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Author Topic: Fire Emblem: Path of Radiance  (Read 5351 times)

Meeplelard

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Fire Emblem: Path of Radiance
« on: February 29, 2008, 06:45:54 AM »
Ok, yes, Eph did the original one, but well, it was never transfered, and frankly, there were some things left out of it and yada yada yada NEW FIRE EMBLEM 9 STAT TOPIC OMG!

Anyway, stats are taken at level 20/15 for Beorc, level 15 for Laguz.  Exceptions exist if the PC joins at a level higher than 20/15, OR if they have Paragon skill.

Usual FE nonsense applies.  I'll get to specifics later, but the usual "You attack, get attacked, you counter if said weapon is in range" what have you.  Its FE, we know how these things work!

Anyway, time for usual list of interp calls and such.

Weapon Info!
-Ike and Elincia are using Ragnell and Amiti respectively.  They're unique weapons and they're best overall.
-Laguz use their own set weapons; its not like they have a choice.
-Sothe and Volke were assumed Stillettos; these are the strongest Knives in the game and they're store bought, no problems there.
-Rhys is allowed all Light Magic with a possible exception of Rexaura given how painful it is to get; he was assumed with Nosferatu, regardless, since that's overall his best for a number of reasons, even if not his strongest.
-Everyone else was assumed to be using Forged Silver Weapons if they're Fighters, OR Forged Thunder if they're Mages.  You might argue Forging is too restrictive in this game (once per chapter, compared to FE10 where you could do it as often as you wanted, providing the option was available), but personally, I feel it best reflects in game worth better.
-Who was given which weapon depends on their class; I'm not going to get into detail about it, so check the actual weapon section later on.
-PCs who come with noteworthy weapons in their inventory initially (Geoffrey's Brave Lance for example) were not assumed to be using them, however, I did list them down below.  FE is not a series where weapons are dealt with normally, as we know, so whether they're allowed is a bit more debatable, so I figured it'd be best to do the usual "Do not assume default, but list anyway just in case" route.
-Each character can hold up to 4 weapons at once.  The usual Fire Emblem rules apply where they can change weapons on the fly each turn to attack, and they can break, etc.  Naturally, they'll counter attack (if countering said attack is valid) with the weapon they have equipped.  Do note that unlike previous games, you CAN have equippable weapons in your inventory and *NOT* be forced to equip them (This actually has uses in game, but is pretty much worthless in this setting granted.)
-Weapon Triangle time! Same as always: Sword > Axe > Lance > Sword, winning the triangle gives +1 Might and +15 Hit, losing gives you equivalent penalties.  Bows, Knives, Laguz Weapons and Magic are considered neutral in this triangle.
-There's a Magic Triangle too.  This one goes Wind > Thunder > Fire > Wind.  It works the same way as the physical one.  Light Magic is considered neutral to this triangle, as are all physical weapons.

Laguz Info!
-Laguz were taken at level 15, as I noted above.
-Laguz have two types of stats; the first stats are them in their Human form, the second ones (which are in parantheses) are them when they are transformed, which are flat out superior.  If there is no second stat listed, then the stat has no change.
-Laguz can ONLY attack when they are transformed; yes, they are total dead weights in their human forms.
-Laguz transformations are interesting.  Each Laguz has their own independent starting value on the Transformation Gauge.  At the beginning of each turn (INCLUDING the first), they get +4 to their gauge.  If they are attacked while out of transformed state, they gain an additional +2. When this gauge hits 20, they transform immediately.  Each turn when they are transformed, they lose 3 points every turn and 1 point every battle.  What you take exactly as a "Battle" to lower is up to you (technically, it'd be -5 if you want to go strictly off in game, since it'd be 3 for the turn, 1 for the Laguz's attack, and 1 for being on the receiving end of an attack.)
-Due to the nature of transformations, Laguz are factored into the averages as though they are all using Demi Bands.  The Demi Band allows a Laguz to be transformed, but the stat bonuses are halved, so this is a fair middle ground, which neither inflates Laguz, or undersells them, I feel.
-Note that the above does *NOT* mean I allow Demi Bands for all Laguz, barring Muarim, who gets it since its an initial equip (you could try and argue Ena too if you really wanted given her boss form, but that's pretty shaky <_<)
-Due to the initial equip thing with Muarim, his stats are listed as they are under Demi Band, since there is absolutely no reason he would not want it (the stat loss is minor and so worth being able to attack 100% of the time, rather than dicking around the first few turns.  As far as I'm concerned, if you can't kill Muarim before he transforms, you deserve to lose anyway <_<)
-Tibarn, Naesala and Giffca all come equipped with Laguz Bands, which works like the Demi Band, except without any penalties (Translation: The thing freaking rocks.)  Because of this, they are factored into the stats at their full transformed selves, and their stats are listed as such; not only is this cause they have literally no reason to not use it, but its also a perfect representation of their in game selves.
-Mordecai comes with a Laguz Stone, an item that has 2 charges, and when used, immediately raises his Gauge to 20, thus allowing for transformation.  I personally do not allow this, but figured it couldn't hurt to mention.

Miscellaneous!
-Reyson isn't listed, and wasn't factored into averages, being a PC who can't attack and doesn't act normally, etc.  I'll add him in later once I get non-lazy.
-Skills nonsense!  Simply put, the only legal skills are default ones.  They even have an additionally strong case here since if you remove a skill from a PC in game, that skill is gone for good, so that Wrath that Nephenee has is indeed unique to her, for example.
-More skill nonsense! I do not allow Occults.  They are hardly unique, and there's only 4 of them in the game.
-HOWEVER! There are two exceptions.  One is Ike's Aether and the other is Volke's Lethality.  These two Occults are unique to each PC, and in the formers case, there's very good in game reasons to give it to him (makes beating a certain plot fight viable, AND potentially helps speed up the final boss.)  The latter...thankfully doesn't really matter much, but just know its there.  Do note that, for whatever its worth, Colossus is used by only 2 PCs in the entire game (Largo and Boyd), so if 2 = unique argument works for you, then keep that in mind.
-Even though I don't think it bares mentioning, initial Occults like Stefan's Astra were naturally allowed too.  This falls under the Initially Equipped Skill Rule, naturally, but just noting it for people wondering why some people still had Occults and others did not.
-If a stat is listed in parentheses for Beorc, it means they are getting some equip boost somewhere, be it from an accessory or their assumed default weapon (like Ike's Ragnell gives +5 Defense.)  The stat in parentheses is what was used in average, mind.
-For accessories, only initial equips were assumed.  Who gets what is listed in its own section.
-I did *NOT* allow the NG+ Accessories, mind.  The fact that they are NG+ alone makes them questionable.  Granted, the overall boosts aren't major (+2 to exactly 2 stats at best), but just in case someone was wondering, no I did not.
-There are 2 Split Path PC sets in this game.  The first is between Ena and Nasir, and the second is between Naesala, Tibarn and Giffca.  Despite this, I still factored them into the average as themselves, though figured I'd note this for people who do an average of pathes and prefer to factor that instead.
-Some PCs have innate weaknesses (2x Might).  Wyvern Lords, Falcon Knights, and Bird Laguz are all weak to Bows and Wind damage, Dragon Laguz are weak to Thunder magic, and Beast Laguz are weak to Fire.
-For "species" hitting weapons, for whatever its worth, Armored Units refer primarily to Generals, and Mounted units refer primarily to Paladins (this also includes their previous class stages.)
-Biorhythm! FE9 has a special aspect that a character's Avoid and Hit are raised/lowered depending on their biorhythm, which changes as they fight.  Given how fights last too short for this to play an impact, and its generally a headache to work with, I just assumed everyone is going always be fighting in "Normal" state, which yields no impact on either stat.
-Damages were taken against 15 Def, and 13 Res.  Average Hit from enemies was assumed to be 140.  Will get Average Luck as well at a later point, and possibly Avoid, to help get a better idea of what those stats mean in practice.

Anyway, last thing: STAT AND FORMAT MUMBO JUMBO!!!

