Sharl“He’s got double-vision when you want him double-jointed.”Specialties: Spear (L35), Fire Magic (L33)
HP: 825 (1.00 PC HP)
WP: 115
JP: 99
LP: 9
Strength: 5 (21)
Dexterity: 3 (19)
Speed: 16 (11)
Constitution: 21
Intelligence: 19
Will: 16
Charisma: 18
Defense: 57
Magic Defense: 42
Defensive Modifiers: 1.02 pdef, 1.02 mdef
Effective Durabilities: 1.02 pdur, 1.02 mdur
Effective Speed: - 0.33 SD
Equipment:Blitz Lancer (38 Attack)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Silver Hand (7 Defense, 7 Magic Defense, 1 Weight. Fixes Sharl’s Strength and Dexterity)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills:Spear:Meteor Thrust: 2577 pierce-elemental damage, ranged, >100% hit rate (129 BV), 27.8% odds of inflicting Paralysis. Avoids counters and shield evade, but triggers magic shields and shield blocking. 9 WP.
Triple Thrust: 2339 pierce-elemental damage, melee, >100% hit rate (119 BV), triggers all shields and counters. 10 WP.
Double Dragon: 1679 pierce-elemental damage, ranged, hits both front and back row, >100% hit rate (119 BV), avoids shield blocking but triggers shield evade, counters and magic shields, turns field to Wind. 6 WP.
Beast God Stab: 1469 pierce-elemental damage, melee, >100% hit rate (129 BV), triggers all shields and counters, 45.3% odds of inflicting -5 to Strength, Dexterity, Speed and Con, turns field to Earth. 6 WP.
Great Wheel: 1230 pierce-elemental damage, MT, >100% hit rate (129 BV), avoids shield evade. 5 WP.
Brain Split: 796 pierce-elemental damage, melee, >100% hit rate (129 BV), triggers all shields and counters, 27.8% odds of inflicting confusion. 2 WP.
Dragon Hit: 691 pierce-elemental damage, ranged, >100% hit rate (129 BV), avoids shield evade but triggers counters, magic shields and shield blocking, 45.3% odds of inflicting Poison. 3 WP.
Windmill: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 51.5% chance of deflecting the strike and countering for 3370 ITD damage. 3 WP.
Blitz Lancer Physical: 549 pierce-elemental damage, melee, >100% hit rate (125 BV), triggers all shields and counters. 0 WP.
Fire Magic:Reviver: Grants an auto-revival effect that fully heals the user and takes away 1 LP if HP reaches 0 and grants 10% HP regen if the field’s element is Fire. Sets field to Fire. 16 JP.
Hard Fire: Raises Speed of one target by 12. Sets the field to Fire. 2 JP.
Feather Seal: Grants hide status to user, making him untargettable by single-target attacks (MT attacks can still affect the user). If the user performs any action besides defending, the effect is cancelled. Sets field to Fire. 3 JP.
Fire Wall: Grants immunity to heat and cold elements for the duration of the turn to the entire party, and, at the end of the round, deals 287 heat-elemental damage to the front row, turns field to Fire. 7 JP.
Self-Burning: Grants a barrier that gives immunity to heat element for the duration of the turn and counters melee attacks. The counter deals 260 damage and cancels the user’s turn if he/she didn’t act before the counter. Lasts until the counter is triggered. 5 JP.
Bird Song: 107 status-elemental damage on entire field (allies and enemies), sonic-typed, initiative strike, 15.1% odds of inflicting silence. Turns field to Fire. 3 JP.
Air Slash: 320 slash-elemental damage to a row, Flight-slayer. Deals 488 ITD damage to fliers, turns field to Fire. 1 JP.
Comments: Well, the speed could be better off the cusp, but durability and damage are okay, with the caveat that spear skills generally have neat long-term options for putting ripples into drawn-out fights. And what do you know, Sharl gets one of the best spells he could possibly ask for to synergize with spears: Reviver. Full auto-life that grants you 10% regen per turn is just fucking amazing. And that on someone who can gradually lower just about all relevant stats (speed in particular) and apply a slew of annoying status while dealing damage? Yeaaaaaaaaah. He even gets some speed boosting and a ghetto Hide Rune clone in order to capitalize on the regen - i.e. he gets an effective, long-term full heal IN ADDITION to Reviver cheese. Only the subpar speed really keeps Sharl in check.
High Heavy at worst – that’s a really mean stalling game running off generally decent offense and options.
Poet“It takes two to tumble, it takes two to tango.”Specialty: Mace (L26), Martial Arts (L26, solely for the sake of raising Everyone’s Song)
HP: 825 (1.00 PC HP)
WP: 110
LP: 10
Strength: 20
Dexterity: 18
Speed: 17 (13)
Constitution: 16
Intelligence: 13
Will: 14
Charisma: 22
Defense: 58
Magic Defense: 43
Defensive Modifiers: 1.00 pdef, 1.00 mdef
Effective Durabilities: 1.00 pdur, 1.00 mdur
Effective Speed: + 0.03 SD
Equipment:Golden Bat (19 Attack)
Poet’s Fiddle (Allows use of Everyone’s Song)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Alternative equipment: Hair Ornament (1 Defense,7 Magic Defense, +1 Charisma, Status Defense * 1.5)
Skills:Mace:Shell Split: 1835 blunt-elemental damage, melee, > 100% hit rate (136 BV), Dragon Slayer (deals 2452 ITD damage to dragons), triggers all shields and counters, 45.3% odds of lowering slash, blunt, pierce, shot and heat defenses by 50%. The effect in practice is that each successful bust raises physical damage by roughly 10% against average defense, pretty much flatlining by the third successful hit – damage gets raised by roughly 20% after the first hit, then an additional 10% after the second. Against high defenses, the effect is substantially higher, but that’d requiring converting some other system’s defense to RS3 defense. ENJOY. 10 WP.
Stone Cut: 1180 blunt-elemental damage, melee, >100% hit rate (136 BV), triggers all counters and shields, Golem-slayer (deals 1596 ITD damage to stone enemies). 6 WP.
Escape Out: 766 blunt-elemental damage, melee, >100% hit rate (131 BV), triggers all counters and shields, causes user to hide, becoming untargettable by single-target attacks. If the user performs any action besides defending or Escape Out, he/she/it will leave the hiding state. MT can hit a hidden character. Golden Bat-only. 4 WP.
Midas Hand: Inflicts Stone at 35.3% odds, melee. Effectively instant death against enemies, triggers all shields and counters, checks Stone immunity. Golden Bat-only. 3 WP.
Head Split: 466 blunt-elemental damage, melee, >100% hit rate (131 BV), triggers all counters and shields, 45.3% odds of inflicting Sleep, 45.3% odds of inflicting Intelligence -3. 0 WP.
Justice Mete: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 36.1% chance of deflecting the strike and countering for 1427 ITD damage. 1 WP.
Golden Bat Physical: 425 blunt-elemental damage, melee, >100% hit rate (129 BV), triggers all counters and shields. 0 WP.
