Brigandine: Legend of Runersia, in which six different nations each come up with their own special snowflake reason for why the rest of the continent gave them no choice but to conquer everyone. Starring pretty anime people and their multitude of magical pets.
LinksSpreadsheet used to construct the stat topic:
https://docs.google.com/spreadsheets/d/1kDmwusNAVTMSPKLLJm8F3yxv2mU-r8FSYwEISPOnMxI/edit?usp=sharingThe most interesting tab is the "Story" tab which includes the key figures for all the characters in the main story, taken at both base and endgame levels.
MechanicsStatsHP and MP: You know what these do. MP starts full for each fight, similar to FFT or Shining Force.
Str: Each point adds 1.5 to Atk.
Int: Is a factor in magic damage dealt and received. Also, each point above or below average adds 1% to status accuracy and 1% to status evade.
Agi: Each point is worth 1% accuracy and 1% evade for physical attacks.
Atk: Affects physical damage dealt. In general, 1 point is slightly more than +1 physical damage dealt.
Def: Affects physical damage received, in the same way. Subtractive.
Magic pool: Affects how many monsters can be in the character's troop. Hugely important in-game but probably not in a duel.
Command area: The radius surrounding the character in which controlled monsters can fight at full potential. Again, just an in-game thing.
FormulasPhysical damage dealt = Atk + Skill Power - Def
Magical damage dealt = (1+(Int - Target Int)/200)*Spell Power
Healing = Spell Power * (Int/2 + 65)/100
Accuracy = 90 + Skill Accuracy Modifier + Agi - Target Agi
Status accuracy = 33 + Int - Target Int
The accuracy formula is only used by physical attacks and skills (some always hit; this will be noted). The status accuracy formula is only used by "pure" effect spells... any attack which adds status as an extra effect on damage has a fixed rate of doing so.
Critical hits are by default a 10% chance to do 1.25x damage, although various passives can boost this. Only singletarget physical attacks can critical. Critical hits also cause any added status effect to always be applied.
Range and counterattacksBrigandine has counterattacks: only to physical attacks or skills, and only when in range to do so. All "basic physicals" (the ones which cost 0 MP) are counterable, while physical skills vary. As a rule, any physical skill that hits any sort of AoE can not be countered. Most non-AoE physical skills can be countered, but there are exceptions, and I will note them. No magic can be countered, nor can any attacks which don't deal damage. The skill a Brigandine PC uses to counter will be the first one I list.
Many skills can not be used after moving in Brigandine. This includes all magic and a number of physical skills, although "basic physicals" can be. In this stat topic, moves that can be used after moving will be noted with a star. Notably, characters with the Double Movement passive (allows leftover movement to be used after their action) can still move AFTER using these skills, but not before.
In-game it is possible for attackers with ranged attacks that can be used post-movement (archers, treasure hunters, elementals) or characters with Double Movement to kite certain no-move skills. As such it's pretty subjective how much certain no-move skills can be used in a duel. I'm generally inclined to always allow no-move skills which are range 2+ to be used (although with bad initiative, as above), but ones which are range 1 I'll take a harder eye on. They're certainly usable once an enemy has melee attacked the Brig character (unless that character has a Double Movement-style ability of their own), but beyond that I encourage voters to use their judgement as to when you allow their use.
ElementsBrigandine has five elements: red (R), blue (U), green (G), black (B), and white (W). My abbreivations may be stolen shamelessly from Magic the Gathering resources circa the mid 90's. The elements include some common analogs like fire, but most things in Brig use them, even things that would not normally be seen as elemental. A Sword Master or Sniper's basic attacks are still "green" but I wouldn't consider them lightning. YMMV. Anyway, the analogs:
Red includes fire
Blue includes ice
Green includes lightning
Black includes darkness
White includes light/holy
Every character has element orbs, of five colours: red, blue, green, white, and black. These influence all damage (both physical and magical). When attacking, the orbs of a character's weapon and attack used are also considered. When being attacked, the orbs of a character's armour is also considered. The colour of the orbs of both the attacker and defender are used to modify damage, as follows:
-If the orbs of the attacker hit weakness on the orbs of the defender, +4% damage per relevant orb from either side
-If the orbs of the attacker are resisted by the orbs of the defender, -4% damage per relevant orb from either side
-If the orbs of the attacker and defender are from unrelated colours (including the same colour), +2% damage per relevant orb of the attacker and -2% damage per relevant orb from the defender
-All relevant percent modifications are added together and applied to final damage, after all other steps.
Weakness relationships:
-red > green > blue > red
-black > white > black
Resistance relationship:
-red > green > blue > red
(Black and white do not resist any elements.)