Character's Name (Character's Class):
Stats nonsense here
Demi Band Losses: What gets subtracted from their bonuses when transformed if using a Demi Band (Laguz Only)
Initial Gauge: The gauge the Laguz starts with at the beginning of the fight.  Note that this DOES factor in the initial +4 gained on turn 1, hence why these might seem a tad higher than what FAQs and such may list them (Laguz Only)
Skills:
Skill Name - Skill Effect

Ok, NOW FOR STATS!

HP: Lose this, die.
Str: Strength.  Every point of this increases physical damage by 1.  This has a second effect of every point that weight exceeds this, your speed drops by an amount equal to that.
Mag: Magic. Every point of this increases magical damage by 1.
Skl: Skill.  Every point of this increases Hit by 2, and Crit by 0.5 (IOWs, 2 points of Skill = 1 point of Crit)
Spd: Speed. Every point of this increases Avoid by 2.  If there is a difference of 4 points in this stat, then the faster person gets to double, both on attacks and counters (though the attacks are broken up by counters, mind.)
Def: Defense. Every point of this lowers physical damage received by 1.  Physical damage refers to anything that uses Strength for damage.
Res: Resist. Every point of this lowers magical damage received by 1, in addition to lowering magical status hit by 5.  Magical damage refers to anything that uses Magic for damage.
Luck: Every point of this increases Hit and Avoid by 1, and lowers the enemies Critical Hit rate by 1 (this stat is refered to as "Dodge" in game, if you're curious.)
Avoid: Spd*2 + Luck.  The higher this is, the better you are at dodging attacks.
Eva%: Avoid turned into a Percentage.  Basically, Avoid stats can be misleading given how Hit values exceed 100 and this is a subtraction based accuracy system, so this value is to help give an idea of just how good they are at evading.
Attack: Weapon's Might + respective attack stat (Strength for Physicals, Magic for Magical Attacks)
Damage: Attack - respective defensive stat (Defense for Physicals, Resistance for Magical Attacks), self explanatory otherwise.
Hit: Weapon Hit + Luck + Skill*2, if you want an exact equation.  This stat refers to the characters accuracy.  Do NOT take this stat literally, as pretty much everyone breaks 100 Hit easily (even with some of the less accurate weapons.)
Crit: Critical Hit rate.  This does NOT factor in Enemy luck, so take it with a grain of salt for now.  Anyway, Critical Hits in this game, like all modern FEs, is 3x damage. 

Anyway, boring mumbo jumbo is done, now for...THE ACTUAL STATS!!!
...in the next post.
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Meeplelard

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Re: Fire Emblem: Path of Radiance
« Reply #1 on: February 29, 2008, 06:47:23 AM »
NOTE: Derived stats like Avoid were rounded to the nearest whole number for the sake of removing decimals.

Ike (Lord):
47.8 HP 24 Str, 9.6 Mag, 24.2 Skl, 26.4 Spd, 21 (26) Def, 15 Res, 17.5 Luck
70 Avoid, 18 Eva%, 42 Attack, 27 Damage, 146 Hit, 17 Crit
Skills:
Aether - 24% chance of Normal Parasitic Healing, then a second hit that does damage based off Def/2 in place of a normal physical, 62 damage total, 27 Healing, Melee Only.  Note that while the first hit is insured (given the order of checks), the second makes its own accuracy check.

Titania (Axe/Lance Paladin):
44.2 HP, 18.3 Str, 7.5 Mag, 21.4 Skl, 21 Spd, 16 Def, 13 Res, 17.3 Luck,
59 Avoid, 7 Eva%, 39 Attack, 24 Damage, 130 Hit, 10 Crit
Skills:
Counter - 10% chance of dealing damage back to enemy equal to half damage received
            
Oscar (Lance Paladin):
46 HP, 21.9 Str, 9.2 Mag, 23.2 Skl, 22.9 Spd, 20.8 Def, 12.3 Res, 14.3 Luck
60 Avoid, 8 Eva%, 42 Attack, 27 Damage, 136 Hit, 11 Crit

Boyd (Warrior):
56.5 HP, 27.8 Str, 2.6 Mag, 22 Skl, 21.4 Spd, 15 Def, 10 Res, 15.2 Luck
58 Avoid, 6 Eva%, 49 Attack, 34 Damage, 129 Hit, 11 Crit
Skills:
Tempest - Doubles the effect of Biorhythm (given I think most people treat Biorhythm as "Normal" for sanity sake, this is useless in the DL)

Rhys (Bishop):
35 HP, 2.5 Str, 27.9 Mag, 21.6 Skl, 17.5 (8.5) Spd, 9.5 Def, 29.3 Res, 21 Luck
38 Avoid, 0 Eva%, 35 Attack, 22 Damage, 134 Hit, 11 Crit
Skills:
Serenity - Halves the effects of Biorhythm (given I think most people treat Biorhythm as "Normal" for sanity sake, this is useless in the DL)

Shinon (Sniper):
42.5 HP, 18.1 Str, 8.8 Mag, 24.8 Skl, 22.1 Spd, 16 Def, 11.6 Res, 13.9 Luck
58 Avoid, 7 Eva%, 36 Attack, 21 Damage, 139 Hit, 27 Crit
Skills:
Provoke - Makes enemies more likely to attack user instead of other units…IN A DUEL!!!

Gatrie (General):
53.6 HP, 27.9 Str, 3.2 Mag, 21.7 Skl, 13.2 Spd, 28.6 Def, 10.5 Res, 11.3 Luck
38 Avoid, 0 Eva%, 48 Attack, 33 Damage, 130 Hit, 11 Crit

Soren (Sage):
36.9 HP, 3.6 Str, 26.6 Mag, 26.9 Skl, 23.1 Spd, 8.9 Def, 26.4 Res, 14.9 Luck
61 Avoid, 9 Eva%, 36 Attack, 23 Damage, 154 Hit, 18 Crit
Skills:
Adept - 27% Chance of acting twice in a row, this ability can only kick in once per attack, and is compatible with normal doubling

Mia (Swordmaster):
39 HP, 19 Str, 10.4 Mag, 24.5 Skl, 29.3 Spd, 14.6 Def, 11 Res, 18.6 Luck
77 Avoid, 28 Eva%, 37 Attack, 22 Damage, 148 Hit, 28 Crit
Skills:
Vantage - Attack resolves BEFORE the enemy attacks, assuming the attack is within range of a counter.  Note that this only kicks in for the first hit, if the use is doubling.

Ilyana (Sage):
36.6 HP, 10 Str, 23 Mag, 24.5 Skl, 19.4 Spd, 9.2 Def, 25.7 Res, 18.6 Luck
57 Avoid, 6 Eva%, 32 Attack, 19 Damage, 153 Hit, 17 Crit
Skills:
Shade - Makes enemies less likely to attack user in preference of other units…IN A DUEL!!!

Marcia (Falcon Knight):
39.9 HP, 21.1 Str, 7.8 Mag, 23.3 Skl, 26.8 Spd, 17.2 Def, 17.7 Res, 15.6 Luck
69 Avoid, 17 Eva%, 41 Attack, 26 Damage, 137 Hit, 11 Crit

Mist (Valkyrie):
35.5 HP, 14.5 Str, 24 Mag, 13.2 Skl, 23 Spd, 9.9 Def, 22.2 Res, 25.8 Luck
72 Avoid, 20 Eva%, 33 Attack, 18 Damage, 132 Hit, 6 Crit
Skills:
Miracle - 26% chance of halving damage dealt by an attack that would be fatal.

