Author Topic: Etrian Odyssey V: In Space, F.O.E. Can Hear You Scream  (Read 2235 times)

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Etrian Odyssey V: In Space, F.O.E. Can Hear You Scream
« on: May 14, 2022, 03:54:31 AM »
Before we begin, special thanks to the stat charts in the EOV LP on rhematic.net, the EOV/N stat calculator, and the EOV FAQ by HououinMakise on GameFAQs, as well as PSIDefenseUp's EOV Skill Simulator.  Without the information from these, I would not have been able to do this nearly as easily and completely as I have.

Image credits to the Etrian Odyssey Wiki.

Etrian Odyssey V: Beyond the Myth, is, contrary to the numbering, the seventh entry in the EO series.  It is the other entry other than III to essentially throw the entirety of previously-known classes out the window and start entirely anew.

SO WHAT'S NEW?
EO5 introduces two new wrinkles to the formula, and a different mechanic from EON for "limit"-esque skills.  The first is races; after completing the initial trial (which is your standard Floor 1 quest), you may assign any race to any class via the reclass feature.  The important part of race selection is twofold: Racial Skills (which all have a flat cost of 1 SP, and scale with level), and statlines.

For the purposes of this stat topic, classes will be taken as their native races.  This means that Fencers, Dragoons, Pugilists, and Harbingers will be Earthlain, Warlocks and Necromancers wil be Lunarian, Rovers and Masurao will be Therian, and Shaman and Herbalists will be Brouni.

The second is that for this entry, the got rid of subclassing.  The main means of customization this game is via Titles...or to be more precise, promotion classes.  Each class has two unique ones that branch off of the base class, and they at times radically change how the class plays.  To that end, I will be taking each promotion as its own separate dueller.


With that out of the way, it's time to begin in earnest.

Endgame levels will be taken at 60, which is a more than fair assumption for endgame level.

Combat follows a standard round-based format.  You know the type.

STATS, AND WHAT THEY DO:
HP: Run out of these, and your name is added to the Deer Fatality Memorial.
TP::Ability resource.  Run out of these and you turn into a Runeless Suikoscrub.
Strength/STR: Affects physical attack damage and status infliction rates attached to abilities that inflict physical damage.
Vitality: Affects physical defense.
Intelligence: Affects magical attack damage and status infliction rates attached to abilities that inflict magical damage.
Wisdom: Affects healing and magical defense.
Agility: Affects turn speed, accuracy, and evasion.
Luck: Affects status infliction and defense rates.

Elements are straightforward: Cut, Bash, Stab, Fire, Ice, Volt, and Almighty.  I don't think this needs any extra elaboration.

Status comes in three varieties: Ailments, Binds, and Other.  A target may only have one Ailment on them at a time, whereas they can have any number of Binds.  Other status may apply at any time.

AILMENTS:
Petrify: The target is turned to stone.  Unlike most cases of petrification, this is not permanent or fatal.  They cannot act, but enjoy a bonus 50% reduction to cut/bash/stab attacks.  Disables evasion.
Curse: The target takes backlash damage equal to the damage they deal.  Killing blows do not inflict backlash damage.  This sucks in-game.
Sleep: The target cannot act.  While sleeping, the target takes 50% extra damage from cut/bash/stab attacks.  Ends when any damage is taken.  Disables evasion.
Panic: The target makes randomly-targeted basic attacks.  Disables evasion.
Paralysis: The target has a 50% chance to not act every turn.  Disables evasion if their action is disabled this turn.
Poison: The target takes damage every turn.
Blind: The target's accuracy is reduced to 33% of its previous value, and is hard-capped at 50% for abilities that do not have perfect accuracy.  Disables evasion.

- Ailments have a priority system, where "higher" ailments overwrite lower ones, and "lower" ailments cannot be inflicted while a "higher" ailment is present, displayed in the order listed above.

BINDS:
Head Bind: Disables the use of abilities that use the head, and halves the target's INT.  Roughly analogous to Silence, though also can affect bite/breath attacks among others.
Arm Bind: Disables the use of abilities that use the arms, and halves the target's STR.  ("Arm" abilities include most martial skills, and also include abilities that use forelegs or wings)
Leg Bind: Disables the use of abilities that use the legs, halves the target's AGI, and disables evasion.  ("Leg" abilities also include tail-based abilities.)

OTHER:
Stun: The target cannot act for the turn.
Death: Instant death, enough said.

- Accumulative resistance exists as it does in most EO games.  It's up to you whether you wish for it to be a property of EO's status or of EO duelists.  Numbers are not clear, but if it follows previous EOs, the initial reduction is a flat 30%.  However, this value degrades over the course of ten turns back to 0, wherein it can then be reapplied.  Accumulative Resistance kicks in after the status ends, not begins, and applies to the specific status, rather than all of them.


BUFFS AND DEBUFFS:
- EO's buff/debuff system is unique to the series.  Three buffs and three debuffs each can be placed onto a character, cycling out the oldest placed modifier should a fourth of either be applied.
- Buffs and debuffs each have a "type".  If a buff of the same type is cast on somebody with a debuff, or vice versa, the two effects negate, regardless of duration or strength.
- Buffs and debuffs have perfect accuracy.  If an ability that has a debuff hits, the debuff will land.  If an ability inflicts a debuff and does not inflict damage, the debuff will always take effect.  Debuffs tied to abilities that inflict damage will not, however, inflict the debuff if the attack misses.
- Accuracy and evasion buffs/debuffs are flat modifiers.  A +30% accuracy buff means that someone with 80% accuracy would now have 110% accuracy.

UNITY:
- Unity skills are closer in effect to EO3 or EO4 limit abilities.  Four generic ones are available to start, but others can be purchased as racial skills.  ...on the other hand, it is worth noting that aside from the initiator needing 100% Unity (which all characters leave town with), they need other party members with a nonzero level, so with one exception they will not come into play in a duel setting.
- For that exception (Blessing, an Earthlain-specific Unity skill), it is worth noting that all Unity skills have absolute priority and will activate as a free action at the start of the turn, not taking up the initator's action in any capacity.  The gauge will take roughly...eight turns or so to refill, way more than any fight is likely to last after its use.

SUMMONS:
- While technically three classes have summons, the two who have summons relevant to a duel are the Necromancer and Rover.  Both can, if desired, summon their pets out of combat and bring them in (and it is expected that they do so in-game).  To that end, one may or may not allow it, or allow it with the penalization of the costs of the summon skill in advance.
- Three summons may exist at any given time, using their own dedicated row.  Most of the time they will act as part of orders given by the summoner, (multiple times if you have more than one of a given class out at a point in time), but if they do not they typically act at the end of the turn.
- Summoned pets are immune to ailments and binds, and thus can be considered status immune for all relevant purposes.

EQUIPMENT:
-Characters may equip one weapon, and three non-duplicate armor pieces.  Armor can be taken from body armor, shields, helmets, boots, gloves, and accessories.  Subweapons may be equipped in one, and only one very readily apparent case. 
-Itemcasts require the weapon to be equipped to use.  For that reason, I consider them all legal.

WEAPONS:
Swords:
Aslat +5 (ATK+122, MATK+116, STR+10)
Bastard Sword +5 (ATK+120, MATK+109, HP+20)

Fists: (-5% ASPD)
Emeici +5 (ATK+142, MATK+97, AGI+10)

Staves: (-5% ASPD)
Rune Wand +5 (ATK+90, MATK+131, AGI+10)
Pudding Staff +5 (ATK+95, MATK+140, WIS+15)

Katanas: (-5% ASPD)
Ookanehira +5 (ATK+149, MATK+98, AGI+10)

Bows: (+10% ASPD)
Blue Moon Bow +5 (ATK+106, MATK+74, Itemcast: Slaughtershot)
Hunter's Bow +5 (ATK+107, MATK+104, AGI+10)
Demon's Arch +5 (ATK+115, MATK+124, Itemcast: Breather)

Scythes: (+5% ASPD)
Monochrome Sickle +5 (ATK+110, MATK+110, WIS+15)
Moon Sickle +5 (ATK+116, MATK+116, Itemcast:Vicious Slash)
Calamity Scythe +5 (ATK+122, MATK+122, LUC+15)

Cannons: (-15% ASPD)
Saker +5 (ATK+116, MATK+105, LUC+15)
Troll Howitzer +5 (ATK+123, MATK+90, Itemcast: Rapid Cannonfire)

Coffins: (+5% ASPD)
7-Star Coffin +5 (ATK+102, MATK+135, LUC+15)
Iron Maiden +5 (ATK+123, MATK+141, Itemcast: Clinch)

ARMOR:

Heavy Armor: (-10% ASPD)
Golden Core Armor (65 DEF, 43 MDF)

Light Armor:
Brigandine (54 DEF, 50 MDEF)
Demon Armor (47 DEF, 60 MDEF, +20 HP)

Cloth: (+5% ASPD)
Judgment Mantle (50 DEF, 60 MDEF, +30% Curse Resist)
Lumberjack (42 DEF, 64 MDEF)

Helmets:
Morion (+34 DEF, +25 MDEF)
Pickelhaube (+31 DEF, +30 MDEF, +5 STR)

Gloves: (+5% ASPD)
Flare Gloves (+27 DEF, +33 MDEF)
Rutile Gloves (+25 DEF, +31 MDEF, +6 INT)

Boots: (+10% ASPD)
Gunk Boots (+20 DEF, +40 MDEF, +15% Bash Resist)

Shields: (-5% ASPD)
Boeotia (+42 DEF, +16 MDEF)
Pavise (+37 DEF, +9 MDEF, +15% Stab Resist)

STATUSBLOCKER OPTIONS:

Fairy Ring (Blind Immune)
Dog's Earring (Poison Immune)
Red Cat Necklace (Paralyze Immune)
Goat Earring (Curse Immune)
Mushroom Ornament (Petrify Immune)
Head Guard (Head Bind Immune)
Arm Guard (Arm Bind Immune)
Leg Guard (Leg Bind Immune)

As usual, a dueler will have to trade off one of their pieces of equipment in order to use a statusblocker with corresponding durability penalty, and can only equip one.