Misc.:Everyone’s Song: Raises Strength, Dexterity, Speed, Constitution, Intelligence and Will by 3 for all party members. 0 WP.
Comments: Escape Out and Midas Hand cheese. That’s pretty much all there’s to talk about Poet. It’s kinda annoying, but the ST spoiling is just very powerful and healers, who could certainly handle that cheese, instead have to deal with stone. Damage sorta sucks, but it doesn’t matter. Escape Out is more than enough to make him work out and he even falls on the right side of average speed to boot.
Heavy.
Tatyana Lasaiev“I’m miss sugar pink, liquor liquor lips! I’m gonna be your bubblegum bitch!”Specialty: Epee (L26)
HP: 796 (0.96 PC HP)
WP: 78
LP: 10
Strength: 18
Dexterity: 16
Speed: 15 (11)
Constitution: 19
Intelligence: 17
Will: 13
Charisma: 20
Defense: 52
Magic Defense: 37
Defensive Modifiers: 0.88 pdef, 0.92 mdef, 0.94 against Cold
Effective Durabilities: 0.84 pdur, 0.88 mdur, 0.90 against Cold
Effective Speed: - 0.33 SD
Equipment:Estoc (28 Attack)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Teddy Bear (2 Defense, 2 Magic Defense, 0 Weight, 2x defense to Cold element)
Skills (Epee):Final Letter: 2002 pierce-elemental damage, melee, >100% hit rate (168 BV), triggers all shields and counters, 1.9% odds of inflicting ID. 8 WP.
Fire Cracker: 953 pierce-elemental damage, MT, >100% hit rate (168 BV), triggers magic shields, avoids counters and shield evade, 15.1% odds of inflicting Silence, turns field to Fire. 7 WP.
Southern Cross: 1353 pierce-elemental damage, melee, >100% hit rate (168 BV), triggers all shields and counters, Undead-slayer. 1866 ITD damage against undead. 7 WP.
Bolt Pierce: 691 pierce/electricity-elemental damage, melee, >100% hit rate (183 BV), initiative strike, Speed +8. 4 WP.
Imprison: 55.2% odds of inflicting Paralysis on target. 0 WP.
Mindstare: 63.5% odds of inflicting Mixed or Confusion on target. 1 WP.
Feint: 66.3% odds of inflicting Stun on target. 0 WP.
Matador: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 50.2% chance of deflecting the strike and countering for 1732 ITD damage. 2 WP.
Estoc Physical: 303 pierce-elemental damage, melee, >100% hit rate (168 BV), triggers all counters and shields. 0 WP.
Comments: While Fat Robin was Monica Plus, Tatyana is relegated to being Monica Minus, sporting noticeably worse stats and damage across the board – to the point of actually being actively sorta bad. Notice a pattern with pure Epee users here? She 3HKOs, but being kinda frail and slow just doesn’t do her any favors.
Light/Middle, probably. It’s kinda hard to assess how much the skillset works in Middle off questionable stats, but it certainly scares the lowest division (._.).
Yan Fan“Oliver’s Army is on their way!”Specialties: Martial Arts (L25), Moon Magic (L27)
HP: 876 (1.06 PC HP)
WP: 90
JP: 81
LP: 12
Strength: 10
Dexterity: 15
Speed: 21 (17)
Constitution: 10
Intelligence: 23
Will: 21
Charisma: 19
Defense: 58
Magic Defense: 43
Defensive Modifiers: 0.94 pdef, 0.95 mdef (0.66 pdef, 0.89 mdef with Sorcerer Robe)
Effective Durabilities: 0.99 pdur, 1.00 mdur (0.69 pdur, 0.94 mdur with Sorcerer Robe)
Effective Speed: + 0.77 SD
Equipment:White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Alternative Equipment: Sorcerer Robe (12 Defense, 15 Magic Defense, 0 Weight, +2 Intelligence)
Skills:Martial Arts:Dragon Inferno: 2540 blunt-elemental damage, melee, 84.3% hit rate,
2141 average damage (2767 damage the turn immediately after casting Moonglow once, 89.6% hit rate, 2479 average damage. 2703 damage, 87.2% hit rate, 2357 average damage with Sorcerer Robe). Triggers all shields and counters. 15 WP.
Reverse Throw: 768 blunt-elemental damage, >100% hit rate, melee, Throw-typed, triggers counters and magic shields, 24% odds of stun, 45.9% odds of lowering Slash, Blunt, Pierce, Shot and Heat resistance -10. 5 WP.
Evil Breaker: 834 ITD non-elemental damage, 99.3% hit rate, 828 average damage, -45.9% odds of inflicting -5 to Intelligence, Will and Charisma. Undead-slayer (not sure what the effect is, since it’s already ITD). 6 WP.
Powerup Fist: 535 blunt-elemental damage, MT, 99.3% hit rate, 531 average damage. Ignores all counters and shields. 7 WP.
Focus: 227 healing, self-only. 0 WP.
Punch: 277 blunt-elemental damage, melee, 99.3% hit rate, 275 average damage. Triggers all shields and counters. 0 WP.
Moon Magic:Shadow Servant: Calls a shadow that doubles damage of any attack done by the caster. The shadow takes a single hit for the caster if he/she is attacked, negating damage. If hit, the shadow disappears and the doubling effect is lost. Self-only. 10 JP.
Glare Light: 84.3% odds of inflicting Charm to an enemy. 3 JP.
Moonshine: 474 healing to one target, also cures darkness. 5 JP.
Moonglow: Speed and Will +10 to one target. 2 JP.
Soul Freeze: 650 cold-elemental damage, MT, triggers magic shields, 27.8% odds of inflicting paralysis. 6 JP.
Shadow Bolt: 336 status-elemental damage, triggers magic shields and shield evade, 24% odds of stun, 15.1% odds of silence. 1 JP.
Moon-reading Mirror: 74% odds of dealing 18.8% mHP damage to an enemy, triggers magic shields and shield blocking. 2 JP.
Comments: Yan Fan’s basic strategy is pretty simple: cast Moonglow, survive an enemy turn, get an immediate 3-2 if the speed spread allows him, then apply Shadow Servant+Dragon Inferno and hope it hits. If the attack doesn’t miss, that juuuuuust scrapes a OHKO and works out oddly well - and if it doesn’t finish the job, Yan’s still pretty much guaranteed to live another turn to clean things up. He can also attempt to stall slower folks with Shadow Servant (albeit not for long), set up kills with his abusively accurate Charm and even play a more typical haste-healing game, for all that RS3’s buffs don’t really lend to that so well. As typical for the higher-end setup machines in RS3, Yan Fan doesn’t -blitz-. On the other hand he can set up oddly fast kills with the options he has, and stopping him from methodically getting his game up can be surprisingly tough (the speed alone is huge, and both Shadow Servant and Glare Light go a long way to give him further breathing room). Evasion is a big concern for Yan, though, with Dragon Inferno’s cruddy accuracy - the Social Security agents have to ask him to point on the doll where the bad Arnaud touched him. Still, Moon Magic and Martial Arts combine into a really mean package.
High Heavy.