Rolf (Sniper):
40.8 HP, 21.1 Str, 8.6 Mag, 24.8 Skl, 24.3 Spd, 17.9 Def, 12.2 Res, 17.2 Luck
66 Avoid, 13 Eva%, 39 Attack, 24 Damage, 142 Hit, 27 Crit

Lethe (Cat):
49.6 HP, 18 (24) Str, 4.6 17.8 (21.8) Skl, 20.4 (23.4) Spd, 13.8 (18.8) Def, 10 (13) Res, 21 Luck
61 (68) Avoid, 9 (17) Eva%, -- (32) Attack, -- (17), -- (155) Hit, -- (10) Crit
Demi Band Losses: 3 Str, 2 Skl, 1 Spd, 2 Def, 1 Res
Initial Gauge: 20

Mordecai (Tiger):
60.5 HP, 23.4 (30.4) Str, 2 Mag, 15.2 (19.2) Skl, 14.5 (17.5) Spd, 18.2 (21.2) Def, 6.6 (9.6) Res, 15.2 Luck
44 (50) Avoid, 1 (2) Eva%, -- (39) Attack, -- (24) Damage, -- (144) Hit, -- (9) Crit
Demi Band Losses: 2 Str, 2 Skl, 1 Spd, 1 Def, 1 Res
Initial Gauge: 4
Skills:
Smite - Shoves a unit two panels…IN A DUEL!!!

Volke (Assassin):
42.6 HP, 22.9 Str, 2.2 Mag, 28.6 Skl, 29.3 Spd, 13.8 Def, 7.4 Res, 15.4 Luck
74 Avoid, 23 Eva%, 31 Attack,   16 Damage, 168 Hit, 24 Crit
Skills:
Shade - Makes enemies less likely to attack user in preference of other units…IN A DUEL!!!
Lethality - 50% chance of Instant Death during a Critical Hit

Kieran (Axe Paladin):
46.2 HP, 23.8 Str, 6.3 Mag, 22.9 Skl, 22.8 Spd, 20.8 Def, 10.6 Res, 13.5 Luck
59 Avoid, 7 Eva%, 45 Attack, 30 damage, 130 Hit, 11 Crit
Skills:
Gamble - Halves Accuracy, but doubles Crit Rate, these are applied after Avoid and Dodge respectively, Command Skill

Brom (General):
50.5 HP, 24.7 Str, 5.6 Mag, 23.9 Skl, 15.5 Spd, 27.7 Def, 11.5 Res, 9.2 Luck
40 Avoid, 0 Eva%, 45 Attack, 30 Damage, 132 Hit, 12 Crit

Nephenee (Halberdier):
40.8 HP, 20.7 Str, 8.4 Mag, 26.3 Skl, 25.6 Spd, 20.4 Def, 11.7 Res, 12.8 Luck,
64 Avoid, 11 Eva%, 41 Attack, 26 Damage, 140 Hit, 13 Crit
Skills:
Wrath - When HP < 50%, Crit Rate rises by 50 (so if it was 5, its now 55)

Zihark (Swordmaster):
42.2 HP, 21.6 Str, 6.6 Mag, 26.7 Skl, 29.3 Spd, 16.2 Def, 6.8 Res, 15.6 Luck
74 Avoid, 23 Eva%, 40 Attack, 25 Damage, 149 Hit, 28 Crit
Skills:
Adept - 27% Chance of acting twice in a row, this ability can only kick in once per attack, and is compatible with normal doubling

Sothe (Thief):
31.4 HP, 15.4 Str, 2.9 Mag, 19.4 Skl, 19.9 Spd, 10.6 Def, 5.7 Res, 15.4 Luck
55 Avoid, 5 Eva%, 23 Attack, 8 Damage, 149 Hit, 19 Crit
Skills:
Blossom - EXP growth is lowered to 2/3rds of original, but growth rates are now taken over 90% instead of 100% (ie 60% growth is now 60/90, instead of 60/100).  Note that this was *NOT* factored into Sothe's stats, so his stats might be a little low (mind, this boost is too minor to impact anyone significantly, including Sothe himself)

Jill (Wyvern Lord):
44.6 HP, 23.3 Str, 8.8 Mag, 23.5 Skl, 22.7 Spd, 22.1 Def, 10.8 Res, 12.5 Luck,
58 Avoid, 6 Eva%, 43 Attack, 28 Damage, 135 Hit, 12 Crit

Astrid (Bow Paladin):
42.1 HP, 22.7 Str, 11.6 Mag, 25.7 Skl, 27 Spd, 19.4 (21.4) Def, 15.5 (17.5) Res, 18.2 Luck
72 Avoid, 21 Eva%, 41 Attack, 26 Damage, 147 Hit, 13 Crit
Skills:
Paragon - Doubles EXP Growth.  This is already factored in, as her levels are taken at 20/20, instead of the conventional 20/15.

Makalov (Sword Paladin):
47.4 HP, 23.9 Str, 5.2 Mag, 19.8 Skl, 23.9 Spd, 22.8 Def, 9.8 Res, 14 Luck
62 Avoid, 10 Eva%, 42 Attack, 27 damage, 134 Hit, 10 Crit
Skills:
Tempest - Doubles the effect of Biorhythm (given I think most people treat Biorhythm as "Normal" for sanity sake, this is useless in the DL)

Stefan (Swordmaster):
42.9 HP, 22.4 Str, 9.4 Mag, 28.8 Skl, 28.7 Spd, 14.4 Def, 11.1 Res, 6.8 Skl
64 Avoid, 12 Eva%, 40 Attack, 25 Damage, 144 Hit, 29 Crit
Skills:
Astra - 14% chance of 65 damage spread over 5 hits in place of a normal attack

Tormod (Sage):
37.5 HP, 9.4 Str, 23.1 Mag, 21.8 Skl, 23.1 Spd, 12.7 Def, 23.1 Res, 17.4  Luck
64 Avoid, 11 Eva%, 32 Attack, 19 Damage, 146 Hit, 16 Crit
Skills:
Celerity - Increases uses Move by 2
            
Muarim (Tiger):
53.7 HP, 24.2 Str, 4.3 Mag, 19.2 Skl, 20.3 Spd, 17.6 Def, 9.7 Res, 13.1 Luck
54 Avoid, 4 Eva%, 33 Attack, 18 Damage, 142 Hit, 9 Crit

Devdan (Halberdier):
44.3 HP, 20.6 Str, 10.3 Mag, 19.4 Skl, 16.9 Spd, 16 Def, 12.8 Res, 20.4 Luck
54 Avoid, 4 Eva%, 41 Attack, 26 Damage, 134 Hit, 9 Crit
Skills:
Serenity - Halves the effects of Biorhythm (given I think most people treat Biorhythm as "Normal" for sanity sake, this is useless in the DL)

Tanith (Falcon Knight):
35 HP, 18 Str, 11.7 Mag, 21.5 Skl, 26 Spd, 16.3 Def, 14.5 Res, 19.8 Luck
72 Avoid, 20 Eva%, 38 Str, 23 Damage, 139 Hit, 11 Crit
Skills:
Reinforce - Summons 2 Pegasus Knights and one Falcon Knight as AI controlled allies.  This can only be done twice a fight.

Ulki (Hawk):
52.2 HP, 19.8 (25.8) Str, 4.8 Mag, 19.2 (24.2) Skl, 16.8 (19.8) Spd, 16.8 (20.8) Def, 11 (13) Res,   12.8 Luck
67 (73) Avoid, 15 (22) Eva%, -- (33) Attack, -- (18) Damage, -- (151) Hit, -- (12) Crit
Demi Band Losses: 3 Str, 2 Skl, 1 Spd, 2 Def, 1 Res
Initial Gauge: 9
Skills:
Vigilance - Increases Avoid by 20, this is already factored into his stats

Janaff (Hawk):
48.1 HP, 16.8 (22.8) Str, 5.7 Mag, 19.9 (24.9) Skl, 21.5 (24.5) Spd, 13.1 (17.1) Def, 11.8 (13.8) Res, 18.8 Luck
63 (69) Avoid, 11 (17) Eva%, -- (30) Attack, -- (15) Damage, -- (179) Hit, -- (12) Crit
Demi Band Losses: 3 Str, 2 Skl, 1 Spd, 2 Def, 1 Res
Initial Gauge: 20
Skills:
Insight - Increases Hit by 20, this is already factored into his stats

Calill (Sage):
36.5 HP, 10.2 Str, 23.1 Mag, 22.1 Skl, 22.1 Spd, 11.6 Def, 20.2 Res, 18.7 Luck
63 Avoid, 10 Eva%, 32 Attack, 19 Damage, 148 Hit, 16 Crit
Skills:
Nihil - Negates the effects of skills from the opponent.

