Limit Meters: If a character -can- start a battle with a full Limit Meter, then they will start a duel with a Limit Meter as high as 50%.
e.g. FF7, TotA, Lufia2, Lunar Legend, S4 Rush, ToS, LoD, ToV, LoL2, G3, XS3?
Exceptions: FF7, due to Limit Levels can start with a 50% Lv4, 75% lv3, or 100% lv2/1; LoD can start with 50% of their TOTAL Dragoon gauge; G3 has infinite full-SP restoring items, which is somewhat unique for a Limit Meter, so I'm allowing G3 characters to start with full SP.
Counter-examples: WA3,4,5 FP, SoA SP, LoL Spirit
Something of a topic revival, but I was thinking about this last night (As in, thinking of the merit of allowing versus the negatives) and I wanted to at least see the general effect in had on duellers.
So
FF7- Would not be counted. Limits are already scaled down to give them earlier access and allow them to obtain different levels in a battle, making chipping around all of them harder. This is already enough of a boon that extra feels unnecessary on top of this.
FF8- Yeah, not letting people come in at different varities of HP though.
FF9- Well, the other people trancing every currently are Vivi, Garnet, and Eiko. This doesn't change, but it will happen in half the time (Which is taking 10 hits? Or...eh, that might have been 10 under High Tide, meaning...20 normal? General point is that no one is really aided).
FF 10-
Stoic: They now hit OD after taking 55% damage
Warrior: Can now kick in after 2 turns of attacking for some.
Tactician: Two status attacks is now OD inducing
Dancer: Evading too attacks is now OD inducing
Tidus- Better finisher.
Lulu- Completely irrelevant.
Rikku- Irrelevant to me (Godlike anyways). For those who just allow like Al Bhed Potions and Mix? Stoic+Al Bhed Potions aren't a bad combo now.
Wakka- Isn't really about damage. Petrify OD is more accessible or something
Auron- More accessible Eject!
Yuna- Doesn't really take hit herself anyways in matches she wins
LoD- Assuming 3 levels of starting SP...
Albert- Can now quickly jump into 3HKO magic with the ability to tank better (This is going to be a theme). Notable improvement, although the speed is still somewhat limiting against mages. Big jump against wall-like fighters. Could be an above average Middle now.
Dart- 2HKOs magically and physically! (Albeit barely on the physical end). Speed is still flawed, but at least feels like he could champ Middle or something.
Haschel- Solid Middle to potential Champ maybe? He can either opt for the painful limit (Of the other type!) or a tanky, fast magical 3HKO against physical walls.
Kongol- Magic damage is still pretty worthless. However, Dragoon form is a little damage in trade for a big durability jump, so it makes him a nightmare to kill in Light barring the people who can unleash massive magical hurting turn 1.
Meru- Big improvement. 3HKOs, but now can do it off fast speed and solid Pdur! (Barring a faster enemy). Solid Middle now instead of riding the L/M borderline.
Miranda/Shana- Oddly less of an improvement than I thought (Partially because she doesn't mind taking a hit first generally. She's fast, isn't generally being OHKOed, etc). Still an improvement since the smash damage turn 1 is better than turn 2 and the status resistance and tanking. She's just so spent after it, and really wishes the smash wasn't OPB 70ish%.
Rose- Actually deserves Heavy now. Turn 1 100% ID, ability to unleash 3300 Magic Damage by turn 2 and makes herself tanky at the same time...Yeah, 4.0ish, seems right.
LoL 2- Did they store up AP after battles ended? Can't remember. If so, damage average goes up, and they get better at inflicting status earlier. Magic damage looks flat out worse, so I'm not sure they gain overall (Well, Sharon now has turn 1 Charm!)
Lufia 2- Well, they even end the game with gauges full! But yeah, the effects (Note that those 65% IPs now need about 30% of their HP to be lost, meaning that they having a really strong case at being included in the damage averages to me. This pushes the averages way up).
Artea- Like Selan, he gains some buffing turn 1, but the higher damage average makes me wonder if he comes out ahead here? Don't think it's a notable gain anyways.
Guy- See Maxim mostly, albeit within the scary high end IPs. But yeah, Tough Hide makes playing a chipping game difficult, Speed IPs can help with the sluggishness that would otherwise sink him quickly against some chippers, etc...Gain.
Maxim- Tough Hide healing is available at the start. Lufia defenses are such a joke that this means even physical sluggers will have issues getting around it. If someone is faster, can 2HKO, can stall until they double, they can take him out ignoring the healing and not having to deal with the 4 turn damage immunity (or Wave Motion). Fleet really helps against people trying to do that stalling though! Actually, Fleet probably means that this is indeed a notable improvement, since the speed was otherwise his problem with this view. Not perfect since IPs are costly, but it still means that it feels like a tangible improvement for him despite the damage looking worse.
Selan- Deflect is turn 1. Buffs are also available turn 1 (And the attack one is solid at least). Already had healing, so doesn't feel like she gains as much as say Maxim. She might about come out even under this view, although...more elementally reliant doesn't help. Hmm, yeah, I'm not really sure if she gains here.
Dekar- He already needed to be doubled and 2HKOed to be outslugged, so this doesn't help. Damage looks slightly worse, but ATK buffing means that he can ream healers.
Lexis- Turn 1 100% status and then try to slug them out before it wears off? Probably an improvement too.
Tia- See Selan, although when she leaves defense buffing isn't a bad joke. Might take her from taking an extra 15% to cutting physicals by like 20%? Thinking on it, plays really well with her game since anyways going after her faces like 80% Pdur instead of 50%. Yeah, very much an improvement.
MK- Did the gauge start at 0 anyways? If not, Jessica and Pamela have a better chance of reaching it in long matching. No one else will see it.
SH 3- Um, I'd need to see what the recharges times are to see how the damage average turns out anyways.
TotA- No clue how long it takes them to hit OL, so no clue if this makes this actually DL viable for anyone at all.
Anyone casts/notable effects that I'm missing here? As I said, not sure I allow it, but I'm definitely thinking on it.