Author Topic: The World Ends With You (PCs & Bosses)  (Read 18208 times)

RadLink5

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The World Ends With You (PCs & Bosses)
« on: July 28, 2008, 08:55:33 PM »
We already have a topic for this, but it's got the Japanese equipment numbers. The numbers were tweaked (see: made ridiculously higher) for some of the items in the International Version. Basically this amounts to Joshua being Godlike (I'm not overselling Angel Feather! ;_;) and little else, but I figured I may as well.

NOTE: This post contains end-game equips. If you disallow them (I'd call TWEWY a special case even if you do normally disallow them), check the third post for stats sans the post-game equips.

I can't take my own stats since I'm already done the Post Game, meaning my stats are way too high and I didn't raise everyone's stats equally once the postgame started, so yeah. >_> Just going to use Niu's stats and replace the old equipment stats with the new ones. This also means I'm going to need to find a way to calculate damages, but I'll deal with that later.

Stats assume the main equipment set listed is on. Also of note is that characters take 1.5x damage from back attacks.


Neku Sakuraba
HP: 4320
ATK: 75
DEF: 79 (117.9% Average)

Equips
Top: Biker Jacket: A+10 HP+53 (A+5) Claim: Neku-only Ability
Bottom: Hannya: D+6 HP+29 (A+3) Claim: Neku-only Ability
Footwear: Aun: D+11 HP+38 (D+5) Claim: Neku-only Ability
Accessories: My Headphone: A+40 D+40 HP+150 (ATK+3 D+3 HP+50) Claim: Neku-only Ability, obvious plot claim

Possible Claims?
Headwear: Pi-Face's Cap: A+15 D+25 HP+200 (A+5) Claim: You are forced to get this item and at the time only Neku can wear it (unless you abused game clock to give Beat enough Bravery). Also Neku picks up the cap so that's sorta plot claim? >_>

Neku uses a combination of 6 pins. Each pin has a certain amount of uses/time limit. After it's used up, it will reboot in a few seconds (time varies with each pin). Certain pins, such as healing pins, do not reboot. Certain pins have special effects when equipped together. He'll usually want the Darklit Planets set, so I'll list those first, then other useful pins.

Darklit Planets Set: 3x Damage (already factored into damage)
Black Mars: 710 magic damage (142 per hit, hits every second, lasts five seconds, reboots in six seconds) Fire
Black Jupiter: 1015 magic damage (203 per hit, five hits, reboots in four seconds) Thunder
Black Uranus: 405 magic damage (405 per hit, 1 hit, reboots in three seconds) Ice
Black Venus: 1212 magic damage (101 per hit, 12 hits, reboots in three seconds)
Black Saturn: 640 physical damage, Invincible, 864 healing (128 per hit, hits every second, lasts five seconds, ~1% HP regen every second, reboots in three seconds)
Black Mercury: 1315 magic damage (263 per hit, 5 hits, reboots in six seconds) Water

Other Options
Rapier Glance: Always halves enemy's attack when fight starts
Black Rose: Always halves enemy's defense when fight starts
Stopper Spark: Always inflicts paralysis when fight starts
Visionary Blend: Automatically restores 100% HP and removes all negative status effects when HP <1% (reboots in 90 seconds (~18 turns by my interpretation))
Blown Kiss: Automatically restores 70% HP when HP <50% (2 uses)
Healing Whale: Restores 70% HP (4 uses)

Comments: His best set gives him game high damage (Few points off from an OHKO if you use the partner-only average, a 1.5HKO using the Neku average), roughly a turn of invincibility, 5% healing, and all sorts of elements to use. He can opt out for all sorts of stat-breaks and insane healing (Visionary Blend wins him any match against crap damage), but that hurts his damage so bad that it's just not worth it most of the time. His defense is above average enough to make him for his slightly below average HP and even possibly make him a little bit tanky, not to mention he can go invincible (while healing and damaging all at the same time). Also wishes people would let him pull off infinite combos in the DL (though actually that'd make him DNR-material). I'm willing to call him a Low Godlike if being limited to one pin per turn (which just about matches up with the time it takes for a partner combo).




Shiki Misaki
HP: 4210
ATK: 48
DEF: 69 (103% Average)

Equips
Top & Bottom: Mr. Mew Suit: A+20 D+20 HP-100 (Resist Knockback) Claim: obvious plot claim
Bottom: Denim Miniskirt: D+9 HP+60 (D+2) Claim: Shiki-only Ability
Footwear: Knee-high Boots: D+12 (A+2) Claim: Shiki-only Ability
Accessories: Her Stuffed Animal: A+15 D+15 H+250 (3 Fusion Stars) Claim: Shiki-only Ability, obvious plot claim

Ground Combo: 288
Air Combo: 384 (Only hits airborne enemies. Will not hit anyone on the ground, no matter how tall they are.)
Guard: Nullify enemy attacks for the turn.

Comments: Game worst HP, and absolutely pathetic damage (6HKO), defense is barely above average. A competent Light though, thanks to not being particularly weak in any one area. Could actually be some shade of Middle if her damage was at least a high 4HKO. In fact, her best damage is a very high 4HKO, but it only hitting flying enemies makes it something she can only rarely use. For those who use the Neku damage average... well, her 5HKO drops to a 7HKO. Yes, she's that pathetic. She remains a Light, but wins far fewer matches.