AVERAGES UP TOP:

HP:275
Speed:88,4
5-turn Average Damage:817.27
2.5HKO Value: 2043.175
Luck: 91.4
« Last Edit: January 12, 2024, 09:52:51 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Earthlain Classes: Part 1 (Fencer, Dragoon)
« Reply #1 on: May 14, 2022, 04:05:36 AM »
Fencer
Equipment Usable: Swords, Shields, Light Armor, Cloth



Phantom Duelist

HP:306
TP:166
STR:100
INT:51
VIT:92
WIS:60
AGI:101
LUC:103

Equipment:
Aslat +5 (ATK+122, MATK+116, +10 STR)
Demon Armor (47 DEF, 60 MDEF, HP+20)
Boeotia (42 DEF, 16 MDEF)
Pickelhaube (31 DEF, 30 MDEF, +5 STR)

ATK:222
MAT:167
DEF:212
MDF:166

PDUR:1.17
MDUR:1.05
Accuracy: 144.8%
Evasion:1.11
Speed:96 (+0.29 std)
Status Vulnerability:91.44%

Skills:
Attack: 135 melee Stab damage to target
Optic Thrust Lv10 (14 TP): STR-based stab attack to one enemy for 378 damage.  Has a 80.86% chance of blinding.  120% speed, 125% base accuracy.
Deft Thrust Lv5 (13 TP): STR-based stab attack to one enemy for 243 damage.  For the rest of the turn, gain +27.5% to evasion and aggro.  500% speed, 119% base accuracy.
Revenge Thrust Lv10 (24 TP): Inflicts 337 melee Stab+Volt damage to one enemy, multiplied by the number of dodges since the last use, capping out at 3034 for 9 dodges.
Phantom Swords Lv9 (9 TP): Reduces the accuracy of one enemy line by 20% for 5 turns.  90% speed modifier
Blessing: Union Skill.  At the end of the turn, recover 30% Max HP (91).
Rapier Mastery Lv10: Raises attack power of swords by 15% (factored in).  Normal attacks with a sword become Stab instead of Cut.
Sylphid Lv10: When an attack is dodged, the Fencer has a 150% base chance to counterattack for 101 damage.  Every time a counter is made, the chance for the rest of the round is reduced by 40%.
Counter Boost Lv10: When making a counterattack, make up to three extra attacks for 101 damage each, with a 50% separate chance for each.  With this, average counterattack damage is 252.
Forage Skills: Alters field events, can gather food items, +7 AGI (level-based)
Bodybuilding: +7 STR and +7 VIT (level-based)
Cardio: +7 AGI and +7 LUC (level-based)

Five-turn Average: Optic Thrust x5 for 378 damage.  The damage may appear insignificant on the surface, but it is worth remembering that each dodge builds up both Revenge Thrust and adds counter damage.




Chain Duelist:

HP:297
TP:171
STR:106
INT:51
VIT:103
WIS:64
AGI:93
LUC:97

Equipment:
Aslat +5 (ATK+122, MATK+116, +10 STR)
Demon Armor (47 DEF, 60 MDEF, +20 HP)
Boeotia (42 DEF, 16 MDEF)
Pickelhaube (31 DEF, 30 MDEF, +5 STR)

ATK:228
MAT:167
DEF:223
MDF:160

PDUR:1.21 (1.26 vs. Cut/Stab/Bash)
MDUR:0.99
Accuracy:130.6%
Evasion:12.1%
Speed: 89 (+0.02 std)
Status Vulnerability:85.92%

Skills:
Attack: 159 melee Stab damage to one enemy.
Optic Thrust Lv10 (14 TP): Stab attack to one enemy for 393 damage.  Has a 80.64% chance of blinding.  120% speed, 125% base accuracy.
Multi-Stab Lv10 (23 TP): 2-5 randomly-distributed melee Stab attacks to enemy line for 246 damage each.  Can hit the same target multiple times.  Focuses down to 492-1230 damage, average 861. 94% base accuracy.
Resonance Lv10 (13 TP): Melee stab attack to one target.  Inflicts 397 damage per hit in the previous round dealt to enemies by the Fencer.  In the case of Multi-Stab having been used last round, damage will range from 793 to 1984, ultimately averaging 1388 damage.
Rapier Mastery Lv10: Raises damage of swords by 15% (factored in).  Normal attacks with a sword become Stab instead of Cut.
Physical ATK Up Lv10: Raises cut/stab/bash damage inflicted by 15% (factored in).
Speed Up Lv10: Action speed is multiplied by 1.4x, +10% to accuracy and evasion.
Forage Skill: Alters field events, can gather food items, +7 AGI (level-based)
Sorting Skill: +5 inventory space, +7 VIT (level-based)
Nimble Arts: +10% resistance to binds
Resilience: +10% resistance to ailments
Bulwark: +5% Cut/Bash/Stab resistance
Bodybuilding: +7 STR and +7 VIT (level-based)
Cardio: +7 AGI and +7 LUC (level-based)


Five-turn Average: (Multi-Stab->Resonance)x2->Multi Stab for 1071.8 damage.



Dragoon
Equipment Usable: Cannons, Shields, Heavy Armor, Light Armor



Shield Bearer

HP:348
TP:162
STR:90
INT:51
VIT:111
WIS:64
AGI:80
LUC:101

Equipment:
Troll Howitzer +5 (ATK+123, MATK+90, Itemcast: Rapid Cannonfire)
Golden Core Armor (+65 DEF, +43 MDEF)
Boeotia (+42 DEF, +16 MDEF)
Pickelhaube (+31 DEF, +30 MDEF, +5 STR)

ATK:213
MAT:141
DEF:249
MDF:153

PDUR:1.61 [1.89 vs. Cut/Stab/Bash]
MDUR:1.11
Accuracy:121.8%
Evasion:1.11%
Speed:56 (-1.23 std)
Status Vulnerability:92.89%

Skills:

Attack: 127 ranged Bash damage to one target.
Line Guard Lv2 (5 TP): Reduces incoming physical damage by 32% for the turn for a line of allies.  Initiative.
Mana Guard Lv2 (6 TP): Reduces incoming elemental damage by 33% for this turn for all allies.  Initiative.
Healing Guard Lv10 (7 TP): Reduces incoming physical damage by 34% for this turn for self, recovers 74 HP in response to receiving damage.  Initiative.
Counter Guard Lv10 (14 TP): Reduces incoming physical damage by 34% for this turn for a line of allies.  When activating, will counterattack once per attack for 380 damage.  Otherwise applies mods that would apply to normal attack.  Initiative.
Gunmount Lv10 (14 TP): Replicates the effect of last turn's guard skill while attacking a single enemy for 570 damage.  The guard has initiative, the attack has a 200% speed modifier.
Shield Mastery Lv6: Reduces cut/bash/stab damage taken by 10%
Cannon Mastery Lv10: Physical damage inflicted with cannons is increased by 15%
HP Up Lv10: +20% Max HP, already factored in.
Blessing: Union Skill.  At the end of the turn, recover 30% Max HP. (104)
Sorting Skill: +5 Inventory Space, +7 VIT (level-based)
Nimble Arts: +10% Bind Resist
Resilience: +10% Ailment Resist
Bulwark: Reduces cut/bash/stab damage by 5%
Bodybuilding: +7 STR and VIT (level-based)
Cardio: +7 AGI and LUK (level-based)
Rapid Cannonfire Lv5 (17 TP): Inflicts 3-8 hits of 101 ranged Bash damage to random targets.  Can hit the same target multiple times.  75% base accuracy (~91.6% total).  Averages to 555 damage.

Five-turn Average: Rapid Cannonfire x5 for 555 damage.  Yeah, their highest damage is the itemcast.





Cannon Bearer

HP:281
TP:190
STR:100
INT:51
VIT:97
WIS:58
AGI:86
LUC:105 [120]

Equipment:

Troll Howitzer +5 (ATK+123, MATK+90, Itemcast: Rapid Cannonfire) [Saker +5 (ATK+116, MATK+105, LUC+15)]
Golden Core Armor (+65 DEF, +43 MDEF)
Boeotia (+42 DEF, +16 MDEF)
Pickelhaube (+31 DEF, +30 MDEF, +5 STR)

ATK:223
MAT:141
DEF:235
MDF:147

PDUR:1.22 (1.42 vs. Cut/Stab/Bash)
MDUR:0.86
Accuracy:121.8%
Evasion:1.11%
Speed:60 (-1.08 std)
Status Vulnerability:80.04%

Skills:

Attack: 141 Ranged Bash damage to chosen target.
Barrage Wall Lv3 (10 TP): 158 (395) Ranged Bash damage to all targets, reduces all hit targets' attack by 10% for 4 turns.  80% speed.
Rapid Cannon Lv3 (3 TP): 198 (495) Ranged Bash damage to chosen target.  +20 base accuracy, initiative.
Curse Cannon Lv3 (7 TP): 246 (615) Ranged Bash damage to chosen target, with a 41.29% chance to inflict Curse on the target.  60% speed.
Hypno Cannon Lv10 (18 TP): 495 (743) Ranged Bash damage to chosen target, with a 103.23% chance to inflict Sleep on the target.  60% speed.
Buster Cannon Lv10 (40 TP): One turn chargetime.  Next turn, attacks the target for 1471 (3678) ranged Bash/Fire damage if target and user are in front row, 1103 (2758) if either target or dragoon is in back, and 736 (1840) if both are in back.  Chargeup has 90% speed, firing has negative initiative but +1000% speed.
Prep Artillery Lv10 (20 TP): Artillery skill used next turn inflicts 2.5x damage, gains +56% accuracy, and 3x speed.
Shield Mastery Lv6: Reduces cut/stab/bash damage by 10%
Cannon Mastery Lv10: +15% damage inflicted with cannons
Physical Attack Up Lv2: +5% cut/stab/bash damage inflicted
TP Up Lv3: +12% Max TP
Blessing: Union Skill.  At the end of the turn, recover 30% Max HP. (84)
Sorting Skill: +5 Inventory Space, +7 VIT (level-based)
Nimble Arts: +10% Bind Resist
Resilience: +10% Ailment Resist
Bulwark: Reduces cut/bash/stab damage by 5%
Bodybuilding: +7 STR and VIT (level-based)
Cardio: +7 AGI and LUK (level-based)
Rapid Cannonfire Lv5 (17 TP): Inflicts 3-8 hits of 113(282) ranged Bash damage to random targets.  Can hit the same target multiple times.  Damage ranges at 339-904(846-2256), averages to 621.5(1551) damage.  75% base accuracy.

