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Author Topic: Chrono Trigger  (Read 15178 times)

Dhyerwolf

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Chrono Trigger
« on: September 16, 2008, 12:57:06 AM »
(From Pipedreamer, with some updates from NEB)

1. Stats
Power: Used to calculate Attack, unless your name if Lucca or Marle. Also used directly in the damage calculation for Robo Tackle.
Attack: Damage inflicted with physicals rise linearly with this stat. For Marle and Lucca, this is (Hit*2/3 + weapon power*2/3); for Ayla, this is a complicated function involving level and Power; and for everyone else, this is (Power*4/3 + WP*5/9).
Magic: Damage inflicted with magic rise linearly with (level + Magic).
Stamina: Used to calculate Defense. Also used directly in the damage calculations for Frog Squash and Dino Tail.
Defense: Damage taken from physicals decrease linearly with this stat. Every point of defense causes damage to drop by 1/255. Derived by adding Stamina to armor power.
Phys. Durability: How much the character takes to physicals compared to average. This factors in HP and Def as compared to average, and uses this formula: ((255-Ch.Def)/(255-186))/(Ch.HP/918).
M. Defense: Damage taken from magic decrease linearly with this stat. Every point of magic defense causes damage to drop by 1/102.4.
Mag. Durability: How much the character takes to magic compared to average. This factors in HP and M Def as compared to average, and uses this formula: ((102.4-Ch.MDef)/(102.4-84)) /(Ch.HP/918).
 Hit: Affects character hit rate; useless in game due to most enemies having no evade, but noticeable with evasive monsters. Against Side Kicks, a 58-Hit Ayla (she was overlevelled, yeah) connected nearly 100% of the time, while the rest (hovering around 30) connected only around 40%.
Evade: Affects character evade rate; again, most enemy attacks in CT are unevadable, so this stat is near-worthless in-game.
Speed: Affects how fast the characters get actions. CT characters get turns at time intervals proportional to (25-Speed), though due to human delay in entering commands that 25 is probably closer to 26 for PCs.

2. Ruby Armors
These are arguably legal that are bought in 6,500,000 BC with the trade system instead of cash. Everyone but Lucca and Magus would want this for a default, since it increases Defense by 5 and reduces Fire damage by 80%. Might eventually somehow work this into the topic.

3. Averages up Top
HP: 918
Def: 186
MDef: 84
Hit: 31
Evd: 30
Speed: 11.3
Damage: 1441
2.5KO Kill Point: 3602

4. Buffs last, from what I understand, 60 seconds, which is about 20 rounds on the default battle speed. I'm not sure about negative statuses, but they all seem to last either a damn long time or forever.

5. MP costs of all techs are listed in parentheses

6. Criticals are Double Damage

7. Averages Up Top
HP: 918
Damage: 1441
-->2.5 Kill Point: 3602
Speed: 11.3

CRONO
HP: 939.........(102.3%)
MP: 90
Pow: 73
Atk: 177 (219) [114]
Mag: 25 [27]
Stam: 88
Def: 199 (79% Physical Durability)
Mdef: 80 (120% Magical Durability)
Hit: 22
Evd: 26
Spd: 16 (141.7% Effective Speed) (13) [13] (113.1%)

Swallow (Rainbow) [Red Katana]: 145 ATK, Spd+3 (220 ATK, 70% crit rate)  [30 ATK, Mag+2]
Vigil Hat: 36 DEF, Immune non-ID status
Aeon Suit: 75 DEF
Bandana: +1 SPD
--Reduces Light Elemental by 20% (Note that Light Elemental Could be construed as several different elements, but is typically seen as Lightning)