Yoshiya "Joshua" Kiryu
HP: 6201
ATK: 63
DEF: 68 (101.5% Average)

Equips
Top & Bottom: Tweed Gentleman: A+8 D+8 HP+150 (A+3) Claim: Joshua-only Ability
Top: Asymmetric Jersey: A+11 D-1 HP-9 Claim: Joshua-only Ability
Footwear: Classic Half-Boots: D+20 HP+20 (H+40) Claim: Joshua-only Ability
Accessories: Angel Feather: A+30 D+30 HP+2000 (3 Fusion Stars) Claim: Joshua-only Ability, Obvious plot claim

Vending Machine: 315
Car: 441
Cell Phone Camera: 100% Paralyze
Sidestep: Evade enemy attacks for the turn.
Levitate: Becomes airborne. Doesn't take a turn, can be done instantly (and can land instantly). Becomes immune to most ground attacks (not ranged/magic/aerial attacks). Getting hit knocks him out of the air, but he can just immediately teleport back up. Loses the above moveset and gains the below moves.
Lock On Laser Combo 1: 378
Lock On Laser Combo 2: 1134

Comments: Very good damage (very, very high 2HKO), immune to most physicals, perfect status, and high HP make him a good tank. So maybe I did oversell Angel Feather, but it still makes him a very High Heavy who spoils non-bow wielders/non-mages (not to mention anyone who can be paralyzed), and still manages to kill many of the people who he doesn't spoil. He's got status, immunity to most physical non-ranged attacks, tanky HP, and damage, he could be a Godlike if he had a way to deal with bosses (who tend to resist paralysis and have magic/ranged attacks). For those who use the Neku damage average, Joshua actually still 2HKOs, just not quite as hard. So he's stilla competent High Heavy either way.




Daisukenojo "Beat" Bito
HP: 4400 (4250)
ATK: 46 (82)
DEF: 52 (21) (77.6% (31.3%) Average)

Equips
Top & Bottom: Work Coveralls: A+7 D+6 HP+23 (HP+70) Claim: Beat-only Ability
Top: Tiger Biker Vest: A+13 HP+57 (3 Fusion Stars) Claim: Beat-only Ability
Headwear: Your Cap: A+35 HP+100 (3 Fusion Stars) Claim: Beat-only Ability, Obvious plot claim
Accessory: Sis's Pendant: A-20 D+35 HP+150 (Regen 4% HP every ~2 seconds) Claim: Beat-only Ability, Obvious plot claim
(Accessory: King Pendant: A+12 D+4 (A+4) Claim: Beat-only Ability)

Ground Combo: 414 (738)
Aerial Combo: 552 (984) (Unlike Shiki's, this hits grounded enemies too.)
Guard: Nullifies enemy attacks for the turn.

Comments: High Light. King Pendant makes him an excellent ball lightning, with a good 2HKO, absolutely no defense, and HP barely above Shiki's. Unfortunately, he'd need speed for that to work and I'm not sure how people will judge his speed. So ideally, he wants Sis's Pendant. The defense boos its enough to make him not crumple against the weakest attack, and the regeneration is a nice bonus, albeit a small one. His damage takes a pretty big hit (number-wise, it's almost Shiki level), but it's still a high 3HKO. For those who use the Neku damage average, it should be noted that Beat doesn't even 3HKO, and is probably a mid-Light at best.



Averages

Damage (Partner only average)
Neku: 1315
Joshua: 1134
(Beat w/ King Pendant: 984)
Beat: 552
Shiki Air Combo: 384
Shiki: 288
Average: 658
2.5 Kill Point: 1645

(Average w/ King Pendant: 697)
(2.5 Kill Point w/ King Pendant: 1742.5)

Average with Shiki's Air Combo: 585

Defense compared to average (Parentheses = Assuming King Pendant)
Neku: 117.9% (133.3%)
Shiki: 103% (116.5%)
Joshua: 101.5% (114.7%)
Beat: 77.6% (87.7%)
(Beat w/ King Pendant: 31.3% (35.4%))

HP
Joshua: 6201
Beat: 4400
Neku: 4320
(Beat w/ King Pendant: 4250)
Shiki: 4210
Average: 4782.75 (Joshua wrecks the average)
(Average w/ King Pendant instead: 4745.25)

ATK
(Beat w/ Sis's Pendant: 82)
Neku: 75
Joshua: 63
Shiki: 48
Beat: 42
Average: 57
(Average w/ King Pendant instead: 67)

DEF
Neku: 79
Shiki: 69
Joshua: 68
Beat: 52
(Beat w/ King Pendant: 21)
Average: 67
(Average w/ King Pendant instead: 59.25)

One-turn Damage (w/ Neku)
Neku: 1315
Joshua: 1134
(Beat w/ King Pendant: 984)
Beat: 552
Shiki Air Combo: 384
Shiki: 288
Average: 822.5
2.5 Kill Point: 2055.625
Endgame Enemy HP: ~2222

Three-turn Damage (w/ Neku)
Neku: 3842 (Black Mercury-Black Venus-Black Mercury)
Neku: 3270 (Black Mercury-Black Saturn-Black Mercury) (for healing)
Joshua: 3402
(Beat w/ King Pendant: 2952)
Beat: 1656
Shiki Air Combo: 1152
Shiki: 864
Average: 2441
Average (w/ Neku healing): 2305.5


Fusions
Since there actually ARE people who allow them. Technically, none of them have plot claim to their fusions since Neku is the one with the pin that allows fusions, and his stats are involved in the damage, but if you want to allow fusions then you could just ignore his stats. This does, however, make the fusions a lot less impressive.

Before I get to the damages, first mechanics. To get a Level 1 Fusion, a character needs four fusion stars. They need eight for a Level 2 fusion, and sixteen for a Level 3 fusion. Each time a fusion of any level is used, the amount needed for every level is increased by one. Each character has a different method of accumulating fusion stars. Basically, Shiki and Joshua can easily get one star every turn, whereas Beat... is incredibly inconsistant at getting them and is really just a major headache to try to interpret. Each fusion has a base attack power, multiplied by Neku and his partner's attack power. The enemy can't act during fusions, and fusions can be activated immediately, so I'd see them as a free turn for the partner.

Certain equipment can allow you to enter battle with a certain amount of fusion stars. I'll list how many stars the partners enter battle with according to the setups above.

Shiki: 3
Joshua: 3
Beat: 6

For the curious, these are the greatest values they can start with if they optimize their equipments for Fusion stars, though this will lower their damage and defense (I'm too lazy to make yet ANOTHER average taking these equips into account). They don't really ever want to do this though, since the first two levels of fusions are pretty weak and not worth the exchange considering how many turns they'd have to last to get to a level three fusion from here.