Five-turn Average: Prep Artillery->Buster Cannon->Prep Artillery->Rapid Cannonfire for 1045.8 damage.
« Last Edit: May 14, 2022, 04:24:42 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Earthlain Classes: Part 2 (Pugilist, Harbinger)
« Reply #2 on: May 14, 2022, 04:23:48 AM »
Pugilist
Equipment Usable: Fists, Light Armor, Cloth



Combo Brawler

HP:303
TP:168
STR:98
INT:51
VIT:97
WIS:58
AGI:94
LUC:109

Equipment:
Emeici +5 (ATK+142, MATK+97, AGI+10)
Demon Armor (DEF+47, MDEF+60, +20 HP)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:240
MAT:148
DEF:202
MDF:181

PDUR:1.13
MDUR:1.09
Accuracy:147.2%
Evasion:3.15%
Speed:104 (+0.59 std)
Status Vulnerability:87.36%

Skills:
Attack: 145 melee Bash damage to one target.
Concussion Lv10 (8 TP): 327 melee bash damage to one target.  58.85% chance to bind the target's head.  90% Speed, +5 accuracy.
Arm Crusher Lv10 (8 TP): 327 melee bash damage to one target.  58.85% chance to bind the target's arms.  90% Speed, +5 accuracy.
Low Blow Lv10 (8 TP): 327 melee bash damage to one target.  58.85% chance to bind the target's legs.  90% Speed, +5 accuracy.
One-Two Punch Lv10 (13 TP): 218 melee bash damage to one target.  For each unbound part, has a 66% chance of following up with the respective binding ability (Concussion, Arm Crusher, Low Blow).  On an unbound target, will average 872 damage.  90% Speed, +5% Accuracy.
Corkscrew Lv2 (4 TP): 250 melee bash damage to one target, 47.08% chance to inflict Paralysis to the target.  90% speed, -5 accuracy.
Leading Blow Lv10 (30 TP): 218 melee bash damage to one target.  For each bind the target has, follow up with the relevant binding attack.  If the target has an ailment, follow up with Corkscrew. Follow-up attacks inflict 1.5x damage. (708 with one bind, 1122 with two binds, 1689 with three binds.  Plus 375 if the target is also Paralyzed.)  90% Speed.
Brawl Mastery Lv4: Fist attacks inflict +5% damage
Physical Attack Up Lv1: Cut/Bash/Stab damage +4%
Status Attack Up Lv5: Infliction rates are at 1.12x
Speed Up Lv1: Action speed is multiplied by 1.11, +2.4% accuracy/evade.
Blessing: Union skill.  At the end of the turn, recover 30% mHP (90)
Sorting Skill: +5 carrying capacity, +7 VIT (level-based)
Bodybuilding: +7 STR and VIT (level-based)
Cardio: +7 AGI and LUC (level-based)

Five-turn Average: One-Two Punch x5 for 872 damage.  In practice, this damage goes up as binds land and Leading Blow becomes an option.





Impact Brawler

HP:344
TP:162
STR:102
INT:51
VIT:103
WIS:64
AGI:90
LUC:97

Equipment:
Emeici +5 (ATK+142, MATK+97, AGI+10)
Demon Armor (DEF+47, MDEF+60, +20 HP)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:244
MAT:148
DEF:208
MDF:187

PDUR:1.30 [1.36 vs. Cut/Bash/Stab]
MDUR:1.26
Accuracy:121.8%
Evasion:1.11%
Speed: 90 (+0.06 std)
Status Vulnerability:85.92%

Skills:
Attack:161 (250 w/Overexertion, 229 w/Fortitude, 319 w/Both) Bash damage [Prorated values: 161, 220, 229, 280.72]
Thunder Fist Lv10 (10 TP):Inflicts 723 (1125 OE, 1032 Fr, 1434 Bt) melee Bash/Thunder damage to a target.  If it does not kill, the Pugilist takes 50% current HP as recoil damage.  130% Speed, +10 accuracy [Prorated Values: 362, 495, 516, 631]
Titan Killer Lv10 (7 TP): Inflicts 241 (375 OE, 344 Fr, 478 Bt) melee bash damage to a target.  If the target has a higher percentage of HP than the Pugilist, instead inflicts 964 (1499 OE, 1376 Fr, 1911 Bt) damage.  150% speed. [Prorated base: 241, 330, 344, 421] [Prorated Boosted: 964, 1319, 1376, 1682]
Soul Crusher Lv5 (16 TP): Inflicts 279(433 OE, 398 Fr, 553 Bt.) melee bash damge to all enemies, and heals the Pugilist for 15% of the damage done (41, 64, 59, 82).  80% speed, -5 accuracy. [Prorated: 279, 381, 398, 487]
Overexertion Lv9 (4 TP):Places a targeted buff for 4 turns that gives a +65% physical damage boost, but costs 12% current HP per action.  This reactive damage cannot kill.
Fortitude Lv10: When below 50% max HP, inflict +50% damage
Brawl Mastery Lv5: +8% damage with fist weapons
Physical Attack Up Lv5: +9% cut/bash/stab damage inflicted
HP Up Lv5: +12% max HP
Blessing: Union skill.  At the end of the turn, recover 30% mHP (103)
Sorting Skill: +5 carrying capacity, +7 VIT (level-based)
Nimble Arts:+10% Bind resist
Resilience:+10% status resist
Bulwark:+5% Cut/Bash/Stab resist
Bodybuilding: +7 STR, +7 VIT (level-based)
Cardio: +7 AGI, +7 LUC (level-based)

Five-turn Average: Overexertion->Thunder Fist x4 for a prorated value of 396 damage (1005 raw).  Impact Brawler really depends on conditionals to work here, and the massive backlash effect on Thunder Fist does not help them one bit.



Harbinger
Equipment Usable: Scythes, Swords, Light Armor, Cloth



Deathbringer

HP:308
TP:164
STR:98
INT:51
VIT:97
WIS:58
AGI:82
LUC:126

Equipment:
Calamity Scythe +5 (ATK+122, MATK +122, LUC+15)
Demon Armor (DEF+47, MDEF+60, HP+20)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:220
MAT:173
DEF:202
MDF:181

PDUR:1.15
MDUR:1.11
Accuracy:121.8%
Evasion:1.11%
Speed: 90 (+0.06 std) [225 (+5.20 std) under Miasma Armor]
Status Vulnerability:77.56%

Skills:
Attack: 120 (137) melee Cut damage.
Paralyzing Reap Lv5 (11 TP): Inflicts 246 (282) melee Cut damage to a target row.  If Miasma Armor is up, has a 70.34% chance to inflict Paralysis.  60% speed, 98% accuracy.
Cursed Reap Lv3 (7 TP): Inflicts 219(250) melee Cut damage to a target row.  If Miasma Armor is up, has a 51.16% chance to inflict Curse.  60% speed.
Toxic Reap Lv10 (20 TP): Inflicts 336(385) melee Cut damage to a target row.  If Miasma Armor is up, has a 89.53% chance to inflict Poison.  The poison ticks for 729 damage.  60% speed.
Chaos Reap Lv10 (24 TP): Inflicts 336(385) melee Cut damage to a target row.  If Miasma Armor is up, has a 63.95% chance to inflict Panic.  60% speed.
Frigid Reap Lv10 (30 TP): Inflicts 336(385) melee Ice+Cut damage to a target row.  For each target that has an ailment, adds a followup for 673(770) damage.  75% speed.
Miasma Armor Lv5 (3 TP): Consumes 5% cHP to start Miasma Armor state for 3 turns.  While active, enables status on Reaps and increases action speed by 2.5x.  May also extend the duration by 3.
Auto-Miasma Lv10: At the start of battle, automatically activates Miasma Armor.  Does not activate to surprise attacks.
Judgment Lv3: If Miasma Armor is active, there is a 12% chance per time hit to attempt to inflict Sleep on the target.  The Sleep has a 127.89% infliction rate.
Scythe Mastery Lv1: +4% damage with Scythes.
Black Blade Lv1: If Miasma Armor is active, increases damage by +15% after having inflicted an ailment as long as the Miasma Armor persists.
Status ATK Up Lv5: +12% status infliction rate.
Blessing: Union skill.  Recovers 30% mHP at the end of the turn (92).
Sorting Skill: +5 carrying capacity, +7 VIT (level-based)
Bodybuilding: +7 STR, +7 VIT (level-based)
Cardio: +7 AGI, +7 LUC (level-based)

Five-turn Average: Toxic Reap x5 for 336 damage.  Deathbringers are another spec really dependent on being able to land status.





Deathguard

HP:330
TP:174
STR:94
INT:58
VIT:92
WIS:75 [90]
AGI:86
LUC:114

Equipment:
Calamity Scythe +5 (ATK+122, MATK +122, LUC+15) [Monochrome Scythe +5 (ATK+110, MATK+110, WIS+15)]
Demon Armor(DEF+47, MDEF+60, HP+20)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:216 [204]
MAT:180
DEF:197
MDF:198 [213]

PDUR:1.22 (1.28 vs. Cut/Bash/Stab) [Stifling: 1.40/1.48]
MDUR:1.23 [Stifling: 1.42]
Accuracy:121.8%
Evasion:1.11%
Speed: 94.5 (+0.23 std) [236.25 (+5.63 std) w/Miasma]
Status Vulnerability:74.23%

Skills:
Attack:118(144) [104(128)] melee Cut damage.
Miasma Armor Lv5 (3 TP): Activates the Miasma Armor state for 3 turns.  Costs 5% cHP to cast directly.  Boosts speed to 2.5x
Stifling Miasma Lv3 (6 TP): Reduces all enemies' attack by 14% for 4 turns
Wilting Miasma Lv3 (6 TP): All enemies have the chance of ailment and bind infliction increased to 1.31x for 4 turns.
Eroding Miasma Lv5 (11 TP): All enemies' defenses are reduced by 23% for 5 turns.
Masking Miasma Lv5 (11 TP): All enemies' accuracy is reduced by 15.5% for 5 turns.
Ephemeral Reap Lv10 (24 TP): Consumes all debuffs from target enemy and attacks once for each debuff (up to 3 times) for 788 [728] melee cut damage each.  If enemy has no debuffs, inflicts basic attack damage.  Debuff purging takes effect before damage is inflicted.  75% speed modifier.  ITE.
Scythe Mastery Lv2: +5% damage inflicted with scythes.
Endless Shroud Lv10: 67% chance to automatically activate Miasma Armor when using a debuff skill.
Spirit Absorb Lv10: When debuffing an enemy, heal self for 75 [90].  Can overheal for up to 50% over max HP.  Overhealed HP lasts until the end of the turn.
HP Up Lv5: +12% Max HP
Blessing: Union skill, recovers 30% mHP at the end of the turn (99).
Sorting Skill: +5 inventory space, +7 VIT (level-based)
Nimble Arts: +10% resistance to binds
Resilience: +10% resistance to ailments
Bulwark: +5% Cut/Bash/Stab resistance
Bodybuilding: +7 STR and +7 VIT (level-based)
Cardio: +7 AGI and +7 LUC (level-based)
Talent: +7 INT and +7 WIS (level-based)