Attack: 369 (453) [243] physical damage, 10% (70%) crit rate
Luminaire: 1540 [1581] magical damage, Lightning, MT (20 MP)
Confuse: 1303 (1609) [845] physical damage, spread over 4 hits (12 MP)
Life: Revives character to 250 HP, or slightly more than 25% (10 MP)
Lightning2: 435 [446] magical damage, Lightning, MT (8 MP)
Spincut: 726 (894) [473] physical damage (4 MP)
Lightning: 373 [383] magical damage, Lightning (2 MP)
Slash: 313 [320] magical damage, Lightning (wind animation), line (2 MP)
Cyclone: 459 (565) [301] physical damage, group (2 MP)


LUCCA
HP:  855........(93.1%)
MP:  97
Pow: 15
Atk:  185
Mag:  57
Stm: 45
Def: 160 (148% Physical Durability) (166% w/ Taban Helm)
Mdef:  87 (79% Magical Durability) (31% w/ Taban Helm)
Hit:  28
Evd:  22
Spd:  9 (Effective Speed: 86.5%)

WonderShot (Shock Wave): 250 ATK, variance
--Shockwave: 110 ATK, 50% chance of Chaos
Vigil Hat: 36 DEF, Immune non-ID status
Taban Suit: 79 DEF, Fire Guard up, SPD +3
--Other Equip Options: Taban Helm, 24 DEF, +10 MDEF.
--Reduces Fire Elemental Damage by 80% (?)

Attack: 1/5 chance each to do 37, 187, 373, 746, or 1119, 40% Crit Rate
--W/ Shockwave: 188 Physical Damage+50% Chaos, 20% Crit Rate
Flare: 1842 magical damage, Fire, MT (20 MP)
Mega Bomb: 1414 magical damage, Fire, GT (15 MP)
Fire 2: 625 magical damage, Fire, MT (8 MP)
Protect: Cut physical damage sustained by 1/3 (6 MP)
Napalm: 538 magical damage, Fire, GT (3 MP)
Fire: 494 magical damage, Fire (2 MP)
Hypno Wave: inflicts Sleep, 70%, MT <21%/33.1% w/ Prorations> (1 MP). Sleeping characters are reawakened by taking any damage; the status does not wear off on its own. Under Sleep, Flare does ~2197 damage.
Flame Toss: 275 magical damage, Fire, line (1 MP)


MARLE
HP:  826.......(90%)
MP:  93
Pow: 16
Atk:  109 (136 w/ Valkyrie) [83 w/ SonicArrow]
Mag: 52
Stm: 39
Def:  150 (169% Physical Durability)
Mdef:  92  (63% Magical Durability)
Hit:  24
Evd: 23
Spd: 8 (Effective Speed: 81.7%)

Siren: 140 ATK+50% Stop (Stop lasts about 2.75 enemy turns, can not be reapplied and the enemy is guaranteed to get their first turn after Stop wears off even if it's reapplied in the interim)
--(Valkyrie- 180 ATK)
--[SonicArrow- 100 ATK+80% Slow]
Vigil Hat: 36 DEF, Immune non-ID status
Aeon Suit: 75 DEF
Ribbon: HIT +2
Other Equip Options:
--Reduces Ice/Water Elemental Damage by 20%

Attack: 222 Physical Damage+50% Stop <22.5%/23.3% w/ Adjustments>, 40% crit rate
--W/ Valkyrie- 276 Physical Damage, 40% Crit Rate
--W/ SonicArrow - 170 Physical Damage+80% Slow, 20% crit rate
Life 2: Revives to full (15 MP)
Cure 2: Heals 999 damage (5 MP)
Ice 2: 596 magical damage, Water (ice animation), MT (8 MP)
Haste: Doubles speed (6 MP)
Cure: Heals 728 damage (2 MP)
Ice: 470 magical damage, Water (ice animation) (2 MP)
Provoke: Inflicts Chaos, 80% <24/24.8% w/ Adjustments> (1 MP). Chaos causes the enemy to use only physical on random targets except itself. It nukes damage (-75%) and hurts accuracy too (-1/3?) Chaos is cured by taking any damage. If it wears off I've never seen it happen.
>Marle's Ice 2 does about 650 damage to an enemy under Provoke.
Aura: Heals 260 damage (1 MP)