Only damage is affected in this way by orbs; status rate is not affected at all. Healing is affected, but in a completely different way: healing gets a bonus of 2% * number of white orbs on the healing spell * number of white orbs on the caster.
For duelling purposes against non-Brig characters, I'm assuming that the opponent has no orbs at all (this does actually happen in-game, for the record; a number of low-level classes have no orbs). Under these conditions, a Brigandine character does +2% damage per orb, and takes -2% damage per orb. However, since all characters have three orbs, the latter effect can be ignored since it is averaged out... except for the characters with brigandines who get a further -4% damage received. This effect will be noted in their slightly higher durability.
On defence, when facing elemental attacks from enemies, just remember that each orb is a 4% weakness or 4% resistance, as appropriate. So a Sniper (GGG) takes 12% extra damage from fire and resists ice by 12%.
I'll let the individual voter decide how to deal with Brigandine elemental attacks against other game's elemental weaknesses and resistances. My inclination is to subject spells to other game's elemental defence but not physical attacks unless they have a very clear elemental flavour themselves, but YMMV.
Turn orderIn-game, turn order is decided by level: highest level goes first. However, this only actually matters for one thing (see the next section), since in no battle do enemy units ever start in range of each other. Thus, in a duel, I suggest using threat range (the range of their first-turn skill, plus the mobility stat if it's one that can be used after moving). And if they plan to open with a buff... I'll leave that one up to interpretation.
Buffs, debuffs, and statusOne class of buffs - Power, Halo, and Veil - last until used. Power and Halo are used up by the first attack (counters included) the affected character makes, Veil is used up by the first magic attack they take.
Other buffs and debuffs typically last for three rounds, including the round they are cast. Notably, this means this is the one place level-as-turn-order matters in a duel: higher-levelled characters will see their buffs and debuffs in effect for an extra enemy turn.
Status effects typically last 1-3 rounds, including the round they are cast (Faint is additionally cancelled by damage). So as to not spam the descriptions, here they are:
Poison: Damage at the start of each round. Need to test exact amount/duration.
Paralyze: Target can not move, act, evade, or counter.
Silence: Target can not use magic. (Physical skills can still be used.)
Faint: Target can not move, act, evade, or counter. Is cancelled if the target takes damage.
Petrify: Target can not move, act, evade, or counter. Never wears off.
Charm: Target can not counter. On its own turns, it will either attack its former allies (but not itself) or heal/buff its former enemies. Presumably does nothing if neither of these are possible, but I haven't tested.
AssumptionsEvery rune knight gets 20000 exp. This is a reasonable number for your most-used knights at my rate of play, and you could probably get several more there if you play slower than me. It's also nice round number and is enough to get all knights to their final classes, while only getting a single PC to the maximum level (thus preserving his level advantage).
PCs who join after Season X are given a penalty to their Exp equal to 500*(seasons missed). PCs who join based on number of castles get 2/3 the exp amount (Jazz) or 50% the exp amount (Della and Sin) based on an estimate of how much of the game they're around for.
Fighters are assumed to promote to Knight, Knights are assumed to promote to Paladin, which is my strong guess for the best-duelling class on that line.
The current stat topic includes all rune knights, but does not include monsters. If you consider monsters (I'm pretty sure I don't, for several reasons), then the Int average probably drops, at a guess (which would make the magic durability and damage of the human PCs a bit better).
For the damage average, I used moves that can be used at least twice, and ignored any moves which can only be used at melee and can not be used after moving. You can quibble with specifics but it made things easier to calculate (a three-turn average should be similar for the record).
Average threat range is calculated using the threat range of either the PC's best damage (at least 2PB, melee-no-move skills excluded), or in some cases, their best threat range that is no more than a 20% damage cut from their best damage (this applies to Eliza, Rubino, Talia, and Treasure Hunters).
I generally don't consider initial equipment because you can move it around. However, in the interest of keeping the effort level sane, I did in fact consider some elements of initial equipment (namely their boost to core stats) because the stat data I used included those stats and I was too lazy to go leafing through 100 PCs and manually removed them. So the stat topic ends up a compromise between pure no-initial-gear and pure all-initial-gear.
On the other hand, unremovable equipment is considered in full.
Assumed target averages are 115 def, 88 int, 90 agi, 93 evade (results in 100 average hit). Physical durability is calculated using 270 atk (post-skill power). All of these are roughly taken from the PC averages themselves.
Note: If a skill
can be used after moving, it will be marked with a star. The first skill listed will be the one which is used as a counterattack.
