack
Heixing attacks all enemies who move into or acts within the selected range, once per target.


OTHER OPTIONS:
For skills, Heixing can opt to use Armor Piercing Bulllet against Machines. It adds a 50% chance to inflict Armor break, which is similar to Armor Disabling (see up top) but instead of lowering resistance, it lowers armor instead. He can create a separate set by rearranging some skills to get it to a 100% if needed. Most likely, he'll drop the Bleeding masteries to accommodate for it. In team matches, he really wants Fire Support as well as a way to enhance it because it lets him assist with other characters' ranged attacks.

On equipment, Heixing cannot equip Wrist guards so he can't gain any speed - although he CAN equip rings. These tend to boost M.Def and since Heixing has low Resistance and bad elemental resistances, it's an option that's on the table. Doing so will drop his Vigor as well as his HP, so normally, he won't bother as his passives provide a couple of ways that shuts down spell casting. He generally doesn't want to swap out an accessory either as it costs him 25 Speed. This comes as a bonus for 3 pieces of the Draki set. Like Albus, his choice of doing so is there but it will rarely be a choice he wants to take.

EVALUATION:
Heixing is basically the "Anyway, I started blasting" meme in a nutshell. He's extremely one dimensional, lacking any sort of buffs or utility other than his ranged damage. In-game, he's extremely good because of his range, Fire Support and the ability to mow down multiple weenies in a single action. In the DL, he gains some and loses some. His major gains here are that he doesn't have to contend with Block rates, which is one of the ways he gets stonewalled in-game. On the other hand, his major loss come from the loss of fire support as his assists help provide cover fire all the way around the map. Overall, he doesn't translate great since he effectively loses one of his major assets, but for the most part he at least maintains a niche.

The most obvious factor to his advantage is his Speed. He's fast and gets faster as the fight goes on if the opponent can be inflicted with Bleeding. The combination of having 0 Casting delay on all his moves as well as his immense threat range means that Heixing's usually able to get the drop on an opponent and literally start blasting them. Chain Fire means he can double attack on occasion, which lets him continue to pepper his opponents. On top of that, his basic is extremely accurate thanks to the +50% Hit on it and his HP isn't too shabby. All of this is good stuff.

However, his main selling point here are all the various status he's dropping each attack: Severe Bleeding, Poison, Silence and Magic Backflow as well as increasing Cooldowns. Combined, that's a 40% residual damage each enemy turn and then some. Poison in Troubleshooter also drops Speed by 10, and given Heixing's already fast speed and CT recovery against bleeding enemies, it just amplifies the CT difference, letting him lap more easily. Silence, as mentioned before, helps him deal with mages that can otherwise go after his low M.Def. Even if they block it, you may see Cooldown increasing as delaying spell casting too, so he can cover himself in more ways than one.

His problems as already noted, include being all physical, lack of status defense options, being one dimensional and despite the HP, not having Block or Dodge means he's probably more fragile than Albus. He also struggles more than the others if the enemies are block status overall since he then has to rely on his speed to win and sometimes, that's just not enough. Probably a solid Middle but likely not making the border.
« Last Edit: February 22, 2021, 06:12:02 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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RAY ALLEY

CLASS: Grenadier
Class Mastery - Take Aim: Damage dealt against an enemy located at the center of your radial attack ability increases by 50%

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
Expansion Pack: Increases number of Spray charges by 2
Graffiti: When Ray lands an attack, remove all buffs from target.
Vivacious: Become Immune to Mental Status.

Stats
HP: 1358
Vigor: 100
Vigor Recovery: 1
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.

Attack: 781
ESP: 0
Hit: 96.71%
Crit: 22.35%
Crit Dmg: 100.40%

Armor: 971
Resistance: 454
Base Block: 8.31%
Base Dodge: 27.82%

Speed: 102
Move: 12
Sight: 13
OD Duration: 2

Slash Resistance: 208
Pierce Resistance: 273
Blunt Resistance: 268

Ice Resistance: 135
Lightning Resistance: 235

Has negligible Fire, Wind, Earth and Lightning Resistances

Equipment (stat boosts have already been factored in):
Weapon: Boom Spray FHD 40S
Armor: Frost Black Iron Leather Jacket
Armguard: Flashlight Black Iron Leather Wrist
Footwear: Black Iron Flash Boots
Accessory: - Grenade Box - (See below)

Bonuses from equipment -
- Number of Spray charges increase by 1
- Damage dealt by ranged abilities (Shooting, Fall, Thrown) is reduced by 15%
- Attacks have a 50% chance to Bruise.

GRENADIER SKILL SET UP



Stat Boosting Passives (all already factored):
- None -


Ability Enhancing Passives:
Throwing Fast: Cast Delay and Vigor Consumption on Throwing Abilities decrease 50%

Offensive Passives:
Run: When moving more than 8 tiles, CT-10
Nimble Preparation: After Attacking, any leftover action points decreases Cooldowns by 1
Reckless Charge: When ending a turn after moving than 8 tiles, if there are more enemies than allies in line of sight, CT-30
Identical Target: Hitting the same target more than once increases Hit by 20% and damage by 25%
Direct Hit: +50% damage against targets within 6 tiles that have been Exposed
Throwing High: Damage increases by 3% per 1 tile of difference between target
Shockwave: When using a Throwing attack, targets hit lose 30 CT
Delayed Throwing: Attack a target with under cover with a Throwing attack decreases target's Block by 20%
Parabolic Orbit: Attack a target with under cover with a Throwing attack decreases target's Block by 15%
Position of Advantage: When attacking from Still Stance or an Elevated Position, Hit +15%
Long Toss: Range +1 with Throwing weapons


Defensive Passives:
Lightning Reflexes: Immune to all reaction abilities. Ineffective if Ray cannot act
Quick Reaction: When Ray dodges, CT-15
Practiced Hand: When Ray uses an Item, CT-20

Independent Passives:Grenadier's Bag: Adds a separate Grenade box slot - allows Ray to equip 1 more Grenade item than normal
Hit & Run: Allows Ray to Move after attacking, Consumes 10 Vigor. 5 Turn Cooldown


Passive Enhancements:
Bomber: Grants Excitement status when triggering "Direct Hit" or "Reckless Charge". Throw damage +10% (already factored)
Nimble Grenade Throwing: Using 2 items in a row decreases CT by another 20 (CT-40 total). When Direct Hit is triggered, Damage +25%
Opportunist: Evading an attack decrease CT by another 10 (20 CT total). If Ray can be Concealed by cover when Reckless Charge is triggered, she automatically does so. Evade +10% (already factored)
Opportunity Creator: Ending a turn with an action point also recovers 10 Vigor and CT-10. Attacking a target in cover also delays by 10 CT. Increases Ray's speed by 10 (already factored)
Perfectionist: Grenade Box charges +2. KOing a target that Ray had already hit also restores 1 Action Point. Increases Hit and Run distance by 100%
Upgraded Grenades: Increases Item charges by 2. Increases Grenade Damage +400% (already factored). Support Items also gain 1 Range
Break Through the Dead Angle: Increases Hit by another 10% and decreases Target Block by another 10% when attacking under Still Stance or Elevated Position with a Thrown attack
Penetrate the Sky: Decreases target Block by 3% per 1 tile of distance from target
Pierce Through the Battelfield: Adds "Chance to Win" when Run, Quick Reaction or Lightning Reflexes is triggered. Also adds 10 Speed and 1 Move (already factored)


ABILITIES:
Basic (always available) -
Shaking Shot - Wind Pressure
Delay: 0
Cooldown: 0
Vigor Cost: 8
Range: 8
Type: Thrown, Small AoE
Property: Blunt

Deals 150 + 100% Attack Power to target area or 931 damage.
If using an ESP Spray, formula becomes 150 +50% Attack +50% ESP
Property type changes if using ESP Spray


Sprays (choose 2) -
Healing Spray
Delay: 30
Cooldown: 0
Vigor Cost: 25
Range: 1
Type: Single, Recovery
Property: N/A

Fully heals target. 6 Charges total.
Does not work on machines.

Awakening Spray
Delay: 30
Cooldown: 0
Vigor Cost: 25
Range: 1
Type: Buff, Single
Property: N/A

Automatically puts target into Overcharge state. 4 Charges Total
Does not work on Machines.

Vigor Recovery Spray
Delay: 30
Cooldown: 0
Vigor Cost: 25
Range: 1
Type: Single, Recovery
Property: N/A

Fully Restores target's Vigor. 6 Charges Total.
Does not work on Machines or Beasts.


Special (choose 3) -
Spray Shoot
Delay: 13
Cooldown: 3
Vigor Cost: 9
Range: 13
Type: Thrown, Medium AoE
Property: Blunt

250 +75% Attack power +100% Speed +50% Spirit SP or 1031 damage
Activates Severe Bruise at 50% Chance.
Deals 100% more damage in Still Stance.
This attack has Crit +25%, Crit Damage +50%

Acidic Cloud
Delay: 15
Cooldown: 4
Vigor Cost: 12
Range: 9
Type: Thrown, Medium AoE
Property: Water

200 + 25% Attack + 100% ESP +100% Spirit SP or 393 Damage
Creates an Acid Cloud that inflicts Acidic Poison
Counts as a Smoke Screen


Ice Mis
Delay: 15
Cooldown: 4
Vigor Cost: 12
Range: 9
Type: Thrown, Medium AoE
Property: Ice

200 + 25% Attack + 100% ESP +100% Spirit SP or 393 Damage
Creates Ice Mist that inflicts Frostbite
Counts as a Smoke Screen
Clears Fire in targeted area


Healing Mist
Delay: 30
Cooldown: 4
Vigor Cost: 24
Range: 8
Type: Recovery, Medium AoE
Property: N/A

200 + 25% Attack + 100% ESP +100% Spirit SP or 393 HP Healed
Adds Regeneration to those standing inside the Mist
Does not heal machines
Clears other Clouds or Mist in the area
Counts as a Smoke Screen


Power Kick
Delay: 10
Cooldown: 0
Vigor Cost: 15
Range: 1
Type: Melee, Single
Property: Blunt

200 + 100% Attack + 100% Spirit or 981 damage
Blunt Property
Knocks target back 2 tiles, delays by 40 CT


Trance
Delay: 30
Cooldown: 9
Vigor Cost: 20
Range: 1
Type: Self, Buff
Property: N/A

Automatically enters Overcharge state and adds Trance buff
Killing a target while Trance is active increases Overcharge duration by 1


Supers - (requires SP to be maxed to be used)
Spray Rain
Delay: 25
Cooldown: 3
Vigor Cost: NA
Range: 12
Type: Thrown, Medium AoE
Property: Blunt

4 hits of 350 +50% Attack + 100% Speed +100% SP or 3707 damage
Deals 100% more damage in Still Stance or target is exposed. These bonuses can stack
Hit+20%


Grenade Box Options (Choose 1; 6 charges total)
Spider Web Grenade
Creates a Webbed 3x3 area
Target in this area are inflicted with Sticky Spider Web
While standing in webbing, Move -3, Evade -75%


Upgraded Frag Grenade
Deals 1600 damage in a 3x3 area
Targets in this area have a 75% chance to receive Bleeding
Deals "absolute" damage - can be effected by defense, but is not affected by other stats or abilities
ITE

EMP
Inflicts Shutdown on Mechanical targets
Shutdown: Target cannot Move or Act. Dodge/Block go to 0%
Does not affect non-mechanical target

Upgraded Smoke Grenade
Creates a 4x4 wide Smokescreen
Lasts 240 CT
While Standing in Smokescreen
- Cannot be hit with headshot
- Ranged abilities lose 40% accuracy against you
- Your sight decreases by 2.


Flashbang
Inflicts Blind 100% in a 3x3 area

Acidic Poison Grenade
Creates an Acid Cloud that inflicts Acidic Poison
Has the same affects as a Smokescreen otherwise

Upgraded Ice Grenade
Deals 400 Ice damage to a 3x3 area and inflicts Frostbite
Delays Target by 50 CT (80 CT with Shockwave)
Deactivates any traps in the area

Firecrackers
Triggers Surprise against targets, forcing them out of cover.


OTHER OPTIONS:
Ray doesn't have any additional skills here since everything she has equipped are all her unique class based skills. She's stuck with Fighter and Spirit masteries for other choices, both of which are common, so she gets hosed there. For classes, Ray does have an option to go Alchemist, which is more support but like MK Albus, is terrible on stats in general (notably the speed is *much* worse). Unlike MK Albus, Alchemist doesn't do anything unique in the DL that Grenadier doesn't already do. Its one neat thing aside from having an ESP score is the Shaking ability, which upgrades Ray's basic every 4 attacks, and the Unstable Chemical Compound ability which gives Ray a +20% damage bonus every level. These need time to stack so in general, they are also less DL friendly, which is why Grenadier won out.

On equipment, Ray's pretty flexible. Unlike the previous 5 PCs, Ray doesn't have any set specific equipment so she's free to swap around her armor slots, although she usually prefers this set up for good speed + HP that actually exists. She can choose an elemental type weapon, which will then give her an ESP score and alters the status she inflicts on a basic. However most of the damaging abilities she wants to use are physical in nature, so she'll usually stick with Wind Pressure Sprays as a first choice.

Usually, PCs get an accessory slot and an item slot, but with Ray, she gets a bonus grenade slot. So the extra grenades are entirely unique to her. She can pick any one grenade type which she'll carry to the rest of the mission. Unlike item Potions (for Alchemist), all grenades are easy to manufacture or buy, so she should have no issue about acessability.

EVALUATION:
Ray is odd. Her damage is pretty much non-existant - not terribly strong on base + no strong multipliers here means she gets hosed pretty badly in the DL. She's still probably way better than one might initially think though due to her variety of options.

They key thing for Ray is being able to burst out her damage quickly while simultaneously limiting what her opponent can do. A big part of that, is of course, the Grenade box. If you are pure melee, you basically get wrecked because Spider Web Grenades means that you won't be able to reach Ray for a long time. It's also extremely effective against the evasive due to the fact that it nukes Evade as long as you stand on it. You can remove the webbing at the cost of a turn, but it will take you probably another turn to get out of it. If you are mechanical (like say, KOS-MOS), watch out for EMP which will basically rob you the ability to act for 3 turns. With 6 charges though, Ray can keep you pinned down awhile so better and it's not a common status type that can be blocked. Flash bang, Acid Grenade and Gas Grenades can all inflict status that can help and the Smoke Grenade and Upgraded Ice Grenades have niche uses.

Most of the time, Ray would prefer activating Trance immediately (either through an Awakening Spray or her Special), then use her super before the Overcharge ends. Wait for a few turns, then repeat. She doesn't get a ton of damage off her super like Heixing but its decent and she can do some set ups to amplify it. Meanwhile to wait for it to come off cooldown, she can keep herself healthy or try delaying your turn through attacks. She's the only PC who can reliably access her super due to her abilities, so she has to make good use of the Burst option often as her damage otherwise is inferior compared to the rest of the cast and her defenses aren't on the same tier as Albus or the two frontliners.

Like Heixing, I'll wager she's a solid Middle. They are strong against different sets of opponents, so its hard to say who is definitively stronger.
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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GISELLE WALLESTEIN

CLASS: Sniper
Class Mastery - Sniping: Increases Hit and Crit by 15% when attacking from Still Stance or an Elevated Position. If Giselle kills the target while out of the target's LoS, recover 1 Action Point

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
Seasoned Hunter: Support and Item abilities cost 1 less Action Point. Increases Consumables Stock by 2
Life or Death Situation: When Giselle is at 33% MHP or lower, dodging an attack grants Excitement and an Instant turn
Reinforced Scope: Sight +2, Night Sight +1, Hit +15%, Crit+15%

Stats
HP: 1720
Vigor: 160
Vigor Recovery: 1
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.