Five-turn Average: Eroding Miasma->Masking Miasma->Stifling Miasma->Attack->Ephemeral Reap for 524 damage.
« Last Edit: January 12, 2024, 09:50:15 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Celestrian Classes (Warlock, Necromancer)
« Reply #3 on: May 14, 2022, 04:35:38 AM »
Warlock
Equipment Usable: Staves, Guns, Cloth



Omnimancer

HP:212
TP:274
STR:57
INT:119
VIT:52
WIS:103
AGI:60 [+10]
LUC:99

Equipment:

Pudding Staff +5 (ATK+95, MATK+140, WIS+15) [Rune Wand +5 (ATK+90, MATK+131, AGI+10)]
Judgment Mantle (DEF+50, MDEF+60, 30% Curse Resist)
Morion (DEF+34, MDEF+25)
Rutile Gloves (DEF+25, MDEF+31, INT+6)

ATK:152 [147]
MAT:259 [250]
DEF:161
MDF:219 [204]

PDUR:0.70
MDUR:0.86
Accuracy: 98.8%
Evasion: 0% (A=11)
Speed: 63 (-0.97 std)
Status Vulnerability:94.38%

Skills:
Attack: 84 melee bash damage.
Fireball Lv3 (7 TP): Inflicts 212(RM:) INT-based ranged Fire damage to one enemy with 50% splash damage.  With Spread Chant, average damage is 636().  70% speed, 130% accuracy.
Icicle Lance Lv3 (18 TP): Inflicts 368(RM:396) INT-based ranged Ice damage to one enemy with line-piercing.  With Spread Chant, average damage is 1104(1188)  100% speed, 130% accuracy
Lightning Lv10 (7 TP): Inflicts 193() INT-based ranged Volt damage to one row.  With Spread Chant, average damage is 579().  130% speed, 130% accuracy.
Windstorm Lv10 (27 TP): Inflicts 332(RM:356) INT-based Cut damage to all enemies.  31.61% chance to bind arms on hit.  (with Spread Chant, average damage is 996(1068), and average effective bind chance is an average of 78.12%).  100% speed, 130% accuracy.
Rockfall Lv10 (27 TP): Inflicts 332(RM:356) INT-based Bash damage to all enemies.  31.61% chance to stun on hit.  (with Spread Chant, average damage is 996(1068), and effective stun chance is 78.12%).  150% speed, 130% accuracy.
Focus Chant Lv5 (15 TP): Next spell cast only hits a single target, but its damage is boosted to 1.98x.  60% speed modifier.
Spread Chant Lv10 (30 TP): Next spell cast has its damage reduced to 75%, but hits random targets 2-6 times.  Can hit the same target multiple times (average 4 hits).  60% speed modifier.
Quick-Chant Lv5: Chant skills are free actions, but cost +5 TP (already factored in).  Cannot be turned off.
Magi Mastery Lv5: +8% damage on Magi skills.
Reserve Magic Lv1: Stores the element of the last Magi skill used to apply to the next one, and gives a +8% damage bonus.
Detect Mana: Alters field events, +7 INT(level-based)
Anatomy: +10% drop rate (cumulative), +7 INT(level-based)
Imbue: +30% attack item damage, +7 LUC(level-based)
Cardio: +7 AGI and +7 LUC (level-based)
Talent: +7 INT and +7 WIS (level-based)

Five-turn Average:(Spread Chant+Icicle Lance->Spread Chant+(Windstorm or Rockfall))x2->Spread Chant+Icicle Lance for 1123 damage. The Warlock is running on fumes here by the end.





Elemancer

HP:206
TP:281
STR:57
INT:125
VIT:48
WIS:90
AGI:65 [75]
LUC:77

Equipment:

Pudding Staff +5 (ATK+95, MATK+140, WIS+15) [Rune Wand +5 (ATK+90, MATK+131, AGI+10)]
Judgment Mantle (DEF+50, MDEF+60, 30% Curse Resist)
Morion (DEF+34, MDEF+25)
Rutile Gloves (DEF+25, MDEF+31, INT+6)

ATK:152 [147]
MAT:265 [256]
DEF:157
MDF:206 [191]

PDUR:0.67
MDUR:0.78
Accuracy:98.8%
Evasion:0% (A=11)
Speed:68 (-0.78 std)
Status Vulnerability:106.63% (96.63 vs. Ailments)

Skills:
Fireball Lv10 (18 TP): Inflicts 423 (FC:951) INT-based ranged Fire damage to one enemy with 50% splash damage.  70% speed, 130% accuracy.
Icicle Lance Lv5 (12 TP): Inflicts 272 (FC:612) INT-based ranged Ice damage to one enemy with line-piercing.  100% speed, 130% accuracy
Lightning Lv5 (12 TP): Inflicts 260 (FC:585) INT-based ranged Lightning damage to one row.  130% speed, 130% accuracy.
Hailstorm Lv10 (40 TP): Inflicts 544 (FC:1224) INT-based ranged Ice damage to all enemies.  80% speed, 150% accuracy.
Thunderbreak Lv10 (40 TP): Inflicts 544 (FC:1224) INT-based ranged Lightning damage to all enemies.  80% speed, 150% accuracy.
Focus Chant Lv10 (20 TP): The next Magi skill cast will only hit a single target, but inflict 2.25x damage.
Amplifier Lv1 (5 TP): Increases one row's magic attack by 20% for 4 turns.  80% speed.
Quick-Chant Lv5: Chant skills are free actions, but cost +5 TP (already factored in).  Cannot be turned off.
Magi Mastery Lv5: +8% damage on Magi skills.
Magic Attack Up Lv1: +4% magic damage
Status Defense Up Lv1: +8% ailment and bind resistance
Detect Mana: Enables field scenes, +7 INT(level-based)
Anatomy: +10% drop rate (cumulative), +7 INT(level-based)
Resilience: +10% ailment resistance
Talent: +7 INT and +7 WIS (level-based)

Five-turn Average:Focus Chant+Thunderbreak x4->Focus Chant->Fireball.  This leads to an average of 1169 damage, but also completely runs them dry.



Necromancer
Equipment Usable: Coffins, Light Armor, Cloth



Spirit Evoker

HP:230
TP:277
STR:57
INT:90
VIT:52
WIS:79
AGI:66
LUC:112

Equipment:
7-Star Coffin +5 (ATK+102, MATK+135, LUC+15)
Demon Armor (DEF+47, MDEF+60, HP+20)
Morion (DEF+34, MDEF+25)
Flare Gloves (DEF+27, MDEF+33)

ATK:159
MAT:225
DEF:160
MDF:197

PDUR:0.76
MDUR:0.86
Accuracy:98.8%
Evasion:0 (A=11)
Speed:73 (-0.59 std)
Status Vulnerability:85.45%

Ghost Stats:
HP:669
STR:90
INT:44
VIT:40
WIS:40
AGI:38
LUC:81

PDUR:1.01
MDUR:1.02
Accuracy:91.42%
Evasion:0 (A=18) (for reference, they'd roughly have -225% evasion in function here.)

Skills:
Attack:
Summon Wraith Lv10:Spends 15% HP to summon a Wraith with +80% HP (factored in).  Usable outside combat.
Wraith Cry Lv2 (6 TP):Sacrifices a Wraith.  Reduces all enemies' physical/magical defense by 17% for 4 turns
Soul Candy Lv2 (6 TP):Sacrifices a Wraith.  Increases all allies' elemental defense by 22% for 4 turns.
Fierce Shield Lv5 (5 TP): Select a Wraith.  That wraith will take all hits for the party for one turn.
Grave Lv5 (8 TP): Select a party member.  When the selected target is attacked this turn, wraiths will counterattack for 342 damage with a 35.93% chance to inflict Paralysis.  300% speed.  Counter chance starts at 100% base and is reduced by 9% for every subsequent counter.
Wraith Dance Lv10 (25 TP): At the end of the turn, all Wraiths will attack three times each for 100 damage per attack.
Poison Bomb Lv3 (6 TP): Sacrifices one Wraith.  66.27% chance to poison all enemies.  The poison ticks for 169.
Curse Bomb Lv5 (12 TP): Sacrifices one Wraith.  88.35% chance to curse all enemies.
Wraith Mastery Lv10: Wraith attacks inflict double damage.  Wraith basic attacks are 5x as likely to inflict Paralysis.
Gravekeeping Lv3: If the user does not take any damage this turn, they have a 12% chance to summon a new wraith at the end of the turn.
Reincarnation Lv10: 33% chance to summon a new Wraith automatically when a Wraith is destroyed in battle.
Imbue: +30% attack item damage, +7 LUC(level-based)
Cardio: +7 AGI, +7 LUC(level-based)

Note: if not commanded with a skill, Wraiths will have a 50% chance to attack for 83 damage at the end of each turn, with a ~5% chance to inflict Paralysis.

Five-turn Average: Wraith Dance x5 for 900 damage.