Undine“I know how it feels to be your age – how I love to feel a girl your age!”Specialty: Water Magic (L42 [!!!!])
HP: 785 (0.95 PC HP)
JP: 126
LP: 7
Strength: 10
Dexterity: 20
Speed: 16 (12)
Constitution: 15
Intelligence: 24
Will: 17
Charisma: 13
Defense: 58
Magic Defense: 43
Defensive Modifiers: 0.99 pdef, 0.99 mdef (0.71 pdef with Lake Robe)
Effective Durabilities: 0.94 pdur, 0.94 mdur (0.67 pdur with Lake Robe)
Effective Speed: - 0.15 SD
Equipment:White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Alternative Equipment: Lake Robe (14 Defense, 18 Magic Defense, 0 Weight, +1 Intelligence, Immunes Water)
Skills (Water Magic):Note: Undine's Water Magic has a 25% boost to damage. This is already factored in.Thunder Clap: 1507 thunder-elemental damage, MT, triggers magic shields and shield evade, 15.1% odds of inflicting Silence. Turns field to Water. 6 JP.
Squall: 392 status-elemental damage, Water-type, turns field to Water, MT, salamander-slayer (???). 0 JP.
Life Water: Heals 356 HP and sleep status to a target, turns field to Water. 0 JP.
Mystic Water: Heals all status but petrify, ST. 2 JP.
Sparkling Mist: Lowers Dexterity by 14, 72.8% hit rate, MT. 1 JP
Water Pole: Grants a magic shield that dodges physical attacks at a 60% chance and regens 10% of the user’s HP per turn. Only functions if the field is Water-elemental. 6 JP.
Quicktime: Grants initiative to entire party for an amount of turns equal to (JP spent/16). All JP.
Comments: Oh wow, 4HKO thunder damage off below average speed and durability, what a great start. At least Undine gets the typical cheesestalling evade game so common to many magic schools in RS3 and her healing is free. Unfortunately, Quicktime is completely useless for her, since it leaves her stuck with Muse-level offense.
Low Middle probably works: I can see the hordes of runeless Suikoscrubs and Shining Force filler losers running in despair from Water Magic's defensive game from miles away, and hey, at worst, she passes the Grandia 2 Middle test. >_> <_<
Zhi Lin“Seven Chinese brothers swallowing the ocean, seven thousand years to swallow away the pain.”Specialty: Bow (L41 [!!!])
HP: 826 (1.00 PC HP)
WP: 134
LP: 12
Strength: 14
Dexterity: 24
Speed: 15 (11)
Constitution: 18
Intelligence: 10
Will: 20
Charisma: 16
Defense: 58
Magic Defense: 43
Defensive Modifiers: 1.02 pdef, 1.01 mdef
Effective Durabilities: 1.02 pdur, 1.01 mdur
Effective Speed: - 0.33 SD
Equipment:Enhanced Bow (34 Attack)
Canarya Bow (25 Attack)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills (Bow):Million Dollar: 3306 shot-elemental damage, ranged, MT, >100% hit rate (158 BV). Ignores all shields and counters. 9 WP.
Plasma Shot: 2316 shot/electricity-elemental damage, ranged, >100% hit rate (118 BV). Avoids counters, but triggers shields. 28.6% odds of inflicting Paralysis. 7 WP.
Continuous Shot: 2007 shot-elemental damage, ranged, >100% hit rate (118 BV). Avoids counters, but triggers shields. Uses the base power of the last attack used to calculate its formula.
3747 damage after using Million Dollar. 6 WP.
Resonance Weep: Inflicts Charm at 70% odds, ranged. Sonic-typed, hits mental status immunity. Canarya Bow-specific. 0 WP.
Shadow Kill: Inflicts Instant Death at 40% odds, ranged. Avoids counters, but triggers shields. 3 WP.
Shadow Sew: Inflicts paralysis at 68% odds, ranged. Avoids counters, but triggers shields. 0 WP.
Provoke Shot: Inflicts Berserk at 74% odds, ranged. Avoids counters, but triggers shields. 1 WP.
Id Break: 873 damage, ranged, >100% hit rate (138 BV). 46.9% odds of inflicting -5 to Intelligence. 28.6% odds of inflicting Confusion. 2 WP.
Quick Arrow: 1068 shot-elemental damage, ranged, >100% hit rate (148 BV), initiative strike. Triggers magic shields. 4 WP.
Flash Arrow: 299 status/shot-elemental damage, magical, MT, 23.4% odds of inflicting Darkness. Triggers shield evade and magical shields. 3 WP
Enhanced Bow Physical: 661 shot-elemental damage, ranged, >100% hit rate (118 BV). Avoids counters but triggers shields. 0 WP.
Comments: Well, Zhi Lin is just Sara with considerably better damage (game-best damage and our first inarguable, no-strings-attached 2HKO, yo) and slightly better durability at the cost of speed. I’m not sure if this is a winning trade, but it’s a fair one, and all the relevant statuses are still accurate enough (along with paralysis breaking the turn one border). Continuous Shot can get pretty scary after a Million Dollar, which is funny, but otherwise it’s pretty much the solid base package with a few spins.
Heavy.
Fullbright the XIII“You’ve got the looks! I’ve got the brains! Let’s make lots of money!”Specialties: Earth Magic (L26), Sun Magic (L26)
HP: 795 (0.96 PC HP)
WP: 15
JP: 104
LP: 9
Strength: 15
Dexterity: 20
Speed: 16 (12)
Constitution: 13
Intelligence: 19
Will: 21
Charisma: 14
Defense: 58
Magic Defense: 43
Defensive Modifiers: 0.97 pdef, 0.97 mdef
Effective Durabilities: 0.93 pdur, 0.93 mdur
Effective Speed: - 0.15 SD
Equipment:White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills:Earth Magic:Super Gravity: 1511 blunt/status-elemental damage, triggers magic shields and shield blocking, 45.9% odds of inflicting Speed -5. Turns field to Earth. 9 JP.
Gold Touch: 41% odds of inflicting Petrify on an enemy. Triggers magic shields and evade techs, turns field to Earth. 6 JP.
Earth Heal: 334 healing, also heals sleep, turns field to Earth. 4 JP.
Crack: 507 pierce-elemental damage to a row, Ground-typed, 24% odds of causing stun. Turns field to Earth. 4 JP.
Berserk: Raises Strength and Constitution by 13, turns field to Earth. Raises Fullbright’s pdur to 1.10 and his mdur to 1.07 on the turn it’s cast. Turns field to Earth. 3 JP.
Stoneskin: Raises Defense by 13 on one target. After the first turn, the target gains 5 extra defense every turn until the value hits 64, at which point the target is petrified. In practice, casting this on Fullbright leads him to being pretty much immediately petrified. >_> Would be very useful if it could be casted on enemies rather than allies. Turns field to Earth. 3 JP.
Stone Bullet: 252 blunt-elemental damage, MT, triggers magic shield and shield blocking, turns field to Earth. 1 JP
Sun Magic:Solar Wind: 828 heat/cold/electricity-elemental damage, MT, triggers magic shields, 27.8% odds of inflicting confusion. 9 JP.