Attack: 1189
ESP: 0
Hit: 93.68%
Crit: 43.04%
Crit Dmg: 185.30%

Armor: 658
Resistance: 304
Base Block: 6.97%
Base Dodge: 2.97%

Speed: 89
Move: 11
Sight: 13
OD Duration: 2

Slash Resistance: 106
Pierce Resistance: 203
Blunt Resistance: 156

Lightning Resistance: 136

Has negligible Fire, Wind, Ice, Earth and Water Resistances

Equipment (stat boosts have already been factored in):
Weapon: Dunames Sniper Rifle IBS
Armor: Flashlight Black Iron Leather Coat
Armguard: Indigo Black Iron Leather Bracelet
Footwear: Indigo Black Iron Leather Shoes
Accessory: - Hunter's Mark

Bonuses from equipment -
- Cast Delay of all abilities -15% (Armor)
- Cast Delay of Attacking abilities decrease by 20% (Footwear)
- Striking a target that is armored with a Piercing attack reduces their armor by 30% (Weapon)
- Nullifies the damage from the first attack received every mission (Accessory)

SNIPER SKILL SET UP



Stat Boosting Passives (all already factored):
- Competence: Hit+5%
- Concentration: Crit+10%
- Extreme Speed: Speed+10%
- Sniper: Vigor +20, Sight +1, Night Sight +1, Ranged Crit Damage +25%
- Gun Lightening: Speed+10, Move+1
- Sharpshooter: Hit+10% with Ranged attacks
- Gunbarrel Reinforcement: Attack Range+1


Ability Enhancing Passives:
Coincidental Hit: Inflicts Bleeding at 50% chance even on a miss
Fire Support: If an ally attacks a target within Giselle's range, she will assists with her basic once a round. Doing so increases her CT by 30
Reload: Casting Delay -25%
Chain Fire: Grant 'Chain Fire' Ability. Allows Giselle to use an Attack ability after her first action
Precision Sniping: Gives access to Sniping ability, which when used allows her to choose a part of an enemy to shoot at. Targeting different areas produce different effects as such:   
   Head/Sensor - Increases Headshot rate by 10%
   Chest - Increases Crit by 10%
   Body - Increases Hit by 10%
   Weapon - Target Block -5%, causes Destroy Weapon status
   Armor - Target Block -5%, causes Armorbreak status
   Leg/Wing - Inflicts Slow down, delays target by 20/30 CT respectively


Offensive Passives:
Firearm Inter-changeability: Piercing Shooting abilities gain +5% more power for every mastery that augments them
Nimble Preparation: After Attacking, any leftover action points decreases Cooldowns by 1
Fixed Fire: If attacking from Still Stance, Damage increases 25%
Predicted Fire: Using a Piercing Shooting attack ability decreases target's Evade by 10% and their Block by 25%
Watch for a Chance: If target is Exposed, increases damage dealt by 50%
Headshot: Adds a 10% chance to do triple damage
Prior Planning: When attacking a target, their Evade is cut in half
Luck: 7% chance at the start of every turn to gain Luck status
Creating Opportunity: KOing a target decreases the CT of all allies within 3 spaces of the target by 20

Defensive Passives:
- None -

Independent Passives:
- None -


Passive Enhancements:
It was no accident: Coincidental Hit triggers Severe Bleeding instead. Increases Headshot rate by 10%. If Heixing receives Luck status, Headshot rate increases another 10%
Perfect Marksmanship: Effects of Precision Sniping are doubled
Piercing Bullet: Piercing Crit Dmg +30%. Inflicts Armorbreak when attacking
Ruler of the Battlefield: Increases number of assists from Fire Support to 3. Also causes KOing a target to increase the CT of all allies within 3 spaces of the target by 10
Rapid Fire: Further reduces Cast Delay by 25%, Chain Fire cooldown reduced by 5, Speed +10 (all already factored)
You're already Dead: Increases Headshot rate by 15% (total 35%). Decreases CT-20 for next turn when Heixing KOs a target



ABILITIES:
Basic (always available) -
Snipe
Delay: 0
Cooldown: 0
Vigor Cost: 20
Range: 15
Type: Single, Shooting
Property: Piercing

Deals 10 + 115% Attack Power to one target or 1584 damage.
Deals 100% more damage in Still Stance.
This attack has Hit+20%


Tame (Cannot be used if Beast is Summoned)
Delay: 0
Cooldown: 5
Vigor Cost: 30
Range: 3
Type: Single, Debuff
Property: N/A

Inflicts Taunt on target and Giselle becomes unable to act while in effect
Adds a Taming Counter (measured in CT) to the target. The lower the target's HP, the lower the counter
When the counter hits 0, target becomes Tamed and joins as a PC.
The Taming Counter is cancelled if Giselle or the target receives any damage during the process
Costs 0 Action Points


Summon Beast
Delay: 0
Cooldown: 1
Vigor Cost: 0
Range: 5
Type: Summon
Property: N/A

Allows Giselle to Summon a Tamed Monster. She can stock up to 20 Monsters at once but
only one can be summoned on the field at a time. Summoned Monster starts at 0 CT unless otherwise noted.
Costs 0 Action Points


Special (choose 3) -
Flare
Delay: 17
Cooldown: 5
Vigor Cost: 10
Range: 12
Type: Medium AoE, Debuff
Property: N/A

Removes FoW on selected target area for 240 CT.
Allows detection of Invisible enemies, traps and can cause Confusion if targets area under Darkness
Inflicts Position Exposed if position is revealed on activation


Confirm Target
Delay: 9
Cooldown: 0
Vigor Cost: 10
Range: 12
Type: Single, Debuff
Property: N/A

Inflicts Confirmed Target on enemy
Hit chance on Confirmed Target increase by 50%, Crit increases 30%, Headshot chance +15%

Decisive Shot
Delay: 5
Cooldown: 3
Vigor Cost: 30
Range: 13
Type: Shooting, Line
Property: Piercing

Deals 50 + 110% Attack +100% Speed or 1736 Piercing damage
Delays target by 20 CT and has a 25% chance to inflict Bleeding
Deals 50% More damage in still Stance, 50% more damage if target is exposed
Crit +10%, Crit Damage +25%


Flame Trap
Delay: 17
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Trap, Medium AoE
Property: Fire

300 + 25% Attack + 100% ESP + 33% of Enemy's HP or 597 Fire damage + Gravity Component
Creates a Trap in selected area. Can be placed on top of a target's position.
Creates Flames when triggered in target area and inflicts Burn


Ice Trap
Delay: 17
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Trap, Medium AoE
Property: Ice

150 + 25% Attack + 100% ESP + 33% of Enemy's HP or 447 Ice Damage+Gravity Component
Creates a Trap in selected area. Can be placed on top of a target's position.
Creates Ice Mist when triggered and inflicts Frost Bite
Clears Fire in targeted area


Lightning Trap
Delay: 17
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Trap, Medium AoE
Property: Lightning

225+ 25% Attack + 100% ESP + 33% of Enemy's HP or 522 Lightning Damage+Gravity Component
Creates a Trap in selected area. Can be placed on top of a target's position.
Creates an Electric Field in target area when triggered and inflicts Shock



Reload
Delay: 9
Cooldown: 5
Vigor Cost: 10
Range: 1
Type: Self, Buff
Property: N/A

Resets the Cooldown of all support and trap abilities to 0
Costs 0 Action Points



Supers - (requires SP to be maxed to be used)
Heart Piercing Shot
Delay: 9
Cooldown: 4
Vigor Cost: N/A
Range: 15
Type: Single, Shooting
Property: Piercing

50 + 125% Attack + 100% Spirit or 2045 Damage
Activates Bleeding on Hit
Deals 200% More damage in still Stance
Crit +40%, Crit Damage +50%


Battlefield Splitting Shot
Delay: 9
Cooldown: 5
Vigor Cost: N/A
Range: 16
Type: Single, Shooting
Property: Piercing

50 + 120% Attack + 100% Speed + 100% SP or 1999 Damage
Delays main target by 30 CT
50% chance to inflict Bleeding
Deals 100% More damage in still Stance, 100% More damage if target is Exposed
Crit +25%, Crit Damage +50%


ALTERNATIVE SET UP

CLASS: Hunter
Class Mastery - Hunter's Instinct: Gain Excitement status when KOing enemies with less than 33% of their HP remaining

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
Seasoned Hunter: Support and Item abilities cost 1 less Action Point. Increases Consumables Stock by 2
Life or Death Situation: When Giselle is at 33% MHP or lower, dodging an attack grants Excitement and an Instant turn
Reinforced Scope: Sight +2, Night Sight +1, Hit +15%, Crit+15%

Stats
HP: 1762
Vigor: 140
Vigor Recovery: 1
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.

Attack: 1148
ESP: 0
Hit: 79.76%
Crit: 16.64%
Crit Dmg: 137.75%

Armor: 699
Resistance: 498
Base Block: 10.75%
Base Dodge: 5.93%

Speed: 99
Move: 12
Sight: 13
OD Duration: 2

Slash Resistance: 153
Pierce Resistance: 217
Blunt Resistance: 227

Lightning Resistance: 136

Has negligible Fire, Wind, Ice, Earth and Water Resistances

Equipment (stat boosts have already been factored in):
Weapon: Dunames Sniper Rifle IBS
Armor: Flashlight Black Iron Leather Coat
Armguard: Indigo Black Iron Leather Bracelet
Footwear: Indigo Black Iron Leather Shoes
Accessory: - Hunter's Mark

Bonuses from equipment -
- Cast Delay of all abilities -15% (Armor)
- Cast Delay of Attacking abilities decrease by 20% (Footwear)
- Striking a target that is armored with a Piercing attack reduces their armor by 30% (Weapon)
- Nullifies the damage from the first attack received every mission (Accessory)

HUNTER SKILL SET UP



Stat Boosting Passives (all already factored):
- Competence: Hit+5%
- Extreme Speed: Speed+10%
- Gun Lightening: Speed+10, Move+1
- Sharpshooter: Hit+10% with Ranged attacks

Ability Enhancing Passives:
Reload: Casting Delay -25%   
Fire Support: If an ally attacks a target within Giselle's range, she will assists with her basic once a round. Doing so increases her CT by 30   
Chain Fire: Grant 'Chain Fire' Ability. Allows Giselle to use an Attack ability after her first action   
Powerful Trap: Powers up Traps when they are triggered as such:   
   Flame Trap: If target already suffered a Fire debuff, the trap deals 50% more damage
   Ice Trap: If target already suffered a Ice debuff, the trap Freezes them
   Lightning Trap: If target already suffered a Lightning debuff, the trap Stuns them
Monster Taming: Allows taming and summoner Monsters of Legendary Rank   
Trap Hunter: If a trap is triggered, target is delayed by 20 CT and has a 33% chance to become Confused   


Offensive Passives:
Chain Tactics: Triggering a Chain Effect delays all enemies within 4 tiles of the main target by 10 CT
Fixed Fire: If attacking from Still Stance, Damage increases 25%
Pincer Attack with Beast: When attacking a target, summoned monster will assist with its basic attack if it is within their reach. If Summoned Monster attacks in this way, they lose 30 CT
Beast Hunter: Deal 100% more damage to Monsters


Defensive Passives:
Camouflage: If standing in a bush or behind full cover, enemies are unable to detect you in their line of sight until you attack
Base Defense: Automatically Conceals self after attacking if cover is available
Beast Friend: If summoned monsters restores its HP from your master, you restore 15% of the HP Recovered. If you restore HP from your master, Monster heals 15% of the amount recovered


Independent Passives:
Beast Training: When Summoning a monster, it gains "Beast Training" as a skill.      
   Beast Training - HP+100, Attack +100, ESP +100, Armor +100, Resistance +100   
Beast Trainer: Gains bonus EXP (+10% for every 1 level difference) for monsters as long as Giselle's level is higher than the monster      
Mindset of Hunting: Gives Giselle the command "Hunt/Chase"      
   When Hunt is activated:   
      - Deactive Chase
      - Hit+10%, Crit +15%, Crt Damage+25%
   When Chase is activated:   
      -Deactive Hunt
      - Speed +20, Move +1, Sight +1, Hit-10%



Passive Enhancements:
Linked Trap: Traps do 15% more damage. When a target triggers a trap, as long as you are within Line of sight, you'll assist with your basic      
Monster Hunter: Turns "Beast Training" into "Brave Beast" and adds the following on top of the original boosts:      
   - Hit +10%, Crit +10%, Crit Damage +25%   
   - Block +10%, Evade +10%   
   If Monster assist attacks another monster, that enemy is delayed by 20 CT.   
   Healing from the effects of "Beast Friend" decreases your CT by 5 and the Summoned Monster's CT by 5   
Monster Trainer: Adds 2 additional mastery choices when taming, decreases taming counter by 50%. When Summoned monster ends their turn 3 tiles from you, CT-10 for both you and the monster      
Planned Trap: Successfully evading detection with Camouflage decreases your CT by 10. If a Trap KOs a target, CT-10 for each target put out of commission. Further improves Chain Tactics delay by another 10 CT      
Rapid Fire      
Skilled Hunt: Hit+10% when activating Fire Support. Hit+15% if Monster assist attacks. Further Improves "Hunt/Chase" as follows:      
   Hunt becomes "Skilled Hunt"   
      - Deactivates Swift Chase
      - Hit +15%, Crit +20%, Crit Damage +30%
   Chase becomes "Swift Chase"   
      - Deactivates Skilled Hunt
      - Speed+25, Move +2, Sight+2, Hit -10%
The Hunter and the Hound: CT-10 when a Chain effect is caused by summoned monster      



ABILITIES:
Basic (always available) -
Snipe
Delay: 0
Cooldown: 0
Vigor Cost: 20
Range: 14
Type: Single, Shooting
Property: Piercing

Deals 10 + 100% Attack Power to one target or 1158 damage.
Deals 100% more damage in Still Stance.
This attack has Hit+20%


Tame (Cannot be used if Beast is Summoned)
Delay: 0
Cooldown: 5
Vigor Cost: 30
Range: 3
Type: Single, Debuff
Property: N/A

Inflicts Taunt on target and Giselle becomes unable to act while in effect
Adds a Taming Counter (measured in CT) to the target. The lower the target's HP, the lower the counter
When the counter hits 0, target becomes Tamed and joins as a PC.
The Taming Counter is cancelled if Giselle or the target receives any damage during the process
Costs 0 Action Points


Summon Beast
Delay: 0
Cooldown: 1
Vigor Cost: 0
Range: 5
Type: Summon
Property: N/A

Allows Giselle to Summon a Tamed Monster. She can stock up to 20 Monsters at once but
only one can be summoned on the field at a time. Summoned Monster starts at 0 CT unless otherwise noted.
Costs 0 Action Points


Special (choose 3) -
Flare
Delay: 17
Cooldown: 5
Vigor Cost: 10
Range: 12
Type: Medium AoE, Debuff
Property: N/A

Removes FoW on selected target area for 240 CT.
Allows detection of Invisible enemies, traps and can cause Confusion if targets area under Darkness
Inflicts Position Exposed if position is revealed on activation


Confirm Target
Delay: 9
Cooldown: 0
Vigor Cost: 10
Range: 12
Type: Single, Debuff
Property: N/A

Inflicts Confirmed Target on enemy
Hit chance on Confirmed Target increase by 50%, Crit increases 30%, Headshot chance +15%

Decisive Shot
Delay: 5
Cooldown: 3
Vigor Cost: 30
Range: 13
Type: Shooting, Line
Property: Piercing

Deals 50 + 90% Attack +100% Speed or 1182 Piercing damage
Delays target by 20 CT and has a 25% chance to inflict Bleeding
Deals 50% More damage in still Stance, 50% more damage if target is exposed
Crit +10%, Crit Damage +25%


Flame Trap
Delay: 17
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Trap, Medium AoE
Property: Fire

300 + 25% Attack + 100% ESP + 33% of Enemy's HP or 587 Fire damage + Gravity Component
Creates a Trap in selected area. Can be placed on top of a target's position.
Creates Flames when triggered in target area and inflicts Burn


Ice Trap
Delay: 17
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Trap, Medium AoE
Property: Ice

150 + 25% Attack + 100% ESP + 33% of Enemy's HP or 437 Ice Damage+Gravity Component
Creates a Trap in selected area. Can be placed on top of a target's position.
Creates Ice Mist when triggered and inflicts Frost Bite
Clears Fire in targeted area


Lightning Trap
Delay: 17
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Trap, Medium AoE
Property: Lightning

225+ 25% Attack + 100% ESP + 33% of Enemy's HP or 512 Lightning Damage+Gravity Component
Creates a Trap in selected area. Can be placed on top of a target's position.
Creates an Electric Field in target area when triggered and inflicts Shock



Reload
Delay: 9
Cooldown: 5
Vigor Cost: 10
Range: 1
Type: Self, Buff
Property: N/A

Resets the Cooldown of all support and trap abilities to 0
Costs 0 Action Points



Supers - (requires SP to be maxed to be used)
Heart Piercing Shot
Delay: 9
Cooldown: 4
Vigor Cost: N/A
Range: 14
Type: Single, Shooting
Property: Piercing

50 + 100% Attack + 100% Spirit or 1298 Damage
Activates Bleeding on Hit
Deals 200% More damage in still Stance
Crit +40%, Crit Damage +50%


Battlefield Splitting Shot
Delay: 9
Cooldown: 5
Vigor Cost: N/A
Range: 15
Type: Single, Shooting
Property: Piercing

50 + 100% Attack + 100% Speed + 100% SP or 1397 Damage
Delays main target by 30 CT
50% chance to inflict Bleeding
Deals 100% More damage in still Stance, 100% More damage if target is Exposed
Crit +25%, Crit Damage +50%



OTHER OPTIONS:
Similar to Hexing, Giselle has a skill option to trade for either increased effectiveness against machines or amplify the effects on hitting Bleeding targets. These are not as great of an option for her because...well you'll see why. The ability to swap between Sniper versus Beast Tamer will depend on the match up. Note that Giselle can still summon Normal to Epic monsters without needing to Class change to the statistically weaker Hunter class.

