Author Topic: SaGa Frontier II (Bosses)  (Read 1405 times)

Taishyr

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SaGa Frontier II (Bosses)
« on: August 28, 2008, 12:07:16 AM »
All info is ID's.

Not that this game ever has a chance of getting ranked, but the occasional suggestion does come up on the Tourney board to have an SF2 character participate--namely the Egg--so there might as well be a topic for them!  Plus, SF2 bosses tend to have awesome variety and would generally all be interesting duellers!

Also, a thanks to Niu for helping with elemental affinities of attacks and deciphering the Egg's mechanics.

First, some notes about the stats, since this is a SaGa game with stats that are strange compared to the norm.

-Stuff in parentheses are the relevant average PC stats, HP and damage dealt to the boss.
-There is no real speed stat, much like FF1.  Instead, different actions have different priorities.  Since there are pretty much an infinite number of possibilities, I'm just going to assume speed is average.
-In-battle stats are kind of odd.  Characters do not actually have these as a fixed stat.  Instead, as the "stats" are altered in-battle, they'll have different effects on the character's abilities.  More details on this below under "In-battle" stats.
-Many bosses can act multiple times per round, but some abilities can only be used once per round.  I'll note both how many actions per round a boss has, as well as when an ability can only be used once per round.

Stats:
-HP:  Lose these and die.
-LP:  Lose these and also die.

Sla:  Resistance to Slashing attacks.
Hit:  Resistance to Blunt attacks.
Prc:  Resistance to Piercing attacks.
Hea:  Resistance to Heat/Fire damage.
Cld:  Resistance to Cold damage.
Ltn:  Resistance to Lightning/Electric damage.
Lgt:  Resistance to Light/Holy damage.
Sta:  Resistance to Status changes.

In-battle Stats:
-Psych:  Affects Magic damage.  More Psych = More damage.
-Morale:  Affects Physical damage.  More Morale = More damage.
-Magic:  Affects Magic defense.  More Magic = Less damage taken from magic.
-Defense:  Affects Physical defense.  More Defense = Less damage taken from physical attacks.
-Quick:  Affects priority of actions.  More Quick = Higher chance of using action earlier in the round.

Status Effects:
-Deathblow:  Instant Death.
-Petrify:  Character turns to stone.  Character can no longer take actions and loses if all allies are Dead or Stoned.  Infinite duration. 
-Sleep:  Character can no longer take actions.  Short duration (1-3 rounds).
-Cripple:  Character's physical damage is halved.  Medium duration (4-5 rounds)
-Poison:  Character takes ~1/8 mHP in damage at the end of each round.  Infinite duration.
-Fear (Mind):  Character has a 50% chance of not doing anything each round.  Medium duration (4-5 rounds).
-Berserk (Mind):  Character's physical damage is doubled, but cannot use any Magic (Physical techs are still usable).  Medium duration (4-5 rounds).
-Stun:  Character loses his current action.  No duration.
-LP Break:  Character loses one LP.  Character dies if all LP are lost.  No duration (Pretty useless outside SaGa games).

...and now the bosses themselves:

Water Lord
(HP: 486, Damage: 1900, Party Members: 4)

Stats
HP:  36,462

Sla - 45
Hit - 45
Prc - 45
Hea - 25
Cld - 25
Ltn - 25
Lgt - 25
Sta - 85

Status Immunity:  All
Stat Break Immunity:  None
*Immune to Water damage*

Abilities
Actions per Round:  3

Meditation:  Psyche UP.  Self-targeting.
Water Gun:  70 Water/Light magic damage.  ST.
Blizzard:  100 Cold magic damage.  Cone AoE.  (Once per round)
Sonic Poison:  200 MT Sonic/Light magic damage, 30% chance of causing Poison.  MT.  (Once per round)
Scratch:  100 Slashing physical damage.  ST.
Deadly Loop:  300 Blunt physical damage, 30% chance of causing LP Break.  ST.  (Once per round)
Scissor Break:  150 Slashing physical damage, 20% chance of causing Deathblow.  ST.  (Once per round).
Aqua Viper:  350 Water/Light magic damage.  Line AoE.  (Once per round)
Call Thunder:  650 Lightning magic damage.  ST.  (Once per round)
Heavenly Thunder:  800 Lightning magic damage.  ST.  (Once per round)

Best Damage Output:  Heavenly Thunder + Call Thunder + Aqua Viper = 1800 damage.

Evaluation
High Godlike.  Heavenly Thunder + Call Thunder + Aqua Viper is just massive overkill damage (1800 damage against an average of 486...yeeeeeaaah).  Lightning resistance walls him a little bit, but you still have to deal with Aqua Viper + Deadly Loop + Sonic Poison, which is still horrible overkill damage.  Some status attacks round him out against Godlike PCs.