Illusion Sun: Grants a magic shield that dodges all attacks susceptible to magic shield evade (both physical and magical) at a 30% rate. 11 JP.
Revival Light: 384 healing, heals all status but Petrify. 7 JP.
Day Break: 37.1% chance of ID, MT, triggers magic shields. 7 JP.
Star Fixer: 585 heat-elemental damage, ST, triggers magic shields and shield blocking, 27.8% odds of inflicting paralysis. 5 JP.
Heat Wave: 305 heat-elemental damage, MT, triggers magic shields and shield blocking, 45.3% odds of inflicting Speed -5. 4 JP.
Sunshine: 150 heat/status-elemental damage, MT, triggers magic shields and shield blocking. 0 JP.
Comments: Stoneskin is the new Lufia 1 Stone, folks. This amazing piece of design aside, though, Fullbright pretty much plays a variant on Tiberius’ stalling game. Better damage and speed (best of the pure mages in both cases! Says so much), worse resources and healing, a second fatal status option, no Illusion Sun/Water Pole stacking… probably ends up in a similar place, though Gold Touch might scrape turn 2, which gives him a better shot at winning fights in a reasonable time. Probably ends up in roughly the same place, all things told. Rather solid
Middle, once again.
Bai Mei Niang“She knows every neighbor, chats at their doors, compare econosize electric appliances, my mother the war.”Specialty: Wind Magic (L42 […])
HP: 795 (0.96 PC HP)
JP: 126
LP: 12
Strength: 17
Dexterity: 16
Speed: 14 (10)
Constitution: 17
Intelligence: 23
Will: 18
Charisma: 8
Defense: 58
Magic Defense: 43
Defensive Modifiers: 1.01 pdef, 1.00 mdef
Effective Durabilities: 0.97 pdur, 0.96 mdur
Effective Speed: - 0.52 SD
Equipment:White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills (Wind Magic):Tornado: 1429 pierce/status-elemental damage, MT, anti-air, triggers magic shields, turns field to Wind. Deals 1980 ITD damage against fliers. 7 JP.
Wind Dart: 728 pierce-elemental damage, triggers magic shields and shield blocking, turns field to Wind. 0 JP.
Dragon God Descent: Grants the target zero cost for all skills and magic and all damage received instead becomes 1 LP damage. Multi-hit attacks deal 1 LP damage per strike. Self-only, Grants 10% mHP regen per turn when the field is Wind, turns field into Wind. 17 JP.
Dancing Leaves: When the field is Wind, grants a magic shield that dodges physical attacks with a 60.4% chance and 10% mHP regen per turn. 4 JP.
Thorn Vine: 525 pierce-elemental damage, Ground-type, MT, triggers magic shields, turns field to Wind, 24% odds of stun. 3 JP.
Nap: Inflicts Sleep at 68% odds, MT. Turns field to Wind. 2 JP.
Suction: 516 shot-element damage, drains all damage as HP to caster, 88.7% hit rate. Turns field to Wind. 4 JP.
Comments: Bai Mei Niang is weird. The poor speed and low 4HKO-level offense certainly work against her when applying the Dragon God strategy. On the other hand, the stalling game at the side is considerably better – Suction is very good draining (probably the best healing the game has to offer aside from Revival… except when it misses) in her hands and Sleep is turn one, letting her put up the cheese game more leisurely. That said, Dragon God Descent is hard to argue with as long as you don’t utterly suck with it (as in, at least 5HKO average). She probably works as a good
Heavy – too slow and undamaging for Godlike, but she’s definitely competitive elsewhere. It's even kind of a shame Dragon God is so broken, since it makes Bai's fascinating defensive draining/status game a lot less meaningful.
Nora“If you had a hammer you would knock the whole thing down.”Specialties: Mace (L32), Spear (L27)
HP: 876 (1.06 PC HP)
WP: 123
LP: 14
Strength: 23
Dexterity: 24
Speed: 16 (12)
Constitution: 12
Intelligence: 14
Will: 13
Charisma: 13
Defense: 58
Magic Defense: 43
Defensive Modifiers: 0.95 pdef, 0.97 mdef
Effective Durabilities: 1.00 pdur, 1.02 mdur
Effective Speed: - 0.15 SD
Equipment:Blitz Lancer (38 Attack)
Golden Bat (19 Attack)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
SkillsSpears:Triple Thrust: 2217 pierce-elemental damage, melee, >100% hit rate (122 BV), triggers all shields and counters. 9 WP.
Double Dragon: 1581 pierce-elemental damage, ranged, hits both front and back row, >100% hit rate (132 BV), avoids shield blocking but triggers shield evade, counters and magic shields, turns field to Wind. 5 WP.
Great Wheel: 1143 pierce-elemental damage, MT, >100% hit rate (132 BV), avoids shield evade. 4 WP.
Brain Split: 733 pierce-elemental damage, melee, >100% hit rate (132 BV), triggers all shields and counters, 27.8% odds of inflicting confusion. 1 WP.
Dragon Hit: 620 pierce-elemental damage, ranged, >100% hit rate (132 BV), avoids shield evade but triggers counters, magic shields and shield blocking, 45.3% odds of inflicting Poison. 2 WP.
Blitz Lancer Physical: 457 pierce-elemental damage, melee, >100% hit rate (129 BV), triggers all shields and counters. 0 WP.
Maces:Shell Split: 2058 blunt-elemental damage, melee, > 100% hit rate (151 BV), Dragon Slayer (deals 2744 ITD damage to dragons), triggers all shields and counters, 45.3% odds of lowering slash, blunt, pierce, shot and heat defenses by 50%. The effect in practice is that each successful bust raises physical damage by roughly 10% against average defense, pretty much flatlining by the third successful hit – damage gets raised by roughly 20% after the first hit, then an additional 10% after the second. Against high defenses, the effect is substantially higher, but that’d requiring converting some other system’s defense to RS3 defense. HAVE FUN. 10 WP.
Gravity Break: 1298 blunt/status-elemental damage, melee, >100% hit rate (151 BV), triggers all shields and counters, 45.3% odds of inflicting Speed -5. 5 WP.
Aero Beat: Deals roughly 38% mHP damage to target, 78.1% hit rate, Sonic-typed, triggers magic shields, turns field to Wind. 2 WP.
Grand Slam: 1500 blunt-elemental damage, MT, ground-typed, 24% odds of stun. 8 WP.
Stone Cut: 1272 blunt-elemental damage, melee, ignores evade, triggers all counters and shields, Golem-slayer (deals 1717 ITD damage to stone enemies). 6 WP.
Escape Out: 859 blunt-elemental damage, melee, >100% hit rate (146 BV), triggers all counters and shields, causes user to hide, becoming untargettable by single-target attacks. If the user performs any action besides defending or Escape Out, he/she/it will leave the hiding state. MT can hit a hidden character. Golden Bat-only. 4 WP.