On equips, Giselle might wish to trade certain equipment pieces for more speed. However, this comes at a big HP hit usually since the most common piece we're looking at is the armguard. She can opt for some status immunity as well by trading in her accessory, but she'll pretty much never want to do this since her accessory is amazing.


EVALUATION:
Probable cast best dueller. Kylie gives Giselle a run for that title, but there's very little doubt of Giselle being amongst the top in the PC cast. She has lots of tricks going for her, but the most powerful on the table is straight up damage. With her Seasoned Hunter and Precision Sniping personal masteries, she can use Confirm Target followed by Snipe on the same turn. Confirmed Target has the added effect of increasing Crit by 30% and Headshot chance (a 300% mult) by 15%. These don't sound like much on paper. But once you realize Giselle has a base Crit rate of 43% and a Headshot rate of 55%, you're looking at a total of 73% chance to crit with a 70% chance for a headshot. When both of these occur, it boosts her attack by a whopping 635%. For raw numbers, this means that this single attack deals 16,000 damage. And because Confirm target has no Cooldown, she can repeat this every turn starting from Turn 1. If she wants to chance it, she can also opt to just use Snipe without activating Confirm Target to get a double damage boost from Still Stance but at the cost of Confirm Target's bonuses.

Keep in mind that Sniper Giselle can still call monsters - just not legendary ones. 90ish speed is solid so often time, she'll be able to bring a second target before the opponent moves while still attacking. Her choice of monster will vary but as a Sniper, she'll most likely want to bring in the Dragon as it can actually give Giselle Cover bonuses. With that, it makes hitting from range a huge pain (since the High Cover bonus gives her an extra 40% evade + Block chance). If you are a melee fighter, she has traps which she can set under your feet and force you to take damage as you run up to her. In her Hunter class, she can get bonus effects of the traps too as well as summon the big Spider that just kills your movement. This isn't even getting to her game best PC attack range, so she's very likely getting more than one shot off before you reach her. 

Even if you are faster, Giselle's accessory always nullifies the first hit that does damage on her. Against most other duellers, this means she'll always get at least two turns. Between her other Monsters that can cause a variety of status effects as well as the raw damage that she can pump out, giving her a turn in general is a bad idea let alone two. Luckily, just like the rest of the cast, Status works here and bypasses Yggdrasil Mark's damage nullification if it doesn't have damage attached. Things like Transformation or Petrify are key since they can put her away instantly. For everyone else though, they'll just have to deal with her and her forest friends. High Heavy/Low Godlike border.
« Last Edit: May 15, 2021, 04:44:49 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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MONSTERS

This is a supplementary post for Giselle as being able to Summon Monsters is one of her greater strengths by adding +1 Party Members temporarily to the team. Monsters operate on some different sets of rules compared to humans. Most notably their primary resource is a Rage meter versus Vigor. For those of you that played Marvel Heroes, it operates the same as it did for Wolverine. To put it in laymans terms, Rage works likes this:

Rage Meter
Rage starts at 0 and builds up as the monster either takes damage or deals damage itself. To be more precise, the in-game help function states as follows:
- If an enemy blocks an attack, Rage generates at 50% of Rage recovery
- If an attack hits, Rage generates at 100% of Rage Recovery
- If an attack crits, Rage generates at 150% of Rage Recovery
- Putting a target out of action generates Rage at 200% of Rage Recovery
- When being attacked, Rage increases by 100% of Rage Recovery
- If the monster spends a turn where they don't perform an action, then Rage decreases by 50% of Rage recovery.

Different attacks consume different amounts of Rage. If you have not reached the amount of Rage necessary, then that skill cannot be used. Basics always cost 0 rage, so a Basic attack is always available, unlike humans who will need to fully restore Vigor.

Monsters otherwise share the same stats as humans but cannot equip weapons or armors. They can equip select accessories however.

Growth Mastery
A monster's class growth is slightly different than humans. Once they hit a certain level, they can evolve into a stronger form until they plateau at the evolutionary peak. Each time they do, they gain new abilities as well as a new growth mastery. Growth Masteries are a huge pain in the ass for a stat topic, because they are randomized and selected from a pool for you to choose only one of. A monster can also change a growth mastery like humans do with their personals, but there's a catch. Monsters can only change "Training" type masteries. Masteries that are either evolutionary or instinctual are affixed once selected. This means that in-game, it can actually be better to select 3 Training growth masteries versus the other two types because it allows for greater flexibility on the table. Thankfully, for DL purposes, there are only a handful of useful masteries:

Training Type
- Chasing Training: Speed+10, Move+1
- Inrush Training: When summoned, Monster gains an instant turn
- Recovery Training: At the end of its turn, Monster consumes 10 Rage to restore 20% of its MHP. If there is not enough Rage or monster is already at Max HP, nothing happens.
- Independence Training: Monster functions as an ally instead of a summon; it does not surrender if Summoner is defeated as long as other allies are alive (Relevant for team matches)

Genetic Type
- Wobbly Belly: Target's Crit damage -100%
- Fragrance: Creates an Aura within melee range that increases Speed by 10 and Hit, Block, Evade and Crit by 10%. Does not effect monster itself. Stacks with other auras.
- Foul Smell: Creates an Aura within melee range that decreases Speed by 10 and Hit, Block, Evade and Crit by 10%. Does not effect monster itself. Stacks with other auras.
- [Elemental Enhancement]: Usually related to boosting a stat based on number of related elemental masteries equipped. Depending on what you allow, this can be very useful or useless.

Instinctual Type
- Violentness: Rage automatically increases by 10 at the start of your turn
- Rage Explosion: For everyone 1 point of Rage, damage increases by 0.3%

For most monsters, they can grow up to 3 times. Dragons get 4. The unfortunate part of all this is that unless you recruit the lowest evolutionary monster tier, a certain number of these masteries will be random meaning it is a huge pain to get exactly what you want. The one exception to this are dragons, who can only be recruited at their lowest tier. However, even then, the draw for any one particular evolution's growth mastery just might not be great. This means that in the DL, I probably wouldn't see monsters getting the best combo of growth masteries - I'd probably allow only 1 of the slots to be selectable. This has the added benefit of making monster's growth mastery the same as the individual mastery of the PCs, which is nice.


Monsters on Hand
Selecting which monsters to get stats for are also a huge pain. As noted, Giselle can stock up to 20 monsters at once, being ready to deploy. While only 1 can be summoned at a time, she can effectively call all 20 during a single level if she needs to. Getting 20 monster stats is a massive undertaking, so instead of that I'm proposing a few solutions:

1) Get stats for one of each type of monster. There are 5 types in total so far: Spiders, Frogs, Panthers, Birds and Dragons. This has the added benefit of show casing what each monster can do, although selecting the type of monster within each specie still needs some work

2) Get stats for unique monsters only. These are the Boss types, the legendary monsters, etc. This is actually significantly more work than you think. It includes: 3 Panthers, 3 Frogs, 2 Spiders and 2 Dragons. Note that this misses Birds. Aside from that, I'm currently missing one of the Frogs on my file, so this clearly isn't really my cup of tea.

3) Get "Normal" monsters only. Dragons for example are clearly late game creatures. This has the added advantage that the monsters picked will be 100% compatible with Giselle's Sniper class since it doesn't have Beast Tamer. On the other hand, it also limits some of the more unique monsters as they appear late or require some unique conditions before they are spawned.

I'm personally a fan of the first option. It's a moderate amount of work but I really like adding one of each class to the table. For the monsters selected, I will most likely be focusing on them as such:

- Bird: Normal class bird. There are no legendary or boss monster bird, so this feels fine
- Spider: Legendary class spider. Most spiders are in-fact terrible. However, the Legendary class boss Spider has some legs (no pun intended) and is probably the most interesting of the choices.
- Frog: Epic class Frog. This one's tough. The best Frog is a boss, but for all intents and purposes, I think Sniper Giselle may want to be able to call them on because Frogs are versatile buff/debuffers. As an added bonus, this lets us hit the Water element for masteries, which is something that no PC gets so it will definitely be unique
- Panther: Legendary class panther. There's arguments to go with a Normal class panther since its the most common monster type. However, all the memorable panthers are either Epic or Legendary class. I figure Legendary makes more sense as a result.
- Dragon: Normal class Dragon. As noted earlier, Dragons have to be bred up from the lowest tier, which is always at Normal (even if the boss versions are Legendary). Because all Dragons end up being a Normal class monster, I'll go ahead and select the one I think helps Giselle out the most.

Whew. Note that this post is NOT final. If one day somebody else plays the game and wants the stats of another monster in the mix, I'll be more than happy to add it...assuming I have the monster on hand. So, with that, on with the show:

ASH COVERED MONARCH

CLASS: Yasha
Class Mastery - Hidden Prey - While standing on a Spider Web, restores 10% MHP

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
Inrush Training - Gets an Instant Turn when summoned


Stats
HP: 1566
Rage: 100
Rage Recovery: 10
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.

Attack: 714
ESP: 402
Hit: 99.72%
Crit: 22.15%
Crit Dmg: 240.5%

Armor: 1098
Resistance: 424
Base Block: 0%
Base Dodge: 55.98%

Speed: 84
Move: 9
Sight: 14
OD Duration: 2

Slash Resistance: 824
Pierce Resistance: 553
Blunt Resistance: 879

Has negligible Elemental Resistances

SKILL SET UP



Stat Boosting Passives (all already factored):
Extreme Speed: Speed+10

Ability Enhancing Passives:
Acidic Poison: On a crit, target receives Acidic Poison status effect
Corrosive Poison: On a crit, target receives Corrosive Poison status effect
Paralyzing Poison:  On a crit, target receives Slow Down effect
Neurotoxin:  On a crit, target receives Neurotoxin status effect
Hidden Spiderweb: On a crit, generates a Spiderweb on target's position
Spin a Web: Sets up a Spider Web on current tile
Rapid Slacklining: -1 Action Point when utilizing "Climb the Spider Web" ability
Spider Web widening: Ending a turn on a Spider web extends the Spider web to all adjacent tiles


Offensive Passives:
Predator in the Net: When you begin your turn on a Spider web, removes the distance penalty on attacking a target
Prey in the Net: Attacking a target who is standing on a Spider Web delays their turn by 30 CT
Spider Web Spraying: Attacking with Spiderweb Drop or Strong Spider Web Fall creates Spider web in those fields


Defensive Passives:
Sly Fisherman: Avoids detection when using 'Spider Web Movement', 'Prey Fishing' and 'Putting down the Prey'
Spiderweb Stunts: While standing on a Spider web, Evade +30%
Beast Friend: If summoned monsters restores its HP from your master, you restore 15% of the HP Recovered. If you restore HP from your master, Monster heals 15% of the amount recovered


Independent Passives:
Cobweb Pouch: When defeated, you inflict Sticky Spider Web to all adjacent targets
Hunter above the Net: Defeating another target that is being buffed by a Spider web recovers 1 Action Point
Spiderweb Connecting: While travelling through Spider Web fields, you gain bonuses from all Spider Web fields you pass through

Passive Enhancements:
Fresh Caught Fish: If you KO a target with Prey Throwing, recover 1 AP. Reduces AP used for Putting Down Prey and Prey Throwing
Spider Web Tailor: CT-3 for every 1 Spider field effect generated by abilities and masteries
Strong venom: For every 1 Poison type debuff, damage increases by 25%. Killing a target with a Poison type debuff restores 1 AP
Assassin Above the Net: Causes Crits to generate Sticky Spider Web if target is also receiving bonuses from a Spider Web. CT-10 when evading an attack. Also adds Speed +10
The Fisher of Men: Restores 1 AP when using "Climbing the Spider web" if the target was under a Spider Web and you were not exposed to any enemy, Causes 'Spider Web Movement', 'Prey Fishing' and 'Putting down the prey' to grant Acceleration if you are not exposed


ABILITIES:
Basic (always available) -
Scratching
Delay: 10
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Single, Melee
Property: Slashing

Deals 100 + 75% Attack +100% Rage or 636 Damage
50% chance to inflict Bleeding


Special (choose 4) -
Climb the Spider Web
Delay: 20
Cooldown: 2
Rage Cost: 10
Range: Self
Type: Buff, AoE
Property: Varies

Jumps into the air, becoming temporarily untargetable. Immune to attacks and effects in this state. Disables Moving, Attacking and own Zone of Control. Enables the following:
 - Spider Web Movement: Move to targeted area
 - Prey Fishing: Pulls target upwards. Allows usage of new abilities
 - Spiderweb Drop: See below
 - Strong Spiderweb Fall: See below

Prey Fishing
Delay: 40
Cooldown: 3
Rage Cost: 10
Range: 5
Type: Singe, Follow-Up
Property: Miscellaneous

Can only be used after Climbing the Spider Web is used
Once selected, allows the following abilities to be used:

 - Putting Down Prey: Drops target down to selected location
- Prey Throwing: Throws target to the selected area and deal 100 Blunt damage to target + all others in the area
 - Bind Prey: Drops Target to selected area while binding them with Spider web, causing Cobweb Cocoon. Target loses all buffs


Spiderweb Drop
Delay: 20
Cooldown: 2
Rage Cost: 0
Range: 6
Type: Fall, Small AoE
Property: Blunt

Deals 50 + 20% Armor +50% Attack +10% HP + 50% Rage to targeted area or 783 Damage
Target's turn is delayed by 20 CT
25% chance to Bruise all enemies effected by attack
Enemies cannot counter attack this ability

Spider Shot
Delay: 30
Cooldown: 3
Vigor Cost: 30
Range: 3
Type: Melee, Single
Property: Blunt

75 + 25% Armor + 50% Attack +50% Rage to target area or 722 Damage
Target's turn is delayed by 20 CT and is knocked back by 1 Tile
50% chance to Bruise all enemies effected by attack
50% damage if attacking a target in an exposed state



Turning Over a New Leaf
Delay: 0
Cooldown: 5
Rage Cost: 10
Range: Self
Type: Buff/ Instant
Property: Wind

User gains 1 additional action point when triggered. Costs 0 Action Points


Abilities from Skills
Spiderweb Set up
Delay: 30
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Single, Field Effect
Property: Trap

Creates Spider Web on target tile.