Tauroneno (General)
48.6 HP, 22.5 Str, 11 Mag, 18.5 Skl, 13.3 Spd, 22.6 Def, 14.4 Res, 14.2 Luck
41 Avoid, 0 Eva%, 43 Attack, 28 damage, 126 Hit, 9 Crit
Skills:
Resolve - if HP < 50%, then Strength, Speed and Skill all increase by 1.5x.

Ranulf (Cat):
53.8 HP, 22 (28) Str, 4 Mag, 20.3 (24.3) Skl, 20.3 (23.3) Spd, 19.1 (24.1) Def, 7.2 (10.2) Res, 15.1 Luck
56 (62) Avoid, 5 (10) Eva%, -- (36) Attack, -- (21) damage, -- (154) Hit, -- (12) Crit
Demi Band Losses: 3 Str, 2 Skl, 1 Spd, 2 Def, 1 Res
Initial Gauge: 14

Haar (Wyvern Lord):
49.6 HP, 23.4 Str, 8.2 Mag, 21.4 Skl, 18.4 Spd, 21.8 Def, 10.8 Res, 12.6 Luck
49 Avoid, 2 Eva%, 44 Attack, 29 Damage, 125 Hit, 10 Crit
Skills:
Guard - 21% chance of stopping the enemy from countering on each attack

Lucia (Swordmaster):
38.1 HP, 16.5 Str, 12.9 Mag, 23.1 Skl, 24.9 Spd, 11.2 Def, 9.2 Res, 17.5 Luck
67 Avoid, 15 Eva%, 35 Attack, 20 damage, 144 Hit, 26 Crit
Skills:
Parity - Negates the effects of terrain bonuses and battle skills of both sides, Command skill

Geoffrey (Lance/Bow Paladin):
48.8 HP, 22.5 Str, 11.3 Mag, 22 Skl, 23.9 Spd, 25 Def, 13.1 Res, 13.8 Luck
62 Avoid, 9 Eva%, 43 Attack, 28 Damage, 133 Hit, 11 Crit
Skills:
Paragon - Doubles EXP Growth. This is already factored in as his levels are taken at level 20 promoted instead of the conventional level 15 promoted.

Largo (Berserker):
58.4 HP, 26.6 Str, 4.4 Mag, 23.7 Skl, 23.6 Spd, 12 Def, 4.6 Res, 14.4 Luck
62 Avoid, 9 Eva%, 48 Attack, 33 Damage, 132 Hit, 27 Crit

Bastian (Sage):
36.1 HP, 12.8 Str, 20.3 Mag, 22.3 Skl, 17.6 Spd, 13 Def, 21.5 Res, 15.6 Luck
51 Avoid, 2 Eva%, 29 Attack, 16 Damage, 145 Hit, 16 Crit
Skills:
Corrode - 22% chance of lowering the amount of weapon uses the target has by 1.

Elincia (Princess Crimea):
35.4 HP, 13.2 Str, 23.2 Mag, 22.3 Skl, 23.6 Spd, 14.5 (17.5) Def, 19.9 (22.9) Res, 23.4 Luck
71 Avoid, 19 Eva%, 22 Attack, 7x2 Damage, 143 Hit, 11 Crit
Skills:
Renewal - Recovers 10% of users HP per turn

Ena (Red Dragon):
59.3 HP, 21.7 (26.7) Str, 9.2 Mag, 19.5 (23.5) Skl, 18 (22) Spd, 25 (29) Def, 25 (30) Res, 16 Luck
52 (60) Avoid, 3 (8) Eva%, -- (37) Attack, -- (22) Damage, -- (153) Hit, -- (12) Crit
Demi Band Losses: 2 Str, 2 Skl, 2 Spd, 2 Def, 2 Res
Initial Gauge: 9
Skills:
Renewal - Recovers 10% of users HP per turn
Miracle - 26% chance of halving damage dealt by an attack that would be fatal.
Boon - Recovers status of all units adjacent to the user at the beginning of each turn (this does NOT include the user herself)

Nasir (White Dragon):
56 HP, 20 (30) Str, 11 Mag, 23 (28) Skl, 22 (25) Spd, 24 (29) Def, 27 (32) Res, 17 Luck
61 (67) Avoid, 9 (15) Eva%, -- (40) Attack, -- (25) Damage, -- (163) Hit, -- (12) Crit
Demi Band Losses: 5 Str, 2 Skl, 1 Spd, 2 Def, 2 Res
Initial Gauge: 9
Skills:
Nihil - Negates the effects of skills from the opponent.
Boon - Recovers status of all units adjacent to the user at the beginning of each turn (this does NOT include the user himself)

Tibarn (Hawk):
63 HP, 37 Str, 12 Mag, 36 Skl, 27 Spd, 29 Def, 20 Res, 24 Luck
78 Avoid, 29 Eva%, 45 Attack, 30 Damage, 191 Hit, 18 Crit
Skills:
Cancel - 36% chance of negating any damage dealt by an attack
Saviour - Allows unit to rescue others without any penalties

Naesala (Raven):
57 HP, 31 Str, 17 Mag, 30 Skl, 34 Spd, 24 Def, 19 Res, 19 Luck
87 Avoid, 44 Eva%, 39 Attack, 24 Damage, 174 Hit, 15 Crit
Skills:
Vortex - 8 Wind damage, magical, command skill
Vantage - Attack resolves BEFORE the enemy attacks, assuming the attack is within range of a counter.  Note that this only kicks in for the first hit, if the use is doubling.

Giffca (Lion):
68 HP, 40 Str, 10 Mag, 32 Skl, 28 Spd, 30 Def, 19 Res, 22 Luck
78 Avoid, 29 Eva%, 50 Attack, 35 Damage, 181 Hit, 16 Crit            
Skills:
Roar - Command skill, makes enemy unable to move for one turn

Averages!
46.1 HP
21.0 Str
10.7 Mag
23.3 Skl
22.6 Spd
18.4 Def
14.8 Res
16.4 Luck
62.0 Avoid
12 Eva%
23.2 Damage
144.5 Hit

-Stats I left out are things that don't really matter for averages (like Crit) or things which were listed for pure reference (like Attack.)
-Laguz were assumed with a Demi Band in these stats, since its easier and makes things saner.  I have listed their Demi Band stats below for anyone who cares.


Next up, MISCELLANEOUS GARBAGE or something.
« Last Edit: August 14, 2008, 04:30:03 PM by OblivionKnight »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Meeplelard

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Re: Fire Emblem: Path of Radiance
« Reply #2 on: February 29, 2008, 06:49:48 AM »
Demi Band Laguz Stats!
Self explanatory, these are Laguz stats with the Demi Bands, and how they were taken in the averages, if you're curious/too lazy too apply the Demi Band losses yourself.