Shiki: 7
Joshua: 5
Beat: 8

So Beat would enter battle with a level 1 fusion, should you allow them. This helps him a lot. Technically the other characters can choose setups that would allow them to start with enough stars to get a fusion right off the bat, but their level 1 fusions aren't good enough to warrant the trade-off.

Damages (keep in mind, the kill point is 1645)
Shiki
Level 1: 240
Level 2: 480
Level 3: 960

Joshua
Level 1: 315
Level 2: 945
Level 3: 6299.37

Beat
Level 1: 420
Level 2: 840
Level 3: 1260

For the curious, Shiki and Joshua get to their Level 3 fusions in 13 turns. So in the case of a ridiculous slug fest, Shiki can eventually whip out 2HKO damage, and Joshua can use nearly 4xPCHP damage. Beat's complicated method of getting fusion stars probably leaves him without a Level 3 fusion for some time.
« Last Edit: December 25, 2008, 09:07:30 PM by RadLink5 »

RadLink5

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Re: The World Ends With You
« Reply #1 on: July 28, 2008, 08:58:56 PM »
All bosses are immune to all status effects and stat reductions unless otherwise stated. Bosses will not receive damage or status from any attacks that have status effects attached. There are no elements in TWEWY, but if an attack is an obvious element (Electric Balls for example), I'll list the element for those who allow them to be elemental.


Ovis Cantus (Yodai Higashizawa)
8,000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Can't move, but attacks cover most of the screen, so take that as you will

Inhale: All actions are nullified (including healing/stat buffing/etc.). MP for any attempted action is still consumed.
Electric Balls (Bottom): 0 magic damage (15 hits of 11, very rarely will any hit) always used with Electric Balls (Top), Thunder
Electric Balls (Top): 88 magic damage (6 hits of 22, 4 hit on average) always used Electric Balls (Bottom), Thunder
Punch (Bottom): 141 physical damage, unlocked at <66% HP
Claw (Bottom): 61 physical damage, knocks target away, unlocked at <66% HP
Pound (Bottom): 246 physical damage (6 hits of 41) unlocked at <66% HP
Thunder Balls (Bottom): 255 magic damage (15 hits of 20, very rarely will any hit, followed by 5 hits of 51), 100% Paralysis with the last 5 hits, unlocked at <66% HP, always used with Thunder Balls (Top), Thunder
Thunder Balls (Top): 204 magic damage (3 hits of 41, 3 hits of 61, 2 of each hit on average) unlocked at <66% HP, always used with Thunder Balls (Bottom), Thunder

Windmill Punch (Top): 61 physical damage, unlocked at <66% HP
Punch (Top): 91 physical damage, unlocked at <66% HP

Party HP: ~1100
Neku Combo: 273 (5 hits of 13, 12 hits of 9, 5 hits of 20)
Shiki Combo: 119 (5 hits of 17, 1 hit of 34)

Comments: Insane durability, it takes 20 combined combos to finish him (Sub-Jade Durability). On the damage front... well uh, for 1/3rd of his HP he doesn't have any form of damage (Electric Balls = 13HKO). Once he gets knocked down to 66% HP though, he's got a solid 3HKO! AND it comes with a status game! His best damage is guaranteed to paralyze. And he can opt for physical 5HKO if he can't use his magic. Inhale can spoil anyone who relies on MP for their damage too. I guess if you see Thunder Balls as being Thunder element he'd get kinda screwed over by some people. But other than that, I can't think of any real weakness here, he's gotta be a Low Godlike thanks to the sick status game attached to his best damage. Wishes more bosses were susceptible to Paralysis or that his 3HKO was an OHKO... or that he could actually do anything before 66% HP.




Daisukenojo "Beat" Bito (Reaper Beat)
5,000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Skates around fast, making him pretty evasive (~20% evasion for DL purposes)

Short Range Dash (Bottom): 148 physical damage (2 hits of 74)
Jump Attack (Bottom): 86 physical damage
Chaser Thrust (Top): 49/73 physical damage
Back Jump Attack (Top):127 physical damage
Physical Combo (Top): 122/182 physical damage (2 hits of 61/91)
Projectile (Top): 239 magic damage (3 hits of 55, 2 hits of 37)
Block: Blocks all damage dealt.

Combos:
Can combo any of his bottom screen moves with any of his top screen moves. Best damage is
Short Range Dash (Bottom) + Projectile (Top): 387 damage (148 physical + 239 magic)

Party HP: ~1397
Neku Combo: 1165 (5 hits of 29, 15 hits of 50, 4 hits of 30)
Joshua Combo: 736 (6 hits of 24, 2 hits of 245)

Comments: Gets 3HKO'd by PCs, and only 4HKOs in return, but um, evasive? I remember Beat's boss form being tankier but I guess I was thinking of the earlier fights that end in a few seconds. Anyway, maybe Light/Middle of some sort. One of the few bosses to have competent physical and magic damage.




Sho Minamimoto/Leo Cantus
3,141 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Leo Cantus form has Taboo Property, which reduces all damage by 75% (technically ignores ITD but not things like Nihil)
Can teleport
Starts battle with two Summon Taboo Noise (second after the first set of Noise are defeated) and cannot be attacked until both sets are defeated. Uses it third time right after becoming vulnerable.