FROG
HP:  914.........(99.6%)
MP:  88
Pow:  69 (67)
Atk:  203 (200) [159]
Mag:  31 [35]
Stm:  86
Def:  197 (84% Physical Durability)
Mdef:  82 (111% Magical Durability)
Hit:  23
Evd:  28
Spd:  11 (Effective Speed: 98.0%)

Masamune: 200 ATK
--[Rune Blade- 120 ATK, Mag+4]
Vigil Hat: 36 DEF, Immune non-ID status
Aeon Suit: 75 DEF
Power Glove: +2 ATK
--(Hero Medal, gives Masamune a higher crit rate)
--Reduces Ice/Water Elemental Damage by 20%

Attack: 420 physical damage, 23% crit rate (414, 50% crit rate) [332, 23% crit rate]
Frog Squash: 0 damage at full HP. Increases linearly to 2829 physical damage at 1 HP. Physical, MT. (15 MP)
Cure 2: Heals 744 [840] damage (5 MP)
Water 2: 471 [494] magical damage, Water, MT (8 MP)
Leap Slash: 931 (918) [732] physical damage (4 MP)
Heal: Heals 186 [210] damage to entire party (2 MP)
Water: 372 [390] magical damage, Water (2 MP)
Slurp Cut: 574 (566) [453] physical damage (2 MP)
Slurp: Heals 155 [175] damage (1 MP)


ROBO
HP:  999.......(108.8%)
MP:  82
Pow:  85
Atk:  113
Mag:  28
Stm:  99
Def:  210 (66% Physical Durability)
Mdef:  74 (143% Magical Durability)
Hit: 27
Evd: 21
Spd: 9 (Effective Speed: 86.5%)

Crisis Arm: 1 ATK, damage changes wildly with HP change
--(Terra Arm: 150 ATK)
Vigil Hat: 36 DEF, Immune non-ID status
Aeon Suit: 75 DEF
Defender: +2 STM
--Reduces Dark Elemental Damage by 20%

Attack: 1017 physical damage when HP's last digit is 9. Decreases linearly to 0 damage when HP's last digit is 0. (409 at any HP.)
Shock: 1283 magical damage, Lightning, MT (17 MP)
Area Bomb: 964 magical damage, Fire, hits enemies near Robo (14 MP)
Uzzi Punch: 3208 physical damage when HP's last digit is 9. Decreases linearly to 0 damage when HP's last digit is 0. (1247 at any HP.) (12 MP)
Heal Beam: Heals 280 damage to entire party (3 MP)
Robo Tackle: 997 physical damage (4 MP)
Laser Spin: 326 magical damage, Shadow, MT (3 MP)
Cure Beam: Heals 392 damage (2 MP)
Rocket Punch: 1421 physical damage when HP's last digit is 9. Decreases linearly to 0 when HP's last digit is 0. (558 at any HP.) (1 MP)

AYLA
HP:  963.........(104.9%)
MP:  86
Pow:  87
Atk:  210
Mag: 17
Stm:  93
Def:  204 (71% Physical Durability)
Mdef: 75 (142% Magical Durability)
Hit: 45
Evd: 51
Spd: 13 (Effective Speed: 113.1%)

Iron Fist (Bronze Fist) [Fist]: 35% crit rate, 50% chance of Confuse (10% crit rate, deal 9999 damage on crit) [30% crit rate]
Vigil Hat: 36 DEF, Immune non-ID status
Aeon Suit: 75 DEF
PowerScarf: +4 ATK
--Reduces Fire Elemental Damage by 20%