Supers - (requires SP to be maxed to be used)
Strong Spider Web Fall
Delay: 60
Cooldown: 5
Rage Cost: N/A
Range: 6
Type: Fall, Small AoE
Property: Blunt

Deals 200 + 33% Armor +100% Attack + 33% HP +100% Rage or 1893 Damage
Knocks back all targets by 3 tiles and delays all targets by 60 CT
50% chance to inflict Severe Bruise
100% more damage if target was in exposed state
Enemies cannot counter attack this ability

Reinforced Spider Shot
Delay: 60
Cooldown: 5
Rage Cost: N/A
Range: 5
Type: Melee, Single
Property: Blunt

Deals 150 + 50% Armor +100% Power +100% Spirit +200% Rage or 1713 Damage
Knocks back all targets by 3 tiles and delays all targets by 60 CT
50% chance to inflict Bruise
100% more damage if target was in exposed state


EVALUATION


BIG RED NEGOORI

CLASS: Negoori
Class Mastery - Resevoir Water - While starting a turn on Water, restores 10% MHP. If it is also raining, restore 20% MHP

Affixed Skill:
Flowing Water - Gives bonus elemental resistances: Ice/Earth +30, Water +100. Already factored

Individual Masteries (Pick 1 only):
Chase Training - +1 Move and +10 Speed


Stats
HP: 1655
Rage: 100
Rage Recovery: 10
Base SP: 150 Water SP. Each point of Water SP increase Evade by 0.2%.

Attack: 640
ESP: 1117
Hit: 73.87%
Crit: 7.48%
Crit Dmg: 201.6%

Armor: 863
Resistance: 806
Base Block: 0%
Base Dodge: 19.77%

Speed: 85
Move: 12
Sight: 13
OD Duration: 2

Slash Resistance: 629
Pierce Resistance: 472
Blunt Resistance: 330

Ice Resistance: 193
Earth Resistance: 138
Water Resistance: 372

Has negligible Fire, Wind, Lightning Resistances

SKILL SET UP



Stat Boosting Passives (all already factored):
Strong Hind Legs: +1 Move
Deep Sea: +2 OD Duration
Heavy Rain: Doubles effect of Water SP. +50 Max Water SP


Ability Enhancing Passives:
Happy Song: Heal and Support Abilities cost only 1 Action Point
Rain Shower: Reduces Water casting delay by 33%
Roaring Cry: Healing and Support Abilities have their AoE range expand by 1
Never ending Singing: Reduces Heal and Support abilities casting delay by 33%
Acidic Mucus: On a crit, inflict Acidic Poison on target
Fluctuating Waterflow: On a crit, increase ability cooldowns by 1
Mucus Scattering: On a crit, remove 1 random buff from the target
The Pain of Poison: On a crit, if target was already Poisoned, their turn is delayed by 30 CT

Offensive Passives:
Mist Magician: Crit+10% and Crt Damage +25% with Water attacks
The Hunter Above the Water: Restores 1 AP if you knock out the target while both of you are on Water
The Predator Above the Water: No distance penalty on attacks if turn starts on Water
Dewdrop: +5 Water SP at the start of a turn
Drizzle: +25% more Water SP generated from Water type attacks
Infiltrating Poison: Deal 100% more damage to targets with a Poison Debuff

Defensive Passives:
Divide and Rule: Removes Poison type debuff at the start of a turn. +5 SP for each debuff removed this way
Rain Bucket: If an attack would deal 33% HP or more, restore Rage equal to 5% of the damage
Mucus Skin: Removes a random debuff at the start of your turn
The One Who Walks on Water: Evade +20% while on Water


Independent Passives:
- None -

Passive Enhancements:
Cloud Sorcerer: +1 OD Duration, +10% Water Damage
Hear Me Sing! : Further reduces Heal and Support abilities by 1 AP. Also adds Speed+10,  Move+1
Misty Rain: +5 more Water SP at the start of a turn (+10 Total), Water SP generated by moves increase by another 25% (50% total). Activation of Rain Bucket adds +5 Water SP
Mucus Secretion: Acquire buffs removed by Mucus Scattering and causes Crits to also delay target by 10 CT. CT-10 for removal of any debuffs
Poisoning the Water: Crits inflict an additional random Poison type debuff
The Assassin in the Water: Speed +10. Adds +30 CT Delay during combat on Water and reduces CT for next turn by 10 when evading in Water


ABILITIES:
Basic (always available) -
Deadly Mist Whip
Delay: 0
Cooldown: 0
Rage Cost: 0
Range: 6
Type: Melee, Line Fire
Property: Water

Deals 150 + 75% Attack +75% ESP +100% Rage or 1614 Water Damage
50% chance to Poison target
50% more damage when target is exposed
Damage +3% for every 1 tile difference between you and the target.
If the attack hits, automatically pulls target towards you by at most 4 tiles. CT+40.


Special (choose 3) -
Acid Ball
Delay: 7
Cooldown: 0
Rage Cost: 15
Range: 6
Type: Single, Shooting
Property: Water

Deals 100 + 75% ESP +50% Rage or 1048 Water Damage
25% chance to inflict Acidic Poison on targets
10% chance to create an Acid Cloud at targeted area

Acid Explosion
Delay: 21
Cooldown: 3
Rage Cost: 25
Range: 2
Type: Melee, Small AoE
Property: Water

Deals 125 + 50% ESP + 50% Water SP +100% Rage or 779 Damage
Inflicts Acidic Poison to all targets in the area
Creates an Acid Cloud in targeted area
+50% More damage against Exposed targets

Song of Silence
Delay: 21
Cooldown: 3
Rage Cost: 25
Range: 4
Type: Debuff, Small AoE
Property: Water

Inflicts Silence to all Surrounding targets


Supers - (requires SP to be maxed to be used)
Sleeping Song
Delay: 41
Cooldown: 5
Rage Cost: N/A
Range: 5
Type: Debuff, Small AoE
Property: Water

Inflicts Sleep on all surrounding targets


Acid Rain
Delay:41
Cooldown: 3
Rage Cost: N/A
Range: 5
Type: Fall, Medium AoE
Property: Water

Deals 100 + 100% ESP +100% Water SP +100% Rage or 1367 Water Damage
Creates Acid Cloud within the target area


EVALUATION


GOLD MOLAR

CLASS: Tima
Class Mastery - Rage of Nature: When an enemy is KO'd within your line of sight, +20 Rage

Affixed Skill:
Neural Circuit- Gives bonus elemental resistances: Fire/Wind +30, Lightning +100. Already factored


Individual Masteries (Pick 1 only):
Thunder: Increases Crit Rate by 3% for every 1 Lightning Mastery


Stats
HP: 2747
Rage: 100
Rage Recovery: 10
Base SP: 200 Lightning SP. Each point of Lightning SP increase Evade by 0.5%.

Attack: 1599
ESP: 1574
Hit: 92.5%
Crit: 89%
Crit Dmg: 390%

Armor: 841
Resistance: 591
Base Block: 0%
Base Dodge: 38.85%

Speed: 75
Move: 14
Sight: 9
OD Duration: 5

Slash Resistance: 384
Pierce Resistance: 470
Blunt Resistance: 572

Fire Resistance: 214
Lightning Resistance: 407
Wind Resistance: 152

Has negligible Ice, Water, Earth Resistances

SKILL SET UP



Stat Boosting Passives (all already factored):
Body Training: HP increases by 10 per Level
Willpower: +5 ESP per Level
Extreme Speed: Speed+10
Thunder of Rage: Effects of Lightning SP are doubled. SP+50
Extreme Lightning Strike: Overcharge Duration +2

Ability Enhancing Passives:
High Voltage: If an attack would do more than 50% of target's HP, also inflicts High-Voltage Shock
Electric Shock: Increases rate of inflicting Shock on Electric Attacks by 50%
High Voltage Shock:  Abilities that inflict Shock become High Voltage Shock

Offensive Passives:
Electric Pulse: Increases Lightning SP gained by 25%
Thunderbolt: Adds a 20% chance to stun with electric attacks
Overflowing Energy: Lightning SP gained while in Overcharge reduces CT for next turn by the same amount
Acute Pain: Doubles damage against foes suffering from an Electric status. Also adds +15% Crt Damage for Lightning attacks
Atom Decomposition: When attacking, target's Lightning Resistance decreases by 4% for every 1 Lightning mastery
Strong Jaw: Attack Power +20%
Lightning Bolt: Deals a fixed 100 Lightning Damage on attacks. Lightning Attack Damage +5%

Defensive Passives:
Sentinel: Block +3% for every enemy within Line of Sight
Energy Conversion: If damage received is > 33% of max HP, Lightning SP increases by 5% of the damage received
Solidification: When damage is received, gain Fortification buff, increasing Armor and Resistance by 100. Stacks up to 10 levels.
Static: Deals 100 Fixed Lightning damage to both you and all targets adjacent to you when attacked at melee range


Independent Passives:
Condenser: When damage is taken, gain stacks of Flash equal to damage received, up to a maximum of 999. When attacking, add the number of Flash charges to Attack and ESP values, then remove Flash.      
Guardian's Descendent: Access to Indominatable / Intelligent Tima      
   When Indominatable Tima is activated:   
      - Deactive Intelligent Tima
      - Block +10%, Damage -25%
   When Intelligent Tima is activated:   
      -Deactive Indominatable Tima
      - Evade +10%, Speed +20. When evading, CT-10


Passive Enhancements:
Back Up Power : Gain Flash charges when Lightning SP increases through Energy Conversion and Overcharge state. Cancels incoming damage at range 1. Lightning Crit Damage +30%      
Large Condenser: Number of Flash charges gained increase by 50%. Also increases Max SP+50, OD duration by 1 and Lightning Crit Damage by 30% (already factored)      
Nerve Stimulus: Lightning SP gained from Lightning abilities increase by another 25%. Also boosts HP by 100, Speed by 10 and ESP by 100 (already factored(      
Guardian's Successor: Changes Indominatable / Intelligent Tima to Indominatable / Clever Successor      
   When Indominatable Successor is activated:   
      - Deactive Clever Successor
      - Block +20%, Damage -30%
   When Intelligent Tima is activated:   
      -Deactive Indominatable Successor
      - Evade +15%, Speed +25. When evading, CT-15
   Also improves activation of Fortification by 2 levels at a time.      


ABILITIES:
Basic (always available) -
Lightning Scratch
Delay: 15
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Lightning

Deals 100 + 50% Attack +25% ESP +100% Rage or 1443 Lightning Damage
Inflicts High-Voltage Shock on target


Special (choose 4) -
Lightning Howl
Delay: 30
Cooldown: 2
Rage Cost: 10
Range: 6
Type: Shooting, Small AoE
Property: Lightning

Deals 175 + 75% ESP +50% Rage or 1429 Lightning Damage
Inflicts High-Voltage Shock on target
This attack bounces to other foes within 3 spaces of the original target.
6 Bounces maximum. Damage increases for each bounce

Howl
Delay: 10
Cooldown: 9
Rage Cost: 0
Range: Self
Type: Buff
Property: N/A

Instantly maxes out Rage meter to its maximum. Adds Rage status to the user.
Consumes 0 Action Points

Thunder Veil
Delay: 20
Cooldown: 3
Rage Cost: 20
Range: Self
Type: Buff
Property: Lightning

Adds Thunder Veil to user, which does the following:
- Improves Evade against Ranged attacks by 40%
- Vigor Recovery +10
- Speed +20
- Armor & Resistance + 200
 - Lightning Resistance +300
Lasts 3 turns; consumes all action points

Lightning Mane
Delay: 0
Cooldown: 0
Rage Cost: 10
Range: Self
Type: Buff
Property: Lightning

Adds Lightning Mane to user. Has an Upkeep of 10 Rage/turn. If not enough, automatically deactivates. While Lightning Mane is active, user:
- Increases Lightning Resistance by 100
- Increases ESP damage by 30%
- Rage consumption is doubled while Lightning Mane is active.

Lightning Move
Delay: 0
Cooldown: 5
Rage Cost: 16
Range: 12
Type: Movement
Property: Lightning

Teleports to target location
Cannot be detected when this ability is used
Does not trigger Response attacks or Counters when used

Supers - (requires SP to be maxed to be used)
Thunder Roar
Delay: 60
Cooldown: 3
Rage Cost: N/A
Range: 8
Type: Shooting, Small AoE
Property: Lightning

Deals 375 + 100% ESP +100% Lightning SP +100% Rage or 2361 Lightning Damage
Inflicts High-Voltage Shock on target
This attack bounces to other foes within 3 spaces of the original target.
8 Bounces maximum. Damage increases for each bounce

Lightning Sprint
Delay: 60
Cooldown: 3
Rage Cost: N/A
Range: 6
Type: Melee, Line Fire
Property: Lightning

Deals 200 + 50% Attack+ 100% ESP +100% Lightning SP +200% Rage or 3290 Lightning Damage
Inflicts High-Voltage Shock on target
This attacks pierces all targets in the line
Damaged targets are knocked back by 3 tiles and have their turns delayed by 60 CT
Damage +25% if target is exposed
Hit +30%
Creates Electric Fields along the path travel

EVALUATION


FROST DRAKI PRINCE

CLASS: Draki
Class Mastery - Noble Ego: Immunity to Confusion

Affixed Skill:
Frozen Heart- Gives bonus elemental resistances: Earth/Water +30, Ice+100. Already factored

Individual Masteries (Pick 1 only):
Scale Armor: Adds "Scale Armor" Command. See Abilities for more details. Allows user to turn into Landmark and provide cover for allies.


Stats
HP: 1778
Rage: 100
Rage Recovery: 10
Base SP: 150 Ice SP. Each point of Ice SP decrease damage received by 4.

Attack: 1245
ESP: 1246
Hit: 70.49%
Crit: 20.32%
Crit Dmg: 316.44%

Armor: 1222
Resistance: 1858
Base Block: 0%
Base Dodge: 14.15%

Speed: 62
Move: 13
Sight: 9
OD Duration: 5

Slash Resistance: 498
Pierce Resistance: 618
Blunt Resistance: 733

Ice Resistance: 372
Water Resistance: 180
Earth Resistance: 204

Has negligible Fire, Wind, Lightning Resistances

SKILL SET UP



Stat Boosting Passives (all already factored):
Willpower: +5 ESP per Level
Firm Scale: Adds 20 Armor for every Beast mastery, 20 Resistance for every SP mastery, 15 SP for every Draki Mastery and 30 HP for every Common Mastery. Already factored
Extreme Cold: OD Duration +2

Ability Enhancing Passives:
Absolute Zero: Changes Frostbite effect to Freezing when using an Ice attack
Frozen Sword: Increase chance of inflicting Frostbite by 50%
Frozen Touch: Melee attacks that do not have added status now inflict Frostbite at a 50% chance


Offensive Passives:
Ice Magician: Ice Attack Crit +10%, Ice Crit Damage +25%
Bone-Chilling: +5 Ice SP at the start of a turn
Cold Wave: Increases Ice SP generated by 25%
Ice Bolt: Deals 100 Fixed Ice damage when attacking. Increases Ice attack damage by 5%
Ice Splinters: If a target is already suffering from an Ice debuff, attacking them again triggers Bleeding
Shatter: Damage dealt to an Ice debuffed enemy increases 100%. Ice Crit Attack Dmg +10%
Frozen Scythe: For every 1% HP lost, +1% more damage from an Ice attack ability
From One Fog to Another: When starting and ending turns in a Smokescreen, CT-20
Predator in the Fog: When beginning a turn in a Smokescreen, removes the distance penalty associated for attacking

Defensive Passives:
Fine Scale: If incoming damage type is same as the previous damage type, damage received decreases by 50%
Weird Scale: Decreases damage taken by 8% for every 1 negative status effect
Frosty Wind: Inflicts Frostbite to all targets adjacent to you at the end of your turn
Ice Castle: If the damage received by an ESP ability is less than your raw Resistance stat, the damage is halved
Ice Shield: Reduces all damage received by 15%
Cold of Despair: Doubles the effect of Ice SP. Increases max SP by 50
The One that Walks in the Fog: Evade+10% while in a Smokescreen


Independent Passives:0
Molt: Adds "Molt" ability - See Abilities below for more details. User clears all physical debuffs and heals 300 +100% ESP HP.
Hunter in the Fog: Defeating an enemy while both of you are in a Smokescreen recovers 1 AP.