Kick (Bottom): 35 physical damage
Windmill Kick (Bottom): 50 physical damage
Kick-Windmill Kick (Bottom): 85 physical damage (1 hit of 35, 1 hit of 50)
Slam Rush (Bottom): 120 physical damage
Kick (Top): 30-45 physical damage (30 if hit from front, 45 if hit from behind)
Energy Kick (Top): 43-64 physical damage (43 from front, 63 from back) unlocked at <33% HP
Windmill Kick (Top): 45-67 physical damage (45 if hit from front, 67 if hit from behind)
Energy Windmill Kick (Top): 63-85 physical damage, unlocked at <33% HP
Slam Rush (Top): 115-172 physical damage (115 from front, 172 from back) forces knockback regardless of immunity to knockback
Energy Rush (Top): 115-172 physical damage (115 from front, 172 from back), always attacks first (think Pokemon Quick Attack), unlocked at <33% HP
Transform: Kills all of his summoned Noise and transforms into Leo Cantus, losing the below moveset for the above moveset. Invincible while transforming. Can change back instantly.
Burst (Bottom): 44 magical damage (1 hit of 18, 1 hit of 26)
Rapid&Slow (Bottom): Less than Burst (I just never got him to use this)
Spiral (Bottom): Less than Burst (I just never got him to use this)
Spiral (Top): Less than Burst (I just never got him to use this)
Burst (Top): 37 magical damage (1 hit of 15, 1 hit of 22)
Summon Taboo Noise: Summons one to four of the below Noise. Can't be used if any of his summons are still alive and can't coexist with his Leo Cantus form. They ALL have Taboo Property.

Eurobeat Boomer
910 HP
100ATK, 100%PhysRes, 100%RngRes
Jump (Bottom): 60 physical
Uppercut (Top): 67 physical
Attack Break: Halves target's attack

Carcinopunk
610 HP
95ATK, 110%PhysRes, 100%RngRes
Pinch (Bottom): 28 physical, ~20% chance to paralyze
Pinch (Top): 34 physical, ~20% chance to paralyze
Attack Break: Halves target's attack

Death Thrash Mink
1,480 HP
100ATK, 100%PhysRes, 100%RngRes
Physical (Bottom): 22 physical
Twister (Bottom): 29 physical
Twister (Top): 24 physical
Physical (Top): 25 physica
Attack Break: Halves target's attackl

Wall of Grizzly
1,000 HP
170ATK, 100%PhysRes, 100%RngRes
Claw (Bottom): 115 physical
Claw (Top): 110 physical
Attack Break: Halves target's attack

Party HP: ~1847
Neku Combo (not including 75% reduction): 972 (5 hits of 44, 10 hits of 56, 4 hits of 48)
Joshua Combo (not including 75% reduction): 316 (4 hits of 16, 3 hits of 84)
NOTE: Minamimoto only gets to fight Neku for ~942 HP, he fights Joshua for the rest of the fight.

Comments Oh god what a headache. He spends most of the battle as Leo Cantus in-game luckily, and he wants Leo Cantus for most duels too, because his summoning game is weak. His fighting style is as quirky as his personality. He gets a big advantage by only fighting one party member at a time, and barely having to face Neku. Given that he's facing Joshua for most of the fight, he's an 8HKO even before the 75% damage reduction. So yeah, he's got really good durability, especially thanks to his damage reducing. But the one party member at a time is a double edged sword, his damage amounts to a remarkable 16HKO. So his strategy is to tank as long as he can while spamming Slam Rush. And with his human form's damage, there's no circumstance where he wants to not be Leo Cantus, his summon Noise aren't good enough to compensate for the huge drop in his own damage and the loss of tankiness. Well, I mean it's got magic damage, but still. Low Heavy, because the damage reduction is just too much for middle and otherwise he sucks.




Uzuki Yashiro
5,500 HP
ATK: 85
Physical Resistance: 100%
Ranged Resistance: 100%
Can teleport (and does so frequently, making her very evasive and nigh-impossible to combo, I'd peg it at around 75% evasion for DL purposes)

Flower Shot (Bottom): 30 magic damage (10 hits of 3)
Homing Shot (Bottom): 78 magic damage (2 hits of 39) Halves target's defense
Force Rounds (Bottom): 72 magic damage (4 hits of 18)
Force Rounds (Top): 88 magic damage (4 hits of 22)
Homing Shot (Top): 43 magic damage, Halves target's defense
Flower Shot (Top): 192 magic damage (6 hits of 19, 6 hits of 13)
Healing Wings: 846 Healing

Combos:
Can combo any of her bottom screen moves to her top screen moves. Best damage is:
Homing Shot (Bottom) + Flowery Shot (Top): 270 magic damage

Party HP: ~1947
Neku Combo: 1512 (5 hits of 45, 15 hits of 73, 4 hits of 48)
Beat Combo: 438 (4 hits of 73, 1 hit of 146)

Comments: 7HKOs (and I may even be a bit underleveled), and goes down in like 3 combos from each of the PCs. But she's actually not a total loss! Why? Is it the ~7% healing? No. She's a huuuuuge evasionwhore. Seriously, with the teleporting, she is very very difficult to hit. Also she has defense halving, which can get her up to a 3-4HKO, which is decent I suppose. So I'm willing to call her a High Light, and one who probably champs. Stat reduction whoring and evasion whoring is a surprisingly mean combo, too bad she doesn't have the durability or damage to go with it.




Koki Kariya
6,000 HP
ATK: 90
Physical Resistance: 100%
Ranged Resistance: 100%
Glides around really fast, making him a tiny bit evasive (~50% evasion for DL purposes)

Force Rounds (Bottom): 225 magic damage (9 hits of 25)
Energy Spread (Bottom): 80 magic damage (5 hits of 16)
Heavy Bomber (Bottom): 115 magic damage
Spark Core (Bottom): 20 magic damage (Once activated, causes a Spark Core to hover around him, which has a ~50% chance to hit anyone who tries a physical attack on him, interrupting the attack and dealing the 20 magic damage) ~5% Paralysis (OH MY GOD BEST STATUS EVER) Lasts for about 3 turns, can't use any other bottom screen attacks while this is in effect
Force Rounds (Top): 87 magic damage (3 hits of 29)
Energy Spread (Top): 100 magic damage (5 hits of 20)
Heavy Bomber (Top): 178 magic damage

Combos:
Can combo any of her bottom screen moves to her top screen moves. Best damage is:
Force Rounds (Bottom) + Heavy Bomber (Top): 403 magic damage

Party HP: ~2007
Neku Combo: 1425 (5 hits of 42, 15 hits of 69, 4 hits of 45)
Beat Combo: 409 (4 hits of 68, 1 hit of 137)

Comments: 5HKOs, and that's the extent of his positives (Yes, 5HKO manages to be a good thing for him). He's slightly tankier than Uzuki (takes 4 combos to down, thanks to higher defense and HP), but Uzuki's durability sucked, and he's lacking what makes her last so long anyway. Kariya can't teleport. If he gives up two thirds of his damage, he can have a 50% chance of blocking physicals (along with his 50% evasion) to screw with the physically dependent, but his damage becomes so pathetic that even the least accurate physical will hit him a few times before he can score a kill. For all the hyping they did of him in-game, he turned out to be a scrub. Light, if not a completely terrible one at least.