Spirit Broker

HP:239
TP:294
STR:57
INT:121
VIT:48
WIS:94
AGI:60
LUC:95 [110]

Equipment:
Iron Maiden +5 (ATK+123, MATK+141, Itemcast: Clinch) [7-Star Coffin +5 (ATK+102, MATK+135, LUC+15)]
Demon Armor (DEF+47, MDEF+60, HP+20)
Morion (DEF+34, MDEF+25)
Rutile Gloves (DEF+25, MDEF+31, INT+6)

ATK:178 [157]
MAT:262 [256]
DEF:154
MDF:210

PDUR:0.75
MDUR:0.93
Accuracy: 97.3%
Evasion: 0 (A=12)
Speed: 66 (-0.85 std)
Status Vulnerability:97.51% [86.72%]

Ghost Stats:
HP:424
STR:90
INT:44
VIT:40
WIS:40
AGI:38
LUC:81

PDUR:0.64
MDUR:0.65
Accuracy:91.42%
Evasion:0 (A=18)

Skills:
Attack: 83 melee bash damage
Summon Wraith Lv4 (5 TP):Sacrifices 15% cHP to summon a Wraith with +14% mHP(displayed above).  Usable outside combat.
Wraith Cry Lv2 (6 TP):Sacrifices a Wraith.  Reduces all enemies' physical/magical defense by 17% for 4 turns
Soul Candy Lv2 (6 TP):Sacrifices a Wraith.  Increases all allies' elemental defense by 22% for 4 turns.
Fierce Shield Lv3 (3 TP):Select a Wraith.  That wraith will take all hits for the party for one turn, receiving 1.4x the damage it would take.
Poison Bomb Lv5 (12 TP):Sacrifices a Wraith.  Has a 72.59% [81.63%] chance to inflict Poison on all enemies.  The poison ticks for 257.
Flame Bomb LV5 (22 TP):Sacrifices a Wraith.  Inflicts 320[304] ranged fire damage to all enemies.  150% base accuracy.
Fair Trade Lv10 (9 TP):Sacrifices a Wraith.  Inflicts fixed nontyped damage equal to the Wraith's HP at time of sacrifice to one enemy.  80% speed, 150% base accuracy.
Gates of Hell Lv10 (34 TP):Inflicts 495[470] (Sac: 1237[1175]) ranged Bash damage to one enemy.  Summons a Wraith with HP equal to the damage inflicted.  80% speed, 150% base accuracy.
Zombie Powder Lv10 (19 TP):77.43%[87.07%] chance to instantly kill an enemy.  If successful, summons a Wraith with HP equal to the current HP of the target.  50% speed.
Sacrifice Lv10 (25 TP):Sacrifices a Wraith.  The next attack the Necromancer uses inflicts 2.5x damage.
TP Up Lv1:+10% max TP
Detect Mana: Alters field events, +7 INT(level-based)
Anatomy: +10% drop rate, +7 INT(level-based)
Imbue: +30% attack item damage, +7 LUC(level-based)
Cardio: +7 AGI, +7 LUC(level-based)
Talent: +7 INT, +7 WIS(level-based)
Clinch Lv5 (10 TP): 36.82 base chance to bind the head, arms, and legs of target, and 38.31% chance to do so to self.  Each bind is rolled for separately.  80% speed.  Hahahahaha to this ever seeing use.

Five-turn Average: Sacrifice->Gates of Hell->Fair Trade->Sacrifice->Gates of Hell for an average of 742 damage.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Therian Classes (Rover, Masurao)
« Reply #4 on: May 14, 2022, 04:46:55 AM »
Rover
Equipment Usable: Bows, Light Armor, Cloth



Flying Falcon

HP:280
TP:200
STR:123
INT:37
VIT:65
WIS:44
AGI:121
LUC:76

Equipment:
Demon's Arch +5 (ATK+115, MATK+124, Itemcast:Breather)
Demon Armor (DEF+47, MDEF+60, HP+20)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:238
MAT:161
DEF:170
MDF:167

PDUR:0.97
MDUR:0.97
Accuracy:147.2%
Evasion:5.07%
Speed:153 (+2.46 std)
Status Vulnerability:115.76%

Hawk Stats:
HP:289
STR:147
INT:67
VIT:111
WIS:121
AGI:172
LUC:129

ATK:294
MAT:134
DEF:222
MDF:242

PDUR:1.17
MDUR:1.31
Accuracy: 289.8%
Evasion: 8.58%

Skills:
Attack: 144(171) ranged Stab damage
Hawk Whistle Lv10 (75 TP): Summons the Hawk onto the field.  Hawk summoned with this skill gains 1.5x to all stats.  There may only be one hawk summoned at a given time.  Usable outside combat.
Hawk Arrow Lv3 (6 TP):Requires a Hawk.  Inflicts 153(181) ranged Stab damage to target with splash damage.  The Hawk will then attack enemies adjacent to the target with 437(524) ranged Cut damage.  75% speed, 97% accuracy on shot, 99% accuracy on followup.
Wing Thrash Lv3 (9 TP):Requires a Hawk.  Inflicts 121(143) ranged Stab damage to target.  Hawk will follow-up attack a line for 261(314) ranged Cut damage.  Base attack has 200% speed and 97% accuracy, 99% accuracy on followup.
Aerial Talons Lv10 (17 TP):Requires a Hawk.  Commands the Hawk to attack for 817(980) ranged Cut damage.  64.30% chance to bind the target's head.  120% base accuracy.
Feather Storm Lv10 (9 TP):Requires a Hawk.  Commands the Hawk to blind the targeted enemy line, at 86.66% chance.  120% speed.
Target Arrow Lv5 (7 TP):Inflicts 201(237) ranged Stab damage to one target.  Reduces target's defense by 20% for 5 turns.  Active pet will prioritize targets with this defense debuff.  117% accuracy.
Power Shot Lv5 (15 TP): 361(427) line-piercing ranged Stab damage.  90% speed.
Million Arrows Lv10 (27 TP): At the start of next turn, inflicts 8-16 randomly targeted hits of 289(341) ranged Stab damage to enemies.  A single target may be hit 4 times at most.  Total damage of 1156(1364)  47% base accuracy (92% off of base accuracy).
Bow Mastery Lv2: +5% damage with bows.
Physical Attack Up Lv2: +5% cut/stab/bash damage.
Speed Up Lv1: 1.11x speed, +2.4 accuracy/evasion.
Hunting Skill: Alters field events, +7 STR (level-based)
Brute Strength: Alters field events, +7 STR (level-based)
Forage Skill: Alters field events, can gather food items, +7 AGI (level-based)
Third Eye: Chance to nullify Blind scaling with level, +7 AGI (level-based)
Bodybuilding: +7 STR, +7 VIT (based on level)
Cardio: +7 AGI, +7 LUC (based on level)

At the end of a turn, the hawk will attack a target for 204(245) ranged Cut damage and a negligible chance to head bind if not given a command.

Five-turn Average:Target Arrow+Hawk attack->(Million Arrows+Hawk Attack) x4 for 1376.4 damage





Hunting Hound

HP:274
TP:227
STR:113
INT:37
VIT:71
WIS:52
AGI:107
LUC:86

Equipment:
Demon's Arch +5 (ATK+115, MATK+124, Itemcast:Breather)
Demon Armor (DEF+47, MDEF+60, HP+20)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:228
MAT:161
DEF:176
MDF:175

PDUR:0.97
MDUR:0.97
Accuracy:144.8%
Evasion:2.67%
Speed:123 (+1.32 std)
Status Vulnerability:105.38%

Dog stats:
HP:342
STR:112
INT:67
VIT:147
WIS:112
AGI:85
LUC:121

ATK:224
MAT:134
DEF:294
MDEF:224

PDUR:2.07
MDUR:1.43
Accuracy:121.8%
Evasion:1.11%

Skills:
Attack:122(147) ranged stab damage.
Hound Whistle Lv10 (75 TP): Summons the Dog onto the field.  Dog summoned with this skill gains 1.5x to all stats.  There may only be one Dog summoned at a given time.  Usable outside combat.
Aid Command Lv10 (14 TP): Orders the Dog to heal a target.  This will clear ailments and restore 150+34% mHP to the target(236 to the Rover, 266 to the dog).
Hunter Shot Lv10 (13 TP): Inflicts 257 (308) ranged Stab damage to the target.  Afterwards, orders the dog to attempt to Arm Bind and Leg Bind the target, with a 58.84% base chance for each.  75% speed, 97% base accuracy.
Foot Pierce Lv10 (20 TP): Inflicts 183 (220) ranged Stab damage to a row with a 48.39% chance to Leg Bind.  Afterwards, orders the dog to attack any targets with Leg Bind for 713 (856) damage.  The follow-up is at 99% base accuracy.
Target Arrow Lv5 (7 TP): Inflicts 170 (204) ranged Stab damage to the target and debuffs their defense by 20% for 5 turns.  While this defense debuff persists, the dog will attack the target for 143 melee Bash damage with a negligible chance to leg bind if not given other orders.
Arc Shot Lv5 (12 TP): Inflicts 263 (316) ranged Stab damage to the target.  If the target is in the back row, inflicts 657 (790).  97% base accuracy
Stun Shot Lv10 (18 TP): Inflicts 440 (528) ranged Stab damage to the target.  Afterwards, orders the dog to attempt to Stun the target with a 76.30% chance.  200% action speed, 97% base accuracy.
TP Up Lv1: +10% max TP (factored in).
Hunting Skill: Alters field events, +7 STR (level-based)
Brute Strength: Alters field events, +7 STR (level-based)
Forage Skill: Alters field events, can gather food items, +7 AGI (level-based)
Third Eye: Chance to nullify Blind scaling with level, +7 AGI (level-based)
Bodybuilding: +7 STR, +7 VIT (based on level)
Cardio: +7 AGI, +7 LUC (based on level)

Five-turn Average: Target Arrow->Stun Shot x4 for 485 average.



