By Meeple's request, this is FE6's new - and not so unofficial - stat topic! Everything is done in a neat, cute spreadsheet for your convenience. Two things to take note of: I didn't take caps into consideration unless they were actually hit, promoted or unpromoted, and I rounded all calculations up to the nearest integer. In the case of evasion, I rounded up only the result of previous calculations (Evasion = Speed*2+Luck). All stats are taken at level 20/15, except for characters without promotions (taken at level 20) and characters who join at a level higher than 20/15 (like Karel and Niime). In that case, they're taken at the level they join in. Now, let's get started with the formulae and stats. Also, I did some name changes to their translated versions, but these were done in Photoshop. So, those changes aren't alphabetically sorted. Sorry, but you'll manage.
HP (Hit Points) - These are the equivalent of Hospital Points. Lose all of them and you get a free bed in the hospital of your choice.
POW (Strength/Magic) - This indicates how hard a character hits (either physically or magically). Fighters have Strength, mages have Magic.
SKL (Skill) - This indicates a character's skill with weapons. Higher skill means better base accuracy and higher critical rate.
SPD (Speed) - This stat affects two things: a character's evasion and his/her chances on doubleturning/being doubled. If a character has at least a 4-point speed advantage over his enemy, he doubles his attack. Likewise, if an enemy has at least 4 points of speed over a character, the character gets doubled. How in hell you interpret this stat is up to you.
LUCK (Luck) - This stat affects accuracy, evasion and critical odds. Higher luck means better evasion, higher accuracy and diminishes the odds of a critical hit from an enemy.
DEF (Defense) - This stat indicates a character's resilience against physical attacks. Higher defense means less damage suffered from physicals.
RES (Resistance) - This stat represents a character's resistance against magical attacks and status stave spells. The higher this stat is, less damage will be sustained against spells, along with lower odds of being hit by a negative magical status attack.
CON (Constitution) - This stat affects directly Attack Speed (which will be seen later). Basically, all weapons have a weight score. If your CON >= the weight of the weapon you're carrying, your AS will not suffer any penalty. If your CON < weapon weight, your AS score will suffer a penalty of CON - Weapon Weight to your Attack Speed.
EVA (Evasion) - Base Evasion is determined by a simple formula: Attack Speed * 2 + Luck. This is the base score that determines the odds of a character dodging an attack. GBA FE games work in such a fashion that lower evasion numbers mean the character will dodge less than they mathematically should, and higher numbers will evade more. So, take these with a grain of salt.
EVA% (Evasion Rate) - This is the actual evasion odds for a character. The basic evasion rate formula consists of Evasion - Accuracy. Like NEB, I took 125 as average (the most accurate non-Mamkute enemy in FE6, Brunya, has an accuracy of 124, so I think this is accurate enough). However, this basic formula has some discrepancies. Characters with evade lower than 75 will dodge less than the numbers gotten from it imply. If their evade is higher than 75, their evade will actually be higher than the base number. I got the actual formulae from NEB, and, from my experiences, they're rather accurate.
AS (Attack Speed) - This is the actual stat used in equations regarding speed. This score is affected by weapon weight.
MT (Might) - The total Strength that a single attack will deal from a character against a 0 Defense target. This is calculated using Power + Weapon Might.
DMG (Damage) - The actual damage dealt by the character against average DL durability. These were taken using a Defense score of 10 and a Res score of 5.
Accuracy - This is calculated using the following formula: (Skill * 2) + (Luck/2) + Weapon Accuracy. This represents the character's accuracy before evasion is taken into account. To get the actual hit rate against someone, just deduct the enemy's evasion score from the result of the above equation.
Critical Hit % - To get this, the formula is (Skill/2) + Weapon critical rate. This base score is deducted from enemy Luck. I take average enemy Luck as 10, so, the odds of a character with 30 Skill to deal a critical hit without Killer weaponry against an enemy in the DL normally would be of a paltry 5%. This stat can be viewed rather literally. Berserkers and Swordmasters get a 30% critical hit bonus.
Critical Hits - A critical deals 3x the damage of a normal swing, and, unlike believed, DOES NOT IGNORE EVASION. That's just about it.
Here is the stat spreadsheet:
Weaponry (Weapons used for the damage averages - meaning they are the optimal weapons - are
bolded)
Swords (
Swordmaster, Hero, Thief, Master Lord, Falcon Knight, Paladin, Nomadic Trooper, Wyvern Lord)
Rapier — Prf. Weapon, 5 Weight, 85 Accuracy, 5 Might, 10 Critical, 25 Charges. Roy only. Effective against infantry (Knights/Generals, Cavaliers/Paladins).
Slim Sword — E Rank, 2 Weight, 95 Accuracy, 3 Might, 5 Critical, 30 Charges.
Iron Sword — E Rank, 5 Weight, 85 Accuracy, 5 Might, 0 Critical, 46 Charges.
Steel Sword — D Rank, 10 Weight, 70 Accuracy, 8 Might, 0 Critical, 30 Charges.
Armorslayer — D Rank, 11 Weight, 85 Accuracy, 8 Might, 0 Critical, 18 Charges. Effective against Knights/Generals.
Killing Edge — C Rank, 7 Weight, 80 Accuracy, 9 Might, 30 Critical, 20 Charges. Rutger starts with a Killing Edge equipped.
Lightbrand — C Rank, 9 Weight, 70 Accuracy, 9 Might, 0 Critical, 25 Charges. Has 1-2 range, the ranged attack being a Light-typed magical attack (has WTA against Dark Magic, and WTD against Anima). Its power is fixed on 10 damage, apparently (ITD?). And yes, it’s odd that the Lightbrand is storebought, but FE6 is on crack.