Sho Minamimoto 2 (Taboo)
5,926 HP
ATK: 250
Physical Resistance: 100%
Ranged Resistance: 100%
Regens 66 HP every 5 seconds (About 1 turn for duel purposes)
Taboo Property: Reduces all damage by 75% (technically ignores ITD but not things like Nihil)
Auto-evades any time touched by the stylus, which equals ~99% evade physicals, and ~50% evade ranged.
Can teleport (given his already nuts evasion, this is mostly just used to get out of attacks that hit multiple times)


Spiral (Bottom): 96 magic damage (2 hits of 48)
Rapid&Slow (Bottom): 96 magic damage (2 hits of 48) TERRIBLE ACCURACY, barely ever hits
Burst (Bottom): 192 magic damage (7 hits of 48, though only about 4 hit)
Spiral (Top): 147 magic damage (1 hit of 88, 1 hit of 59)
Spiral (Top, while airborne): 177 magic damage (3 hits of 59)
Burst (Top): 529 magic damage (4 hits of 88, 3 of 59)

Combos:
Can combo any of his top screen attacks with his bottom screen attacks. Highest combo is
Burst (Bottom) + Burst (Top): 721 magic damage

Party HP: ~2047
Neku Combo (not including 75% reduction): 632 (2 hits of 60, 14 hits of 28, 10 hits of 12)
Beat Combo (not including 75% reduction): 456 (4 hits of 76, 1 hit of 152)

Comments: First off, he has some of the best gimmicks ever. 75% damage reduction is good enough on its own, but couple it with what is essentially physical immunity and 50% auto evade on ranged attacks (which is the best way to interpret this since about half of the ranged pins in TWEWY will trigger the auto-evade) and you've got someone nearly impossible to hurt. His HP isn't very high compared to other endgame TWEWY bosses, and not paying attention to the 75% damage reduction he falls in 6 combos from the PCs. The whole teleporting out of multi-hit attacks doesn't really help a whole lot, how many ranged attacks have multiple hits? And the regeneration is so weak that it's not going to make a difference. I'm gonna say Low Godlike, where his biggest problem will be trying to kill things with his 3HKO. Such weak damage gives opponents lots of openings, and competent healers can probably spoil him. Also put in danger by all his damage being pseudo-magic. Finally, total Fire Emblem 10 bait thanks to Nihil canceling his damage reduction.



(Skipping Konishi for now since she has no chance of ever being ranked or even appearing in NR)




Megumi Kitaniji
10,000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%

Death Blow (Bottom): 252 physical damage, Causes poison (5 damage every ~5 seconds)
Route Laser (Bottom): 103 magic damage
Windmill (Bottom): 0 magic damage (2 hits of 0) Halves target's attack (if the attack does any damage) Fire
Generate (Bottom): 0 magic damage (4 hits of 0) Halves target's defense (if the attack does any damage)
Time Be Still (Bottom): Freezes time, no one can move (meaning he can't use his top screen attack). Uses two of his bottom screen attacks (excluding Death Blow) and uses Death Blow as time starts again. Seems to unlock at <33% HP.
Possessed Shiki Combo (Top): 111 physical damage (3 hits of 19, 1 hit of 54) Has ~20% chance of halving target's attack

Combos:
Can combo any of his bottom screen attacks (except Time Be Still) with his top screen attack. Highest damage is
Death Blow (Bottom) + Possessed Shiki Combo (Top): 363 physical damage

Party HP: ~2147
Neku: 1736 (5 hits of 66, 15 hits of 88, 4 hits of 43)
Beat Combo: 102 (4 hits of 17, 1 hit of 34)

Comments: Being given Pi-Face's Cap right before this fight completely screws him over, his damage is supposed to be bottom screen based but Pi-Face's cap gives too high a defense boost to Neku. He barely 6HKOs with that kind of damage. His HP looks high, but again, the stat boosts Pi-Face's Cap provide make him easy enough to 5HKO back, which is pretty bad (that's worse Minamimoto without the damage reduction). Time Stop is an interesting move, but he can't really do a whole lot with it, and I've never seen him use it until his final 33% of HP. High Light seems right for this form, he's lucky to have the next two forms. Death Blow is telegraphed if you want to penalize its accuracy for that, in which case he's Puny.




Anguis Cantus (Kitaniji 2)
10000 HP (5,000 against Neku/Shiki; 5,000 against Neku/Beat)
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%

Party HP: ~2147

Comments: Well, it's better than his Light first form, but still nothing impressive. Damage is ok, durability could stand to be better. High Middle.




Draco Cantus (Kitaniji 3) (Solo Neku Fight)
25000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%

Party HP: ~2147

Comments: 15,000 more HP than the fight right before it, and arguably formchainable to it to some people (some people on crack, and likely the same people who allow Fusion attacks). And you know what, fuck it, I don't even have the exact damages, they're high though, but apparently some people think they're easy to dodge. Also MT screws him over because he has a bunch of heads. (7, one of which has half-defense). So yeah, Low Godlike, arguably Heavy/Godlike border.




Panthera Cantus (Sanae Hanekoma) (Post-game boss)
30000 HP
ATK: 1000 (not a typo)
Physical Resistance: 100%
Ranged Resistance: 100%
Can't move

Comments: Ridiculously fast, damage that nears OHKO, and decently tanky even considering post-game PC damage. High Godlike

Bosses not covered in last topic going here.
« Last Edit: August 09, 2008, 05:35:23 AM by RadLink5 »

Captain K.