Masurao
Equipment Usable: Katanas, Heavy Armor, Light Armor



Blade Dancer

HP:252
TP:209
STR:122
INT:37
VIT:65
WIS:44
AGI:157
LUC:76

Equipment:
Ookanehira +5 (ATK+149, MATK+98, AGI+10)
Ookanehira +5 (ATK+149, MATK+98, AGI+10)
Ookanehira +5 (ATK+149, MATK+98, AGI+10)
Ookanehira +5 (ATK+149, MATK+98, AGI+10)

ATK:271
MAT:135
DEF:65
MDF:44

PDUR:0.28
MDUR:0.21
Accuracy:225.8%
Evasion:5.08%
Speed: 126 (+1.43 std)
Status Vulnerability:115.76%

Skills:

Attack: Inflicts 183(204 Duel) melee STR-based Cut damage to one enemy.  15% chance to launch followup hits of (80%), (65%), and (50%)
Swallow Soar Lv3 (8 TP): Inflicts 194 melee STR-based Cut damage to one enemy.  If the initial hit activated before the enemy moved, attacks again for 211 damage.  500% speed, +10 accuracy.
Hell Slash Lv3 (4 TP): Chases up to four attacks (based on number of equipped katanas) made this turn, ally or enemy.  Chases inflict 440 weapon damage to allies, or 202 to enemies.  1000% speed, 96% accuracy.
Air Blade Lv3 (4 TP) Inflicts 260+282 (289+311 Duel) ranged cut damage to one enemy.  96% accuracy.
Whirlwind Lv3 (10 TP): Inflicts 2-4 random hits of 198 melee cut damage to targets.  May only hit each target once.  85% speed modifier.
Sacred Tetrad Lv10 (10 TP): Inflicts 4 (based on number of katanas) hits of melee cut damage to one target. 1706 damage with Reblossom (if led with Wide Swing, 1816), 1852 on Duel turns.  101% accuracy.
Layered Bloom Lv10 (21 TP): Inflicts 2-8 hits of melee STR-based cut damage to random targets within a line.  Damage is based on number of katanas equipped.  May hit a target repeatedly.  Damage with Reblossom ranges from 825 to 4447, averaging at 2521.  On Duel turns, the damage range is 907 to 4771, averaging 2725.  70% speed modifier.
Multi-Katana Lv1: Can equip katanas in any equipment slot.  15% chance when using the Attack command to attack with all equipped katanas at reduced power for subsequent weapons.
Reblossom Lv10: Has a 34/68/100% chance to repeat Katana skills for free after use while equipping 2/3/4 katanas.
Peerless Demon Lv10: Increases damage dealt by 9% per hit, stacking to a maximum of +81%.
Duel Lv3: Increases the Masurao's damage by 12% when hitting the same target as last turn.  Essentially triggers on even turns.
Katana Mastery Lv3: Increases damage dealt by Katanas and Katana skills by 4%
Physical Attack Up Lv3: +4% Cut/Bash/Stab damage inflicted
Wide Swing: Union Skill.  Inflicts 368 STR-based melee cut damage to all enemies.  Initiative, free action.
Hunting Skill: Alters field events, +7 STR (level-based)
Brute Strength: Alters field events, +7 STR (level-based)
Forage Skill: Alters field events, can gather food items, +7 AGI (level-based)
Third Eye: Chance to nullify Blind scaling with level, +7 AGI (level-based)
Bodybuilding: +7 STR, +7 VIT (based on level)
Cardio: +7 AGI, +7 LUC (based on level)

Five-turn Average: Wide Swing+Layered Bloom->Layered Bloom x4 for 2676.2 damage.  If it sacrificed Sacred Tetrad to pump Phys Up and Katana Mastery, this could go even higher but Blade Dancer would want the insurance against RNG and/or multi-part bosses.  also holy shit that damage.





Blade Master

HP:265
TP:229
STR:119
INT:37
VIT:71
WIS:50
AGI:117
LUC:82

Equipment:

Ookanehira +5 (ATK+149, MATK+98, AGI+10)
Golden Core Armor (DEF+65, MDF+43)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:268
MAT:135
DEF:194
MDF:175

PDUR:0.97
MDUR:0.94
Accuracy:147.2%
Evasion:5.07%
Speed:117 (+1.09 std)
Status Vulnerability:109.30%

Skills:
Attack: 170/343 (Duel:186/375, AP:236/478, Both: 253/511) melee Cut damage to a target.
Armor Pierce Lv10 (13 TP): Inflicts 338/682 (Duel:371/749, AP:472/953, Both: 506/1022) melee Stab damage to a target, and reduces their physical defense by 40% for 4 turns.  75% speed, 101 base accuracy.
Haze Slash Lv8 (15 TP): Inflicts 399/806 (Duel: 438/885, AP: 555/1121, Both: 594/1200) melee Cut damage to a target, and has a 61.19% chance to inflict Sleep.  70% speed, 95% accuracy.
Foot Sweep Lv5 (16 TP): Inflicts 228/460 (Duel:251/507, AP:319/644, Both:341/688) melee Cut damage to an enemy row.  Reduces target evade by 22% for 5 turns.  This will upgrade Helm Splitter's accuracy from ~50% to ~80% in practice.  120% speed, 146% accuracy.
Helm Splitter Lv10 (17 TP): Inflicts 1014/2048 (Duel:1114/2250, AP:1417/2862, Both:1517/3064 ) resistance-ignoring melee Cut damage to one enemy.  40% accuracy, 70% speed.
Mirror Moon Lv10 (22 TP): Initiative.  Has a base 135% chance to negate enemy physical attacks, and counter with an attack for 848/1712 (Duel:932/1883, AP:1181/2386, Both:1264/2553) damage.  Every time this activates, the counter chance is reduced by a flat 35%.  Counterattack has 116% base accuracy.
Sword God Lv10: +30% critical rate, critical damage is raised to 202% (as opposed to 150% as usual), Katana skills can crit.  (this raises the critical rate to 38.63%.  Average damage will be noted as this is a 39.4% functional increase in damage that stacks multiplicatively with other buffs.)
Katana Mastery Lv1: +2% damage with katanas.
Duel Lv1: When attacking the same target that has been attacked the last turn, gain a +10% damage bonus.  Essentially triggers on even turns.
TP Up Lv5: +17% Max TP (Factored in)
Speed Up Lv1: 1.11x action speed, +2.4% accuracy/evade.
Hunting Skill: Alters field events, +7 STR (level-based)
Brute Strength: Alters field events, +7 STR (level-based)
Forage Skill: Alters field events, can gather food items, +7 AGI (level-based)
Third Eye: Chance to nullify Blind scaling with level, +7 AGI (level-based)
Bodybuilding: +7 STR, +7 VIT (based on level)
Cardio: +7 AGI, +7 LUC (based on level)

Five-turn Average: Foot Sweep->Armor Pierce->Helm Splitter x3 for 1375 damage.
« Last Edit: February 21, 2023, 10:20:57 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Brouni Classes (Shaman, Botanist)
« Reply #5 on: May 14, 2022, 04:57:35 AM »
Shaman
Equipment Usable: Swords, Staves, Bows, Light Armor, Cloth



Divine Punisher

HP:263
TP:271
STR:46
INT:104
VIT:76
WIS:112
AGI:74
LUC:55

Equipment:

Pudding Staff +5 (ATK+95, MATK+140, WIS+15) [Rune Wand +5 (ATK+90, MATK+131, AGI+10)]
Demon Armor (DEF+47, MDEF+60, HP+20)
Morion (DEF+34, MDEF+25)
Rutile Gloves (DEF+25, MDEF+31, INT+6)

ATK:151
MAT:244
DEF:182
MDF:228

PDUR:0.95
MDUR:1.12 (1.17 vs. Fire/Ice/Volt)
Accuracy:98.8%
Evasion: 0 (A=12)
Speed:74 (-0.55 std)
Status Vulnerability:145.96%

Skills:
Attack: 46 melee bash damage
Ruinous Prayer Lv5 (16 TP): For five turns, increases all party members' physical and magical attack by 27%.
Aegis Prayer Lv2(10 TP): For four turns, increase all party members' defense by 13%
Focus Prayer Lv2(6 TP): For four turns, increases all party members' accuracy by 18%
Blaze Prayer Lv3(15 TP): For four turns, increases all party members' Fire resistance by 31% and adds Fire to their normal attacks.
Hail Prayer Lv3(15 TP): For four turns, increases all party members' Ice resistance by 31% and adds Ice to their normal attacks.
Bolt Prayer Lv3(15 TP): For four turns, increases all party members' Volt resistance by 31% and adds Volt to their normal attacks.
Heaven's Gift Lv10(12 TP): Cancels one buff and one debuff from a party member.  Restores 201 HP, or 402 HP if both are cancelled, and multiplies their action speed by 999x.  2000% speed modifier.
Dance Oracle Lv3(12 TP): Cancels the oldest elemental prayer on the caster to inflict 267(332) ranged INT damage of the respective element to all enemies.  Targets' resistance are reduced by 24% for the rest of the turn.  200% speed, 150 base accuracy.
Mana Oracle Lv10(24 TP): Cancels the oldest elemental prayer on all allies to inflict five random-target hits of 329(410) ranged INT damage of the respective element.  Can hit the same target multiple times.  Total damage of 1645(2050)
Gospel Lv5: Restores 10% mHP to all party members who receive a buff.
Ancient Memory Lv10:When a buff expires or is cancelled, 50% chance to recast it.
Magic ATK Up Lv6:+10% Fire/Ice/Volt damage
HP Up Lv1:+5% maximum HP
TP Up Lv1:+10% maximum TP
Sorting Skill:+5 carrying capacity, +7 VIT(level-based)
Anatta Barrier:+5% Fire/Ice/Volt resist
Talent:+7 INT, +7 WIS (level-based)

Five-turn Average: Ruinous Prayer->(Elemental Prayer->Mana Oracle)x2 for an average of 820.  Mana Oracle is amazingly strong but it also takes time to set up for maximum effect.





Divine Herald

HP:258
TP:240
STR:54
INT:86
VIT:89
WIS:114
AGI:68
LUC:61

Equipment:

Blue Moon Bow +5 (ATK+106, MATK+74, Itemcast:Slaughtershot)
Demon Armor (DEF+47, MDEF+60, HP+20)
Pickelhaube (DEF+31, MDEF+30, STR+5)
Flare Gloves (DEF+27, MDEF+33)

ATK:160
MAT:160
DEF:194
MDF:237

PDUR:0.95 (Aegis:1.09)
MDUR:1.15 (Aegis:1.31)
Accuracy:97.3%
Evasion:0 (A=12)
Speed:78 (-0.40 std)
Status Vulnerability:135.84% (125.84% versus ailments)

Skills:
Attack: 64(86) ranged Stab damage.
Ruinous Prayer Lv9(22 TP): For five turns, increases all party members' physical and magical attack by 35%.
Aegis Prayer Lv2(10 TP): For four turns, increase all party members' defense by 13%
Focus Prayer Lv9(10 TP): For five turns, increases all party members' accuracy by 40%
Blaze Prayer Lv3(15 TP): For four turns, increases all party members' Fire resistance by 31% and adds Fire to their normal attacks.
Hail Prayer Lv3(15 TP): For four turns, increases all party members' Ice resistance by 31% and adds Ice to their normal attacks.
Bolt Prayer Lv3(15 TP): For four turns, increases all party members' Volt resistance by 31% and adds Volt to their normal attacks.
Heaven's Gift Lv5 (6 TP):Cancels one buff and one debuff from a party member.  Restores 147 HP, or twice that if both are cancelled, and multiplies their action speed by 7.5x.  2000% speed modifier.
Dance Oracle Lv3 (12 TP): Cancels the oldest elemental prayer on the caster to inflict 115 (153) ranged INT damage of the respective element to all enemies.  Targets' resistance are reduced by 24% for the rest of the turn.  200% speed, 150 base accuracy.
Split Spirits Lv2 (3 TP):For this turn, all party members recover 28% damage dealt as healing.
Gospel Lv1: Party members that receive buffs from the Shaman restore 6% Max(14) HP.
Holy Flame Lv2: Restores 5 HP for every 3 steps taken.  Useless in combat.
Appease Spirits Lv10:While alive, party members with buffs recover 18 HP when acting.
Benevolence Lv10:While alive, party members with buffs recover 25+6%mHP when taking damage. (39)
Resilience:+10% Ailment resist.
Sorting Skill:+5 carrying capacity, +7 VIT(level-based)
Bodybuilding:+7 STR, +7 VIT(level-based)
Talent:+7 INT, +7 WIS(level-based)
Haggle:-5% shop prices (non-cumulative), +7 WIS (level-based)
Slaughtershot Lv5 (17 TP): Inflicts 383 (517) ranged Stab damage to one target.  40% speed, 47% accuracy.