Passive Enhancements:
Frost Magician: OD Duration +1, Ice Damage +10% (already factored)
Frost Bolt: When Ice Bolt triggers, and target is already suffering from an Ice debuff, further delays their turn by 20 CT. Causes Ice Bolt's Fixed damage to also inflict Frostbite. Ice attack damage +10% (already factored)
Frozen Blade: Changes Bleeding status to Severe Bleeding status when attacking an Ice debuffed enemy. Also improves damage dealt to Ice debuffed targets by another 25%
Frozen Soul Reaper: Defeating a Frozen target recovers 1 AP
Ice Soldier: HP/Armor/Resistance +100 (Already factored), Ice Attack Hit +5%
Snow Storm: Delays adjacent targets' CT by 10 when ending your turn beside them. Damage to Ice debuffed enemies further increase by 25%. Ice Crit Damage +30%
The Assassin the Fog: Speed+10. When beginning a turn in a Smokescreen, gain Concentration. Getting a crit on a target while both of you are in a Smokescreen delays target by 30 CT
Glittering Scale: Armor and Resistance +200 (already factored). Further decreases same type attack damage reduction by 25%. Upon using Molt, gain the same number of positive status as negative status removed.
   

ABILITIES:
Basic (always available) -
Ice Scratch
Delay: 15
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Ice

Deals 100 + 50% Attack +25% ESP +100% Rage or 1215 Ice Damage
Inflicts Freezing on damaged targets


Special (choose 4) -
Ice Bite
Delay: 10
Cooldown: 0
Rage Cost: 10
Range: 1
Type: Melee, Single
Property: Ice

Deals 75 + 75% Attack + 25% ESP +50% Rage or 1657 Ice Damage
Inflicts Freezing on target
Damage +50% if attacking in Still Stance
If target is biological, recovers 7.5% of damage dealt as HP
Hit+20%

Ice Chariot
Delay: 30
Cooldown: 1
Rage Cost: 24
Range: 6
Type: Melee, Line Fire
Property: Ice

Deals 100 + 100% ESP +100% Rage or 1712 Ice Damage
This attack pierces all targets in the line
When damaged, target's turn is delayed by 20 CT
Inflicts Freezing on targets
Creates Ice Mists along the path travel
Clears Fire along path of travel


Ice Armor
Delay: 0
Cooldown: 0
Rage Cost: 10
Range: Self
Type: Buff
Property: Ice

Adds Ice Armor to user.  This ability has an upkeep of 10 Rage/turn. Automatically deactivates if not enough Rage.
- Causes targets that damage to you to be inflicted by Frostbite
- Armor +200
- Ice Resistance +300


Chill of Rage
Delay: 0
Cooldown: 6
Rage Cost: 0
Range: Self
Type: Aura
Property: Ice

Adds Chill of Rage to user. Has an Upkeep of 10 Rage/turn. If not enough, automatically deactivates.
Inflicts Frostbite on targets that end their turn beside you


Abilities from Skills
Scale Armor
Delay: 0
Cooldown: 0
Rage Cost: 0
Range: Self
Type: Buff
Property: N/A

Upkeep of 10 Rage/Turn. Automatically deactivates if not enough Rage.
When activated, Adds 100% Block Rate and increases Armor by 200 to user.
User becomes a Landmark, allowing allies to use them although they lose the ability to gain cover.


Molt
Delay: 0
Cooldown: 5
Rage Cost: 10
Range: Self
Type: Healing
Property: N/A

User clears all physical status and heals 300 + 100% ESP HP or 1546 HP
Can be used up to 9 times per Mission.
Does not consume any Action Points


Supers - (requires SP to be maxed to be used)
Frost Breath
Delay: 80
Cooldown: 6
Rage Cost: N/A
Range: 10
Type: Shooting, Line Fire
Property: Ice

Deals 300 + 150% ESP +100% Ice SP +100% Rage or 3023 Ice Damage
Inflicts Freezing on damaged targets
Delays all damaged enemies by 40 CT
Damage +100% if target is exposed
Creates Ice Mist in targeted area and clears Fire


Frost Ground Shake
Delay: 60
Cooldown: 3
Rage Cost: N/A
Range: 6
Type: Melee, Small AoE
Property: Ice

Deals 300 + 50% Attack+ 100% ESP +100% Ice SP or 2898 Ice Damage
50% chance to inflict Freezing on targets
Delays damaged enemies by 50 CT
Creates Ice Mist on tiles around targeted area at a 50% chance. Max 6 tiles
Clears Fire at targeted area

EVALUATION



BIG ROCK DORORI

CLASS: Dorori
Class Mastery - High Temper: Rage+10 at the start of turn if an enemy is in your line of sight. Double this bonus if you are under Rage status

Affixed Skill:
Nature Balance - Gives bonus elemental resistances: Ice/Water +30, Earth +100. Already factored

Individual Masteries (Pick 1 only):
Inrush Training - Gets an Instant Turn when summoned

Stats
HP: 1969
Rage: 100
Rage Recovery: 10
Base SP: 150 Earth SP. Each point of Earth SP increases Block chance by 0.5%

Attack: 549
ESP: 526
Hit: 72.30%
Crit: 41.2%
Crit Dmg: 227.20%

Armor: 690
Resistance: 737
Base Block: 0%
Base Dodge: 14.76%

Speed: 76
Move: 14
Sight: 10
OD Duration: 4

Slash Resistance: 287
Pierce Resistance: 65
Blunt Resistance: 565

Ice Resistance: 120
Earth Resistance: 325
Water Resistance: 165

Has negligible Fire, Wind, Lightning Resistances

SKILL SET UP



Stat Boosting Passives (all already factored):
Solidity: Armor+80. +2 Armor for every level.
Extreme Speed: Speed+10
Verdure: Overcharge duration +2

Ability Enhancing Passives:
Burning Wing Stroke: Rage consumption -50%, Casting Delay -40%
Contaiminated Teeth: Changes Infection to Decay status
Storm Wing Stroke: Support Actions cost 1 less Action Point

Offensive Passives:
Earth Magician: Earth attack crit chance +10%, Earth attack Crt damage +25%
Stone Throwing: Decreases target Block% based on Block Rate from accumulated Earth SP
Weathering: Landing a critical strike decreases target's SP by 20
Rock Fist: Damage from Physicals improve by 20% of armor rating
Predator of the Sky: Wjen attacking from an elevated position, Hit+20%
Strong Wing Stroke: When moving more than 8 tiles or performing a Dash attack, gain Acceleration status
Prosperity: If Big Rock Dorori is at full HP at the end of her turn, CT-10 on next turn

Defensive Passives:
Natural Recovery: Whenever HP falls below 50%, Heals self by 15% of max HP at the cost of 5 SP
Goddess of Abundance: Effects of Earth SP are doubled. Max SP +50
Rock Castle: Incoming physical damage is halved, if the damage inflicted would be less than 50% of armor value
The One who Walks on the Sky: When attacking from an elevated position, Evade+20%
Sandstorm: At the end of Big Rock Dorori's turn, all adjacent enemies gain Slowdown status

Independent Passives:
The Hunter Above the Sky: Defeating an enemy from an Elevated Position restores 1 AP

Passive Enhancements:
Rapid Fluttering: Move+1 (already factored)
Sand Castle: Once per battle, cancel fatal damage against you. Landing a critical strike further increase SP by 10
Stone Hammer: Physical attacks inflict Armorbreak. If damage inflicted would be less than armor rating, Gain Stone Skin effect. Defeating an enemy increases Earth SP by 10. Amor +200
The Assassin Above the Sky: Speed+10 (already factored). Moving More than 8 tiles or using a dashing attack also decreases CT by 10. Scoring a Crit in an elevated position delays target by 10 CT
   

ABILITIES:
Basic (always available) -
Bite
Delay: 5
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Slashing

Deals 100 + 75% Attack +50% Rage or 650 Damage
50% chance to Inflict Decay
Delays target by 10 CT
Hit+10%

Flesh Bite
Delay: 5
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Slashing

Deals 100 + 75% Attack +50% Rage or 650 damage
50% chance to inflict Bleeding
Hit+10%
If used on biological targets, restores 10% HP of the damage dealt


Special (choose 3) -
Wing Stroke
Delay: 13
Cooldown: 3
Rage Cost: 15
Range: 9
Type: Fall, Line Fire
Property: Blunt

Deals 80 + 50% Attack + 50% Speed +50% Rage or 531 Damage
This attack pierces all targets in the line of fire
25% chance to inflict Slowdown
Damage +50% if target is exposed
Delays target by 10 CT
Clears field effects except for Electric Fields

Rock Throw
Delay: 25
Cooldown: 3
Rage Cost: 15
Range: 2
Type: Fall, Small AoE
Property: Blunt

Deals 125 + 50% Attack +25% Max HP + 50% Rage or 1030 Damage
When damaged, delays by 20 CT
50% chance to inflict Bruise
Damage +100% if attacking in Still Stance


Binding Dance
Delay: 30
Cooldown: 5
Rage Cost: 30
Range: 2
Type: Debuff, Small AoE
Property: Earth

100% chance to inflict Constricting Root on enemies in targeted area
Target cannot move
Block and Evade -20%


Supers - (requires SP to be maxed to be used)
Deadly Rock Throw
Delay: 25
Cooldown: 5
Rage Cost: N/A
Range: 3
Type: Fall, Small AoE
Property: Blunt

Deals 300 + 100% Attack Power +50% Max HP +100% Earth SP +100% Rage or 2222 Damage
50% chance to Inflict Severe Bruise on damaged targets
Delays all damaged enemies by 40 CT
Damage +200% if attacking from Still Stance


Powerful Wing Stroke
Delay: 30
Cooldown: 5
Rage Cost: N/A
Range: 9
Type: Fall, Line Fire
Property: Blunt

Deals 200 + 100% Attack+ 100% Speed +100% Rage or 1063 Damage
50% chance to inflict Slow Down on targets
Delays damaged enemies by 40 CT
Damage increases by 100% if target is exposed
Clears most field effects at targeted area (except Electric Fields)
Hit+20%

EVALUATION
« Last Edit: May 25, 2021, 04:30:42 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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KYLIE ZU

CLASS: Engineer
Class Mastery - Mechanical Engineering: Against Mechanical enemies, Kylie and robots under her control gain +10% Evade and +20% Block. Mechnical enemies lose 10% Evade and 20% Block.

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
Fight against Fate: Once per Mission, Kylie nullifies fatal damage that would KO her. When this occurs, she gains Luck status instead
Assistance Protocol: Increases all Protocol ability charges by 2
Genius: Hacking success rate +20%. When hacking is successful, restores 1 charge to all protocol abilities


Stats
HP: 1845
Vigor: 111
Vigor Recovery: 1
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.

Attack: 597
ESP: 480
Hit: 88.05%
Crit: 30.59%
Crit Dmg: 185.74%

Armor: 745
Resistance: 388
Base Block: 32.27%
Base Dodge: 22.02%

Speed: 90
Move: 11
Sight: 12
OD Duration: 2

Slash Resistance: 181
Pierce Resistance: 211
Blunt Resistance: 191

Lightning Resistance: 136

Has negligible Fire, Wind, Ice, Earth and Water Resistances

Equipment (stat boosts have already been factored in):
Weapon: Mono and Vivi M5
Armor: Flashlight Black Iron Leather Jacket
Armguard: Indigo Draki Bracelet
Footwear: Black Iron Flash Boots
Accessory: - Multiple Calculating Device

Bonuses from equipment -
- Adds +1 Charges to all Protocol Abilities (Weapon)
- Damage dealt by ranged attack abilities (shooting, fall, thrown) decrease by 15%(Armor)
- Increases the max number of robots under your control by 1 (Accessory)

ENGINEER SKILL SET UP



Stat Boosting Passives (all already factored):
Extreme Speed: Speed+10
Great Scholar: Adds 8 HP per Basic Mastery, 1 Max Vigor per Support Mastery, 8 Attack and ESP per Attack Mastery, 8 Armor and Resistance per Defense Mastery and +1% Hit per Ability Mastery
Educational Book: Evade increases by 0.5%  and Block increases 1% for every non-Class type mastery
Professional Book: Crit +0.5% and Crit Damage +4% for every Class Mastery


Ability Enhancing Passives:
Divide and Conquer Algorithm: Alters the effects of Kylie's abilities (already factored)
Applicable Knowledge: Cooldown of Abilities -1
Extra Protocol: Number of Protocol Charges +2


Offensive Passives:
Catharsis: When defeating a target, Cooldowns -1
Powerful Main Battery: Crits cause Armorbreak status effect

Defensive Passives:
Restore Protocol Automatically: When all Protocol abilities have 0 charges, automatically restores 1 charge to each Protocol Ability
Veteran: Immune to Stun
Remote Responsive Attack: If attacked by an enemy, robots under Kylie's control will automatically counterattack as long as they are within reach. CT-30 when this occurs


Independent Passives:
Sub Gear: Adds an extra Gear accessory slot
Consecutive Attack: Adds "Consecutive Attack" command. See Abilities below.


Summoning Enhancements:
Kinetics: Speed+10, Hit Chance+5%.
Robots under Kylie's control gain Autonomous Movement AI Ability. CT-10 when moving more than 8 Tiles or using a Dashing attacking
Summoned Robots also gain +10 Speed, +1 Move, and +5% Evade and Block

Fluid Dynamics: Delays target by 10 CT on hit. If target is a Machine, this delay effect is doubled.
Robots under Kylie's control gain Superfluid Control AI. Reduces casting Delay by 50%, Cooldowns -1

Solid Mechanics: Attack damage +10%
Robots under Kylie's control gain Prediction of DiagonaI Cracks AI. Decreases an attacker's Crit chance by 25% and Crit Damage by 50%

Thermodynamics: Abilities consume 10 less Vigor (Already factored)
Robots under Kylie's control gain Energy Optimization AI. Decreases Fuel Consumption by 25%


Passive Enhancements:
Bookworm: Removes all status effects at the start of your turn. Triggering this effects grants Excitement status
Disassembly Specialist: Robots under Kylie's control have a 100% increased chance of acquiring Materials and receive 200% more Materials
Extra Parts: Item/Equipment Charges +1, Protocol Ability Charges+1. When activating Restore Protocol Automatically, increases charges restore by 1
Giant Battery: Attack and ESP from equipped weapon are 20% more powerful. When attacking an enemy, their Armor and Resistance decreases by 20%
Improved Main Armament: Range+1 on Attack abilities. Protocol Ability Charges+1. When using an Attack ability with Consecutive Attack, defeating an enemy with the first attack reduces the Cooldown on Consecutive Attack by 3.
Main Battery Fusillade: Defeating an enemy further reduces Cooldown on Attack abilities by 1. Cooldown on Consecutive Attack decreases by 5
Mechanical Engineer: Kylie and robots under her control receive 20% less from mechanical enemies and deal 20% more damage.
Nimble Responsive Attack: When triggering a Counter or Response Attack, Kylie and robots under her control reduce the CT Penalty from attacking out of turn by 20 (so 10 CT delay versus 30)


ABILITIES:
Basic (always available) -
Attack! Vivi!
Delay: 0
Cooldown: 0
Vigor Cost: 5
Range: 9
Type: Single, Shooting
Property: Piercing

Deals 50 + 100% Attack +100% ESP or 1293 Damage
50% chance to inflict Bleeding
Damage increases by 25% against an exposed target


Summon Machine (Cannot be used if number of Robots under Kylie's Control is already reached)
Delay: 0
Cooldown: 0
Vigor Cost: 0
Range: 2
Type: Summon
Property: N/A

Summons a pre-made Machine ally. With the Multiple Calculating Device, Kylie can summon2 drones at one time, one drone + one controlled mechanical enemy or 2 mechanical controlled enemies. Unlike Giselle's Summon ability, Kylie's consumes all action points on use.


Special (choose 4) -
Attack Protocol
Delay: 20
Cooldown: 2
Vigor Cost: 10
Range: 10
Type: Single, Line-Fire
Property: Varies
Charges: 3 at base, 8 once skills are factored. Max capacity of 9 charges.