Ulki (Hawk):
52.2 HP, 22.8 Str, 4.8 Mag, 22.2 Skl, 18.8 Spd, 18.8 Def, 12 Res, 12.8 Luck
70 Avoid, 18 Eva%, 30 Attack, 15 Damage, 147 Hit, 11 Crit

Janaff (Hawk):
48.1 HP, 19.8 Str, 5.7 Mag, 22.9 Skl, 23.5 Spd, 15.1 Def, 12.8 Res, 18.8 Luck
66 Avoid, 13 Eva%, 27 Attack, 12 Damage, 175 Hit, 11 Crit

Ena (Red Dragon):
59.3 HP, 24.7 Str, 9.2 Mag, 21.5 Skl, 20 Spd, 27 Def, 28 Res, 16 Luck
56 Avoid, 5 Eva%, 35 Attack, 20 Damage, 149 Hit, 11 Crit
 
Nasir (White Dragon)
56 HP, 25 Str, 11 Mag, 26 Skl, 24 Spd, 27 Def, 30 Res, 17 Luck
65 Avoid, 12.5 Eva%, 35 Attack, 20 Damage, 159 Hit, 13 Crit   

Ranulf (Cat):
53.8 HP, 25   Str, 4 Mag, 22.3 Skl, 22.3 Spd, 22.1 Def, 9.2 Res, 15.1 Luck
60 Avoid, 8 Eva%, 33 Attack, 18 Damage, 150 Hit, 11 Crit      

Lethe (Cat):
49.6 HP, 21 Str, 4.6 Mag, 19.8 Skl, 22.4 Spd, 16.8 Def, 12 Res, 21 Luck
66 Avoid, 13 Eva%, 29 Attack, 14 Damage, 151 Hit, 10 Crit

Mordecai (Tiger):
60.5 HP, 27.4 Str, 2 Mag, 17.2 Skl, 16.5 Spd, 20.2 Def, 8.6 Res, 15.2 Luck
48 Avoid, 1 Eva%, 36 Attack, 21 Damage, 140 Hit, 8 Crit

Weapons:
Note: Forged weapon implies maxed out Might and nothing else, which is +5 to the base one.  While they were assumed in the topic, some might not allow them, so adjust as such.  You can lower weight of a weapon (not that it matters) by up to 5 as well, and raise Hit by 25 (in intervals of 5 each).  You can raise Crit up to 9 (in intervals of 3).  Make of this as you will.

As far as weapons for who got what...
If a characters starts with that weapon class, they'll have an A assumed in it.  Magic is a bit harder to justify, but the best legal weapons are low ranked ANYWAY (be it forged or otherwise), so doesn't matter.  Characters who gain weapons upon promotion are hard to say.  Paladins are listed with their starting weapons; Geoffrey and Titania are prepromos and thus predetermined weapons, so they get access to both.  Paladins can use any one of the other 3 weapons upon Promotion, *HOWEVER*, they start with an E in it.  Its worth noting, though, that an E in Axes allows for use of the Steel Axe, which is much stronger than other E Weapons, and gives 2 WEXP, so having an A in Axes endgame as a secondary weapon is much easier than other weapons.
Its also worth noting the difference between Axes and Lances isn't really big, so either way, people like Jill or Oscar won't care much about the loss of Axes; it mostly matters for Astrid and Makalov (do note, though, that Oscar, Kieran and Makalov may care about the loss of Silver Bows, though.)  Generals and Falcon Knights get Swords upon promotion, but typically aren't worth much either way, so the loss isn't major one way or another.
Mist is an exception; unlike others, she gains a D in Swords upon promotion, instead of an E; this not only is a whole level less to use, BUT allows Steel Swords, at very least, to be used, which means 2 WEXP weapon out of the box, so getting her to A is a bit easier (also it's a bit of pity too.)

I'm assuming Initial Weapons are not standard again, since FEs are a unique case with them, and this is no exception; I *AM* listing them, however, just to get them out of the way.

Also, note that if I don't list a weapon's weight, its cause all PCs who can use said weapon use it without penalty (which is to say, Strength = Weapon's weight)

Anyway, here are the weapons and such! Bolded are units that will be using these weapons, and the bolded weapon is what's assumed as default.  Note that if a person's is singled out among classes in parentheses, it means they specifically are using this weapon class (either its their default for being best overall, or for some in game restriction like "They join with this weapon!" ala Bastian w/ Knives, for example), if they are bolded, it means they were using this weapon as their default.

Swords:
All Swords are 1 Range unless specified otherwise
Used by: Lord, Paladin (Makalov), Valkyrie, General, Princess Crimea, Swordmaster, Falcon Knight

Forged Silver Sword: 18 Might, 80 hit, 25 uses
Silver Sword: 13 Might, 80 Hit, 25 uses
Silver Blade: 15 Might, 60 Hit, 15 uses, 14 Weight
Ragnell: 18 Might, 80 Hit, 5 Crit, 1-2 Range, unbreakable, +5 Def, Grants Immunity to Critical Hits, Ike only
Amiti: 9 Might, 75 Hit, unbreakable, +3 Def, +3 Res, hits twice, Elincia only
Regal Sword: 7 Might, 95 Hit, 40 uses, 10 Crit, doubles Might against Armored and Mounted units, Ike only
*Vague Katti: 12 Might, 80 Hit, 35 Crit, 25 uses, +3 Def, Stefan only
Armor Slayer: 8 Might, 80 Hit, 17 weight, 18 uses, doubles Might against Armored units
Long Sword: 6 Might, 85 hit, 15 Weight, 18 uses, doubles Might against Mounted units
**Killing Edge: 9 Might, 75 Hit, 30 Crit, 20 uses, Zihark only
***Sonic Sword: 10 Might, 70 Hit, 1-2 Range, 25 uses, Magical, Wind elemental, Tanith only
Forged Slim Sword: 8 Might, 100 Hit, 5 Crit, 35 uses
Slim Sword: 3 Might, 100 Hit, 5 Crit, 35 uses
Forged Iron Sword: 11 Might, 90 Hit, 46 uses
Iron Sword: 6 Might, 90 Hit, 46 uses
Iron Blade: 9 Might, 70 hit, 35 uses, 15 weight
Forged Steel Sword: 13 Might, 75 hit, 35 uses
Steel Sword: 8 Might, 75 hit, 35 uses
Steel Blade: 11 Might, 75 hit, 35 uses, 17 weight

*Stefan starts with this weapon.  DO NOTE, however, you can still obtain this weapon without recruiting Stefan.
**Zihark starts with this weapon.
***Tanith joins with this weapon.

Lances:
Note: All Lances are 1 Range unless specified otherwise
Used by: General, Falcon Knight, Wyvern Lord (Jill), Paladin (Oscar, Titania, Geoffrey), Halberdier

Forged Silver Lance: 20 Might, 75 Hit, 25 uses
Silver Lance: 15 Might, 75 Hit, 25 uses
Forged Javelin: 11 Might, 60 Hit, 1-2 Range, 35 uses
Javelin: 6 Might, 60 Hit, 1-2 Range, 35 uses
*Short Spear: 9 Might, 70 Hit, 1-2 Range, 15 uses, Tanithonly
**Spear: 12 Might, 70 Hit, 1-2 Range, 15 uses, Tauroneo only
***Heavy Lance: 8 Might, 80 Hit, 18 uses, doubles Might against Armored units, Devdan only
****Brave Lance: 11 Might, 70 Hit, 30 uses, hits twice, Geoffrey only
Forged Steel Lance: 15 Might, 75 Hit, 35 uses
Steel Lance: 10 Might, 75 Hit, 35 uses
Forged Iron Lance: 12 Might, 80 Hit, 45 uses
Iron Lance: 7 Might, 80 Hit, 45 uses
Forged Slim Lance: 9 Might, 85 Hit, 5 Crit, 35 uses
Slim Lance: 4 Might, 85 hit, 5 Crit, 35 uses

*Tanith comes with this weapon in her inventory.  Should you allow forging, it doesn't really matter a whole lot, I'm listing it for those who don't.
**Tauroneo comes with this weapon in his inventory.
***Devdan comes with this weapon in his inventory
****Geoffrey comes initially equipped with this.