Midas Hand: Inflicts Stone at 34% odds, melee. Effectively instant death against enemies, triggers all shields and counters, checks Stone immunity. Golden Bat-only. 3 WP.
Head Split: 515 blunt-elemental damage, melee, >100% hit rate (151 BV), triggers all counters and shields, 45.3% odds of inflicting Sleep, 45.3% odds of inflicting Intelligence -3. 0 WP.
Justice Mete: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 60.4% chance of deflecting the strike and countering for 1906 ITD damage. 1 WP.
Golden Bat Physical: 515 blunt-elemental damage, melee, >100% hit rate (151 BV), triggers all counters and shields. 0 WP.
Comments: Escape Out and Midas Hand cheese make their triumphant return, now with the side dish of spear skillset, a speed-busting attack and better resources to spam Escape Out with! Nora lacks money moves as God Beast Stab and is slower than Poet, but it works out okay. Better damage doesn’t hurt either – she can start doling out 2HKOs as soon as she lands Shell Split’s defense busting.
Heavy.
Black“Yo ho Sebastian! Let’s go far away! Somewhere where the captain won't be mad!”Specialties: Axe (L30), Wind Magic (L26)
HP: 825
WP: 96
JP: 78
LP: 12
Strength: 19
Dexterity: 20
Speed: 15 (11)
Constitution: 16
Intelligence: 16
Will: 24
Charisma: 14
Defense: 58
Magic Defense: 43
Defensive Modifiers: 1.00 pdef, 1.00 mdef
Effective Durabilities: 1.00 pdur, 1.00 mdur
Effective Speed: - 0.33 SD
Equipment:Bulova (36 Attack)
Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills:Axe:Sky Dive: 1913 slash/blunt-elemental damage, ranged, >100% hit rate (114 BV), 45.3% odds of lowering enemy Con by 10 (in practice, raises damage by roughly 5% per stat drop). Ignores all shields and counters. 9 WP.
Dimension Chop: Inflicts Instant Death at 39.2% odds, MT. 6 WP.
Dynamic Hit: 1737 slash/blunt-elemental damage, melee, 92% hit rate, 1598 average damage. Avoids counters, triggers all shields, plant-slayer (deals 2324 damage against plants, 2138 average damage). 8 WP.
Deadly Spin: 1122 slash/blunt-elemental damage, melee, 97.2% hit rate, 1032 average damage. Uses the base power of the last attack used to calculate its formula. Avoids counters and shield evade, triggers evade skills and magic shields. 2362 damage if used after Dynamic Hit, 2173 average damage.
Accel Turn: 1029 slash/blunt-elemental damage, melee, 84.3% hit rate, 867 average damage. Triggers all shields and counters, Speed+8. 5 WP.
War Cry: Raises Strength and Con by 13. Can be stacked, degenerates over time. 1 WP. (Roughly a 29% damage increase on the turn immediately after casting. For durability, it raises Black’s pdur to 1.16 and mdur to 1.12 on the turn it’s cast)
Bulova Physical: 467 slash/blunt elemental damage, melee, 84.3% hit rate, 393 average damage. Triggers all counters and shields. 0 WP.
Wind Magic:Dragon God Descent: Grants the target zero cost for all skills and magic and all damage received instead becomes 1 LP damage. Multi-hit attacks deal 1 LP damage per strike. Self-only, Grants 10% mHP regen per turn when the field is Wind, turns field into Wind. 18 JP.
Dancing Leaves: When the field is Wind, grants a magic shield that dodges physical attacks with a 60.4% chance and 10% mHP regen per turn. 5 JP.
Tornado: 683 pierce/status-elemental damage, anti-air, MT, anti-air, triggers magic shields, turns field to Wind. Deals 972 ITD damage against fliers. 8 JP.
Thorn Vine: 227 pierce-elemental damage, Ground-type, MT, triggers magic shields, turns field to Wind, 24% odds of stun. 4 JP.
Nap: Inflicts Sleep at 66.7% odds, MT. 3 JP.
Suction: 263 shot-element damage, drains all damage as HP to caster, 88.7% hit rate. 5 JP.
Comments: Once again, below average speed isn’t great when you’re relying on Dragon God Descent to make headway, but Black at least is faster and more damaging than Bai Mei Niang. Fatal status and Dragon God also synergize pretty well, even if the ID is inaccurate – Black just gets a lot of shots to work with. Being able to augment the base evade with Dancing Leaves like Robin does doesn’t hurt either. That aside, Dragon God Descent/10 works its magic.
High Heavy as a kneejerk.
Fairy“Blind among the flowers, I’m unable to see. Wild among the flowers, nothing means nothing to me.”Specialties: Spear (L39), Bow (L32)
HP: 796 (0.96 PC HP)
WP: 149
LP: 7
Strength: 21
Dexterity: 22
Speed: 25 (21)
Constitution: 10
Intelligence: 12
Will: 11
Charisma: 20
Defense: 45
Magic Defense: 42
Defensive Modifiers: 0.70 pdef, 0.93 mdef (0.35 modifier against anti-air)
Effective Durabilities: 0.67 pdur, 0.89 mdur (0.33 durability against anti-air)
Effective Speed: + 1.51 SD
Equipment:Blitz Lancer (38 Attack)
Enhanced Bow (34 Attack)
Canarya Bow (25 Attack)
White Silver Trail (28 Defense, 18 Magic Defense, 4 Weight)
Fairy Scarf (1 Defense, 7 Magic Defense, 0 Weight, grants floating status, immunity to ground attacks, immunity to stun, weakness to anti-air attacks, grants 10% HP regen when field is Wind or Earth-elemental)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills:Spear:Meteor Thrust: 2700 pierce-elemental damage, ranged, >100% hit rate (140 BV), 27.8% odds of inflicting Paralysis. Avoids counters and shield evade, but triggers magic shields and shield blocking. 8 WP.
Triple Thrust: 2429 pierce-elemental damage, melee, >100% hit rate (130 BV), triggers all shields and counters. 9 WP.
Double Dragon: 1753 pierce-elemental damage, ranged, hits both front and back row, >100% hit rate (130 BV), avoids shield blocking but triggers shield evade, counters and magic shields, turns field to Wind. 5 WP.
Beast God Stab: 1551 pierce-elemental damage, melee, >100% hit rate (140 BV), triggers all shields and counters, 45.3% odds of inflicting -5 to Strength, Dexterity, Speed and Con, turns field to Earth. 6 WP.
Great Wheel: 1295 pierce-elemental damage, MT, >100% hit rate (140 BV), avoids shield evade. 4 WP.
Brain Split: 845 pierce-elemental damage, melee, >100% hit rate (140 BV), triggers all shields and counters, 27.8% odds of inflicting confusion. 1 WP.
Dragon Hit: 732 pierce-elemental damage, ranged, >100% hit rate (140 BV), avoids shield evade but triggers counters, magic shields and shield blocking, 45.3% odds of inflicting Poison. 2 WP.
Windmill: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 64.8% chance of deflecting the strike and countering for 3665 ITD damage. 2 WP.
Blitz Lancer Physical: 529 pierce-elemental damage, melee, >100% hit rate (127 BV), triggers all shields and counters. 0 WP.