Five-turn Average: Ruinous Prayer->Focus Prayer->Slaughtershot x3 for an average of 310.2 damage.  Sadly this is the best a Herald can pull off.



Botanist

Equipment Usable: Staves, Bows, Scythes, Cloth



Merciful Healer

HP:266
TP:240
STR:40
INT:86
VIT:82
WIS:118
AGI:75
LUC:66

Equipment:

Moon Sickle+5 (ATK+116, MAT+116, Vicious Slash)
Judgment Mantle (DEF+50, MDEF+60, +30% Curse Resist)
Morion (DEF+34, MDEF+25)
Rutile Gloves (DEF+25, MDEF+31, INT+6)

ATK:162 [156]
MAT:208 [202]
DEF:184
MDF:220

PDUR:0.96
MDUR:1.09
Accuracy:99.74%
Evasion:0 (A=11)
Speed:87 (-0.05 std)
Status Vulnerability:128.42%

Skills:
Attack: 66 Melee Cut damage [60 Melee Cut damage]
Healing Herb Lv10 (8 TP): Heals target ally for 243 HP.  150% speed.
Refreshing Herb Lv1 (10 TP): Cures Ailments from one ally
Reflex Herb Lv3 (4 TP): Responds to damage inflicted with a heal for 56 HP.  Two instances total, second is only a 50% chance.  300% speed.
Delayed Herb Lv3 (10 TP): Next turn, heals the party for 47 HP.  One turn cooldown, 80% speed.
Lingering Scent Lv9 (7 TP): For the next 8 turns, the last used Herb skill will activate again at the end of the turn, at 40% efficacy (Healing Herb restores for 97 off of this).  40% speed.
Toxic Smoke Lv10 (14 TP): 51.2% chance to poison the enemy row.  Debuffs the enemies to make poison 1.4x more likely to inflict for 5 turns(subsequent attempts are at 71.68%).  The poison ticks for 473 damage.
Dark Smoke Lv2 (5 TP): 46.94% chance to blind the enemy row.  Debuffs the enemies to make blind 1.4x more likely to inflict for 4 turns (subsequent attempts at 65.71%).
Herb Boost Lv10: Herb skills can overheal targets up to 133% Max HP
HP Up Lv5: +12% Max HP
Status Defense Up Lv1: +8% Ailment/Bind Resistance
Resilience: +10% Ailment resistance
Sorting Skill: +5 carrying capacity, +7 VIT (level-based)
Cardio: +7 AGI, +7 LUC (level-based)
Talent: +7 INT, +7 WIS (level-based)
Haggle: Shop prices -5%(non-stackable), +7 WIS (level-based)
[Vicious Slash Lv5 (12 TP): Inflicts 138 melee Cut damage to a target.  Ignores evasion.]

Five-turn Average: Vicious Slash x5 for 138, as little of a difference as that makes.





Graced Poisoner

HP:234
TP:268
STR:40
INT:98
VIT:76
WIS:97
AGI:79
LUC:91 [76]

Equipment:

Calamity Scythe (ATK+122, MATK+122, LUC+15) [Moon Sickle+5 (ATK+116, MAT+116, Vicious Slash)]
Judgment Mantle (DEF+50, MDEF+60, +30% Curse Resist)
Morion (DEF+34, MDEF+25)
Rutile Gloves (DEF+25, MDEF+31, INT+6)

ATK:162 [156]
MAT:220
DEF:185
MDF:213

PDUR:0.85
MDUR:0.92 (0.96 vs. Fire/Ice/Volt)
Accuracy:100.8%
Evasion:0.26%
Speed: 91 (+0.1 std)
Status Vulnerability:100.86%

Skills:
Attack: 66 [60] Melee cut damage to one target
Healing Herb Lv5 (5 TP): Heals target ally for 126 HP.  150% Speed.
Refreshing Herb Lv1 (10 TP): Heals ailments from target ally.
Toxic Smoke Lv5 (9 TP): 59.49% chance to poison the enemy row.  Debuffs the enemies to make poison 1.28x more likely to inflict for 5 turns(subsequent attempts are at 76.15%).  The poison ticks for 186 damage.
Dark Smoke Lv2 (5 TP): 41.64% chance to blind the enemy row.  Debuffs the enemies to make blind 1.22x more likely to inflict for 4 turns (subsequent attempts at 50.80%).
Numbing Smoke Lv3 (5 TP): 41.64% chance to paralyze the enemy row.  Debuffs the enemies to make Paralyze 1.25x more likely to inflict for 4 turns (subsequent attempts at 52.05%).
Chaos Smoke Lv5 (14 TP): 39.26% chance to panic the enemy row.  Debuffs the enemies to make Panic 1.22x more likely to inflict for 5 turns (subsequent attempts at 47.90%).
Smokeblight Lv5 (8 TP): Debuffs an enemy line's magic defense by 7%.  If that line has a Smoke debuff, increase the debuff to 34%.  Lasts 5 turns.
Smokestone Lv10 (12 TP): If an enemy has a Smoke debuff, 89.23% chance to Petrify that enemy.
Smoke Bomb Lv10 (36 TP): If an enemy has a debuff and an ailment, remove one debuff and inflict 1465 ranged INT-based Fire damage to the enemy. (with Smokeblight active, 1962 damage).  No effect if the target does not have both an ailment and debuff.
Herb Mastery Lv1: Herb skills gain +10% healing effectiveness.
Smoke Boost Lv1: Smoke skills activate at 1.1x speed and have their TP costs reduced by 1. (Factored in)
Antibodies Lv3: +19% chance to recover from ailments and binds.
Status ATK Up Lv10: 1.20x infliction rate.
TP Up Lv1: +10% Max TP (Factored in)
Sorting Skill: +5 carrying capacity, +7 VIT(level-based)
Anatta Barrier: +5% Fire/Ice/Volt resist
Cardio: +7 AGI, +7 LUC(level-based)
Talent: +7 INT, +7 WIS(level-based)
[Vicious Slash Lv5 (12 TP): Inflicts 138 melee Cut damage to a target.  Ignores evasion.]

Five-turn Average:Attack x5 for 66.  If they equip the Moon Sickle, they can upgrade to Vicious Slash x5 for a whole 138.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Etrian Odyssey V: In Space, F.O.E. Can Hear You Scream
« Reply #6 on: May 14, 2022, 05:00:45 AM »
Averages and Rankings

Five-turn damage average:
Blade Dancer Masurao: 2676.2
Flying Falcon Rover: 1376.4
Blade Master Masurao: 1375
Elemancer Warlock: 1169
Omnimancer Warlock: 1123
Chain Duelist:1071.8
Cannonbearer Dragoon: 1045.8
(Impact Brawler Raw Value: 1005)
Spirit Evoker Necromancer: 900
Combo Brawler Pugilist: 872
Divine Punisher Shaman: 820
AVERAGE: 817.27
Spirit Broker Necromancer: 742
Shieldbearer Dragoon: 555
Deathguard Harbinger: 524
Hunting Hound Rover: 485
Impact Brawler Pugilist: 396
Phantom Duelist:364
Deathbringer Harbinger: 336
Divine Herald Shaman: 310.2
Merciful Healer Botanist: 138
Graced Poisoner Botanist: 66

HP:
Shieldbearer Dragoon: 348
Impact Brawler Pugilist: 344
Deathguard Harbinger: 330
Deathbringer Harbinger: 308
Phantom Duelist: 306
Combo Brawler Pugilist: 303
Chain Duelist: 297
Cannonbearer Dragoon: 281
Flying Falcon Rover: 280
[AVERAGE: 274.8.  275 for sanity.]
Hunting Hound Rover: 274
Merciful Healer Botanist: 266
Blade Master Masurao: 265
Divine Punisher Shaman: 263
Divine Herald Shaman: 258
Blade Dancer Masurao: 252
Spirit Broker Necromancer: 239
Graced Poisoner Botanist: 234
Spirit Evoker Necromancer: 230
Omnimancer Warlock: 212
Elemancer Warlock: 206


Raw PDUR:
Shieldbearer: 1.61
Impact Brawler: 1.30
Cannonbearer: 1.22
Deathguard: 1.22
Chain Duelist: 1.21
Phantom Duelist: 1.17
Deathbringer: 1.15
Combo Brawler: 1.13
Flying Falcon: 0.97
Hunting Hound: 0.97
Blade Master: 0.97
Merciful Healer: 0.96
Divine Punisher: 0.95
Divine Herald: 0.95
Graced Poisoner:0.85
Spirit Evoker: 0.76
Spirit Broker: 0.75
Omnimancer: 0.70
Elemancer: 0.67
Blade Dancer: 0.28

Raw MDUR:
Impact Brawler: 1.26
Deathguard: 1.23
Divine Herald: 1.15
Divine Punisher: 1.12
Shieldbearer: 1.11
Deathbringer: 1.11
Combo Brawler: 1.09
Merciful Healer: 1.09
Phantom Duelist: 1.05
Chain Duelist: 0.99
Flying Falcon: 0.97
Hunting Hound: 0.97
Blade Master: 0.94
Spirit Broker: 0.93
Graced Poisoner: 0.92
Cannonbearer: 0.86
Omnimancer: 0.86
Spirit Evoker: 0.86
Elemancer: 0.78
Blade Dancer: 0.21