Beast Lord
(HP: 486, Damage: 2000, Party Members: 1)
HP: 20,000
*Dies after 15 rounds regardless of HP lost*

Sla: 18
Hit: 18
Prc: 18
Hea: 9
Cld: 27
Ltn: 9
Lgt: 9
Sta: 25

Status Immunity:  All
Stat-Break Immunity:  None

Abilities
Actions per Round: 4

Charge: Increases Morale (Extreme damage boost).  Second numbers listed below are the post-Charge figures.
Fang: 30/45 Slashing physical damage.  ST.
Rapid Hit: 170/450 Blunt physical damage.  ST.
Step-In: 120/360 Blunt physical damage.  ST.
Poison Gas: 70/290 Light magical damage.  ST.
Run-Through: 100/300 Blunt physical damage.  ST.  (Uses 2 Actions)

Best Damage Output:  Rapid Hit x4 = 1800 damage. 

Evaluation
High Godlike.  Extremely one-dimensional, but it works.  His durability, much like the remaining Edelritters, is also *insane*.  20,000 HP is ludicrous against a single party member.  Surviving 15 rounds against Beast Lord is going to be nigh-impossible.  The one saving grace is that his resistances are pretty poor, so killing him with overkill damage is still possible for some to pull off.

Tone Lord
(HP: 486, Damage: 1500, Party Members: 1)
HP: 20,000
*Dies after 15 rounds, regardless of HP lost*

Sla: 31
Hit: 20
Prc: 31
Hea: 18
Cld: 18
Ltn: 18
Lgt: 18
Sta: 34

Status Immunity:  All
Stat-Break Immunity:  None
*Immune to Sonic damage*

Abilities
Attacks per Round: 4

Sonic Blaster: 100 Light magic damage, causes Psych DWN. ST.
Air Pressure: 70 Light magic damage.  ST.
Custom Tone Arts:  0 Sonic magic damage.  ST.  (Yeah, this move fails).
Earth Beat:  120 Light magic damage.  ST.  (Uses 2 Actions).
Water: 999 Healing.  Self.

Best Damage Output: Sonic Blaster x4 = 400 damage.

Evaluation
Godlike.  Damage output is *only* 80% PCHP in damage, but his durability is ridiculous.  Especially with healing that potent.  Psych DWN spam crushes mages.  Not much else to say.

Stone Lord
(HP: 486, Damage: 1200, Party Members: 1)
HP: 30,000
*Dies after 15 rounds, regardless of HP lost*

Sla: 44
Hit: 22
Prc: 44
Hea: 22
Cld: 22
Ltn: 22
Lgt: 22
Stn: 38

Status Immunity:  All
Stat-Break Immunity:  None

Abilities
Whirl: 130 Blunt physical damage. ST.
Stab: 20 Slashing physical damage. ST.
Hornet's Nest: 140 Slashing physical damage. ST (Uses 3 Actions)
Big Spin: 200 Light magic damage. ST (Uses 3 Actions)
Sonic Sanctuary:  Magic UP (Halves Magic damage dealt to Stone Lord) (Uses 2 Actions).
Memory of Stone: 100% chance of inflicting Petrify status. ST. (Uses 3 Actions)

Best Damage Output:  Whirl x4 = 520 damage.

Evaluation
High Godlike.  30,000 HP...on top of ludicrous defense, and he can halve Magic damage.  Stone Lord simply isn't dying from HP loss.  With overkill damage output, it's not likely most duelers can last 15 rounds against him.  100% chance of a fatal status just seals the deal.

Tree Lord
(HP: 486, Damage: 1600, Party Members: 1)
HP: 25,000
*Dies after 15 rounds, regardless of HP lost*

Sla: 24
Hit: 24
Prc: 24
Hea: 0
Cld: 15
Ltn: 15
Lgt: 15
Sta: 31

Status Immunity: All
Stat-Break Immunity: None

Abilities
Actions per Round: 4

Stab: 70 Slashing physical damage, ST.
Pollen Gas: 140 Light magic damage, ST.
Woodstock: 50 Slashing magic damage, ST. (Uses 2 Actions)
Leaf Dance: 60 Light magic damage, ST. (Uses 2 Actions)
Life Water: 999 Healing.  Self. (Uses 2 Actions)

Best Damage Output: Pollen Gas x4 = 560 damage.

Evaluation
High Godlike.  25,000 HP and alright defenses give him good durability.  A potential of healing 2000 HP a round helps this.  Overkill damage output rounds him out as a high godlike.

Fire Lord
(HP: 486, Damage: 1200, Party Members: 4)
HP: 41,100

Sla: 33
Hit: 33
Prc: 33
Hea: 128
Cld: 15
Ltn: 15
Lgt: 15
Sta: 31

Status Immunity: All
Stat-Break Immunity: None

Abilities
Actions per Round: 3

Meditation:  Psych UP. Self.
Sonic Burner: 160 Heat/Light/Sonic magic damage.  Cone Aoe (Once per round).
Scratch: 150 Slash physical damage.  ST.
Burning Rush: 600 Blunt/Fire physical damage. ST. (Once per round).
Meteor Swarm: 150 Fire magic damage, 50% chance of causing Cripple. MT. (Once per round).
Fireball: 200 Fire magic damage, MT.
Heavy Kick: 200 Blunt physical damage. ST

Best Damage Output: Burning Rush + Fireball x2 = 1000.

Evaluation
High Godlike.  Durability is better than Water Lord's, but not as good as the other Lords.  He still has ridiculous damage output, and unlike other Lords, he has a good variety of damage and has a crippling status effect against PCs.