Also not a stat topic, but whatever. Has some mechanics stuff in it.
From mc
Okay, it just struck me that this battle system would probably be a lot more strategic if it had some documentation behind it. I'm probably not going to focus on this (since I feel more need to test Fire Emblem properly at the moment) but I thought I'd take down some quick notes while I could.
Strength - adds to damage (unknown formula)
Vitality - adds to defence (unknown formula) and HP = Vit^2
Dexterity - adds to hit (unknown formula)
Speed - increases initiatives and doubleturns in a CTB system (assumed linear)
Intelligence - adds to magic damage (unknown formula)
Pietiy - adds to MDef, and reduces healing spells a la low faith (unknown formula) and MP = [Pie^2/10]
Mind - adds to magic hit (and claims to add to healing spell hit rate as well, but I can't remember those missing ever...).
Luck - No idea, but probably has something to do with evade?
Side note: O_O wow, Vit is stronger than I expected. This is why we like finding armour....
The CTB
Waiting on the spot is very fast, as is weapon switching and reloading
Moving and attacking/using an item all seem decently fast. Like FFT I believe if you both move and act it will take longer to get your next turn.
Spells have charge time (presumably all the same?) and are also slow actions in that your next turn takes significantly longer to come.
Accessories
I've noticed that at least one (Water Jewel) adds considerable damage to the corresponding water spell. I've heard there's others which give appropriate elemental resistances. This is poorly documented in-game, so if someone wants to test it would be interesting to get an idea of what each type of accessory does to the corresponding element.
Spell levels:
All stat spells-
Level 1: 8 MP - raise stat by 3
Level 2: 16 MP - raise stat by 6
Level 3: 32 MP - raise stat by 9
Can't remember the numbers for healing and damage at the moment, but IIRC they just gain multitarget in exchange for MP (no extra damage on the attack spells that I've noticed--not sure about healing). IIRC attack spells become a + formation while healing spells become a - formation (at level 2--never got Heal 3).
Weapon levels:
As far as I know, at level 2 you randomly attack 1-2 times, and at level 3 you randomly attack 1-3 times. I *think* all values are equal probability, so it's just 1.5x damage at level 2, and 2x damage at level 3. Of course you can't double attack if you run out of ammo--this is why the crossbow is balanced.
Damage is *proably* quadratic, though I'm not sure. I've noticed no real difference between weapon types (and this is why bare fists suck having no strength bonus--knuckle weapons are nice for the speed of course...).
Testing ideas:
To figure out how the CTB works (is waiting 1/2 of a turn or 1/3? et c.) start a new file, gain one level on each character and use this to make them all exactly the same speed (may have to use all 4 of James' stats >_>). Then have one repeatedly wait, one cast spells, and one do a regular action et c. and start counting turns.
I *believe* that using stat boosting spells on enemies will lower their stats, which is probably a good way to test the damage formula compared to defence if anyone wants to play around with that.