Bow:Plasma Shot: 1823 shot/electricity-elemental damage, ranged, >100% hit rate (101 BV). Avoids counters, but triggers shields. 27.8% odds of inflicting Paralysis. 7 WP.
Continuous Shot: 1573 shot-elemental damage, ranged, >100% hit rate (101 BV). Avoids counters, but triggers shields. Uses the base power of the last attack used to calculate its formula.
2878 damage after using Meteor Thrust. 6 WP.
Resonance Weep: Inflicts Charm at 73.1% odds, ranged. Sonic-typed. Canarya Bow-specific. 0 WP.
Shadow Kill: Inflicts Instant Death at 37.1% odds, ranged. Avoids counters, but triggers shields. 3 WP.
Shadow Sew: Inflicts paralysis at 61.1% odds, ranged. Avoids counters, but triggers shields. 0 WP.
Provoke Shot: Inflicts Berserk at 66.7% odds, ranged. Avoids counters, but triggers shields. 1 WP.
Id Break: 658 shot-elemental damage, ranged, >100% hit rate (106 BV). 45.3% odds of inflicting -5 to Intelligence. 27.8% odds of inflicting Confusion. Avoids counters, but triggers shields. 2 WP.
Quick Arrow: 807 shot-elemental damage, ranged, >100% hit rate (116 BV), initiative strike. Triggers magic shields. 4 WP.
Flash Arrow: 243 status/shot-elemental damage, magical, MT, 23.4% odds of inflicting Darkness. Triggers shield evade and magical shields. 3 WP
Enhanced Bow Physical: 493 shot-elemental damage, ranged, >100% hit rate (101 BV). Avoids counters but triggers shields. 0 WP.
Comments: 2HKOing and spamming turn one Charm and Berserk off that speed is a great start for Fairy. Sure, the 2HKO is pretty much skin-of-the-teeth, but that’s a good blitzing package. She really needs it too, because she’s built of papier-mâché. OHKOs are a very sensible threat – particularly against physicals – and she’s just really happy she can Charm people and attempt a throttle blitz before they snap out of it with the offense and speed.
Heavy works as a kneejerk – she loathes people who can get more than two turns against her, and sometimes even guys who can live more than -one-. The long-term debuffing and status options from spears are also massively wasted on her, considering how fast her fights usually end.
Boston“He was in a jam! S'in a giant clam! Down, down! Underneath the waves!”Specialties: Martial Arts (L35), Water Magic (L33)
HP: 826 (1.00 PC HP)
WP: 105
JP: 99
LP: 17
Strength: 16
Dexterity: 13
Speed: 20
Constitution: 19
Intelligence: 21
Will: 17
Charisma: 9
Defense: 55
Magic Defense: 30
Defensive Modifiers: 0.95 pdef, 0.79 mdef, effectively immune against Pierce, 0.86 against Status
Effective Durabilities: 0.95 pdur, 0.79 mdur, effectively immune against Pierce, 0.86 against Status
Effective Speed: + 1.33 SD
Note: Boston is immune to Charm.Equipment:Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
Lobster Armor (25 Defense, 5 Magic Defense, 0 Weight, 3x Defense against Pierce, 2x resistance to Status, immunity to Water. Turns Boston’s Punch attack into Trim, which doubles the power of his basic physical and the Counter technique. This boost is already factored in)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills:Martial Arts:Tiger Break: 3287 non-typed ITD damage, melee, ignores defense, >100% hit rate (116 BV). Strength and Con +8. The Str/Con increase is treated as a buff, and can be stacked as such, as well as suffering the degeneration applied to all buffs. Avoids all counters and shields.
3746 damage on the second consecutive use, 4079 damage on the third use, 4468 damage on the fourth use. Raises pdur, mdur and status dur. to 1.03, 0.83 and 0.91 respectively on the first use, 1.11, 0.86 and 0.96 on the second, 1.17, 0.89 and 0.99 on the third, 1.21, 0.91 and 1.01 on the fourth. 12 WP.
Dragon Inferno: 3365 blunt-elemental damage, melee, 91.2% hit rate, 3068 average damage. Triggers all shields and counters. 15 WP.
Niagara Buster: 1978 blunt-elemental damage, melee, throw-type, >100% hit rate (137 BV). Triggers counters and magic shields. Fish-slayer (2023 ITD damage against fish-types). 7 WP.
Reverse Throw: 768 blunt-elemental damage, >100% hit rate (157 BV), melee, triggers counters and magic shields, 24% odds of stun, 45.9% odds of lowering Slash, Blunt, Pierce, Shot and Heat defenses by 10. 5 WP.
Meteor Kick: 1595 blunt-elemental damage, 75.9% hit rate, 1210 average damage. Triggers magic shields and counters, 45.9% odds of lowering Slash, Blunt, Pierce, Shot and Heat defenses by 10, 24% odds of stunning target, Throw-type. 8 WP.
Evil Breaker: 1754 ITD non-elemental damage, >100% hit rate (108 BV), 45.9% odds of inflicting -5 to Intelligence, Will and Charisma. Undead-slayer (not sure what the effect is, since it’s already ITD). 6 WP.
Powerup Fist: 1454 blunt-elemental damage, MT, >100% hit rate (108 BV). Ignores all counters and shields. 7 WP.
Giant Swing: 588 blunt-elemental damage, melee, throw-type, >100% hit rate (120 BV). 45.3% odds of inflicting -4 to Strength, Dexterity, Speed, Con, Intelligence, Will and Charisma. 28.6% odds of paralysis, 24% odds of stun. Triggers counters and magic shields. 6 WP.
Thumbing: 444 blunt-elemental damage, melee, >100% hit rate (108 BV), 23.4% odds of inflicting Darkness. Triggers all counters and shields. 0 WP.
Focus: 282 healing, self-only. 0 WP.
Counter: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 72.2% chance of deflecting and countering for 2540 ITD damage. 1 WP.
Trim: 1294 blunt-elemental damage, melee, >100% hit rate (108 BV), triggers all counters and shields. 0 WP.
Water Magic:Note: Boston's Water Magic has a 1.25x boost to its damage. This is already factored in.Squall: 273 status-elemental damage, Water-type, turns field Water-elemental, MT, salamander-slayer (???). 0 JP.
Life Water: Heals 303 HP and sleep status, ST. 0 JP.
Mystic Water: Heals all status but petrify, ST. 2 JP.
Sparkling Mist: Lowers Dexterity by 11, 70.1% hit rate, MT. 1 JP.
Water Pole: Grants a magic shield that dodges physical attacks at a 60% chance and regens 10% of the user’s HP per turn. Only functions if the field is Water-elemental. 6 JP.
Thunder Clap: 1117 thunder-elemental damage, MT, triggers magic shields and shield evade, 15.1% odds of inflicting Silence. 6 JP.
Quicktime: Grants initiative to entire party for an amount of turns equal to (JP spent/16). All JP.