Axes:
Note: All Axes are 1 Range unless specified otherwise
Used by: Wyvern Lord (Haar), Warrior, Paladin (Titania, Kieran), Berserker

Forged Silver Axe: 21 Might, 70 Hit, 25 uses
Silver Axe: 16 Might, 70 Hit, 25 uses
Forged Hand Axe: 12 Might, 55 Hit, 1-2 Range, 25 uses
Hand Axe: 7 Might, 55 Hit, 1-2 Range, 25 uses
*Brave Axe: 10 Might, 65 Hit, 30 uses, hits twice, Haar only
**Short Axe: 10 Might, 65 hit, 1-2 Range, 15 uses, Largo only
Hammer: 10 Might, 55 hit, 20 uses, doubles Might vs. Armored units
Pole Axe: 10 Might, 65 Hit, 18 uses, doubles Might vs. Mounted units
Forged Steel Axe: 16 Might, 65 hit, 35 uses
Steel Axe: 11 Might, 65 hit, 35 uses
Forged Iron Axe: 13 Might, 75 Hit, 45 uses
Iron Axe: 8 Might, 75 hit, 45 uses

*Haar comes with this initially in his inventory.  If you allow it, this should be his default.
**Largo comes with this initially in his inventory

Bows:
Note: All Bows are 2 Range unless specified otherwise
Used by: Sniper, Paladin (Astrid, Geoffrey), and Warrior

Forged Silver Bow: 18 Might, 75 Hit, 25 uses
Silver Bow: 13 Might, 75 Hit, 25 uses
Long Bow: 5 Might, 65 Hit, 2-3 Range, 20 uses
Rolf's Bow: 8 Might, 100 Hit, 5 Crit, 45 Uses, Rolf Only
Forged Steel Bow: 14 Might, 70 Hit, 35 uses
Steel Bow: 9 Might, 70 Hit, 35 uses
Forged Iron Bow: 11 Might, 85 Hit, 45 uses
Iron Bow: 6 Might, 85 hit, 45 uses

Anima Tomes:
Note: All Tomes use Magic instead of Strength, and are 1-2 Range unless specified otherwise
Used by: Sage

Forged Thunder: 9 Might, 85 Hit, 5 Crit, 40 uses, Thunder Elemental
Thunder: 4 Might, 85 Hit, 5 Crit, 40 uses, Thunder Elemental
Forged Fire: 8 Might, 95 Hit, 40 uses, Fire Elemental
Fire: 3 Might, 95 Hit, 40 uses, Fire Elemental
Forged Wind: 7 Might, 100 Hit, 40 Uses, Wind elemental
Wind: 2 Might, 100 Hit, 40 uses, Wind Elemental
Elthunder: 7 Might, 75 Hit, 10 Crit, 6 Weight, 30 uses, Thunder Elemental
Elfire: 5 Might, 85 hit, 5 weight, 30 uses, Fire Elemental
Elwind: 4 Might, 90 hit, 2 weight, 30 uses, Wind elemental
*Meteor: 11 Might, 70 Hit, 3-10 Range, 11 Weight, 5 uses, Fire Elemental, Calill only

*Calill joins with this in her inventory

Light Tomes:
Note: All Light Tomes are Light elemental
Used by: Bishop

Forged Light: 7 Might, 80 Hit, 4 Weight, 40 uses
Light: 2 Might, 80 Hit, 4 Weight, 40 uses
Shine: 4 Might, 75 hit, 6 weight, 30 uses
Purge: 10 Might, 70 hit, 3-10 Range, 8 weight, 5 uses
Nosferatu: 7 Might, 70 hit, 12 Weight, 20 uses, heals user equal to damage done
*Rexaura: 12 Might, 85 Hit, 5 Crit, 10 Weight, 20 uses, +3 Defense

Note: Rhys is the only PC Bishop in the game, so due to a technicality, he has claim to the entire Light Magic set.

Knives:
Note: All Knives are 1 Range
Used by: Assassin, Thief, Sage (Calill, Bastian)

Stiletto: 8 Might, 95 Hit, 10 Crit, 20 uses, doubles Might vs. Armored units
Dagger: 4 Might, 90 hit, 30 uses
Knife: 2 Might, 100 hit, 30 uses

Laguz Weapons:
Note: All Laguz weapons are unbreakable, and are permanently equipped to the PC.  They can only be used when the PC is transformed.  Note that I'm adding the race's name in front of the weapon just to make things look a tad bit more interesting (and helps remind you who is what race.)

Cat Claw (Ranulf, Lethe): 8 Might, 90 Hit
Tiger Claw (Muarim, Mordecai): 9 Might, 90 Hit
Lion Claw (Giffca): 10 Might, 95 Hit
Hawk's Beak (Janaff, Ulki): 7 Might, 90 Hit
Great Hawk's Beak (Tibarn): 8 Might, 95 Hit
Great Raven's Beak (Naesala): 8 Might, 95 Hit
White Dragon Breath (Nasir): 10 Might, 75 Hit
Red Dragon Breath (Ena): 10 Might, 90 Hit

Equipment:
FE9 has accessories and such that characters can equip for various effects.  None are store-bought, so only initials are to be assumed.  Here is a list of ones that actually matter in the DL (note that the Growth Boosting Bands are replays only, so don't count.)

Beorc Guard (Lethe): Nulls innate weakness of Laguz when equipped (in Lethe's case, that's Fire)
Laguz Guard (Jill and Lucia): Halves damage done by Laguz
Knight Ward (Astrid): Gives +2 Def and Res, and +30% Speed
Demi Band (Muarim): Lets Laguz start battle transformed, and maintain transformed state permanently, but stat bonuses are halved (rounded up, so if bonus was +5, they'd get +3)
Laguz Band (Tibarn, Naesala and Giffca): Lets Laguz start battle transformed, and maintain transformed state permanently
« Last Edit: February 29, 2008, 07:51:01 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Talaysen

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Re: Fire Emblem: Path of Radiance
« Reply #3 on: May 15, 2008, 04:27:11 AM »
First off, I've seen both hits of AETHER!! miss.

Second off, endgame enemy stats.  These are from the last map only since I don't have any saves before then.  Numbers in parentheses don't include the bosses.  Brackets are average of the average of the randoms and average of the bosses (there are only two on the map).  Bolded ones are the ones I feel are relevant for the DL at all.

LV: 14.72 (14.5) [17.25]
HP: 41.76 (41.21) [48.1]
Str: 18.02 (17.56) [23.28]
Mag: 6.64 (6.33) [10.17]
Skill: 15.86 (15.52) [19.76]
Sp: 18.08 (17.9) [20.2]
Lck: 6.12 (5.98) [7.74]
Def: 17.66 (17.15) [23.57]
Res: 11.26 (10.65) [18.32]
Atk: 30.4 (29.71) [38.35]
Hit: 113.76 (112.54) [127.77]
Avo: 42.34 (41.81) [48.41]
Crit: 11.62 (11.52) [12.76]
Ddg: 6.14 (5.98) [7.99]

SnowFire

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Re: Fire Emblem: Path of Radiance
« Reply #4 on: July 30, 2008, 06:04:12 AM »
A few notes / alternative interpretations on the damage average...  first, the base averages for reference:
Quote
Averages!
46.1 HP
21.0 Str
10.7 Mag
23.3 Skl
22.6 Spd
18.4 Def
14.8 Res
16.4 Luck
62.0 Avoid
12 Eva%
23.2 Damage
144.5 Hit

So, 23.2 as the starting damage average.  If you consider the average as to include only Ena and Nasir averaged together (since you'll only get one, each counts half) as well as the Laguz lords averaged (again, you can only get one, so this functionally counts each as 1/3 of a character for averages), the damage average moves down a bit - it's at 22.9 then.

Next: Damage and enemy Def/Res.  The stats above are against 15 Defense and 13 Resistance.  I think this may be giving mages the shaft a bit too much - most enemy resistances are notably worse than their defenses (though granted the general rarity of priests on the enemy side affects this).  If you use the PC averages, there's a 4 point gap between average Defense and average Resistance; if you use the final map's enemies as listed by Talaysen, there's a 6 point gap.  The numbers, along with the "use only one splitpath PC in averages" option, turn out to be:

15 Def, 13 Res: 23.2
w/ splitpath adjustment: 22.9
16 Def, 12 Res: 22.5
w/ splitpath adjustment: 22.2
17 Def, 11 Res: 21.8
w/ splitpath adjustment: 21.6

Since Soren was the only mage ranked, this means that with the most generous interpretation toward him, his damage goes from 23->25 damage against a 21.something average.  Not quite an instant 2HKO off a double to average Resistance, but still better.  Everyone else ranked hates this interpretation giving them -2 to their damages, especially Volke, since he gets hit harder by the higher Defense than most.  Though Tanith & Naesalas's magical options become somewhat more attractive.