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Re: The World Ends With You
« Reply #2 on: July 29, 2008, 02:34:31 AM »
Die.

RadLink5

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Re: The World Ends With You
« Reply #3 on: July 29, 2008, 03:22:59 AM »
Without Post-Game Equips (a.k.a. The only equips that matter)

Neku Sakuraba
HP: 4195
ATK: 52
DEF: 49 (117% Average)

Equips
Top: Biker Jacket: A+10 HP+53 (A+5) Claim: Neku-only Ability
Bottom: Hannya: D+6 HP+29 (A+3) Claim: Neku-only Ability
Footwear: Aun: D+11 HP+38 (D+5) Claim: Neku-only Ability
Accessory: Cat Deck: A+20 D+13 HP+75; Claim: Neku-only Ability

Possible Claims?
Headwear: Pi-Face's Cap: A+15 D+25 HP+200 (A+5) Claim: You are forced to get this item and at the time only Neku can wear it (unless you abused game clock to give Beat enough Bravery). Also Neku picks up the cap so that's sorta plot claim? >_>

Comments: He loses My Headphone. Yes, this non-postgame setup robs him of the very things he wears throughout the game. The very objects people often reference when addressing him, "Hey, 'phones!". The piece of clothing that symbolizes who he is! All-inclusive, wanting nothing to do with all the Noise! Oh sorry, this is for discussing how he does in battle. Uh, the Darklit Planet pin set is technically post-game since the final pin is obtained through a post-game superboss. So yeah, I'll need to figure out which among the other 298 pins he wants to use. Joy.



Shiki Misaki
HP: 4024
ATK: 29
DEF: 44 (105% Average)

Equips
Top: Vest-Blouse Combo: A+6 HP+26 (HP+20) Claim: Shiki-only ability
Bottom: Denim Miniskirt: D+9 HP+60 (D+2) Claim: Shiki-only Ability
Footwear: Knee-high Boots: D+12 (A+2) Claim: Shiki-only Ability
Accessory: Black Bikini: A+10 D+10 HP-30 (3 Fusion Stars) Claim: Shiki-only Ability

Ground Combo: 174
Air Combo: 232 (Only hits airborne enemies. Will not hit anyone on the ground, no matter how tall they are.)
Guard: Nullify enemy attacks for the turn.

Comments: Just when you thought she couldn't get worse... you were right! She can't! She still has game worst HP and damage, only the damage is actually a tiny bit worse this time around. She may have a slight benefit from HP not being worth a damn like this, but it's only a very slight benefit. Her biggest benefit is obviously being able to strut into the arena wearing a bikini and a vest which, according to its description, "enhances your female assets". That doesn't stop her from being a Low Light though, sorry Shiki.



Yoshiya "Joshua" Kiryu
HP: 4206 (4195)
ATK: 35 (32)
DEF: 41 (43) (98% (102%) Average)

Equips
Top & Bottom: Tweed Gentleman: A+8 D+8 HP+150 (A+3) Claim: Joshua-only Ability
Top: Asymmetric Jersey: A+11 D-1 HP-9 Claim: Joshua-only Ability
Footwear: Classic Half-Boots: D+20 HP+20 (H+40) Claim: Joshua-only Ability
Accessory: Simple Necktie: A+2 D+3 HP+5 (1 Fusion Star) Claim: Joshua-only Ability
(Accessory: Frilly Parasol: D+5 HP-6 (1 Fusion Star) Claim: Joshua-only Ability)

Vending Machine: 175 (160)
Car: 245 (224)
Cell Phone Camera: 100% Paralyze
Sidestep: Evade enemy attacks for the turn.
Levitate: Becomes airborne. Doesn't take a turn, can be done instantly (and can land instantly). Becomes immune to most ground attacks (not ranged/magic/aerial attacks). Getting hit knocks him out of the air, but he can just immediately teleport back up. Loses the above moveset and gains the below moves.
Lock On Laser Combo 1: 210 (192)
Lock On Laser Combo 2: 630 (576)

Comments: Joshua actually manages to keep a high 2HKO and game-high HP without Angel Feather! (unfortunately in this setup, HP is nothing) Loses the tankiness, but remains the same in every other way. Still got the status game, the damage, the physical immunity. Heavy, though not a possibly champing one without the tankiness.



Daisukenojo "Beat" Bito
HP: 4188 (4173) ((4188)) (((4173)))
ATK: 39 (42) ((47)) (((50)))
DEF: 34 (31) ((30)) (((27))) (81% (((64%))) Average)

Equips
Top & Bottom: Work Coveralls: A+7 D+6 HP+23 (HP+70) Claim: Beat-only Ability
Top: Tiger Biker Vest: A+13 HP+57 (3 Fusion Stars) Claim: Beat-only Ability
Bottom: Bottom: Don't Stop: D+9 HP+8 (HP+30) Claim: Beat-only Ability
(Won't Stop: D+6 HP+23 (A+3) Claim: Beat-only Ability)
Accessory: Bottom: Gold Die: A+8 D+5 (D+3) Claim: Beat-only Ability
((King Pendant: A+12 D+4 (A+4) Claim: Beat-only Ability))

Ground Combo: 351 (378) ((423)) (((450)))
Aerial Combo: 468 (504) ((564)) (((600))) (Unlike Shiki's, this hits grounded enemies too.)
Guard: Nullifies enemy attacks for the turn.

Comments: As I suspected, banning post-game equips is only a good thing for Beat since he's got so many unique late game items (being the partner for the final chapter and all). His damage is actually an upgrade, being high 2HKO, and his durability is much less flakey! This form makes him a High Middle for sure!