Speed: [SDev 26.27)
(Miasma Deathguard: 236.25)
(Miasma Deathbringer: 225)
Flying Falcon: 153
Blade Dancer: 126
Hunting Hound: 123
Blade Master: 117
Combo Brawler: 104
Phantom Duelist: 96
Deathguard: 94.5
Graced Poisoner: 91
Impact Brawler: 90
Deathbringer: 90
Chain Duelist: 89
[AVERAGE: 88.4]
Merciful Healer: 87
Divine Herald: 78
Divine Punisher: 74
Spirit Evoker: 73
Elemancer: 68
Spirit Broker: 66
Omnimancer: 63
Cannon Bearer: 60
Shield Bearer: 56

Status Vulnerability:
Deathguard Harbinger: 74.23%
Deathbringer Harbinger: 77.56%
Cannonbearer Dragoon: 80.04%
(Phantom Duelist vs. Ailments: 81.44%)
Spirit Evoker Necromancer: 85.45%
Impact Brawler Pugilist: 85.92%
Chain Duelist: 85.92%
[Spirit Broker Necromancer Alt Weapon: 86.72%]
Combo Brawler Pugilist: 87.36%
Phantom Duelist: 91.44%
Shieldbearer Dragoon: 92.89%
Omnimancer Warlock: 94.38%
Spirit Broker Necromancer: 97.51%
Graced Poisoner Botanist: 100.86%
Hunting Hound Rover: 105.38%
Elemancer Warlock: 106.63%
Blade Master Masurao: 109.30%
Flying Falcon Rover: 115.76%
Blade Dancer Masurao: 115.76%
Merciful Healer Botanist: 128.42%
Divine Herald Shaman: 135.84%
Divine Punisher Shaman: 145.96%
« Last Edit: January 12, 2024, 09:52:13 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Etrian Odyssey V: In Space, F.O.E. Can Hear You Scream
« Reply #7 on: May 14, 2022, 06:36:25 AM »
Tentative Division Rankings:

Phantom Duelist: News Flash: Lightweight is a trap if you're not running a full evasion-tank gimmick, and even then for single enemies you're better off just wearing clothes.  Took me getting to this point in the stat topic to figure this out.  Nudity shenanigans aside, their damage is not impressive at all, but they can leverage a lot of dodging and survival tools, and are maddeningly hard to put down.  Added to that, for an EO evadetank they have an ace up their sleeve to deal with pesky healers; Revenge Thrust.  It approaches OHKO after about six dodges, and they'll have the time to land Blind twice.  Suffers against the Blind immune and ITE in particular.  Middle's about where I'd put them.

Chain Duelist: This is practically all of their kit that they can use in a duel(They can't activate their own chain skills)...and it's legit good.  Maintains the awesomeness that is Optic Thrust, but backs it up with some serious damage output.  Resonance follows up Multi-Stab for an absolutely vicious one-two punch that will lay out anybody...who will likely be too busy struggling to fight back from being blinded.  Solid Heavy.

Shieldbearer Dragoon: Shieldbearer Dragoons fight slow and steady, and can take a real beating.  Unlike Protectors, Gunmount lets them maintain guard skills, and between Healing Guard and Counter Guard, they are intimidating to attack.  They don't have too much of an answer to magic, though, and healers can generally run them out of TP in short order.  Blessing gets them a second wind if they need to close a fight out.  Middle.

Cannonbearer Dragoon: Block Sleep or die.  With a 103% base rate on Hypno Cannon, that is a real threat.  Prepped Buster Cannon against a sleeping target will hit for 5517 damage; 2.75x PCHP overkill.  Even without Sleep, you have roughly three turns to take them down before Artillery Prepped Buster Cannon works its nearly 2x PCHP damage.  Blessing provides a buffer if they need that extra bit of oomph to make it to Buster Cannon's firing phase.  More than a bit weak to magic, but I still rank them as Heavy.

Combo Brawler Pugilist: Arm Bind, Head Bind, pick your poison.  Turn 2 binds are not the greatest, but One-Two lets them get *one* bind off a turn on average, more if they're lucky.  Anyone with binds will quickly suffer a world of hurt to Leading Blow, at that.  Usual benefits of Blessing on top of that.  They lose out on Final Blow from Nexus, but they can at least manage average damage unconditionally here.  Enough for me to put them as High Middle.

Impact Brawler Pugilist: These guys are deceptively less tanky than their stats make them look.  Most of their skills rely on hurting themselves, or being more hurt than their opponent.  Unfortunately for the other guy, Overexertion is frankly a disgusting power boost, and should they fall below half HP, Fortitude adds yet another layer of damage, upgrading Titan Killer in particular to almost OHKO-level.  Blessing as a back-pocket option, of course, but they take a turn to really set up and don't bring much more than damage to the table.  High Middle, like their combo-focused brethren.

Deathbringer Harbinger: Melody, take notes.  Deathbringer's poison is turn 1, 3HKOs without any outside damage input, runs off of preposterous initial speed, and sets them up for a turn two kill easily off of Frigid Reap.  For those who can block or cure poison, Panic is high turn 2 and will destroy any gameplans available.  Blessing is available, but not necessarily central to their gameplan; a bit more of a perk.  I'd say they'd make Heavy...but their inability to do significant damage outside of poison and Frigid Reap (which in turn requires status to have landed) keeps them on the low end, even with their speed.

Deathguard Harbinger: They look like a weaker version of the EON Harbinger at first.  Less SP to throw at debuffs, worse healing, no MP regen, and their version of Ephemeral eats the enemy's debuffs.  So what's the catch?  The enemy's on a time limit here; Ephemeral is easily OHKO damage that always hits.  EO debuffs will go through almost anything, they're terrifyingly durable, and Blessing works in tandem with near 25% regen in practice to make it really hard to take deathguards down.  Heavy.

Omnimancer Warlock: Deceptively nasty PC-killers.  In spite of their frailty and lower speed, Rockfall's stun is enough to buy a turn, and Icicle Lance comboed off of that is guaranteed to kill average, if barely.  Windstorm can shut down fighters fairly well off of Arm Bind...but it is still a narrow and volatile margin for all of this due to the unpredictable nature of Spread Chant.  Anyone with a way to block Stun or survive for long enough is going to just beat the crap out of them, though.  High Middle, possibly Middle/Heavy?

Elemancer Warlock: More power does not, in fact, translate to better performance.  Focus Chant L2 spells are solid 2HKO but come out slow, and they don't have any way to secure that second spell.  To top that off, they're even more frail than their Omnimancer counterparts.  High Light, possibly winning, but would absolutely die a screaming bloody death. in higher divisions

Spirit Evoker Necromancer: 3HKO damage off of negative initiative, backed up by terrible durability.  Alternatively, they can try for leveraging Curse off of Fierce Shield for a roundabout win against PCs Summon row damage does not trigger Curse.  God, this is even worse than I anticipated in a duel setting.  It's a pity they really can't leverage Tombstone Vice in a duel.  Light, likely to be Puny.

Spirit Broker Necromancer: They can try for some gimmicky true damage setups between Gates of Hell and Fair Trade to kill people with exploding ghosts...or they can just say "screw it", skip the middleman, and turn you into a ghost to then blow up someone else with.  That level of ID should be enough for Middle, even off of that durability and speed.

Flying Falcon Rover: Holy crap, this class won the lottery.  2HKO damage, two disables, one of which is very fast and very accurate, and all off of high speed.  Trying to kill the hawk is actually harder than trying to kill the rover here.  A bit status-bait, but the combo is more than good enough for Heavy.  Easily a contender for gamebest dueller.

Hunting Hound Rover: Another dueller here who suffers from needing to land status before they can actually do their big damage.  Thankfully, they have a backup strategy with just outlasting the opponent via Aid Command, so unlike the other status-dependents, they can stand a chance of slugging it out against bosses with okayish damage and a generous amount of full healing.  Stun Shot aids with the stalling, though it's likely to go off only twice in a match due to accumulative resistance.  I'd say they sit in High Middle/Low Heavy territory as a kneejerk.

Blade Dancer Masurao: They got a second look.  The fact that Wide Swing adds to Peerless Demon stacks means that they can edge out 1.04x PCHP's worth of damage in a single turn off of 141% action speed.  If you're below average speed at all, prepare to instead eat nearly 1.4x PCHP damage.  Ultimately, a spoiler, but a terrifying one; they have to either be outlasted or outsped in some capacity; that accuracy is going to take any matters of non-perfect evasion out of the question.  While they can definitely spoil some Godlikes and may in fact lose to some Lights, I feel they belong solidly in Heavy.

Blade Master Masurao: In a cast full of gimmicky builds, the variant that is considered less gimmicky in theory is somehow the biggest jank pile of corner-case setups in the DL translation.  Haze Slash and Leg Sweep, in function, act to set enemies up for Helm Splitter.  For bosses and punishing physical doubles, Mirror Moon is available, and to deal with healers, they have the looming threat of crits.  They're only average durability, so they have to end fights quickly.  Middle feels about right for them, all in all.

Divine Punisher Shaman: Punisher's got an interesting twist on Deathguard's game.  Build up buffs and go for big damage.  To their credit, it only takes two turns to hit maximum, as opposed to three in Deathguard's case, and they can trade "progress" for a big heal.  On the other...the big damage *just* misses OHKO, but to such a degree that a scratch will take down the average opponent afterwards.  Worse for them, they have a crippling weakness to status.  Probably not enough to keep them out of Middle, but they have just enough problems that it stands out.

Divine Herald Shaman: Takes two turns to buff up to 4HKO damage, and hopes to hell being able to regen 24% of their HP a turn once a buff is up is enough.  Has Heaven's Gift as an emergency option.  Also is status bait.  Regardless of all this, may still win some slapfights in Light.

Merciful Healer Botanist: they are remarkably durable, and can keep their own health up for a while.  That is about all I can say in their favor, though.  Their best damage is...5HKO poison, and they're statusbait to boot.  Combining with their damage they can in theory four-turn someone, but clearly a healer that belongs in Light.

Graced Poisoner Botanist: And like how Punisher was a worse Deathguard, Poisoner is a worse Deathbringer in practice, albeit with some hilariously nasty tricks.  Most notably, Smokestone gives the one duel-viable use of Petrify, and accurate (albeit turn two due to setup) Petrify at that.  Off of that, Smoke Bomb is high 2HKO, and they have healing to back up their options.  Against something that blocks petrify, though, their status is going to be Turn 3 at best, and they cry harder than anyone else against bosses.  I'd peg them as a Middle.
« Last Edit: March 21, 2023, 11:17:43 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.