Comments: Really fast lobster who 2HKOs stuff right and left and only grows in durability and offense as the fight goes on. Spot the dadaism in the picture in less than ten seconds! To further expand on this, he can get even -faster-: a casting of Quicktime and suddenly he’s a SaGa Frontier gunner on crack just because fuck you. To top it off, he even gets the niche Water Magic stalling game - not that he really cares about it given the package, but it’s there. The healing is pretty much useless in Heavy, where the 2HKOs flow like wine, but hey. Boston’s fundamental problem is the durability spread, though. Physical durability isn’t too bad, if below average, but his magical durability just sucks, especially against the big three elements. The likes of Geddoe and Nelis can drop him down in a hurry, for instance. On the other hand, he hilariously walls pierce-based losers and water-elemental damage, which are ripples in his favor. In the end, it’s hard to go wrong with this level of slugfesting.
High Heavy at worst.
Elephant“To me, 'tis mighty clear! This wonder of an elephant is very like a spear!”Specialty: Martial Arts (L36)
HP: 946 (1.14 PC HP)
WP: 111
LP: 36
Strength: 19
Dexterity: 14
Speed: 7 (0)
Constitution: 26
Intelligence: 18
Will: 20
Charisma: 13
Defense: 64
Magic Defense: 48
Defensive Modifiers: 1.38 pdef, 1.24 mdef (0.91 modifier against electricity)
Effective Durabilities: 1.57 pdur, 1.41 mdur (1.03 durability against electricity)
Effective Speed: - 2.38 SD
Equipment:Fort Suit (45 Defense, 26 Magic Defense, 15 Weight, grants weakness to Electric attacks)
Cotton Shirt (3 Defense, 6 Magic Defense, 0 Weight, allows Elephant to wear shields with two-handed weapons)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills (Martial Arts):Niagara Buster: 1982 blunt-elemental damage, melee, throw-type, >100% hit rate (134 BV). Triggers counters and magic shields. Fish-slayer (2644 ITD damage against fish-types). 7 WP.
Dragon Inferno: 1798 blunt-elemental damage, melee, 78.1% hit rate, 1444 average damage. Triggers all shields and counters. 14 WP.
Tiger Break: 1468 non-typed ITD damage, melee, ignores defense, 95.7% hit rate, 1404 average damage . Strength and Con +8. The Str/Con increase is treated as a buff, and can be stacked as such, as well as suffering the degeneration applied to all buffs. Avoids all counters and shields. 11 WP.
Meteor Kick: 737 blunt-elemental damage, 64.8% hit rate, 477 average damage. Triggers magic shields and counters, 45.9% odds of lowering Slash, Blunt, Pierce, Shot and Heat defenses by 10, 24% odds of stunning target, Throw-type. 7 WP.
Powerup Fist: 1454 blunt-elemental damage, MT, >100% hit rate (108 BV). Ignores all counters and shields. 6 WP.
Giant Swing: 757 blunt-elemental damage, melee, throw-type, >100% hit rate (134 BV). 45.3% odds of inflicting -4 to Strength, Dexterity, Speed, Con, Intelligence, Will and Charisma. 28.6% odds of paralysis, 24% odds of stun. Triggers counters and magic shields. 4 WP.
Thumbing: 26 blunt-elemental damage, melee, 93.4% hit rate, 24 average damage, 23.4% odds of inflicting Darkness. Triggers all counters and shields. 0 WP.
Focus: 310 healing, self-only. 0 WP.
Counter: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 57.3% chance of deflecting and countering for 1312 ITD damage. 0 WP.
Punch: 11 blunt-elemental damage, melee, 86.6% hit rate, 10 average damage. Triggers all counters and shields. 0 WP.
Comments: Elephant, Elephant, how did you manage to screw up Martial Arts as a DL skillset so damned -bad-? The speed reliance for the damage formula on MA really sinks him something fierce: a single-digit value on it is the last thing you want off that equation, let alone a -zero-. Compare Boston’s Tiger Break with Elephant’s and tell me the problem there. If that wasn’t enough, even going for a suit to augment his durability doesn’t help quite that much: his Cotton Shirt really bites out on his durability potential and he still gets 4HKOed by average, which combines poorly with the depressing speed. At least he still 3HKOs average, but none of the quirks from the skillset really pan out. Every game has its big DL loser and, Muse epic aside, Elephant is clearly it for Romancing SaGa 3.
Light.
Snowman“Frosty the snowman was as live as he could be and the children say he could laugh and play, just the same as you and me.”Specialties: Martial Arts (L26), Water Magic (L39)
HP: 825
WP: 78
JP: 117
LP: 8
Strength: 11
Dexterity: 17
Speed: 8 (0)
Constitution: 24
Intelligence: 14
Will: 23
Charisma: 18
Defense: 71
Magic Defense: 44
Defensive Modifiers: 1.82 pdef, 1.09 mdef (0.83 modifier against electricity)
Effective Durabilities: 1.82 pdur, 1.09 mdur (0.83 durability against electricity)
Effective Speed: - 2.38 SD
Equipment:Earth Guard (25% evade against Slash/Blunt/Pierce/Electric attacks)
Fort Suit (45 Defense, 26 Magic Defense, 15 Weight, grants weakness to Electric attacks)
E. Martial (14 Defense, 9 Magic Defense, 0 Weight)
Eternal Ice (4 Defense, 1 Magic Defense, 0 Weight, grants Cold and Heat immunity, Stun immunity)
Guard Ring (8 Defense, 8 Magic Defense, 0 Weight)
Skills:Martial Arts:Niagara Buster: 1463 blunt-elemental damage, melee, throw-type, >100% hit rate (107 BV). Triggers counters and magic shields. Fish-slayer (1966 ITD damage against fish-types). 7 WP.
Dragon Inferno: 1777 blunt-elemental damage, melee, 72.2% hit rate, 1282 average damage. Triggers all shields and counters. 15 WP.
Tiger Break: 684 non-typed ITD damage, melee, 90.2% hit rate, 616 average damage. Strength and Con +8. The Str/Con increase is treated as a buff, and can be stacked as such, as well as suffering the degeneration applied to all buffs. Avoids all counters and shields. 12 WP.
Reverse Throw: 774 blunt-elemental damage, >100% hit rate (127 BV), melee, triggers counters and magic shields, 24% odds of stun, 45.9% odds of lowering Slash, Blunt, Pierce, Shot and Heat defenses by 10. 5 WP.
Meteor Kick: 442 blunt-elemental damage, 57.3% hit rate, 253 average damage. Triggers magic shields and counters, 45.9% odds of lowering Slash, Blunt, Pierce, Shot and Heat defenses by 10, 24% odds of stunning target, Throw-type. 8 WP.
Evil Breaker: 457 ITD non-elemental damage, 90.2% hit rate (108 BV), 412 average damage. 45.9% odds of inflicting -5 to Intelligence, Will and Charisma. Undead-slayer (not sure what the effect is, since it’s already ITD). 6 WP.
Powerup Fist: 461 blunt-elemental damage, MT, 90.2% hit rate, 415 average damage. Ignores all counters and shields. 7 WP.