Speaking of which, a few more notable averages with the 3 uber-Laguz counting 1/3 and Nasir & Ena counting 1/2:

HP: 46.1 -> 43.7
Speed: 22.6-> 22.3

I expect most of the other adjustments would be too minor to matter (avg. Def might go down a bit too?), but Speed is important enough that even a slight adjustment can help the cast out.

OblivionKnight

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Re: Fire Emblem: Path of Radiance
« Reply #5 on: August 13, 2008, 03:31:33 PM »
Damn you Elf, you've kept us from GREIL and NAESALA hype for TOO LONG!  I'm using my day off to do this, too! 

In the name of the Moon...BOSS TOPIC GO! 

Well, just the important ones, anyway.  Note the battles with The Black Knight, Greil, and Boyd are solo Ike battles, so the averages there are just for Ike (you could argue Mist for Black Knight, or a full cast, but...).  For Ashy, only 3 characters per game (6 total) can harm him, those being Ike, Ena, Nasir, Tibarn, Naesala, and Giffca.  The average listed is with all characters factored in.  If you're interested in specific character averages for these bosses, just ask.

Some bosses start on speshul terrain that gives them bonuses to...well, just HP Regen in this case.  Since most bosses don't move, you might consider this.  I'll note which terrain they start on as the topic goes.  These bonuses will not be factored in to the stats below.  The bosses that have these terrain as starting are Ena, Petrine, Shiharam, and Betram.  They regenerate 10% MHP on these squares each turn, except Ena, whose Renewal skill stacks with this for a mighty 20% regen.

Weapons are listed a/b/c/d/e, where a=Mt, b=Hit, c=Crt, d=Wt, and e=Rng

Average growths (46 characters):
HP: 80.5%
STR: 46.2%
MAG: 22.6%
POW AVERAGE: 34.4%
SKL: 54.2%
SPD: 50.2%
LUK: 36.2%
DEF: 36.6%
RES: 30.1%
Promotions average +2 on all stats, except LUK, which is +/-0, and HP, which is +4

Note that I am not considering forged weapons in these averages due to the restrictive nature of it in FE9.

PC Averages for Boyd and Greil:
HP: 19
AS: 7
PWR: 10
DMG: 8
HIT: 105
AVO: 20
DEF: 5
RES: 0
LUK: 6


Boyd
Level 2 Fighter
HP: 18
STR: 6
MAG: 0
SKL: 5
SPD: 5
LUK: 3
DEF: 3
RES: 0
MOV: 6

Skills: Discipline (Halves damage dealt)
 
Practice Axe (-) - 8/150/0/4/1, Axe, Disables criticals

Pwr: 14 (5 damage)
Hit: 161 (100 accuracy)
AS: 5
Avo: 13 (8 evasion)
Crt: 2 (0 critical rate)


Greil
Level 10 Hero
HP: 22
STR: 5
MAG: 4
SKL: 4
SPD: 6
LUK: 2
DEF: 2
RES: 2
MOV: 7

Skills: Discipline (Halves damage dealt)
 
Trainer (-) - 6/150/0/3/1, Sword, Disables criticals

Pwr: 11 (3 damage)
Hit: 159 (0 accuracy)
AS: 6
Avo: 18 (13 evasion)
Crt: 2 (0 critical rate)

PC Averages for Nedata:
HP: 23
AS: 9
PWR: 22
DMG: 14
HIT: 112
AVO: 25
DEF: 7
RES: 6
LUK: 7


Nedata
Level 18 Bandit
HP: 40
STR: 13
MAG: 1
SKL: 7
SPD: 11
LUK: 0
DEF: 7
RES: 2
MOV: 6

Skills: None
 
Venin Axe (40) - 5/60/0/11/1, Axe, inflicts poison status on attack

Pwr: 18 (11 damage)
Hit: 74 (49 accuracy)
AS: 11
Avo: 22 (10 evasion)
Crt: 3 (0 critical rate)

PC Averages for Muarim:
HP: 29
AS: 12
PWR: 24
DMG: 14
HIT: 121
AVO: 36
DEF: 10
RES: 9
LUK: 12


Muarim
Level 9 Tiger
HP: 45
STR: 23 (20)
MAG: 4
SKL: 17 (15)
SPD: 18 (17)
LUK: 11
DEF: 15 (14)
RES: 8 (7)
MOV: 9

Skills: None
 
Claw (-) - 9/90/0/1/1, Claw
Demi-band (-) - Allows permanent transformation, but with reduced transformation bonuses

Pwr: 29 (19 damage)
Hit: 125 (89 accuracy)
AS: 17
Avo: 45 (24 evasion)
Crt: 7 (0 critical rate)

PC Averages for Oliver:
HP: 35
AS: 16
PWR: 27
DMG: 17
HIT: 124
AVO: 43
DEF: 13
RES: 11
LUK: 11


Oliver
Level 2 Bishop
HP: 32
STR: 6
MAG: 9
SKL: 14
SPD: 12
LUK: 25
DEF: 10
RES: 20
MOV: 6

Skills: None
 
Nosferatu (20) - 7/70/0/12/1~2, Light, Heals damage dealt as HP

Pwr: 16 (5 damage)
Hit: 110 (67 accuracy)
AS: 6
Avo: 37 (13 evasion)
Crt: 7 (0 critical rate)

PC Averages for Naesala:
HP: 36
AS: 17
PWR: 28
DMG: 16
HIT: 125
AVO: 46
DEF: 14
RES: 11
LUK: 12


Naesala
Level 17 Raven King
HP: 57
STR: 25
MAG: 15
SKL: 26
SPD: 31
LUK: 19
DEF: 21
RES: 16
MOV: 6

Skills: Vantage (User counters an attacker before being attacked), Vortex (User may use a free Elwind attack instead of normally attacking; subject to the usual Elwind book attack specifications - 4/90/0/2/1~2)
 
Beak (-) - 8/95/0/1/1, Beak, negates Goddess Protect, immune to non-Wrath criticals
Laguz Band (-) - Allows permanent transformation status
Coin (-) - Sells for 1 gold

*Weapon stats listed as Beak/Vortex

Pwr: 33 (19 damage)/19 (8 damage)
Hit: 156 (100 accuracy)/151 (100 accuracy)
AS: 31/31
Avo: 81 (56 evasion)/81 (56 evasion)
Crt: 13 (1 critical rate)/13 (1 critical rate)

PC Averages for Shiharam:
HP: 38
AS: 18
PWR: 29
DMG: 17
HIT: 129
AVO: 48
DEF: 14
RES: 12
LUK: 12


Shiharam
Level 10 Wyvern Lord
HP: 45
STR: 20
MAG: 4
SKL: 17
SPD: 14
LUK: 1
DEF: 21
RES: 13
MOV: 9

Skills: Stun (SKL/2% chance upon an attack to disable a target's movement for 2 turns)
 
Tomahawk (15) - 13/65/0/17/1~2, Axe
Full Guard (-) - Negates user's innate weaknesses
Elixer (3) - Full healing

Pwr: 33 (19 damage)
Hit: 100 (52 accuracy)
AS: 14
Avo: 29 (0 evasion)
Crt: 8 (0 critical rate)

PC Averages for Ena:
HP: 40
AS: 19
PWR: 29
DMG: 17
HIT: 135
AVO: 51
DEF: 15
RES: 13
LUK: 13


Ena
Level 10 Red Dragon
HP: 52
STR: 27 (25)
MAG: 9
SKL: 22 (20)
SPD: 20 (18)
LUK: 14
DEF: 27 (25)
RES: 27 (25)
MOV: 6

Skills: Renewal (Regenerates 10% MHP each turn), Miracle (LUK% chance to reduce any lethal damage that would be dealt to instead deal CHP/2 damage), Boon (Heals status of any adjacent characters each turn)
 