Attack: 438 physical damage
Triple Kick: 1773 physical damage, spread over 3 hits (20 MP)
Dino Tail: 0 damage at full HP, linearly increases to 2904 physical damage at 1 HP. Physical, MT. (15 MP)
Tail Spin: 1101 magical damage, non-elemental, hits enemies near Ayla (10 MP)
Charm: Steals stuff (4 MP)
Rock Throw: 1441 physical damage, doesn't work on huge/locked targets (4 MP)
Cat Atack: 967 physical damage (3 MP)
Rollo Kick: 682 physical damage (2 MP)
Kiss: Heals 238 damage (1 MP)

MAGUS
HP:  934.........(101.7%)
MP:  97
Pow:  66
Atk:  176
Mag:  65
Stm:  56
Def:  182 (104% Physical Durability)
Mdef:  94 (45% Magical Durability)
Hit: 50
Evd: 42
Spd: 13 (Effective Speed: 113.1%)

DoomSickle: 160 ATK, 200% if one dead ally is present, 300% if two are present.
Gloom Helm: 42 DEF, +1 Spd, Immune non-ID status.
Gloom Cape: 84 DEF
Amulet: Immune non-ID status (aw yeah redundancy)
--Reduces Dark Elemental Damage by 20%

Attack: 366 physical damage
DarkMatter: 1802 magical damage, Shadow, MT (20 MP)
Black Hole: 50% AoE Instant Death focusing around Magus <26.3%/30.1% w/ Adjustments> (15 MP)
Dark Mist: 1190 magical damage, Shadow, MT (10 MP)
Magic Wall: Cut magical damage sustained by 1/3 (8 MP)
Dark Bomb: 1190 magical damage, Shadow, group (8 MP)
Fire 2: 860 magical damage, Fire, MT (8 MP)
Ice 2: 860 magical damage, Water (ice animation), MT (8 MP)
Lightning2: 860 magical damage, Lightning, MT (8 MP)


AVERAGES
Damage
(Full-powered Robo- 3208)
1. Lucca- 1842
2. Magus- 1802
3. Ayla- 1773
4. Robo- 1604 (assuming HP last digit is 4.5)
5. Crono- 1540
(Min-powered Robo- 1283)
6. Frog- 931
7. Marle- 596
Average: 1441
2.5 KO Point: 3602

HP
1. Robo- 999
2. Ayla- 963
3. Crono- 939
4. Magus- 934
5. Frog- 914
6. Lucca- 855
7. Marle- 826
Average: 918

Defense (Physical Durability)
1. Robo- 210 (66%)
2. Ayla- 204 (71%)
3. Crono- 199 (79%)
4. Frog- 197 (84%)
5. Magus- 182 (104%)
6. Lucca- 160 (148%)
7. Marle- 150 (169%)
Average: 186

Magic Defense (Magical Durability)
1. Magus- 94 (45%)
2. Marle- 92 (63%)
3. Lucca- 87 (79%)
4. Frog- 82 (111%)
5. Crono- 80 (120%)
6. Ayla- 75 (142%)
7. Robo- 74 (143%)
Average: 84

Speed
1. Crono- 16 (141.7% Speed)
2. Ayla- 13 (113.1% Speed)
2. Magus- 13 (113.1% Speed)
4. Frog- 11 (98.0%)
5. Lucca- 9 (86.5%)
5. Robo- 9 (86.5%)
7. Marle- 8 (81.7%)
Average: 11.3
« Last Edit: January 13, 2020, 03:05:25 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Chrono Trigger
« Reply #1 on: September 16, 2008, 12:57:35 AM »
Ranked Bosses (From Fenrir):
Order is: Flea, Slash, Magus, Dalton, Zeal 1, Zeal 2, Lavos Final

FLEA
HP: 4120
Speed: 10
Damage taken from physicals: 80%
Damage taken from magic: 80%
Counters physical with The Stare below 1/4 HPs.
Note: Flea has a Second Form later in the game. It's really bad.

Averages:
HP: 337
Damage: 288

<3: 37 damage, 60% sleep
Waltz of the Wind: 100% confusion
Prism Beam / Darkness: 50, MT. 10% darkness
Fire Heart: 50
Rainbow Storm / Wind of Poison: 50, MT. 60% Poison
The Stare: 90, MT. Makes Crono attack everyone. Usable below half HPs.