Silver Sword — A Rank, 8 Weight, 75 Accuracy, 13 Might, 0 Critical, 20 Charges. Sword of Seals — Prf. Weapon, 8 Weight, 95 Accuracy, 18 Might, 10 Critical, Defense +5, Res +5, 20 Charges. Roy only, has 1-2 range. The long-ranged attack is the exact same as the short-ranged, damage-wise. It can also be used to fully heal Roy at the expense of one charge. How you take this is up to you. Wo Dao — D Rank, 5 Weight, 75 Accuracy, 8 Might, 40 Critical, 18 Charges. Fir/Karel only. (Well, technically, Rutger can use one, too. But Karel and Fir are the only characters who start with a Wo Dao, and there’s only one other Wo Dao in the game besides the ones in Karel and Fir’s hands)
Lances (
Paladin, Falcon Knight,
Wyvern Lord, General)
Slim Lance — E Rank, 4 Weight, 80 Accuracy, 4 Might, 5 Critical, 30 Charges.
Iron Lance — E Rank, 8 Weight, 70 Accuracy, 7 Might, 0 Critical, 45 Charges.
Javelin — E Rank, 11 Weight, 55 Accuracy, 6 Might, 0 Critical, 20 Charges. Has 1-2 range.
Steel Lance — D Rank, 13 Weight, 10 Might, 0 Critical, 30 Charges.
Heavy Spear — D Rank, 13 Weight, 75 Accuracy, 11 Might, 0 Critical, 16 Charges. Effective against Knights/Generals.
Killer Lance — C Rank, 9 Weight, 75 Accuracy, 10 Might, 30 Critical, 20 Charges.
Silver Lance — A Rank, 10 Weight, 65 Accuracy, 14 Might, 0 Critical, 20 Charges. Axes ([n]Berserker, Warrior[/b], General, Paladin)
Iron Axe — E Rank, 10 Weight, 65 Accuracy, 8 Might, 0 Critical, 45 Charges.
Hand Axe — E Rank, 12 Weight, 50 Accuracy, 7 Might, 0 Critical, 20 Charges. Has 1-2 range.
Steel Axe — D Rank, 15 Weight, 50 Accuracy, 11 Might, 0 Critical, 30 Charges.
Hammer — D Rank, 15 Weight, 45 Accuracy, 8 Might, 0 Critical, 20 Charges. Effective against Knights/Generals.
Halberd — D Rank, 15 Weight, 55 Accuracy, 10 Might, 0 Critical, 18 Charges. Effective against Cavaliers/Paladins.
Killer Axe — C Rank, 11 Weight, 65 Accuracy, 11 Might, 30 Critical, 20 Charges.
Silver Axe — A Rank, 12 Weight, 55 Accuracy, 15 Might, 0 Critical, 20 Charges. Devil Axe — E Rank, 18 Weight, 55 Accuracy, 18 Might, 0 Critical, 20 Charges. May damage its user. (Gonzales’ starting weapon)
Brave Axe — B Rank, 16 Weight, 55 Accuracy, 10 Might, 0 Critical, 30 Charges. Double-attack. (Either Geese's or Bartre’s starting weapon, depending on the route chosen in chapter 9. If you don't get the chapter where you recruit Bartre, Geese'll start with it. If you do, however, Geese will just start with a Hand Axe and a Steel Axe. Whether you allow the Brave Axe to either of them or not, it's your call.)
Bows (
Sniper, Nomadic Trooper, Warrior)
Iron Bow — E Rank, 5 Weight, 80 Accuracy, 6 Might, 0 Critical, 45 Charges. Effective against flying units (Pegasus Knight, Wyvern Rider, Falcon Knight, Wyvern Lord). Ranged weapon.
Short Bow — D Rank, 3 Weight, 80 Accuracy, 5 Might, 10 Critical, 22 Charges. Effective against flying units. Ranged weapon.
Steel Bow — D Rank, 9 Weight, 65 Accuracy, 9 Might, 0 Critical, 30 Charges. Effective against flying units. Ranged weapon.
Killer Bow — C Rank, 7 Weight, 80 Accuracy, 9 Might, 30 Critical, 20 Charges. Effective against flying units. Ranged weapon.
Silver Bow — A Rank, 6 Weight, 70 Accuracy, 13 Might, 0 Critical, 20 Charges. Effective against flying units. Ranged weapon. Anima Magic (
Sage, Valkyrie)
Fire — E Rank, 1 Weight, 95 Accuracy, 5 Might, 0 Critical, 30 Charges. 1-2 range.
Thunder — D Rank, 2 Weight, 80 Accuracy, 6 Might, 5 Critical, 25 Charges. 1-2 range.
Elfire — C Rank, 4 Weight, 75 Accuracy, 8 Might, 0 Critical, 20 Charges. 1-2 range.
Aircalibur — B Rank, 2 Weight, 85 Accuracy, 8 Might, 0 Critical, 20 Charges. Effective against flying units. 1-2 range. Light Magic (
Bishop)
Lightning — E Rank, 1 Weight, 75 Accuracy, 5 Might, 0 Critical, 30 Charges. 1-2 range.
Shine — C Rank, 3 Weight, 65 Accuracy, 8 Might, 0 Critical, 25 Charges. 1-2 range. Dark Magic (
Druid)
Flux — D Rank, 5 Weight, 70 Accuracy, 8 Might, 0 Critical, 30 Charges. 1-2 range.
Nosferatu — C Rank, 6 Weight, 70 Accuracy, 10 Might, 0 Critical, 20 Charges. Parasitic healing (all damage done to the enemy reverts to the caster as recovered HP). 1-2 range. Eclipse — B Rank, 9 Weight, 10 Accuracy, 0 Might, 0 Critical, 5 Charges. 3-10 Range. HP->1. (Initial weapon for Niime)