Red Dragon Breath (-) - 10/90/0/1/1, Dragon Breath, negates Goddess Protect
Demi-band (-) - Allows permanent transformation, but with reduced transformation bonuses
Elixer (3) - Full healing

Pwr: 35 (20 damage)
Hit: 137 (86 accuracy)
AS: 18
Avo: 50 (15 evasion)
Crt: 10 (0 critical rate)

PC Averages for Petrine:
HP: 41
AS: 20
PWR: 30
DMG: 18
HIT: 138
AVO: 54
DEF: 16
RES: 13
LUK: 14


Petrine
Level 18 Paladin
HP: 41
STR: 20
MAG: 16
SKL: 20
SPD: 23
LUK: 10
DEF: 22
RES: 18
MOV: 9

Skills: Daunt (Reduces HIT and CRT of all foes by 5 within a 3 square radius)
 
Flame Lance (25) - 10/70/0/12/1~2, Lance/Fire, hits target RES, 3x might versus Beast Laguz
Elixer (3) - Full healing

Pwr: 26 (13 damage)
Hit: 115 (61 accuracy)
AS: 23
Avo: 56 (18 evasion)
Crt: 10 (0 critical rate)

PC Averages for Bertram:
HP: 44
AS: 21
PWR: 31
DMG: 19
HIT: 141
AVO: 57
DEF: 17
RES: 14
LUK: 15


Bertram
Level 19 Paladin
HP: 48
STR: 22
MAG: 17
SKL: 25
SPD: 20
LUK: 8
DEF: 23
RES: 19
MOV: 9

Skills: Daunt (Reduces HIT and CRT of all foes by 5 within a 3 square radius)
 
Runesword (15) - 15/65/0/19/1~2, Sword/Light, hits target RES, drains damage dealt as HP
Spear (15) - 12/70/5/15/1~2, Lance
Vulnery (3) - Heals 10 HP

*Weapon stats listed as Runesword/Spear

Pwr: 37 (23 damage)/34 (17 damage)
Hit: 119 (62 accuracy)/124 (67 accuracy)
AS: 20/20
Avo: 53 (12 evasion)/53 (12 evasion)
Crt: 12 (0 critical rate)/17 (2 critical rate)

PC Averages for Black Knight:
HP: 46
AS: 26
PWR: 41
DMG: 29
HIT: 134
AVO: 69
DEF: 20
RES: 14
LUK: 17


Black Knight
Level 20 Black Knight
HP: 60
STR: 30
MAG: 17
SKL: 30
SPD: 27
LUK: 11
DEF: 30 (35)
RES: 22
MOV: 6

Skills: Renewal (Regenerates 10% MHP each turn), Luna (SKL% chance to halve target DEF on an attack)
 
Alondite (-) - 18/80/5/20/1~2, Sword, Immune to non-Wrath criticals, +5 DEF

Pwr: 48 (30 damage)
Hit: 145 (76 accuracy)
AS: 27
Avo: 65 (31 evasion)
Crt: 20 (3 critical rate)

PC Averages for The Final Battle:
HP: 46
AS: 23
PWR: 32
DMG: 18
HIT: 145
AVO: 62
DEF: 18
RES: 15
LUK: 16


Bryce
Level 20 General
HP: 50
STR: 23
MAG: 12
SKL: 21
SPD: 18
LUK: 17 (20)
DEF: 25
RES: 16
MOV: 6

Skills: Guard (SKL% chance upon attacking to negate target's next attack targetted at the user), Daunt (Reduces HIT and CRT of all foes by 5 within a 3 square radius)
 
Wishblade (20) - 16/80/5/15/1~2, Lance, +3 LUK
Speedwings (1) - Permanently raises SPD by 2 when used

Pwr: 39 (21 damage)
Hit: 132 (70 accuracy)
AS: 18
Avo: 61 (16 evasion)
Crt: 15 (0 critical rate)


Ashnard 1
Level 20 King Daein
HP: 60
STR: 35
MAG: 16
SKL: 27
SPD: 27
LUK: 0
DEF: 35
RES: 26
MOV: 10

Skills: Renewal (Regenerates 10% MHP each turn), Daunt (Reduces HIT and CRT of all foes by 5 within a 3 square radius)
 
Gurgurant (-) - 20/90/0/25/1~2, Sword, Immune to non-Wrath criticals

Pwr: 55 (37 damage)
Hit: 144 (82 accuracy)
AS: 27
Avo: 59 (14 evasion)
Crt: 13 (0 critical rate)


Ashnard 2 (Hard Mode and Above)
Level 20 King Daein
HP: 80
STR: 40
MAG: 25
SKL: 30
SPD: 28
LUK: 10
DEF: 35
RES: 30
MOV: 10

Skills: Renewal (Regenerates 10% MHP each turn), Daunt (Reduces HIT and CRT of all foes by 5 within a 3 square radius)
 
Gurgurant (-) - 20/90/0/25/1~2, Sword, Immune to non-Wrath criticals

Pwr: 60 (42 damage)
Hit: 155 (93 accuracy)
AS: 28
Avo: 71 (26 evasion)
Crt: 15 (0 critical rate)


PC Averages for Optional Super Boss Battle:
HP: 46
AS: 23
PWR: 32
DMG: 18
HIT: 145
AVO: 62
DEF: 18
RES: 15
LUK: 16


Master-D
Level 20 Zombie Fuhrer
HP: 120
STR: 40
MAG: 38
SKL: 30
SPD: 31
LUK: 30
DEF: 36
RES: 34
MOV: 10

Skills: Aether (SKL% chance of dealing 2 hits, the first of which is a normal attack that heals user for damage dealt, while the second hit deals damage based on target DEF/2, melee only), Gamble (Halves accuracy but doubles critical rate for an attack), Nihil (Negates enemy skill effects), Miracle (LUK% chance to reduce any lethal damage that would be dealt to instead deal CHP/2 damage)
 
Albatross (-) - 20/80/15/35/1, ignores magic triangle, negates Goddess Protect
Bionic Arm (-) - 10/100/5/1/1~10, ignores weapon triangle, negates Goddess Protect

*Weapon stats listed as Albatross/Bionic Arm

Pwr: 58 (43 damage)/50 (32 damage)
Hit: 155 (93 accuracy)/175 (100 accuracy)
AS: 31/31
Avo: 92 (47 evasion)/92 (47 evasion)
Crt: 30 (14 critical rate)/20 (4 critical rate)
« Last Edit: August 17, 2008, 01:15:31 AM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Luther Lansfeld

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Re: Fire Emblem: Path of Radiance
« Reply #6 on: August 14, 2008, 06:48:42 AM »
NEDATA'S STATS I DEMAND THEM DO IT
When humanity stands strong and people reach out for each other...
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Meeplelard

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Re: Fire Emblem: Path of Radiance
« Reply #7 on: August 14, 2008, 03:12:59 PM »
While I know he hasn't completed them and just tossed down stats as place holders (Ena having 14 Power when she has 27 strength was a good indicator of this <_<), OK, you forgot to mention something kind of important for Black Knight and Ashnard.

That being Goddess Protect.  You know, the main reason those two (Ashnard in particular) aren't ranked?
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

OblivionKnight

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Re: Fire Emblem: Path of Radiance
« Reply #8 on: August 14, 2008, 04:24:44 PM »
Goddess Protect?  What's that?  >_>

It's not listed as an actual skill in this game, so it doesn't exist!  Plot stuff!  Yay!

In seriousness, I'm still entering everything >_>  I'll put that in later, including the notes about who is fighting who and who can damage who >_>

But I see Meeple can't wait to hype invincible Black Knight and Ashnard before this is done, though!  Hype away!
« Last Edit: August 14, 2008, 04:26:40 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

OblivionKnight

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Re: Fire Emblem: Path of Radiance
« Reply #9 on: August 16, 2008, 11:55:57 PM »
Bosses are all up!  Even the boss Meeple really wanted
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory