[size=16]
Myriam[/size]
"If you wanna beat the big guys, you have to use your head."
HP: 500
LP: 13
BP: 14/50 +4
STR: 25
VIT: 45
DEX: 45
AGI: 50
INT: 55
WIL: 50
COM: 50
CHA: 50
PDEF: 109
MDEF: 94
Class: none
Skills: Pyrology, Staff
Class Ability: Myriam doesn't have a starting class, but I recommend that she be taken as if her two starting abilities were in-class abilities. What this would do is reduce her LP costs for magic to zero without otherwise altering her moveset. The classes Wizard and Sorceror both cover both of her skills, so this is a possible (and likely) situation ingame.
Pyrology:
Hellfire: 450 fire-elemental 0BP
Flame of Life: adds regen status (regen heals about 10% of total HP at the end of each round) 0BP
Self-Immolation: creates a magical shield for the user. This shield blocks 100% of fire-elemental, cold-elemental, and short range attacks. Any ST short-range attack that hits the shield deals its damage to the attacker as if the attacker had attacked itself (so it uses the attacker's defensive stats, etc). Shield lasts until hit by a ST short-range attack. Does not stack with Revive. 4BP
Summon Elemental: Replaces caster with an elemental. See "Elementals" at the bottom of the PC section for more details. 7BP
Bird of Flame: 1100 MT fire-elemental damage 7BP Revive: adds revive status, so that when a character recieves fatal damage, they are fully healed. They still lose 1 LP, but keep their current BP total. They also lose any status effects, positive or negative. Lasts until the effect occurs. Does not stack with Self-Immolation. 6BP
Staff:
Spin Thrust: 450 0BP
Blitz: 1100 6BP Time and Tide: 1400 15BP
Notes: Myriam thanks whatever deity she believes in that Staff has three moves with damage not based on strength (my first playthrough, her STR never gained a single point, remaining at 8 the whole game). Myriam's damage is terrible, but she has a wealth of defensive resources that make up for it and then some. Self-Immolation is her bread and butter, so cheap she can cast it indefinitely, and capable of completely shutting down short-range physical attackers (not to mention fire and ice reliant casters). Summon Elemental adds insult to injury on that score, as the elemental replacing Myriam has the same Pyrology skillset (though its stats are terrible). Finally, Revive buys her a lot of time to chip away at her foe, and even provides a novel way of resisting otherwise-incapacitating status ailments like sleep and paralysis. Such an awesome skillset. Makes you wonder why she hangs out with a square like Gray.
[size=16]
Galahad[/size]
“Only by fighting can we know the enemy’s true strength.”
HP: 550
LP: 18
BP: 16/40 +3
STR: 50
VIT: 50
DEX: 45
AGI: 50
INT: 45
WIL: 40
COM: 50
CHA: 40
PDEF: 109
MDEF: 94
Class: Rosalian Officar
Skills: Long Sword, Club, Lance, Shield, Bewitchery
Class Ability: Increases effective defense when attacked by 50%. Embarasses a number of enemies who fail to do any damage. In practice, most cases he takes just over half the damage as he would otherwise.
Long Sword:
Impact Slash: 600 sometimes stuns 0BP
Double Slash 900 1BP
Resonance Edge 1300 2BP
Mega Thrust 1500 5BP
Still Blade 1900 8BP
Club:
Wheel Strike: 750 0BP
Crushing Hit: 900 1BP
Cruncher: 800 lowers VIT 4BP
Nutcracker: 1450 lowers DEF 7BP
Knee Split: 150 sometimes stuns 0BP
Bonecrusher: 400 lowers STR 2BP
Grand Slam: 950, and an additional 1200 at the end of the turn; misses flying enemies 9BP
Lance:
Double Stab: 400 (Reverse: Triple Stab 850) 0BP
Drill Stab: 800 1BP
Split Cranium: 300 lowers INT 4BP
Twin Dragon: 1300 4BP
Mega Thrust: 1400 5BP
Acupuncture: 2100 10BP Stardust: 1200 (Reverse: Swooping Dragon: 2800) 13BP
Bewitchery:
Way of Defense: raises VIT 0BP
Way of Spirit: raises WIL 0BP
Way of Strength: raises STR 0BP
Wave of Life: 350 energy-elemental damage 0BP
Way of Focus: 600 healing cures all physical status ailments 1BP
Mark of Awakening: 13 raises every stat of the user; user cannot be healed while Mark of Awakening is in effect.