Fires 6 shots of the selected attack type. Each attack type has their own effects.
Property type depends on attack chosen. Can be Piercing/Fire/Ice/Lightning

Piercing Type Attack Protocol
150+75% Attack +25% ESP or 803 Damage a hit, 4815 total Damage
Inflicts Bleeding on Hit
Damage Increases by 50% against Exposed targets
Hit+15%

Fire Type Attack Protocol
100+25% Attack+75% ESP or 691 Fire damage a hit, 4145 Total Damage
Inflicts Burn on hit
Damage increases by 25% against an exposed target
Crit Damage for this attack +50%

Ice Type Attack Protocol
25+25% Attack+75% ESP or 616 Ice damage a hit, 3695 Total Damage
Inflicts Frostbite on hit
Delays target by 10 CT per shot (60 CT total)
Damage increases by 25% against an exposed target

Lightning Type Attack Protocol
75+25% Attack+75% ESP or 666 Lightning Damage a hit, 3995 Total Damage
Inflicts Shock on hit
Damage increases by 25% against an exposed target
Crit+15%


Support Protocol
Delay: 30
Cooldown: 2
Vigor Cost: 14
Range: 7
Type: Single, Healing, Buff
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Select one of two commands: Recovery OR Awaken

Recovery (Biological) / Repair (Mechanical)
On Biological targets: Restores 300 +50% Attack +50% ESP HP or 906 HP
On Mechanical targets: Restores 600 +50% Attack +50% ESP or 1206 HP
Removes all physical status effect
Grants target Peace condition

Awaken (Biological)/Reinforcement (Mechanical)
On Biological targets: Grants target their turn immediately (CT =100)
On Mechanical targets: Adds Overheat status
Grants target Peace Condition


Reactive Matrix Protocol
Delay: 40
Cooldown: 8
Vigor Cost: 20
Range: Self
Type: Buff
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Block +30%
Adds "Reactive Matrix" status
When an enemy attempts to attack you, you will counter attack first as long as target is within line of sight


Search Protocol
Delay: 10
Cooldown: 2
Vigor Cost: 10
Range: 15
Type: Miscellaneous / Detection
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Removes FoW on selected area.
Adds Detected and Exposed to targets revealed by Search Protocol


Move Protocol
Delay: 10
Cooldown: 2
Vigor Cost: 6
Range: 7
Type: Movement
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Instantly travels to target area.
Immune to reaction attacks and detection when moving.
Bypasses Obstructions
Adds Acceleration on use

Confusion Protocol
Delay: 20
Cooldown: 0
Vigor Cost: 0
Range: 7
Type: Summon
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Creates a Decoy Hologram on selected tile
Hologram has the exact same stats as Kylie but does not move or act
Has the Fake Information Mastery

Hacking Protocol
Delay: 30
Cooldown: 2
Vigor Cost: 14
Range: 7
Type: Debuff
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Inflicts one of three negative status effects on a Mechanical target
- Recognition Disturbance: Cannot differ friend from foe and will attack indiscriminately
- Shutdown: Inflicts Shutdown on target; cannot move or act for 3 turns. Reduces target evade and block to 0
- Control: Turns target into an ally - this does work on bosses (although often at a penalty)


Supers - (requires SP to be maxed to be used)
Administrative Protocol
Delay: 60
Cooldown: 4
Vigor Cost: N/A
Range: Self
Type: Buff
Property: N/A
Charges: 3 at base, 7 once skills are factored. Max capacity of 9 charges.

Adds Administrative Authority status to Kylie. Gains the following effects:
- All protocol abilities become available for use
- Protocol abilities do not consume any charges
- Hacking success chance +20%
- Robots that Kylie gains or puts under her control while in Administrative Authority gain Overheat state
When a Protocol ability is used, the duration of Admin Authority decreases by 1


Reinforced Attack Protocol
Delay: 80
Cooldown: 4
Vigor Cost: N/A
Range: 7
Type: Shooting, Large AoE
Property: Varies
Charges: 3 at base, 8 once skills are factored. Max capacity of 9 charges.

Fires 12 shots of the selected attack type to all targets. Each type has its own set of bonus effects.
Property type depends on attack chosen. Can be Piercing/Fire/Ice/Lightning

Piercing Type Reinforced Attack Protocol
480+125% Attack +75% ESP+100% Spirit SP or 1854 Damage a hit, 22251 Total Damage
50% chance to Inflict Severe Bleeding on Hit
Damage Increases by 100% against Exposed targets
Hit+15%

Fire Type Reinforced Attack Protocol
360+75% Attack+125% ESP +100% Spirit SP or 1673 Fire damage a hit, 20071 Total Damage
50% chance to Inflict Severe Burn on hit
Damage increases by 50% against an exposed target
Crit Damage for this attack +50%

Ice Type Reinforced Attack Protocol
100+75% Attack+125% ESP +100% Spirit SP or 1413 Ice Damage a hit, 16951 Total Damage
50% chance to Inflict Freezing on hit
Delays target by 50 CT per shot (600 CT total)
Damage increases by 50% against an exposed target

Lightning Type Reinforced Attack Protocol
240+75% Attack+125% ESP+100% Spirit SP or 1553 Lightning Damage a hit or 18631 Total Damage
50% chance to Inflict Freezing on hit
Delays target by 50 CT per shot (600 CT total)
Damage increases by 50% against an exposed target

OTHER OPTIONS
Hacker for DL purposes is a large inferior class since it specializes in taking over enemy machines. This could matter in niche cases, but in general, Engineer is going to be the go-to 99% of the time. Thanks to her Sub Gear ability, Kylie gets a free accessory slot which she can use to attempt to null some status - although her passives help against most of them. She can also sacrifice a notable amount of HP for slightly better Speed, although I imagine this is an inferior trade most of the time. Really, the options and changes lie with her drones, which can equip different weapons in-case of damage resistances or nullifying.

EVALUATION:
While Giselle is probably the game's best dueller, Kylie is not that far off from her. The main difference and disadvantage she has compared to Giselle is that her drones are not that damaging compared to the monsters Giselle can call. To make up for this, she can summon 2 in a fight and these machines are incredibly durable when built properly. As an Engineer, Kylie gives them a bunch of bonus stats and abilities too, which aids her game plan in general much more compared to being a Hacker.

What makes Kylie so good in the DL is a combination of factors, starting with her endurance. While she doesn't have the raw damage reduction abilities of the Frost Draki or Sion, Kylie has a raw number of hits/turns that she requires a dueler to go through before she's finally defeated - even if they OHKO her.  To be more precise, she has to take 3 shots of fatal damage before finally being down for the count as:

1) Fight Against Fate absorbs a single mortal blow. It then grants her Luck Status
2) Luck Status guarantees one shot of damage nullifcation. Although it can be used on an Attack for guarantee crits, Kylie can also spend the turn doing something else to prolong the effect and force enemies to have to go through it
3) Each Robot can be outfitted with the Mastery, "Emergency Response Action", which once per mission, allows the Robot to rescue Kylie and revive her to 30% MHP. While she cannot chain revive in this way, it still forces an extra turn of fatal damage.
 
In between each hit, she has a couple of tricks up her sleeve as well. Most notably, Defensive Matrix Protocol also adds a heavy layer of defense and gives her FE Vantage. However, Kylie turns this up to a whole new level. As mentioned, her drones don't do a lot of damage each attack. The kicker though, is that these drones can attack out of turn quite frequently thanks to their abilities. These include moving into their range, from Overwatch and supporting fire when an ally attacks a target. In short, when an opponent decides to attack, they are likely getting pelted by 5-6 shots each time. To add insult to injury, the freeze laser can delay a target's turn by 30 CT on a Crit and the drones have a notable Crit Rate. What this means is that you are likely dying a death by 1000 cuts situation if you can't immune the damage.

Of course, she can healer bust/burst damage too. The ability "Consecutive Attack", allows Kylie to repeat a certain action twice that round. When combined with an Attack Protocol ability, it lets dump a large amount of damage in one go. And unlike other Troubleshooters, Kylie can mix up her offense easy since her attack protocol ability is actually a 4-in-1. If you let her build up to a Super, you are very likely dead because her Reinforced Attack Protocol is incredibly powerful - especially the Ice version which adds a whopping 600 CT Delay if you get pelted by every shot. To round her out, Kylie also fast heals off most status thanks to Bookworm. So like Irene, she manages to avoid the common Troubleshooter PC weakness and you need something match ending to really do her in with status.

Kylie's main weakness, which would normally be crippling, is that it takes her 2 turns to bring both robots online, and that killing her shuts down the drones. Of course, since she can ward off death 3 times, this simply becomes a balancing factor instead of condemning flaw. Overall, like Giselle, she likely rides the High Heavy/Low Godlike border.
« Last Edit: May 25, 2021, 05:11:13 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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DRONES / MACHINES

Like the post for Giselle, this is a supplementary post for Kylie's Drone summons. In many ways, this is easier than Monsters because there are only 6 types of drones with no subspecies like with monsters. In addition, although there are 6 different drones, their main difference comes from their mastery limit differences. There are some equipment bonuses for each different drone type but they don't matter as much as the masterys they can hold. Because of this, there are really only 3 models Kylie wants to consider, with one of them being clearly the best all around choice. The other two are for more niche situations - namely when she needs to optimize for more damage. These 3 models are the Transport Drone, the Incendiary drone and the Fire-Fighting Drone, with the Transport Drone being the best.

Just as Monsters had some different resource rules, Drones and machines have theirs, with their primary resource being Fuel. A Drone is only operational if it has Fuel, otherwise it cannot Move or Act. Every turn, there is a base fuel upkeep which is consumed at the start of the turn. Then, depending on what the Drone does, it consumes additional fuel. The amount of fuel consumed is primarily based on the equipment of the machines. Unlike Humans and Beasts, although fuel works as a constraint, it rarely relevant in shorter fights. It matters way more in the long spiraling levels in the game, so keep that in mind. That doesn't mean that duelers can't try to outrun Kylie's robots out of fuel, but this is just much less viable strategy in general.

Machine Parts
A machine is composed of 6 parts. All 6 parts must be set for a machine to be functional. Just as in Front Mission, the type of parts that you can equip is limited by the machine's max loadage limit. By default, the Transport drone has the highest loadage limit, which it means it can stock the best parts. This comes at a cost of weaker base stats in other places, but this disadvantage isn't nearly as impactful as the better equipment that can be equipped. It is one of the reasons why the Transport Drone is better than the other models. The parts that must be set include:

- Weapon. 3 Choices - A rifle, A freeze laser and a flamethrower. The Flamethrower is the most damaging but has the shortest range and highest fuel consumption. The Rifle is the lightest, deals the least damage but is the most accurate.
- Engine. Determines Speed.
- Hover.  Determines movements
- Frame: Determines HP as well as Armor and Resistance ratings.
- Sensor: Determines Sight as well as Hit
- Fuel tank: Determines Max Fuel Limit. Also how much fuel a machine starts with

Because you can equip two drones with the same parts (as long as you have two of the part), it's possible for Kylie to end up with 2 drones that have the same parameters. For the purposes of the DL topic, this is what I'm assuming since it also ends up saving me work.
 
Reinforcement Mastery
Every 16 class levels, a Drone can be Reinforced into a stronger model. When this is done, they gain a Mastery that works similar to a Personal or Class mastery. Unlike Monsters, instead of being locked out of a change if the mastery is not of a certain type, you can change this reinforcement mastery at the cost of 10 Blueprints. The lock out only happens once you advance to the next reinforcement level. For the purposes of the topic, the best Reinforcement mastery are the ones that optimize your mastery holding capacity (as earlier alluded to). Because it is way less random and easier to change than Monsters, I will assume that the Mastery capacity boosters are the Reinforcement bonuses chosen by default.

Performance Mastery
Machines also get a personal mastery which is set and can be changed. Similar to the Reinforcement Mastery, this mastery can be changed later on and isn't affixed, so its easier to choose the one you want. I'm going to assume the loadage boost as the Performance Mastery by default. 


Drones on Hand
Kylie can hold up to 20 Drones (same as Giselle). Unlike Giselle who may want different monsters to give her a wider and more powerful tool kit, Kylie basically wants 20 of the same robots because there is an optimal choice for what drone she should be using. The caveat here of course is that the parts to build these droids are not easy to come by since the better parts use up better materials. You may consider limiting her Summoning capacity to 5 - equivalent to Giselle's. However, for all intents and purposes, Kylie probably doesn't need more than 3 since it is very unlikely for duelers to not attempt to gun straight for her. 

This post will consider Kylie's Summon Enhancements into the stats of the Drone. Although there will only be one, as noted above, keep in mind that Kylie can summon 2 of the same drone and has no real issue in doing. I will make a note of the stat / mastery enhancements coming from her. 

Like with monsters, this post is NOT final. If somebody wants stats of the other models, I will go and grab them. That being said, here's Kylie's preferred robot companion...x2 :
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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LETON ALLEY

CLASS: Dancer
Class Mastery - Outstanding Talent: Performance Slots+2

NOTE REGARDING PERFORMANCE CLASSES (ie: Dancer):
Performers gain a certain number of performance slots (based on their skill sets). Each performance slot can hold one effect, which adds to the character's combat stats temporarily as follows:
- Powerful Dance: Adds 20 Attack Power per level
- Delicate Dance: Adds 1.25% Crit per level
- Cheerful Dance: Adds 1% Evade per level
- Fancy Dance: Adds 8% Crit Damage per level

The level of the effect normally increments by 1 per 1 of that action type. However, with the right skills, it is possible for 1 action to stack multiple levels in one go. At the start of every turn, every available action is assigned a performance effect. Specifically, the 1st, 4th, 7th action will be a Powerful move. The 2nd, 5th, 8th will be a Delicate move, etc. When the character's turn ends, it keeps count of the last ability number and rolls it over on the next turn. In layman's terms, this means that performers will usually end up with abilities that get assigned different dance effects every round. For DL purposes, just be aware that it might not always be possible for Leton to gain the desired boosts that he wants.

When a Performer takes 4 actions onwards, the game makes a check to see any Coolness effect is reached. A Coolness effect takes place if the last 4 performance effects forms a recognizable pattern:
- AABB - Coercion: Creates Contraction effect. Decreases all enemies' Hit and Evade by 10% within a 4 tile radius
- AAAA - Explosion: Delays all enemies by 20 CT within a 4 tile radius
- ABCD - Continuous: Restores 1 Action Point
- ABCA - Gorgeousness: Adds 1 stack of "Chance to Win" status to all allies within 4 tiles.

If no patterns are formed, the performance effects remains until either one is formed or all performance slots are filled, causing a Finale. When a Finale occurs, the Performer gains a bonus based on the level of Coolness previously achieved. Every level of Coolness that is cashed in this way also triggers the previous level's effect. So at Coolness level 3 for example, the effects from Coolness Level 1 and 2 are also applied if a Finale is reached:
- Level 1: Speeds up all allies within a 8 tile radius by 20 CT
- Level 2: Delays all enemies within a 8 tile radius by 20 CT
- Level 3: Adds 1 level of Contraction to all enemies within a 8 tile radius
- Level 4: Adds 1 stack of "Chance to Win" to all allies within a 8 tile radius
- Level 5: Adds Excitement buff to all allies within a 8 tile radius

tl;dr version - Dancer's gains more stats as a battle goes on depending on the performance effect earned from an Action. Every 4 Actions may cause a small field effect to take place. When all performance slots are filled, the Dancer creates a large field effect that is based on the number of effective patterns previously earned.

Affixed Skill:
Frozen Heart- Gives bonus elemental resistances: Earth/Water +30, Ice+100. Already factored

Individual Masteries (Pick 1 only):
God Given Talent: Increases Performance Slots by 1, Increases max Performance effect level by 1
Acrobat: CT-10 and SP+10 whenever character dodges.
Freeze Resistant Fluid: Gain +30 more Anti-Freezing Fluid. At the start of a turn, removes all status at the cost of 5 SP per debuff


Stats
HP: 1792
Vigor: 120
Vigor Recovery: 1
Base SP: 100 Ice SP. Each point of Ice SP decreases damage by 2.