AveragesLevel: 24.8
HP: 648
MP: 283
Int: 88
Atk: 135
Def: 115
Acc: 100%
Eva: 3%
Magic pool: 281
Threat range: 4.98 (SD: 1.97)
Damage: 186
Kill point: 465
Eliza - L28 Rose Valkyrie (RRR)
Blade of Moule Ange (RRR, +15 atk, +7 agi)
Glory Brigandine (RR, +15 HP, +15 def, immunes status effects)
HP 705 (1.09)
MP 392
Str 107 -> Atk 175
Def 145 (1.41 pdur)
Int 101 (13% status res, 1.21 mdur)
Agi 115 (25% eva)
Mobility 5, Magic pool 366, Command range 5
*Valkyrie Drive: 222 physical, 125% acc.
Valkyrie Inspiration: +30 Atk and +30 Def for 3 rounds, can only target allies (80 MP)
Scarlet Shudder: 197 physical, 125% acc. Uncounterable. 50% chance of -30 attack for 3 rounds [pdur becomes 1.85]. (40 MP)
Crimson Rondo: 283 physical, ITE. Hits all adjacent targets. +20 Agi to self for 3 rounds. (100 MP)
Exa-Blast: 253 fire magic, 1-2 range (152 MP)Flame: 146 fire magic, 1-3 range (68 MP)
Accel: +20 Agi for 3 rounds, 0-4 range (42 MP)
Parry S - Has a 25% chance of parrying physical attacks from a single enemy. When triggered, damage is reduced by 50%.
Comments: Good stats as far as the eye can see, can 2HKO, can punish melee attackers hard between the counters and Crimson Rondo, which buffs her evade as a bonus.
Rubino - L23 Crown Prince (UUU)
Justice Brigandine (UU, +15 HP, +15 def, immunes status effects)
HP 780 (1.20)
MP 341
Str 111 -> Atk 166
Def 145 (1.56 pdur)
Int 106 (38% status res, 1.73 mdur)
Agi 93 (3% eva)
Mobility 5, Magic pool 341, Command range 5
*Royal Slash: 195 physical, 102% acc
Supreme Impact: 254 physical, 72% acc
Blizzard Shot: 227 physical, 89% acc, 1-2 range. 30% chance of Faint (70 MP)
Grand Finale: 259 physical, 100% acc. Uncounterable. +30 Atk and Def to self for 3 rounds [pdur becomes 2.04]. (130 MP)
Fall Berg: 233 ice magic, 1-2 range (135 MP)Frost: 142 ice magic, 1-3 range (68 MP)
Resist: 0-4 range. Reduces magic damage and status hit rate by 33% (subtractive, in the case of status). Lasts for 3 turns. (49 MP)
Magic Barrier B - Increases Magic Resistance by 20% and decreases chances of being inflicted with status conditions by 20%. (Factored into durability figures above)
Comments: Borderline 2HKO damage with Fall Berg, and has a mix of decent physicals as well (would like more accuracy though). The magic spoiling is pretty good, especially with Resist (though low level means he probably only gets two turns out of that).
Rudo - L30 Overlord (WWW)
Sanctity Brigandine (WW, +15 HP, +15 def, immunes status effects)
870 HP (1.34)
300 MP
Str 135 -> Atk 202
Def 140 (1.67 pdur)
Int 100 (12% status res, 1.49 mdur)
Agi 100 (10% eva)
Mobility 5, Magic pool 380 (!), Command range 6 (!)
*White Conviction: 251 physical, 111% acc [301 on a counter]*Clean Military Rule: 422 physical, 120% acc (230 MP)
God's Puppet: Inflicts Poison and +30 attack on an ally for 3 rounds, 1-2 range. Raises own attack by 50 for the next attack made. (80 MP)
Drafted Devotion: Steals all MP from an adjacent ally. Also +30 attack to self for 3 rounds.
Counter Damage Up S - Increases damage done by counterattacks by 20%.
Comments: In a duel, all he can do is hit things and hit them harder. He is still very good at that; he's very durable, and Clean Military Rule can OHKO the fragile at worst or makes for a excellent heal-lock threat at worst. The game-best magic pool and command area ensure that he's the best rune knight in-game, too.