SLASH
Part 1
HP: 3200
Speed: 14 (Dhyer Note: I had a note up earlier that I thought this might not be accurate, but it does seem to be).
Damage taken from physicals: 100%
Damage taken from magic: 100%
Halves all elements
Note: Slash has a second battle later in the game (This is not Part 2. Part 1 and 2 chain into each other). The second battle form is very bad.

Averages:
HP: 337
Damage: 288

Physical: 55
Black Hole: 74
Red Circle: 60, MT. Finisher.

Part 2
HP: 5200
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 80%
Water immunity, halves all other elements
Counters everything with Yes Indeed! below 1/8th HPs.

Wind Slash: 60
Physical: 60. Usable below 2/3 HPs
Jump Slash: 135. Usable below 2/3 HPs
Yes indeed! : 106. Usable below half HPs.

MAGUS
HP: 6666
Speed: 11. Loses his first turn. (Dhyer note: May not be accurate or he skips many turns, not just the first)
Damage taken from physicals: 15% above half HPs, 100% below.
Damage taken from magic: 100%
Absorbs every element
Counters everything but Masamune physicals and magic that hits his weakness with Barrier Change (Can be Lightning, Water and Fire elemental (100 damage, MT) or shadow elemental (125, AoE). Magus becomes slightly weak (Takes 125% damage) to the element he just used. Attacking with the Masamune further raises his weakness, to 190%) above half HPs.

Averages:
HP: 381 (Assume Silver Earring Marle, by the way)
Damage: 324

Geyser: 35, MT. Low chance of inflicting HP down, which removes one HP per half a second or so (I'm being generous) Only usable above half HPs.
Physical: 60. Only usable above half HPs.
Dark Matter: 2 turns charge time. 255, MT. Only usable below half HPs.

DALTON
HP: 3500
Speed: 1 apparently. Note that speed is not linear, so he's only slightly slower than 6 Speed Robo, and barely avoids being instant doubled by 13 speed. (Editor note: PC speed is linear, but boss speed does not seem to be. Or something. This is hard to test.
Damage taken from physicals: 100%
Damage taken from magic: 100 %
Counters everything with Iron Orb.
Note: Dalton has a second form. I believe it's optional, and it's also horrid.

Averages:
HP: 569
Damage: 562

Go ahead! Try and attack...! : Raises his evade to around 80%, not counting criticals.
Iron Orb: Halves HPs, but can't kill.
Burp: Finisher. 150, MT, Shadow.

QUEEN ZEAL 1
Note: This form generally isn't taken as the DL form, but the free use of Hallation makes it worth note.
HP: 12000
Speed: 12
Damage taken from physicals: 100%
Damage taken from magic: 100%

Average HP: 869
Average damage: 1256

Hallation: HP -> 1, MT
MP draining: Drains 9 MPs
Balls: 170, physical

QUEEN ZEAL 2
Note: This form has 3 parts: The Face, and the two hands. The hands aren't always allowed, and all they add on is really bad damage, and a strong incentive not to use MT attacks.
Face
HP: 20000
Speed: 14, but loses her first turn.
Damage taken from physicals: 100%.
Damage taken from magic: 100%.

Average HP: 869
Average damage: 1256

Skygate: 150, Lightning
Dark Gear: 180, MT, Shadow
Hexagon Mist: 380, MT, Water, physical.
Hallation: HP -> 1. OPB, usable below half HPs
MP Buster: MP -> 0. OPB, usable below half HPs

Right Hand
HP: 28000
Speed: 11. Half that in practice.
Damage taken from physicals: 0%.
Damage taken from magic: 1-2%.
Humoungous resistances to every element.
Counters everything with Life Shaver (HP -> 1)

Laser: 35. Shadow.