Averages

Damage (Partner only average)
Joshua: 630
(Beat Offensive Setup: 600)
(Joshua Defensive Setup: 576)

Beat: 468
Shiki Air Combo: 232
Shiki: 174
Average: 424
2.5 Kill Point: 1060

Defense compared to average (Parentheses = Assuming King Pendant)
Neku: 117%
Shiki: 105%
(Joshua Defensive Setup: 102%)
Joshua: 98%
Beat: 81%
(Beat Offensive Setup: 64%)

HP
Joshua: 4206
(Joshua Defensive Setup: 4195)
Neku: 4195
Beat: 4188
(Beat Offensive Setup: 4173)
Shiki: 4024
Average: 4153.25

ATK
Neku: 52
(Beat Offensive Setup: 50)
Beat: 39
Joshua: 35
(Joshua Defensive Setup: 32)
Shiki: 29
Average: 38.75

DEF
Neku: 49
Shiki: 44
(Joshua Defensive Setup: 43)
Joshua: 41
Beat: 34
(Beat Offensive Setup: 27)
Average: 42
« Last Edit: August 03, 2008, 03:22:12 PM by RadLink5 »

Niu

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Re: The World Ends With You
« Reply #4 on: July 29, 2008, 03:28:45 AM »
Draco Cantus as high godlike??? Are you serious. Sure he has damage, but mostly easy to dodge, and he takes alike 3x times damage due to his multiple heads. At best a heavy/godlike borderlike.
Also, I recommend you add Vending Machine, Car cannot be triggered with only single target.

RadLink5

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Re: The World Ends With You
« Reply #5 on: July 29, 2008, 03:59:09 AM »
Easy to dodge? My reflexes cannot be that slow in comparison to you. And you can't hit more then one head at once with MOST of your pins. I mean I guess I oversold him a tad bit, but he's at least above the border.

Wait, NIU! Damn you, your use of post-game equips in your stat topic made me forget they're not allowed and subsequently got two people yelling at me in IRC!

Talaysen

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Re: The World Ends With You
« Reply #6 on: July 29, 2008, 05:30:44 AM »
Easy to dodge? My reflexes cannot be that slow in comparison to you. And you can't hit more then one head at once with MOST of your pins. I mean I guess I oversold him a tad bit, but he's at least above the border.

I found them easy to dodge as well.  Half the time you can just stand in one spot and most of them miss.

And wait, damage?  I was playing on Hard mode and he had like a 6HKO or something.

Niu

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Re: The World Ends With You
« Reply #7 on: July 29, 2008, 05:42:41 AM »
Easy to dodge? My reflexes cannot be that slow in comparison to you. And you can't hit more then one head at once with MOST of your pins. I mean I guess I oversold him a tad bit, but he's at least above the border.

Left Corner is the safe zone of hell, you need minimum dodging there. Also, Explosion, Flame Blast, Thudner Cloud, Entanglement, Lightning Alaster, Time Bomb all hits multiple heads fine. especially Time Bomb, they burn and kill him fast. He is a pathetic middle if you seriously consider Time Bomb.

And what's wrong with post game equip? They are unique and all. I see many people allowing SO3 people their post game techs as well. Nor I see rule section saying post game equip is not allow? So yeah, don't blame it on me, blame those people with narrow interpretation!

RadLink5

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Re: The World Ends With You
« Reply #8 on: July 29, 2008, 05:46:35 AM »
You know what? You're right, screw them. This can all be changed with a quick title change.

Talaysen

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Re: The World Ends With You
« Reply #9 on: July 29, 2008, 05:47:50 AM »
And what's wrong with post game equip? They are unique and all. I see many people allowing SO3 people their post game techs as well. Nor I see rule section saying post game equip is not allow? So yeah, don't blame it on me, blame those people with narrow interpretation!

Post game equips generally aren't allowed.  "narrow interpretation"?  Are you saying the majority of the DL has "narrow interpretation"?

RadLink5

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #10 on: July 29, 2008, 05:53:05 AM »
I've always allowed post-game equips and stuff anyway, so I'm allowing them for this topic. Someone else is making a TWEWY stat topic too anyway, right?

And uh, guess I have a skewered view for using all close-range pins. I guess he would suck pretty bad for anyone using long range, multi-head hitting pins. But meh, I'll lower my stats and go fight him again sometime to get some damage numbers and judge him again then, I really just posted him now as a reminder to get his damage later.

Niu

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Re: The World Ends With You
« Reply #11 on: July 29, 2008, 07:04:24 AM »
And what's wrong with post game equip? They are unique and all. I see many people allowing SO3 people their post game techs as well. Nor I see rule section saying post game equip is not allow? So yeah, don't blame it on me, blame those people with narrow interpretation!

Post game equips generally aren't allowed.  "narrow interpretation"?  Are you saying the majority of the DL has "narrow interpretation"?
DL is not base on majority rule in terms of the policy, outside ranking issues, majority think that way doesn't mean it is not allowed. Majority of the DL does not allow multi target forms, but when did that stop the few who do? It is all up there for personal interpretation unless the rule specifically forbids it.
And I can't see how Rad got flammed on chat just because he interpret things differently is not a act of narrowness.
« Last Edit: July 29, 2008, 07:08:40 AM by Niu »

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #12 on: July 30, 2008, 04:55:41 PM »
Shiki gets screwed over more because I just remembered she can't use her Air Combo on anything that isn't flying. Try it, it doesn't matter how tall they are. Are there any flying enemies in Light?

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #13 on: July 30, 2008, 10:03:13 PM »
One thing that should be considered if you're taking aftergame equipment is that Joshua's angel feather requires 999 brave which takes quite a lot of food to achieve. The other characters (especially Shiki) need a lot less brave increasing food to equip their stuff and could use the time Joshua uses to boost his brave to increase their stats.

RadLink5

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #14 on: July 31, 2008, 01:24:11 AM »
I've considered that, but there's an item that gives 20 brave per 3 battles, and I figured brave is a dumb concept to try to apply to the game in the first place since it seems to rise almost randomly and it keeps many characters from using their uniques, especially ones they have obvious claim to. My Phones, Her Stuffed Animal, Mr. Mew Costume, Angel Feather, Your Cap, and Sis's Pendant all have bravery requirements too high... which means basically all the obvious claim items in the game, as well as all the relevant post-game items. Plus if I was going to do anything involving food, they'd all want stat boosting foods instead of bravery boosting ones anyway. Overall it's just such a headache I'm not sure why anyone would want to consider it.

Also starting to get bosses up, Minamimoto 2 is up.

Niu

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #15 on: July 31, 2008, 03:49:58 AM »
About Shiki's aerial attack.... oddly she hits the food man fine. I guess the target just have to be REALLY tall.

And yeah, brave is stupid, and I don't know why they raise the brave requirements so high the in English version. They are all pretty low in he original. And most stuff are arguably better in states too, with few exceptions (stares at Angel Feather).

BTW, I have the list official names of the enemy attacks. (If you wonder why my old topics don't have them, it is because I did the topic before I pick up the guide).

Beat:
Short Range Dash
Jump Attack
Back Jump Attack
Chaser Thrust
Projectile

Minamimoto:
Spiral
Rapid&Slow
Burst

Megumi chan 1:
Route Laser
Wind Mill
Generate
Death Blow

Megumi chan 2:

Cobra Bulle
Red Bullet (atk down)
Blue Bullet (def down)
Purple Bullet (poison)
Laser
Bite
Tongue Thrust
Binding Shot

Megumi chan 3:
Sword Bomb
Bullet
Laser
Bite
Binding Shot

Talaysen

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #16 on: July 31, 2008, 03:53:14 AM »
Quote
and it's my understanding that someone else is doing their own TWEWY stat topic anyway, presumably without post-game equips. So yeah, multiple stat topics for multiple interpretations, enjoy.

I really don't think anyone else is making a stat topic for this.  We already have two.

RadLink5

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #17 on: July 31, 2008, 04:52:22 AM »
Quote
and it's my understanding that someone else is doing their own TWEWY stat topic anyway, presumably without post-game equips. So yeah, multiple stat topics for multiple interpretations, enjoy.

I really don't think anyone else is making a stat topic for this.  We already have two.

Someone said someone else was making one in IRC... but meh, whatever, maybe I really will do no post-game equip stats in this topic. Although again, for the record, that makes everyone's stats very similar.

Where can I find that list, Niu? And her being able to hit Higashizawa with her Air Combo just means Higashizawa is technically flying I think, because she can't even hit those really tall bears with her Air Combo.
« Last Edit: July 31, 2008, 05:05:08 AM by RadLink5 »

Talaysen

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #18 on: July 31, 2008, 04:57:04 AM »
Someone said someone else was making one in IRC... but meh, whatever, maybe I really will do no post-game equip stats in this topic. Although again, for the record, that makes everyone's stats very similar.

Lots of games have everyone's stats very similar.  FF8 is a good example!  And it's ranked!

And there's nothing stopping you from listing both post-game and end-game setups.  You already have post-game done, so you can just add on normal end-game stats below that or something.  No need to scrap what's already done.  Especially if you yourself plan to use those stats.  (For nothing because TWEWY will never be ranked ever but that's an aside.)

RadLink5

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #19 on: July 31, 2008, 05:09:23 AM »
There is one very big thing stopping me that you have failed to take notice of. I'm a lazy bastard and doing non-post-game setups would require me to look through the Threads list and see which ones are unique and which ones are most beneficial. Besides, like you said TWEWY'll never be ranked, and the NR is like RPGDLiberal, so I think more people would be willing to consider post-game equips there.

And now that I think about it, they wouldn't be equal, Beat would have like double everyone else's stats because King Pendant isn't post-game. So hell, I'll do it some time this week for all the Beat fans out there upset that Angel Feather screwed him out of being a competent Heavy.

Niu

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #20 on: July 31, 2008, 05:24:13 AM »
Guide book of course, do you want multipliers too?

RadLink5

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #21 on: July 31, 2008, 05:54:49 AM »
That would be incredibly helpful, yes. Thank you.

Is it in the NA guide book too? Or just the JP one?

Also Sho 1 proved to be much weaker in a duel setting than I assumed he'd be. Looks like most of the game's bosses hate duels.
« Last Edit: July 31, 2008, 05:56:22 AM by RadLink5 »

Niu

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Re: The World Ends With You (w/ Post Game Equips & Bosses)
« Reply #22 on: July 31, 2008, 06:52:07 AM »
I have the Japanese guide boo, but English version of the guide has them too from what I've heard. I'd suggest you to look up.

Talaysen

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Re: The World Ends With You (w/ Post Game Equips)
« Reply #23 on: July 31, 2008, 06:55:54 AM »
There is one very big thing stopping me that you have failed to take notice of. I'm a lazy bastard

...I've noticed.  Why do you think I'm actually hounding you to finish a stat topic?  (To be honest though, this one's much better than the others at least.  I think it's done, just with post-game equips.)

Besides, like you said TWEWY'll never be ranked, and the NR is like RPGDLiberal, so I think more people would be willing to consider post-game equips there.

Last I checked, the same equipments and skills are allowed for NR as for the DL.  So uh, not really.

RadLink5

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Re: The World Ends With You (w/ Post Game Equips & Bosses)
« Reply #24 on: July 31, 2008, 12:16:08 PM »
There is one very big thing stopping me that you have failed to take notice of. I'm a lazy bastard

...I've noticed.  Why do you think I'm actually hounding you to finish a stat topic?  (To be honest though, this one's much better than the others at least.  I think it's done, just with post-game equips.)

Besides, like you said TWEWY'll never be ranked, and the NR is like RPGDLiberal, so I think more people would be willing to consider post-game equips there.

Last I checked, the same equipments and skills are allowed for NR as for the DL.  So uh, not really.

To be fair I actually figured out the damage multipliers for PC attacks on my own once the topic was posted without any hounding from you, I just didn't do the math and post damages yet. >_> AND I'm doing bosses without any hounding, so um, yeah, take that!

And I'm fairly certain most people are more lenient about things like that in the NR.
« Last Edit: July 31, 2008, 12:17:40 PM by RadLink5 »