Stella - L25 Pirate Queen (BBU)
Ego Brigandine (BB, +15 HP, +15 def, immunes status effects)
HP 780 (1.20)
MP 328
Str 113 -> Atk 169
Def 140 (1.5 pdur)
Int 97 (9% status res, 1.32 mdur)
Agi 108 (18% eva)
Mobility 6, Magic pool 340, Command range 5
*Mirelvan Ocean Cut: 204 physical, 114% acc
*Ambush: 213 physical, 100% acc. 30% chance of Faint. (30 MP)*Blood Boiling Drink: Trades -20 Agi for +30 Atk for 3 rounds. Raises own Atk by an additional +50 for next attack only. (60 MP)
Dragon's Destruction: 251 physical, 115% acc. Uncounterable. -30 Atk and -30 Def for 3 rounds to target, +30 Atk and +30 Def for 3 rounds to self. [pdur becomes 2.77] (140 MP)
Gravity: -20 Agi and removes flying typing for 3 rounds, 1-4 range (56 MP)
Dimension: 42% chance to send target to a random location on the battlefield, 1-4 range (83 MP)
Charm: 42% chance of Charm, 1-3 range (110 MP)
Spell Break: Dispels all buffs and debuffs from target (not status effects), 0-3 range (47 MP)
Critical Damage Up - Increases damage dealt by critical hits by 25%.
Comments: Dragon's Destruction is a hell of a tide-turner against fighters if she gets it off. Otherwise she can roll the dice on either turn 2 charm or turn 3 faint (the latter WILL let her get off a DD), and is a respectable slugger.
Talia - L24 Great Mother (GGW)
Freedom Brigandine (GG, +15 HP, +15 def, immunes status effects)
HP 665 (1.03)
MP 616
Str 91 -> Atk 136
Def 135 (1.23 pdur)
Int 91 (3% status res, 1.09 mdur)
Agi 108 (18% eva)
Mobility 5, Magic pool 342, Command range 4 (-_-)
*Squall Thrust: 158 physical, 120% acc
Heavenly Sacrifice: 161 physical, 120% acc. Recovers HP equal to 50% of damage dealt. (30 MP)
Flying Snake Fang: 188 physical, ITE, hits all enemies on a 1-2 line. 30% chance of Poison. (90 MP)Shinobi Affection: Heals 999 HP and grants +30 def for 3 rounds, 1-2 range (not self) (200 MP)
Area Cure: Removes all negative status effects, all allies within 4 range and self (117 MP)
Holy Word: 67 holy magic, all enemies within 4 range (198 MP)
Heal: 207 healing, 0-3 range (65 MP)
Area Heal: 138 healing, all allies within 2 range and self (147 MP)
Halo: Next attack always hits and grants boosted exp, 0-4 range (88 MP)
Critical Rate Up A - Increases chances of landing critical hits by 20% (to 30%)
Comments: Rather obviously the worst dueller of the rulers, Talia's offence is unremarkable 3HKO and her durability is only mildly above average. She really wishes Shinobi Affection could self-target; as is her healing restores under a third of her HP and will struggle to win fights outside Light. A bit reminiscent of SH2 Karin.
Tim - L27 Grand Kaiser (BBB)
HP 725 (1.12)
MP 394
Str 101 -> Atk 151
Def 115 (1.12 pdur)
Int 114 (26% status res, 1.29 mdur)
Agi 97 (27% eva)
Mobility 5, Magic pool 359, Command range 5
*Kaiser Slash: 184 physical, 105% acc
Reigning Demon Blade: 162 physical, 85% acc, 1-2 range. 20% chance of Paralyze
*Imperial Benevolence: 274 physical, 105% acc (100 MP)Mark of Domination: Inflicts -30 Atk, -30 Def, -20 Agi, and -50 Int, all for 3 rounds, 1-3 range [pdur becomes 1.39, mdur becomes 1.8] (230 MP)
Assemble: Moves an allied unit from caster's troop adjacent to the caster (20 MP)
Curse: 203 dark magic, 1-2 range [248 after MoD] (108 MP)
Necro Rebirth: Revives a monster killed in the current battle for the rest of the battle as a zombie (97 MP)
Dimension: 59% chance to send target to a random location on the battlefield, 1-4 range (83 MP)
Venom: 86 dark magic, 1-3 range. 20% chance of Poison (45 MP)
Gravity: -20 Agi and removes flying typing for 3 rounds, 1-4 range (56 MP)
Evasion Up A - Increases Evasion by 20%. (factored in)
Comments: Tim is the only ruler without a Brigandine, which makes him less durable and more status-vulnerable than the rest. To make up for it, he hits really hard, with game-best damage. Mark of Domination is also nice; while it leaves him with only one use of his best damage, the durability/evasion push may make it worth it against some opponents.
Special thanks to Super whose expertise was invaluable to the creation of this stat topic, and who also did a large amount of testing and data gathering. Thanks also to Lasci whose Brigandine 2 stat tracker spreadsheet is what I used as the base to adapt for the stat topic.