Giant Swing: 774 blunt-elemental damage, melee, throw-type, >100% hit rate (127 BV). 45.3% odds of inflicting -3 to Strength, Dexterity, Speed, Con, Intelligence, Will and Charisma. 28.6% odds of paralysis, 24% odds of stun. Triggers counters and magic shields. 6 WP.
Thumbing: lulz (0) blunt-elemental damage, melee, 87.2% hit rate, 23.4% odds of inflicting Darkness. Triggers all counters and shields. 0 WP.
Focus: 241 healing, self-only. 0 WP.
Counter: Enters a counter stance for the duration of the turn. If hit by a counterable melee attack, the user has a 51.9% chance of deflecting and countering for 1072 ITD damage. 1 WP.
Punch: lol (0) blunt-elemental damage, melee, 87.2% hit rate, triggers all counters and shields. 0 WP.
Water Magic:Squall: 168 status-elemental damage, Water-type, turns field Water-elemental, MT, salamander-slayer (???). 1 JP.
Life Water: Heals 254 HP and sleep status, ST. 1 JP.
Mystic Water: Heals all status but petrify, ST. 3 JP.
Sparkling Mist: Lowers Dexterity by 13, 74% hit rate, MT. 2 JP
Water Pole: Grants a magic shield that dodges physical attacks at a 60% chance and regens 10% of the user’s HP per turn. Only functions if the field is Water-elemental. 6 JP.
Thunder Clap: 646 thunder-elemental damage, MT, triggers magic shields and shield evade, 15.1% odds of inflicting Silence. 6 JP.
Quicktime: Grants initiative to entire party for an amount of turns equal to (JP spent/16). All JP.
Comments: Snowman manages to take Elephant’s issues one step further by adding an abysmal Strength score to already egregious speed, and the results can be seen above. The offense is just trashy with the accuracy problems (getting owned in damage by almost all of the mages? Are you serious?). In Snowman’s defense, though, he’s a fair deal more physically durable and he at least can try to win battles faster by using Quicktime, which solves one of the problems and probably ekes him above Elephant. The Water Pole stalling game isn’t really going all that far with that speed, but the durability helps him out.
Low Middle, I guess – Water Magic/10 is kind of a thing in Light and he's got the pdur to fly it, if not the speed. For the curious: his amazing basic physical hits the -negatives- even before the final damage formula is applied. A round of applause, ladies and gentlemen.
Statistical CurvesDamage Spread:1. Zhi Lin's Million Dollar - 3306
2. Boston's Tiger Break - 3287
3. Fairy's Meteor Thrust - 2700
4. Harid's Golden Dragon - 2671
5. Wood's Tres Flores - 2625
6. Sharl's Meteor Thrust - 2577
7. Shonen's Tres Flores - 2562
8. Fat Robin's Final Letter - 2528
9. Ellen's Tiger Break - 2525
10. Julian's Golden Dragon - 2511
11. Sara's Million Dollar - 2395
12. Katarina's Tres Flores - 2374
13. Paul's Golden Dragon - 2349
14. Slim Robin's Final Letter - 2334
15. Nora's Triple Thrust - 2217
16. Mikhail's Final Letter - 2195
17. Monica's Final Letter - 2155
Average: 2147.818. Yan Fan's Dragon Inferno - 2141
19. Thomas' Meteor Thrust - 2026
20. Tatyana's Final Letter - 2002
21. Elephant's Niagara Buster - 1982
22. Black's Sky Dive - 1913
23. Leonid's Final Letter - 1901
24. Poet's Shell Split - 1835
25. Fullbright's Super Gravity - 1511
26. Undine's Thunder Clap - 1507
27. Snowman's Niagara Buster - 1463
28. Bai Mei Niang's Tornado - 1429
29. Tiberius' Solar Wind - 1081
30. Muse's Physical - 328
Physical Durability Spread (Higher is better)1. Wood - 2.36 (0.99 vs. electric)
2. Snowman - 1.82 (0.83 vs. electric)
3. Elephant - 1.57 (1.03 vs. electric)
4t. Fat Robin - 1.07
4t. Harid - 1.07
5. Ellen - 1.05
6. Leonid - 1.04 (0.56 vs. heat)
7t. Paul - 1.03
7t. Thomas - 1.03
8t. Sharl - 1.02
8t. Julian - 1.02
8t. Zhi Lin - 1.02
8t. Katarina - 1.02
9t. Nora - 1.00
9t. Black - 1.00
9t. Poet - 1.00
10t. Yan Fan - 0.99
10t. Mikhail - 0.99
11t. Slim Robin - 0.97
11t. Bai Mei Niang - 0.97
12. Shonen - 0.96
13. Boston - 0.95 (0.86 vs. status, immune vs. pierce)
14. Tiberius - 0.94
15t. Fullbright - 0.93
15t. Monica - 0.93
16. Sara - 0.91
17. Muse - 0.89
18. Tatyana - 0.84 (0.90 vs. cold)
19. Fairy - 0.67 (0.33 vs. anti-air)
Magical Durability Spread (Higher is better)1. Leonid - 1.68 (0.56 vs. heat)
2. Elephant - 1.41 (1.03 vs. electric)
3. Wood - 1.38 (0.99 vs. electric)
4. Snowman - 1.09 (0.83 vs. electric)
5t. Fat Robin - 1.06
5t. Harid - 1.06
6. Ellen - 1.05
7t. Paul - 1.02
7t. Thomas - 1.02
7t. Sharl - 1.02
7t. Julian - 1.02
7t. Nora - 1.02
8t. Zhi Lin - 1.01
8t. Katarina - 1.01
9t. Black - 1.00
9t. Poet - 1.00
9t. Yan Fan - 1.00
10. Mikhail - 0.99
11. Slim Robin - 0.98
12t. Bai Mei Niang - 0.96
12t. Shonen - 0.96
13t. Tiberius - 0.94
13t. Undine - 0.94
13t. Monica - 0.94
14. Fullbright - 0.93
15. Sara - 0.92
16. Muse - 0.90
17. Fairy - 0.89 (0.33 vs. anti-air)
18. Tatyana - 0.88 (0.90 vs. cold)
19. Boston - 0.79 (0.86 vs. status, immune vs. pierce)
Equipped Speed Spread1t. Fairy - 21
1t. Leonid - 21
2. Boston - 20
3. Katrina - 19
4. Fat Robin - 18
5. Yan Fan - 17
6t. Slim Robin - 16
6t. Sara - 16
6t. Harid - 16
6t. Monica - 16
7. Mikhail - 15
8t. Ellen - 14
8t. Thomas - 14
9t. Julian - 13
9t. Paul - 13
9t. Poet - 13
Average: 12.8310t. Nora - 12
10t. Shonen - 12
10t. Fullbright - 12
10t. Undine - 12
11t. Muse - 11
11t. Sharl - 11
11t. Zhi Lin - 11
11t. Black - 11
11t. Tatyana - 11
10t. Tiberius -10
10t. Bai Mei Niang - 10
11t. Wood - 0
11t. Snowman - 0
11t. Elephant - 0