Note: Step over, Cecil, Galahad epitomizes the paladin. Roughly doubling the durability of his cast (no mean feat, since they make such a tight average), blocking physicals with great regularity, and capable of full healing from now until the end of time, Galahad fears nothing but such despicably underhanded means as debilitating status effects and instant death. He also has awesome voice acting.
[size=16]
Guella Ha[/size]
"Surely there's more to your existence than fighting."
HP: 570
LP: 16
BP: 10/35 +4
STR: 55
VIT: 55
DEX: 30
AGI: 50
INT: 40
WIL: 40
COM: 45
CHA: 45
PDEF: 109
MDEF: 94
Class: Geckling Knight
Skills: 2-Handed Axe, Lance, Martial Arts
Class Ability: Counters attacks at 1.5x the normal rate
2-Handed Axe:
Smash: 650 0BP
Maim: 600 lowers AGI 2BP
Spinning Strike: 950 3BP
Switch Back: 1050 8BP (Surge: Flashback: 1300; ~25% crit rate)
Grand Slam: 900 MT and an additional 1600 MT at the end of the turn; misses flying enemies 9BP
Four Seasons: 1750 6BP
Upper Smash: 2300 7BPLance:
Double Stab: 400 (Reverse: Triple Stab 850) 0BP
Drill Stab: 800 1BP
Split Cranium: 300 lowers INT 4BP
Twin Dragon: 1300 4BP
Ultra Splitter: 1400 7BP
Acupuncture: 2100 10BP
Stardust: 1200 (Reverse: Swooping Dragon: 2800) 13BP
Martial Arts:
One Two Three: 600 1BP
Square Throw: 350 lowers STR 2BP
Drunken Strike: 800 2BP
Rocket Spear: 850 3BP
Suplex: 900 30% stun chance 4BP
Thunder Kick: 1100 lightning-elemental 5BP
Shimmer Strike: 1000 lowers INT 6BP
Jackhammer: 1200 30% stun chance 6BP
Silent Assassin: 1100 30% ID chance (or so) 8BP
Triple Dragon: 1600 11BP/.5LP
Raksha: 2200 30% ID chance (or so) 10BP/1LP
Nine Marks: 1800 15BP/.5LP
Second Wind: 500 healing, adds regenerate (about 10% healing at the end of every round) 5BP (Reverse: Focus Palm: MT drain attack, 400 damage and 200 healing per enemy)
Notes: Guella Ha is held back by his terrible BP, but he admirably makes up for it with high HP, passable ID, close to full healing, and a counter rate (and fun trick with Second Wind) better than Barbara's.
[size=16]
Diana[/size]
"Albert when I find you, you're gonna be SO grounded!"
HP: 510
LP: 16
BP: 16/40 +4
STR: 50
VIT: 45
DEX: 50
AGI: 55
INT: 20
WIL: 45
COM: 50
CHA: 50
PDEF: 109
MDEF: 94
Class: Rosalian Lancer
Skills: Short Sword, Pole Arm, Bow, Shield, Bewitchery
Class Ability: Goes faster when attacking in Trick mode...theoretically.
Short Sword:
Impact Slash: 700 0BP
Double Slash: 950 1BP
Resonance Edge: 1300 2BP
Mega Thrust: 1600 5BP
Triple Star: 1650 9BP
Kaleidoscope: 2150 13BPPole Arm:
Bending Beat: 600 0BP
Twin Dragon: 1300 4BP
Split Cranium: 250 lowers INT 4BP
Triumvirate: 1650 (Surge: Surging Triumvirate: 1900 Reverse: Glorious Triumvirate: 2100 crit rate ~35%) 11BP
Bow:
Splash Shot: 400 0BP
Triple Shot: 900 3BP
Id Break: 650 lowers INT 4BP
Plasma Shot: 1150 electric-elemental 5BP
Zapper: 2000 energy-elemental 6BP
Shadow Shot: 1300 energy-elemental inflicts ID with about 10% accuracy 9BP
Phoenix Arrow: 1000, drains 700 HP 7BP
Bewitchery:
Way of Defense: raises VIT 0BP
Way of Spirit: raises WIL 0BP
Way of Strength: raises STR 0BP
Wave of Life: 350 energy-elemental damage 0BP
Way of Focus: 600 healing cures all physical status ailments 1BP
Mark of Awakening: 13 raises every stat of the user; user cannot be healed while Mark of Awakening is in effect.
Notes: I have not noticed Diana's supposed extra speed at all, though she is naturally one of the fastest PCs with her high AGI. Diana has two choices: go with short sword, taking advantage of her shield skill, or switch between pole arm and bow, eschewing blocking for better damage and a drain attack. Either way, with Way of Focus backing her up with bargain-basement full healing, she is a force to be reckoned with (on paper, at least).
Elementals:
Using the Summon Elemental spell, Aerology, Terrology, Hydrology, and Pyrology users can replace themselves with, respectively, an Air, Earth, Water, or Fire elemental. This elemental remains in play until killed, whereupon the caster returns to play exactly as they left it.
(Air/Earth/Water/Fire) Elemental
HP: 333
LP: 1
BP: 4/20 +4
STR: 25
VIT: 25
DEX: 25
AGI: 25
INT: 25
WIL: 25
COM: 25
CHA: 25
Elementals can use all magic of the school they were summoned from at the same cost as their caster. They cannot physically attack, but can defend. They immune all statuses, ID, and their own school of magic. They cannot be healed. Their damage is absolute crap, usually about 250 from standard attack spells, 450 from Snowstorm, Bird of Flame and the like. They take damage like little girls (no, not Myria, smartass) at about double the average rate.
Averages (rounded to the nearest whole number):
HP: 538
VIT: 50
AGI: 51
WIL: 43
Speed:
There are a number of factors that contribute to speed to a lesser or greater extent:
Technique Speed=Weapon Speed>Pirate Class Bonus>Agility>Weapon Mode>Weight
There is also a large random factor. One might call it PS4esque.
Not counting the weapon bonus and move speed, speed looks like this:
Hawke > Jamil = Diana > Most of the cast > Aisha
Depending on a PC's row position, they get a speed bonus when they attack using certain weapons. Assuming optimal row positions, the bonuses are as follows:
+40%
Foil, Short Sword, Club
+30%
Long Sword, Scimitar, Pole Arm, Lance, Bow, Martial Arts, Katana
+20%
Great Sword, Hand Axe, 2-H Sword, 2-H Axe, Staff
Magic gets no speed bonus.
Take this with a grain of salt. Foils are certainly faster than Great Swords, but the difference isn't as pronounced as these numbers claim.
Here is my sense of overall speed, not counting technique speed (which brings a lot of magic up in speed in practice, especially against typically-slow high damage moves). Character's best damage (based on a 3-turn average) setups are listed in italics.
Tier 1:
Hawke(Foil)
Tier 2:
Jamil(Foil)
Hawke(Hand Axe)Diana(Short Sword)
Tier 3:
Albert(Foil)
Galahad(Club)
Diana(Pole Arm/Bow)Tier 4:
Albert(Long Sword)Gray(Long Sword/Katana)
Claudia(Bow)Barbara(Martial Arts/Long Sword)
Galahad(Long Sword/Lance)Guella Ha(Martial Arts/Lance)
Hawke(Hydrology)
Tier 5:
Gray(2-H Sword)
Sif(Hand Axe/2-H Sword)
Myriam(Staff)
Guella Ha(2-H Axe)Diana(Bewitchery)
Tier 6:
Albert(Cosmology)
Aisha(Hand Axe)Barbara(Demonology)
Galahad(Bewitchery)
Myriam(Pyrology)
Claudia(Terrology)
Tier 7:
Aisha(Terrology)
Damage:
3-turn Damage Average: 5608
Albert: Still Blade x3 6000
Aisha: Reverse Delta, Flyby, Reverse Delta 3750
Gray: Upper Smash x3 8400
Claudia: Zapper x3 6300
Jamil: Southern Cross x3 5400
Sif: Upper Smash x3 6300
Hawke: Reverse Delta, Reverse Delta, Flyby 5300
Barbara: Still Blade x3 5700
Myriam: Bird of Flame x3 3300
Galahad: Still Blade, Still Blade, Mega Thrust 5300
Guella Ha: Upper Smash, Upper Smash, Spinning Strike 5550
Diana: Zapper x3 6000
1st Turn Damage average: 2000
-------------------------------------------------------------------
Bosses:
Note: Avi, Pyrix, Strom, and Adyllis were tested at ER15 using endgame equips. Avi, Pyrix, and Adyllis can be fought at any point in the game, and Strom can be fought from ER10-ER22. At this ER you have average HP in the high 300s. Average damage against them would be about 800 times 5 PCs.
[size=16]
Strom[/size]
"I hope you like fetch quests."
HP: 12,000
Speed: Average
Defense: Average
MDef: Very Good
Immune to Hydrology
Highly resistant to Fire element
Resistant to Energy element
Moderately resistant to Blunt attacks
Weak to Electric element
Moves:
Tidal Smash: 150
Solid Formation: 150
Aqua Smash: 80 25% chance of stunning.
Watery Descent: 130 MT Cold-elemental
Liquid Cannon: 150 25% chance of stunning, Hydrology
Light Wave: permanently increases Strom's number of actions per turn by 1. Stackable.
Notes: He uses Light Wave on turn 3 and again every 4 or 5 turns. It doesn't save him from being the scrubbiest of the four elemental lords ingame. At least he's marginally cooler than Cagnazzo.
[size=16]
Avi[/size]
“You climbed all this way for that? Fool!”
HP: 12,000
Speed: Very Fast, on par with Hawke
Defense: Low
MDef: Low
Resistant to Cold element
Moderately weak to Electric element
Immune to Terrology and Aerology
Immune to attacks that miss flyers.
Moves:
Beak: 60 inflicts Darkness
Wing Snap: 120
Sonic Wave: 120 sonic, lowers INT
Shriek: MT, inflicts phobia at about 80% accuracy (Phobia: WIL-based status ailment; target has 50% chance of not taking any action on their turn)
Force of Nature: 150 energy-elemental
Liver Peck: 200
Petrifying Beak: 60 inflicts Petrification at about 40% accuracy
Notes: Characters with low DEX like Guella Ha will be lucky ever to hit Avi. Out of all the bosses in the game, only Saruin and Shirach come even close to being as fast/evasive as he is.
[size=16]
Adyllis[/size]
“What brings you to the depths of Mardias, human?”
HP: 12,000
Speed: Average
Defense: Good
MDef: Good
Immune to Terrology
Highly resistant to Fire, Cold, and Electric elements
Moderately resistant to Blunt attacks
Immune to attacks that miss flyers (for some reason)
Moves:
Triple Breath: 220 MT Fire, Cold, and Electric-elemental.
Bite: 120
Sonic Thrust: 120 hits front row
Adyllis Head x 4
HP: 8,000
Speed: Average
Defense: Average
MDef: Average
Immune to Terrology
Moves:
Breath (electric): 60 dmg. can cause poison (poison is about 50 dmg at the end of every round).
Breath (cold): 60 dmg. can reduce int. (about 50% accuracy)
Breath (fire): 60 dmg. can reduce vit. (about 50% accuracy)
Notes: Boring on paper, decent fight ingame. At least she looks cool.
[size=16]
Pyrix[/size]
“So you are incredibly stupid after all. I suppose you’ll enjoy this rain of fire.”
HP: 12,000
Speed: Above Average
Defense: Average
MDef: Average (before resistances)
Immune to Pyrology
Highly resistant to Fire element
Resistant to Cold, Electric, and Energy elements
Resistant to Piercing and Projectiles
Moves:
Fracturing Blast: 300
Pyro Blast: 250 AoE energy-elemental, lowers DEF
Tail Whip: 150 25% chance of paralysis per hit. (up to 50% accuracy if you fight him earlier; down to 10% if you fight him later)
Hellfire: 160 fire-elemental, Pyrology
Infernal Chariot: 250 AoE fire-elemental
Auto Self-Immolation: Works exactly the same way as the PC version of Self-Immolation does, but is automatically restored at the beginning of every round.
Notes: Every bit as much a bastard ingame as he seems. Auto Self-Immolation alone makes him a spoiler for those relying on physicals, fire, or cold magic, and on top of that he has great damage.
Death, Shirach, and Saruin were tested against PCs as they are listed.
[size=16]
Death[/size]
“You dare challenge a god? Your conceit will be your undoing!”
HP: 35,000
Speed: Average
Defense: Good
MDef: Good
Resistant to Fire, Cold, Electric, and Energy elements
Highly resistant to Piercing and Projectiles
Moves:
Soul Harvest: 320 dmg
Flash of Death: 350 dmg, sometimes inflicts ID.
Open the Gate: 330 dmg, MT, Cold-elemental, does LP damage
Energy Bolt: 200 dmg, energy-elemental, Demonology
Wracking: 140 dmg, energy-elemental, 25% chance to stun, Necromncy
Withering: lowers STR, Necromancy
Whisper of Dread: inflicts Confusion, about 50% accuracy, Necromancy
Curse: inflicts Curse, about 50% accuracy, Necromancy (curse lowers the target's base stats by 25%)
Rain of Death: 180 dmg MT, Energy-elemental, Necromancy
Drain Energy: 200 dmg, energy-elemental, heals Death for that numerical amount, Necromancy
Drain Life: 350 dmg, energy-elemental, heals Death for that numerical amount, Necromancy
Animate Dead: Fully heals a dead PC. They attack the party. Permanent (until they die.)
Notes: Not too complicated. Tanky as hell, especially to magic. Likes using big-damage moves. Common subject of emo poetry. Is probably embarassed to barely be able to inflict instant death. Ingame Animate Dead is his real killer. Ironic, that.
[size=16]
Shirach[/size]
"I only date guys who beat the game at least twice."
HP: 42,000
Speed: Fast
Defense: Average
MDef: Average
Moves:
Black Book: MT Sleep, very accurate.
Hymn of the Night Wind: 280 dmg, MT, Energy-elemental, Sonic, inflicts Phobia , very accurate (Phobia: WIL-based status ailment; target has 50% chance of not taking any action on their turn)
Dark Temptation: Charms a PC, heals them for 480, and inflicts 1 LP dmg. Sends more mixed signals than my prom date.