Attack: 1023
ESP: 397
Hit: 105.88%
Crit: 33.9%
Crit Dmg: 134.15%

Armor: 1085
Resistance: 637
Base Block: 43%
Base Dodge: 82.3%

Speed: 127
Move: 12
Sight: 12
OD Duration: 2

Slash Resistance: 175
Pierce Resistance: 285
Blunt Resistance: 205

Ice Resistance: 400
Lightning Resistance: 218
Earth Resistance: 222
Water Resistance: 174

Has negligible Fire and Wind Resistances

Equipment (stat boosts have already been factored in):
Weapon: Black Iron Forest Glove
Armor: Starlight Guardian's Performance Hoodie
Armguard: Flashlight Black Iron Leather Wrist Guard
Footwear: Black Iron Flash Boots
Accessory: - None-

Bonuses from equipment -
- Inflicts Armorbreak when using a Melee attack (Weapon)

DANCER SKILL SET UP



Stat Boosting Passives (all already factored):
Stat Boosting Passives (already factored)   
Move Your Body to the Rhythm: Improves stats as follows for every one of each Mastery -   
   - Basic: HP +20
   - Support: Max Vigor +8
   - Attack: Hit +1.5%
   - Defense: Evade +1.5%
   - Ability: Speed +3
Undiscovered Past: For every 1 type of the following Class Masteries, increase stats as follows:   
   - Dancer: Evade +1%
   - Common: HP+30
Rising Star: Performance effect level +1   
All Rounder: For every 1 type of a Clown, Dancer, Singer, Musician or Superstar Mastery, increase Attack, ESP, Armor and Resistance by 10, and increase Hit, Crit, Block and Evade by +0.5%   
Enthusiasm: Increases performance slots by +2. Also extends range of Coolness and Finale to 6   


Ability Enhancing Passives:
Endless Training: Alters the effects of Leton's abilities (already factored)
Absolute Zero: Changes Frostbite effect to Freezing when using an Ice attack
Frozen Sword: Increase chance of inflicting Frostbite by 50%
Professional Mind: Vigor consumption and Casting Delay on Attack and Support abilities -25%
Skilled Body Control: Casting Delay -25%
Anti-Freezing Fluid: Leton begins with 30 Charges of Anti-Freezing Fluid. Whenever he uses a ESP ability, the number of charges of Anti-Freezing Fluid decreases by 1
Freezing Blood: Has no effect as long as Leton has at least 1 charge of Anti-Freezing Fluid. When the number of Anti-Freezing Fluid charges reaches 0, Leton gains 1 stack of Frozen Blood. If Leton receives 10 Stacks of Frozen Blood, he is instantly defeated


Offensive Passives:
Ice Splinters: If a target is already suffering from an Ice debuff, attacking them again triggers Bleeding
Shatter: Damage dealt to an Ice debuffed enemy increases 100%. Ice Crit Attack Dmg +10%
Powerful Move: Using a Powerful Dance adds 1 stack of Chance to Win
Fancy Move: Using a Fancy type Dance increases SP by 10
Cheerful Move: Using a Cheerful type Dance decreases CT until next turn by 10
Delicate Move: Using a Delicate type Dance reduces the Cooldowns of all abilities by 1 except for the ability selected
Crowd Captivator: When you defeat an enemy, all allies within a 4 tile radius gain 1 stack of Chance to Win
Encore: When Finale is triggered, restore the number of Performance effects equal to the Coolness level. Max Generated number of Performance effects will always be 2 less than the maximum
Regular Performance: When Coolness is triggered, the last effect that triggered Coolness will be maintained

Defensive Passives:
Best Condition: As long as you are at max HP, CT for next turn -10, damage received is reduced by 25%
Luminosity: Inflicts Inferiority and Contraction against Humans / Monsters as long as they are within 4 tiles. Stacks up to 3 levels. Upon reaching max level, humans gain Frenzy status while Monsters gain Panic status
Inner Peace: When using Stand By, restores 20 Vigor
Enough Rest: When HP recovers, restores 10 Vigor and CT-10

Independent Passives:
Improvisational Wrap Up: Adds Improvisational Wrap Up Command, allowing you to end a performance instantly


Passive Enhancements:
Wonderful Dance: Speed+10, Move +1. Already factored
Dance! Dance! Dance!: Performance effect level +1
Dynamic Dance: Damage +10%. Already factored
Frozen Blade: Changes Bleeding status to Severe Bleeding status when attacking an Ice debuffed enemy. Also improves damage dealt to Ice debuffed targets by another 25%
Huge Prosperity: Increases Coolness and Finale to 8 tiles
Overwhelming the Crowd: Inflicts 2 Stacks of Inferiority/Contraction at once and causes Crowd Captivator to grant 2 stacks of Chance to Win when triggering
Show on Tour: If Dance type used is the same as previous turn, CT-10 for next turn. If Dance type used is different, then SP+10
Street Dancer: Using Improvisional Wrap Up always adds +1 Coolness
Shadow of Light: For the purposes of counting masteries, Undiscovered Past receives a +1 bonus to all mastery types for 4 Superstar Masteries.
Freeze Resistant Side Effect: Increases number of Anti-freezing Fluid charges by 30. When Anti-Freezing Fluid is consumed, restores 10% of Max HP and Vigor


ABILITIES:
Basic (always available. Choose 2) -
Body Blow
Delay: 6
Cooldown: 0
Vigor Cost: 8
Range: 1
Type: Single, Melee
Property: Blunt

Deals 125 + 75% Attack +25% ESP
Blunt Property
Knocks back target by 2 tiles, Delays by 40 CT
Damage +50% if attacking in Still Stance
Crit Damage +25%


Taunt
Delay: 0
Cooldown: 6
Vigor Cost: 9
Range: 5
Type: Single, Debuff
Property: N/A

Inflicts Taunt on Target.
Forces target to only attack referenced target. Does not work on Machines
Target Block and Evade -10%
Consumes 0 Action Points


Special (choose 4) -
Ice Arrow
Delay: 8
Cooldown: 0
Vigor Cost: 9
Range: 5
Type: Single, Shooting
Property: Ice

Deals 75 +75% ESP +25% Ice SP
Ice Property
On hit, Delays target by 20 CT
Inflicts Freezing

Ice Spear
Delay: 18
Cooldown: 2
Vigor Cost: 19
Range: 7
Type: Shooting, Line Fire
Property: Ice

Deals 100 +100% ESP +50% Ice SP
On hit, Delays target by 20 CT
Inflicts Freezing
This attack pierces and hits all targets in the line


Double Wheel Kick
Delay: 18
Cooldown: 2
Vigor Cost: 18
Range: 2
Type: Melee, Single
Property: Blunt

100+125% Attack+25% Max HP + 50% Ice SP
Knocks back target by 3 tiles, Delays by 60 CT
Damage increases by 100% if attacking in Still Stance


Frost Crescent Kick
Delay: 18
Cooldown: 2
Vigor Cost: 18
Range: 3
Type: Melee, Single
Property: Ice

125+ 75% Attack+75% ESP +100% Speed
83% chance to inflict Freezing
Knocks back target by 1 tile, Delays by 20 CT
Damage increases by 100% against an exposed target

Twister
Delay: 18
Cooldown: 2
Vigor Cost: 18
Range: 1
Type: Melee, Single
Property: Blunt

185+100% Attack+50% ESP+100% Speed
50% chance to Inflict Bruise on hit
Damage increases by 100% if attacking in Still Stance

Back Tumble
Delay: 0
Cooldown: 6
Vigor Cost: 8
Range: 4
Type: Movement
Property: N/A

Instantly travels to target area.
Immune to reaction attacks and detection when moving.
Bypasses Obstructions

Pre-Heating
Delay: 8
Cooldown: 6
Vigor Cost: 0
Range: Self
Type: Buff
Property: N/A

Adds Pre-Heating Aura to self
Pre-Heating:
 - Become Immune to CT Delay
- Further reduces casting Delay by 50% on abilities
- Speed +20
- Hit +10%, Block +10%, Evade+10%
- Become immune to physical debuffs
Consumes 0 Action Points, Lasts for 3 turns

Abilities from Skills
Improvisational Wrap Up
Delay: 0
Cooldown: 6
Vigor Cost: 0
Range: Self
Type: Miscellaneous
Property: N/A

Automatically ends Performance at the end of next turn

Supers - (requires SP to be maxed to be used)
Frost Storm Kick
Delay: 30
Cooldown: 0
Vigor Cost: N/A
Range: 1
Type: Melee, Single
Property: Ice

Deals 320 + 100% Attack +100% ESP +100% Speed +100% Ice SP to target
Knocks back target by 3 tiles, Delays by 60 CT
Inflicts Freezing on Target
Damage +100% if attacking in Still stance or target is exposed. These can stack
Crit Damage +50%

Frostmill
Delay: 30
Cooldown: 0
Vigor Cost: N/A
Range: 3
Type: Fall, Medium AoE
Property: Ice

Deals 235 + 25% Attack +100% ESP +100% Ice SP to target to all surrounding enemies
Delays targets by 20 CT
Inflicts Freezing on hit
Damage +100% if attacking in Still stance
Clears most terrain effects (mists, gases, smokescreens, etc).

OTHER OPTIONS:
Not much of note. Leton does have access to Martial Artist - which is similar to Irene. However, he doesn't have her some of her better passives due to different elemental typing. On the flip side, he's much more defensive in that case because he can stack Ice element skills along with Martial Artist skills to become a high defense front line tank with huge block. Dancer is better in the DL on paper though because of the large evade from the class and taking no damage is better than taking half damage. For equips, Leton's armor is his personal unique starting armor. Every PC has one which they will usually trade off since the stats on it are weaker than end game equipment. Leton's jacket is an exception here due to the massive +20% Evade. He will pretty much never want to give this up given he is already so fast. He also has a free accessory slot compared to other PCs so that helps too.

EVALUATION:
I have to finish running the numbers on Leton's damage but even without those, his tricks are pretty well defined from this post. For the record, in the DL, Leton has 8 Performance slots and gains 4 performance effect levels per action. This means he can stock up on certain combat stats rather effectively - most notably his evade. He has a base of 82% before even consider his Block rate and he can make that even higher through Taunt, Pre-Heating and generating the Coercion effect. While 100% Evade isn't perfect, it still makes him a super dodge tank. To add to his durability, Best Condition also cuts the first hit received by 25% and if you can't break his evade consistently, he has a minor regeneration effect through using his Ice abilities. All this makes him incredibly frustrating on defense.

On offense, Leton has Freeze which means if you don't block that, it's instant GG. If you do block it, he can still do some damage through Ice Splinters causing Severe Bleeding as well as getting double damage after an Ice debuff from Shatter. The dance effects can also let him snowball into a big crit if you aren't careful. While they don't build up very quickly, it does add some level of pressure against other healers. He also has game best speed which he likes since it helps him stock up on combat effects. Easily the best of the Alley siblings and most likely a Heavy even if his damage ends up being mediocre.
« Last Edit: May 28, 2021, 04:06:40 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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BIANCA LEBLANC

CLASS: Witch
Class Mastery -

Affixed Skill:
Breeze Mastery - Gives bonus elemental resistances: Fire/Lightning +30, Wind +100. Already factored

Individual Masteries (Pick 1 only):
Witch of the Small Room: Reduces the Cooldown and Action Point required on Support abilities by 1
High Magic Education: ESP Crit +10%, ESP Hit+10%
Pride: Immunity to Mental Status effects, including Confusion

Stats
HP: 1305
Vigor: 210
Vigor Recovery: 1
Base SP: 100 Wind SP. Each point of Wind SP decreases crit damage by 1%.

Attack: 101
ESP: 1201
Hit: 92.49%
Crit: 24.7%
Crit Dmg: 195.09%

Armor: 702
Resistance: 859
Base Block: 5.83%
Base Dodge: 11.59%

Speed: 123
Move: 9
Sight: 12
OD Duration: 2

Slash Resistance: 112
Pierce Resistance: 112
Blunt Resistance: 142

Fire Resistance: 150
Lightning Resistance: 210
Wind Resistance: 400

Has negligible Ice, Water and Earth Resistances

Equipment (stat boosts have already been factored in):
Weapon: Golden Leather Bangle
Armor: Golden Leather Jacket
Armguard: Golden Leather Ring
Footwear: Golden Leather Boots
Accessory: -Gold Wing Charm

Bonuses from equipment -
- ESP Damage +10%, ESP Hit +10%, Immunity to Silence (2 Set Pieces)
- Speed +10, ESP Crit +15%, ESP Crit Damage +30%, ESP attacks reduces target's evade by 15% (3 Set Pieces)
- Vigor +30, ESP +100%, Hit +20%, Crit +3% / 1 enemy in LoS (5 Set Pieces)


WITCH SKILL SET UP



Stat Boosting Passives (all already factored):
Magic Variety: For every 1 different type of Mastery, ESP+20, Speed+2, Hit +2%   
Sage: For every 1 equipped Mastery type, increase stats by the following:   
   - Common: Hit +1%
   - ESP: Crit+1%
   - Class: Crit Dmg +3%
   - Mastery Set: Damage +1%
Witch's Book: Damage dealt by an ESP ability increases by 5% for every 1 equipped Witch of Shaman Mastery   

Ability Enhancing Passives:
Illusionist: Cooldown on Illusion ability -4
Magic Theory:  Chance of inflicting Debuffs from ESP abilities increase by 50%
Wind Witch: Alters the effects of Bianca's abilities (already factored)
Arresting Force: When attacking with a Wind type ESP ability, 30% chance to inflict Wind Chain

Offensive Passives:
Eyes of Jealousy: Hit+3% for every 1 buff target currently has
Witch's Jealousy: Dispels all buffs on target when an attack hits
Jealousy: Damage +10% for every 1 buff target currently has
Catharsis: When defeating a target, Cooldowns -1

Defensive Passives:
Mutant: At the end of your turn, turns all debuffs into random buffs
Trace On: Copies a buff from the enemy if you are hit by them
Life Drain: Restores 20% HP of damage dealt when attacking a Bleeding target
Origin of Life: Adds Liveliness aura to all allies within 4 tiles. Vigor Recovery +5
Suppression: Biological targets within 4 tiles of Bianca are affected by Pressure, decreasing Block and Evade by 10%

Independent Passives:
Third Eye of the Witch: Applies "Gazing Eyes" to the target, gaining their field of vision
Enemies revealed by Gazing Eyes becomes Exposed

Passive Enhancements:
Black Witch: Pressure becomes Strong Pressure, doubling its effect. Defeating a target also reduces CT for next turn by 10. Number of Illusion charges +3
Archwitch: Damage further +5% for every ESP type mastery. Reduces Casting Delay by 30%
Blood witch: Dispelling a target's buffs increases own SP by 5. Expands the range for Life Drain and Arresting Force to also affect all those within a 4 tile radius
Witch of Avarice: Buffs can only expire and not dispelled. When enemy buffs are dispelled, duration of own buffs increase by 1
Witch of Envy: Buffs that are dispelled from a target are applied to you instead. Further increases damage by 15% if the target has more buffs than you. Improves chance of inflicting Wind Chain by 30%
Witch of Pride: Increases ESP attack damage by 5% for every 1 Elementalist mastery. Removes Action Point cost on Third Eye of Witch by 1 (0 total)


ABILITIES:
Basic (always available) -
Twister Bullet
Delay: 7
Cooldown: 0
Vigor Cost: 12
Range: 10
Type: Single, Shooting
Property: Wind

Deals 100  +100% ESP
Inflicts Bleeding on hit
Damage +50% if target is exposed

Special (choose 4) -
Wind Chain
Delay: 17
Cooldown: 2
Vigor Cost: 18
Range: 4
Type: Single, Shooting
Property: Wind

Inflicts Wind Chain on hit
Hit +20%
2 Charges only

Twister Kick
Delay: 7
Cooldown: 2
Vigor Cost: 18
Range: 9
Type: Single, Melee
Property: Wind

Deals 200 +75% Attack+ 25% ESP + 100% Speed
Knocks back target by 2 tiles, Delays by 40 CT
Inflicts Bruise on damaged target
Damage +6% for every 1 tile of distance from target

Whirlwind
Delay: 17
Cooldown: 2
Vigor Cost: 24
Range: 10
Type: Fall, Single
Property: Wind

Deals 225 +100% ESP +50% Wind SP
On hit, Delays target by 20 CT

Wind Whip
Delay: 13
Cooldown: 2
Vigor Cost: 16
Range: 7
Type: Shooting, Single
Property: Wind

125+25% Attack+75% ESP + 25% Wind SP
Pulls a target forward by 3 tiles, delays by 30 CT
Damage increases by 50% against an Exposed target

Wind Veil
Delay: 20
Cooldown: 3
Vigor Cost: 20
Range: Self
Type: Buff
Property: Wind

Activates Wind Veil buff, boosting stats. Lasts 3 turns
Melee evade chance +20%
Vigor Recovery +5
Speed +10
Amor / Resistance +50
Wind Resistance +100
Consumes no Action Points

Windwalk
Delay: 0
Cooldown: 4
Vigor Cost: 16
Range: 6
Type: Movement
Property: Wind

Instantly travels to target area.
Immune to reaction attacks and detection when moving.
Bypasses Obstructions

Illusion
Delay: 21
Cooldown: 4
Vigor Cost: 10
Range: 8
Type: Debuff
Property: N/A

Inflicts either Illusion of Rage or Illusion of Mutation on target. Bianca's choice
Does not effect mechanical enemies
Consumes no Action Points

Illusion of Rage: Target becomes identified as an enemy from its allies
Illusion of Mutation: Transforms target into a doll, incapacitating them. Cannot act or move until damaged or 3 turns pass


Abilities from Skills
Third Eye of the Witch
Delay: 0
Cooldown: 9
Vigor Cost: 10
Range: 12
Type: Debuff
Property: N/A

Inflicts Gazing Eyes on target.
Gain target's field of vision. All enemies revealed by Gazing Eyes become exposed


Supers - (requires SP to be maxed to be used)
Wind Explosion
Delay: 42
Cooldown: 5
Vigor Cost: N/A
Range: 8
Type: Fall, Small AoE
Property: Wind

Deals 25 + 100% ESP +100% Speed +100% Wind SP to target
Knocks back target by 5 tiles, Delays by 100 CT
Inflicts Stun at a 75% chance
Damage +150% if target is exposed
Clears most terrain effects (mists, gases, smokescreens, etc).

Twister Dance
Delay: 56
Cooldown: 5
Vigor Cost: N/A
Range: 4
Type: Shooting, Small AoE
Property: Wind

Deals 75 + 100% ESP +100% Wind SP to target to all surrounding enemies
Knocks back target by 2 tiles, Delays by 40 CT
Inflicts Bruise on hit
Damage +150% if attacking in Still stance
Clears most terrain effects (mists, gases, smokescreens, etc).

Twister Arrow
Delay: 42
Cooldown: 3
Vigor Cost: N/A
Range: 12
Type: Single, Shooting
Property: Wind

Deals 375 + 100% Attack +100% ESP +100% Wind SP to target
Inflicts Bleeding on hit
Damage +20% for every 1 tile of distance between you and the target
Hit +50%



OTHER OPTIONS:
Not much of note here as well! Bianca's second class is Black Mage. Like Sion, BM doesn't do much that Witch doesn't already for Bianca except for more damage. In this case, it might be relevant because Bianca's pretty much the definition of a glass cannon. She's pretty strapped for equipment options too since she needs the full set to gain all the benefits from her equipment. On the flip side, they play well into her strengths so it's not like she has a huge incentive to change them up either.

EVALUATION:
Like Leton, I need to run the damage numbers to get an exact idea of how she does on offense. However, just at a glance, I can tell you it's going to hurt a lot. There are a couple of factors at play here, namely the large magic multiplier on her damage from all the passives stacking together. Based on the in-game menu, this equates to roughly +118%. Flip side - unlike the other PCs, she doesn't gain a damage boosting effect so her subsequent turn damage probably ends up less effective which does hurt. An interesting trick she carries is the ability to cast Support abilities without consuming an Action Point so she'll always have Wind Veil up. Aside from the boost, it also amps up her SP so she's also one of the few cast members who can easily reach her super. This of course, helps jack up her damage albeit, maybe not as fast as she'd like.

A key part to Bianca's game plan is her speed. She's slightly slower than Leton but she's still within that top tier, being behind by only 4 points on base. On the other hand, she can gain haste, which helps to maintain her advantage over her cast mates. This is a crucial advantage because Bianca also carries Illusion of Mutation and Wind Chain in her status kit and both of these effects, when triggered is pretty much GG. In the DL, this means other than being a glass cannon, she's also a fast status slinger of 2 status types that are not easy to block, which makes her great against other PCs.

On the downside, her defenses are shoddy and easily game worst. As noted, Bianca's pretty glassy thanks to cast lowest HP along with bad Block and Evade rates. This kinda sucks because her defensive game of turning negative status into positive effects is really cool in-game. In the DL though, you'd pretty much never see this because why you wouldn't just straight up go for damage against her is beyond me. She's probably some flavor of Heavy just due to the fast, tough to block status slinging backed up by good damage.
« Last Edit: May 28, 2021, 04:34:55 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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ALISA IVANOVA

CLASS: Berserker
Class Mastery - Wrath: Damage increases by 2% for every 1% HP lost

Affixed Skill:
Intrepid Spirit - No bonuses

Individual Masteries (Pick 1 only):
White Lion: When gaining a Excitement status effect, CT-10. When gaining a Rage effect, all Cooldowns -1
Deathblow: Upon delivering a killing blow, SP+20
Relaxed: If your attack completely misses all targets, gain Peace Status


Stats
HP: 2084
Vigor: 80
Vigor Recovery: 1
Base SP: 100 Spirit SP. Each point increases hit by 0.1%.

Attack: 1619
ESP: 0
Hit: 76.59%
Crit: 23.99%
Crit Dmg: 142.59%

Armor: 1170
Resistance: 633
Base Block: 19.53%
Base Dodge: 3.77%

Speed: 80
Move: 12
Sight: 12
OD Duration: 2

Slash Resistance: 191
Pierce Resistance: 185
Blunt Resistance: 221

Lightning Resistance: 336

Has negligible Fire, Wind, Ice, Water and Earth Resistances

Equipment (stat boosts have already been factored in):
Weapon: Indigo Cyrus Great Sword
Armor: Flashlight Black Iron Leather Uniform
Armguard: Flashlight Black Iron Leather Wrist Guard
Footwear: Black Iron Flash Boots
Accessory: -None-

Bonuses from equipment -
Damage taken from an adjacent enemy is reduced by 15% (Armor)


BERSERKER SKILL SET UP



Stat Boosting Passives (all already factored):
Muscle Training: Attack +5 for every level
Tough Warrior: HP+100, Armor+100, Resistance+100
   
Ability Enhancing Passives:
Glorious Scar: Vigor needed for Melee abilities decreases by 50%. Increase damage on Basics by 50%

Offensive Passives:
Lunacy: If you are under a Rage type status when defeating an enemy, gain a random Excitement buff
Spirit of a Warrior: For every 1 Excitement type status, Speed+10. For every 1 Rage type status, Damage+10%
Berserker: When taking damage, gain Frenzy status and move 50% of your Move distance towards the attacker. Works up to 3 times a turn for the same target
Clash: If your attack power is greater than the target's, +20% Attack Power
Heavy Strike: Damage +15%
The Joy of Lunacy: Every time a Rage status takes effect, Cooldowns -1
Anger Strike: Upon taking damage under a Rage status, automatically use a Melee attack on nearest enemy if you move within 1 tile of their position. When this effect triggers, Delays next turn by 20. Works up to 3 times a turn for the same target
Swift Attack: Delays target's CT by 10 if your speed is higher than theirs
Aggression: Crit+3% per enemy within Line of Sight
Wanderer: Hit+15% if Attacking after moving

Defensive Passives:
Frenzied Charge: While under a Rage or Excitement status, become immune to CT Delay
Tenacity: +20% Block when HP is less than 33%
Will to Survive: Damage -20% when HP is less than 33%
Indomitable Will: Damage -30% when HP is lower than 33%
Forgotten Pain: While under Rage status, damage taken decreases by 1% per 1% of HP Lost
Heart of Lunacy: While under Rage status, automatically Revive at 30% MHP.

Independent Passives:
Rampage: Gain "Rampage" command. Inflicts Ramage on self
Encourage: Gain "Encourage" command. Adds Bravery to self and all allies within a 3 tile area.


Passive Enhancements:
Immortal: When Auto-Revived, gain Immortality for 3 turns.
Encouraged Warrior: Hit+3% for every Excitement status. Action point cost for Encourage -1
Aggressive Warrior: Crit+3% for every Rage type status. Further improves Attack Power +10% when your attack power is higher than the target's
Indomitable Warrior: Armor +100, Resistance +100, Block Chance +10%
Seasoned Warrior: Further decreases CT until next turn by 10 if attacking an enemy who has less speed. Inflicts Armorbreak against those who have lower Attack Power than you
Wandering Warrior: Further improves by 5% if attacking after moving. Attacking an enemy with lower speed than you further reduces CT until next turn by another 10 (30 total). Defeating an enemy restores 10 more Vigor
Tenacious Barbarian: HP +300. Become Immune to physical debuffs. When your HP falls below 33%, further decreases damage taken by 5% and increases Block by 5%
Warrior of Herculean Strength: Further Improves Atk by 3 for every level. Damage dealt to those with lower Attack than you increases by another 10% (total 40%)
Wildcat Engine: Move+1. Defeating an enemy through Anger Strike triggers Berserker effect again.


ABILITIES:
Basic (always available) -
Quick Shaving
Delay: 0
Cooldown: 0
Vigor Cost: 5
Range: 1
Type: Single, Melee
Property: Slashing

Deals 225  +100% Attack Power
50% chance of Inflicting Bleeding on hit

Special (choose 4) -
Sliding
Delay: 20
Cooldown: 1
Vigor Cost: 14
Range: 6
Type: Shooting, Line Fire
Property: Slashing

Deals 120 + 75% Attack +50% Speed
25% chance of Inflicting Bleeding on hit
This attack pierces all those in a straight line and hits twice

Cross Slash
Delay: 30
Cooldown: 2
Vigor Cost: 10
Range: 1
Type: Single, Melee
Property: Slashing

Deals 225 +50% Attack+ 25% Spirit SP + 25% HP
50% chance of Inflicting Bleeding on hit
Damage +50% if attacking in Still Stance

Straight Thrust
Delay: 32
Cooldown: 3
Vigor Cost: 16
Range: 4
Type: Melee, Small AoE
Property: Slashing

Deals 225 +75% Attack+ 25% Spirit SP + 25% HP
On hit, Delays target by 20 CT
25% chance of Inflicting Bleeding on hit
Damage +50% if target is Exposed


Flex Shaving
Delay: 40
Cooldown: 2
Vigor Cost: 9
Range: 1
Type: Melee, Small AoE
Property: Slashing

375+100% Attack+100% Speed + 50% Spirit SP
25% chance of Inflicting Bleeding on hit
Hit+30%


Wood Chopper
Delay: 40
Cooldown: 2
Vigor Cost: 28
Range: 4
Type: Fall, Single
Property: Slashing

150+125% Attack+25% HP
Damage +50% if target is exposed or attacking from still stance. These bonuses can stack

Battle Cry
Delay: 0
Cooldown: 1
Vigor Cost: 20
Range: 4
Type: Debuff
Property: Noise

Inflicts Battle Cry status to surrounding target
Does not effect mechanical enemies
Consumes 1 Action Point only


Abilities from Skills
Rampage
Delay: 0
Cooldown: 9
Vigor Cost: 10
Range: Self
Type: State Change
Property: N/A

Inflicts Rampage on self.
While Rampage is active, character will target anybody nearby, including allies
During this state, gain the following stat changes:
 - +30 Vigor/Rage Recovery
- +100 Speed
- +300 Armor & Resistance
- Attack damage +50%
Deactivates after 5 turns or there no targets in sight.
Consumes 0 Action Points

Encourage
Delay: 30
Cooldown: 3
Vigor Cost: 25
Range: 3
Type: Buff
Property: Excitement

Removes all Mental debuffs to self and surrounding allies
Gain Bravery Status effect
Consumes 0 Action Points


Supers - (requires SP to be maxed to be used)
Perfect Shaving
Delay: 60
Cooldown: 0
Vigor Cost: N/A
Range: 2
Type: Melee, Small AoE
Property: Slashing

Deals 525 + 150% Attack +100% Speed +100% Spirit SP to targets
Knocks back target by 5 tiles, Delays by 100 CT
Crit Damage +100%


Double Cross Slash
Delay: 80
Cooldown: 3
Vigor Cost: N/A
Range: 1
Type: Melee, Single
Property: Slashing

Deals 225 + 25% Attack +25% Spirit +25% HP to a target. 4 hits total
Knocks back target by 3 tiles, Delays by 60 CT
Inflicts Bleeding on hit
Damage +100% if attacking in Still stance


Spin Cutter
Delay: 80
Cooldown: 5
Vigor Cost: N/A
Range: 4
Type: Melee, Single
Property: Slashing

Deals 187 + 30% Attack +40% Speed +50% Slashing SP to a target. 5 hits total
50% chance to Inflict Bleeding on hit
Damage +100% if target is exposed


OTHER OPTIONS:
Probably the PC that I've yet to fully explore. Alisa has a completely separate class called White Knight, which examining its masteries appears to be a much more defensively oriented class compared to Berserker. I'll have to take a second look to see whether or not it has DL uses. The one ability on there that seems immediately useful is Neutralize Counters. Berserker also has a cute option of converting her Vigor meter into the Rage meter used for monsters. On the surface, this appears to be more of a drawback since it prevents Alisa from immediately accessing some of her stronger abilities. However, it does make her basic free, which can help out for longer fights. In general, attacking Alisa without KOing her is pretty dangerous so Rage can be a useful tool against those she can build the pool up against. She also has a free accessory slot, but since she's already immune to physical type statuses, this is less of an option and more just for completeness.

EVALUATION:
Oh hey, it's a Berserker and it doesn't suck. The major drawbacks for Alisa are her speed (thanks to her weapon that takes away 10 points) and that she's very one dimensional. Think of her as like the melee counterpart to Heixing and you have a pretty good idea of how things work. Just hits things with her broadsword and if they survive, hit them again, but harder. Unlike other melee attackers, Alisa has a couple of really nasty abilities that let her do this. The skill Berserker allows her to get around the melee restriction as it lets her move upon taking damage to the source that attacked her. Then, Anger Strike lets her attack if she ends up within striking distance of a target. Finally, if she kills something, Wildcat Engine means she gets to move again immediately - all within the same action. In-game, this can be further bolstered by the Mastery enhancement set "Lunatic Berserker", which doubles the movement she can take after being struck and reduces the CT for her next turn by 15. Be glad that this set ends up DL illegal.

Note that hitting Alisa is pretty dangerous for this reason unless you have ways of neutralizing counters or being physically immune. Even just having some resistance might not be enough because she has a ton of ways to pump up her damage. The skill Berserker also adds the Frenzy buff, which can stack up to 4 times and each stack boost the damage by 50%. Her class mastery adds 2% more damage for every 1% of HP lost, then if certain parameters of hers are higher than her opponent's (most notably attack power - which has game best), then she gets a further boost to the damage. This all adds up to a lot of physical damage even without the debuff type boosts from her other cast mates. The real cog in her game plan though is Rampage. This ability is situational in-game because if used in a crowded area, it can easily backfire and cause Alisa to attack your own allies. You have to be clearly out of her range while placing her square within enemy territory. However, when you do get that exact set up, Rampage is disgusting. The +50% attack damage and +100 Speed results in Alisa being a one-woman army and with the right defensive mastery sets, it lets her clear an entire room on her own, 50-1. Needless to say, this plays right into the DL since the drawback doesn't apply.

Speaking of Defensive masteries, IMMORTALITY being one of her unique skills is just the icing on the cake. So when you kill her, not only does she auto-revive, but she becomes immune to all sources of damage for 3 turns. While she has her class mastery damage boost and can still self buff if she chooses to. You CAN get around this by having Dispel as the damage immunity is a buff. However, even without it, she still has a plethora of skills that boost her durability by decreasing the damage she takes the lower her HP goes. It's also difficult to straight up status her out since she's immune to physical type status and mental status in-game cannot take her out of the fight instantly. The best tactic here is to just straight up one-shot, dispel, then take her out. Good luck with that though since its backed by good HP and takes a minimum of 3 turns - while you're forced to tank sword hits to the face. High Heavy/Low Godlike border.
« Last Edit: June 04, 2021, 03:20:34 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself