The real fun - limits! Thanks, Gourry.
I know jack about the mechanics of FF8 and its Limit system. Basically, if you're at 33% (I think) or so, you can get limit breaks (of course, freaks like Seifer get it earlier). They can also get limits easier if they're inflicted with statuses like Silence and Poison. Everyone's at level 100, and I mainly tested on Geezards (who suck, even at level 100). Crisis affects almost everyone. Squall's Renzokuken do more hits and have a higher chance of getting good finishers if he has high crisis. It also increases the amount of time Irvine and Zell have to do their limits. Selphie has a higher chance for strong spells like Ultima. Tell me if some of this junk doesn't look right.
Squall
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STR: 58 (89)
LionHeart: +31 STR
255% Hit Rate
Squall's Physical: 745 (1117)
Squall's Renzokuken: 1215 per hit.
4-8 hits, depending on Crisis level. Sometimes leads to a Renzokuken Finisher.
Renzokuken Finishers
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1. Rough Divide: 1797. ST
2. Fated Circle: 1414. MT
3. Blasting Zone: 1672 MT.
4. Lion Heart: 18x3712 = 66816
Zell
STR: 59 (77)
Zell's Physical: 572
Limit: Duel. Basically, Zell has 4.66, 6.66, 9, or 12 Seconds to pull off as many combos as he can. Booya/Heel Drop seems to be the best one for this.
Booya: 520
Punch Rush: 450
Mach Kick: 605
Heel Drop: 560
Dolphin Strike: 803
Meteor Strike: This is a percentage attack, but I don't know what it is, exactly.
Finishers:
Burning Rave: 1318 (Punch Rush, Mach Kick, Punch Rush, Heel Drop)
Meteor Barret: 1503 (Booya, Heel Drop, Mach Kick, Heel Drop, Booya, Punch Rush, Mach Kick)
Different Beat: 2081 (Booya, Heel Drop, Mach Kick, Heel Drop)
My Final Heaven: 1430 (Booya, Heel Drop, Mach Kick, Punch Rush)
I don't know that any of the finishers are worth doing, but it seems to me that getting to the finishers would be easy after alternating Booya/Heel Drop several times. I dunno if this is stronger than just continuing the sequence, though.
Quistis
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STR: 58 (71)
Physical: 460
Limit: Blue Magic.
At high crisis, Quistis' limits power up. She either needs incredibly low HP or a pretty debilitating status to achieve this, though.
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1. Lv? Death: Higher Crisis makes the ? smaller.
2. Degenerator: ID? Or is it like Black Dragon Grief?
3. Micro Missile: Does 50% of target's max HP. (75%)
4. Fire Breath: 1824 (2900)
5. Bad Breath: Sleep, Poison, Silence, Blind. VIT 0?, Confusion, Berserk, Slow, Stop, and a bunch of other crap come at high crisis. If she's really beat up, Bad Breath can also inflict ID.
6. White Wind: Heals damage equal to the difference of Quistis' current and max HP.
7. Homing Laser: 3299 (~7000)
8. Mighty Guard: Shell + Protect. Regen, Float, Haste, and Aura? at higher Crisis.
9. Shockwave Pulsar: 6845 (~11800)
Rinoa
STR: 78 (95)
Physical: 815
Limits
By teaching Angelo only Invincible Moon and Wishing Star, this gives a higher chance for Invincible Moon or Wishing Star. EDIT: This is false, not knowing a limit results in a weaker limit being used.
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Angelo Cannon: 2938
Angelo Strike: 4897
Invincible Moon: Invincible for 3 Turns
Wishing Star: 6191*8 = 49529
Counters: Rinoa has a 1/16 chance to use each of these after being hit by an enemy. Angelo Recover is checked first for the very tiny difference this makes.
Angelo Recover: Heals 62.5% max HP, self
Angelo Rush: 1378
Selphie
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STR: 57 (70)
255% Hit Rate
Selphie's Physical: 465
Slots: This allows Selphie to cast a large repertoire of spells 1-3 times. She has lots to choose from, but obviously, the better damage spells like Ultima and The End are rare. Useful stuff like Full-Life and the statuses are pretty common.
Ultima: ~2500
Flare: ~1200
Holy: ~1200
Meteor: 3300, Hits 10 times for ~330. Higher magic defense will null this damage.
Drain: Takes ~500 HP away from an enemy.
Element-Aga- ~700
Aura: Gets Limits easier.
Full-Life: Full Healing + Status healing.
The End: Dead.
Dispel, Haste, Protect, Shell.
Statuses:
Death, Berserk, Blind, Zombie, Sleep, Pain (Silence and Poison), Stop (rare), Silence, Meltdown (0 VIT)
Irvine
STR: 57 (70)
I tested on a different enemy (screwy disk), so this may not be totally consistent with the rest of the cast.
Physical: 490
Normal Shot: 400x6 = 2400 (sometimes 5 shots)
Dark Shot: 345*6 = 2070. Causes Blind, Silence, Poison, and Silence.
Fire Shot: 960*4 = 3840
Demolition: 1500*3 = 4500
Quick Shot: 170*15 = 2550
Armor Shot: 1960*3 = 5880
Pulse Shot: 3000*4 = 12000
At high crisis, the time Irvine gets for Shot is almost tripled.
Normal Shot: 400*17 = 6800
Flame: 960*11 = 10560
Demolition: 1500*7 = 10500
Quick Shot: 46*165 = 7820
Armor Shot: 1960*7 = 13720
Pulse Shot: 3000*7 = 21000
Temporary Characters
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Seifer
STR: 60 (77)
Hyperion: +17 (scaled)
255% Hit Rate
Seifer's Physical: 580 (870)
No Mercy: 2320
Seifer seemed to get Limits 40% of the time when he was near full health. Naturally, this is higher when he is at lower health.
Edea
STR: 61
No Weapon
Physical: 373
Limit: Sorcery
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Ice Strike: 5106
TEH LAGUNA TRIO!!1
Average weapons are probably a little too high for them (hell, it's higher than some other ultimates), but I'm willing to cut Laguna and friends a little slack somehow.
Ward
STR: 72
Physical: 500
Limit
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Massive Anchor: 3970
Laguna
STR: 62
Physical: 380
Limit
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Desperado: 2740
Man With the Machine-Gun: 20*9999 = 199980
OMGOMGOMGOMGOMGOGMOGMGOMGOMGOGM!
*gets shot*
Kiros
STR: 56
Physical: 317
Limit
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Blood Pain: 2378