Water Blast: 400 dmg, cold-elemental, inflicts Poison, Hydrology
Wind Cutter: 400 dmg, deals 1 LP dmg, Aerology
Fire Illusion: 400 dmg, fire-elemental, inflicts Berserk, Illusion
Ice Illusion: 400 dmg, cold-elemental, inflicts Paralysis, Illusion
Lightning Illusion: 400 dmg, electric-elemental, inflicts Unconscious, Illusion
Wave of Life: 450 dmg, energy-elemental, Bewitchery
Abyss: ID, 75% accuracy, Sorcery
Withering: lowers STR, Necromancy
Black Ice: Creates a magical shield that blocks all types of attacks at a rate of 30%. If a close-range physical is blocked, damage is dealt to the attacker as if he had attacked himself, and the attacker is petrified.
Dark Nebula: 200 MT dmg, Energy-elemental, breaks magical shields
Maelstrom: MT Dispel
Crimson Flare: 650 dmg, Fire-elemental, lowers INT, only usable below 50% HP
Snowstorm: 450 MT dmg, Cold-elemental, only usable below 50% HP
Notes: Romancing SaGa's resident superboss. Almost all of her attacks add negative statuses, as if her near-1HKO damage in every element wasn't bad enough. Magic-immunes give her trouble, but Black Ice, backed by big HP, even mitigates that weakness to some extent.
[size=16]
Saruin[/size]
"You think you can defeat a god? Hahaha, you amuse me. Well all right, I'll humor you, and myself, just this once."
Form 1:
HP: 12,000
Speed: Average
Defense: Good
MDef: Good
Moves:
Empty Glimmer: 250 dmg, breaks magical shields (magic shields don't activate, and are dispelled, to be specific. Note that Revive still activates if a PC takes fatal damage from the attack)
Great Empty Glimmer: 220 MT dmg, breaks magical shields.
Obsidean Slash: 450 dmg
Immortality: 700 dmg
Animate Dead: @_@
Form 2:
HP: 30,000
Speed: Average
Defense: Good
MDef: Good
Deus ex Machina: 1400, unblockable, ignores magic shields.
Mind’s Shadow: 150, lowers all stats by 10
Bird of Fire: 400 dmg, fire-elemental, Pyrology
Petra Delta: 150 dmg energy-elemental, sometimes petrifies, Terrology
Dark Nebula: 250 energy-elemental, Sorcery
Abyss: ID, about 40%, Sorcery
Pain: 150 on average, stuns 90%, Necromancy
Crack: 200 MT earth damage, stuns 20% or so, Terrology
Animate Dead: cast on a dead character, revives them to full. They’re permanently charmed until they die again. Ouch.
Rain of Blades: Damage varies depending on number of remaining pillars. 240 dmg on average (16-19 pillars is about 300 dmg, 1-4 is about 150, 0 is 0)
Notes:
Saruin becomes stronger depending on the number of Fatestones you don't get (in subsequent playthroughs you are also able to offer them to him for a greater challenge). There are 10 fatestones, 9 of which it is possible to get in the first playthrough. Saruin here is taken as if 3 fatestones had been missed. This is a happy medium between the minimum you can miss, 1, and the cap on his difficulty in the first playthrough, 5. At 4 or so he gets some magical damage in Form 1. Obsidean Slash replaces Sword of Saruin, a weaker move, at 3, not that he cares. At 6, he starts getting more than one action a turn; at 10 he quadra-acts.
Saruin's 2nd form has a field effect that gives everything damage reduction. Saruin's attacks, the PC's attacks, and all healing is reduced (this does not include percent-based effects such as regen, poison, or presumably gravity). It works like so: at the beginning of the fight, there are 19 pillars. Every time anyone including Saruin successfully attacks or uses an ability on an opponent, 1 pillar disappears. Each pillar represents 3.33% damage reduction, totaling 63.33% at full pillars. Every 4 turns, Saruin uses Rain of Blades, an attack that deals damage based on the number of remaining pillars (if you are fighting him at 0 fatestones he uses it less frequently). This move also restores the number of pillars to 19. If there are no pillars left (ha ha) he uses the move but it does no damage. Damage is listed with no reduction, which is something you're unlikely to be seeing much of ingame.