Left Hand
HP: 28000
Speed: 11. Half that in practice.
Damage taken from physicals: 0%.
Damage taken from magic: 1-2%.
Humongous resistances to every element.
Counters everything with MP Buster (MP ->0)

Pink Laser: 35. Shadow.

LAVOS
Note: Lavos has previous forms, but this is the form this is generally considered for the DL.
Note 2: Some people only allow the Central Bit.

PC HP: 869
PC Damage: 1256
(For info, 190 Def and 88 MDef)

Central Bit
HP: 10000
Speed: 16, but loses its first turn
Damage taken from physicals: 100%
Damage taken from magic: 100%

Crying Heavens: 940, lightning
Physical: 635. Lavos can apparently chain one and only one other physical very quickly (See Tidus' Quick Hit), though I've never seen him do it.
Time Warp: Changes the time period, which allows Lavos to use a special attack the next turn.
65000000 BC - Grand Stone: 765, MT, physical
12000 BC - Invading Light: 265 + 90% Slow, magical.
600 DC - Evil Star: Halves HPs, MT
1000 DC - Spell: 50 + 90% Random status, magical.
2300 DC - Dreamless: 480, MT, magical

Core
HP: 30000
Speed: 16
Damage taken from physicals: 1-2%. 100% when reviving the other parts.
Damage taken from magic: 1-2%. 100% when reviving the other parts.

Physical: 175
Disco Ball: 95, magical
Active Life: Revives the dead other bits at full HPs. Forced to use it if one bit dies. Takes three turns to charge. during which its defenses drop. After reviving, resetting its defenses to normal takes four turns.

Filler Bit
HP: 2000
Speed: 16
Damage taken from physicals: 100%
Damage taken from magic: 100%
Absorbs all elements
Counters everything with X Strike (330) if the central bit is dead.

Physical: 175
MP Draining: Drains 8 MPs
Protective Seal: 65, magical + Removes status immunity
Healing: Heals 1000 HPs to the central bit.
« Last Edit: October 10, 2023, 02:31:35 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Chrono Trigger
« Reply #2 on: September 16, 2008, 12:57:51 AM »
All Bosses (From Fenrir)
Gato
HP: 76
Speed: 8
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters short range physicals with Missile Punch of doom.

Missile Punch: 9. Short range.
Missile Punch of doom: 14.
Gato Song: 1. Long range. Magical?

He fights Crono and Marle.
Averages:
HP: 68
Damage: 19

Comments: Will this be the only boss posted in the stat topic? Only time will tell. Not many can claim the 15 Silver points, Gato has a brutal anti physical game and can even snipe from afar thanks to his song.

Yakra
HP: 920
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters long range skills/physicals with Drrrrrroooooo.

Stomp/Ball spitting: 19
MT Stomp: 12
Drrrrrroooo: 13, MT.
Needle Spin: 45. Requires one turn to charge.

Averages:
HP: 133
Damage: 59

Comments: Drrrrrooooo is a mild annoyance in game, but it won't get him anywhere if you scale. Light.

Dragon Tank
Body
HP: 266
Speed: 8
Damage taken from physicals: 75%
Damage taken from magic: 80%
Counters everything with Laser (28 damage) if no other part remains.

Missile: 12

Tank Head
HP: 600
Damage taken from physicals: 200%
Damage taken from magic: ~30%
Speed: 8
Counters skills with Head repair damages.
Immune to Fire and Lightning

Head repairs damage: 75 healing, MT.
Fire Blast: 22

Grinder
HP: 208
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 80%

Energy is stored in the wheels: Charges the next move.
Hot Wheels: 38, MT

He fights Crono and Lucca.
Averages:
HP: 144
Damage: 65

Comments: Tank! Blitzing the body is not an option, as it's almost a non factor and destroying it doesn't end the battle. Taken as in, it's uh... An alright boss. Nothing scary, but it forces you to play by its rules. Low Middle.

Guardian, Bit x2
Guardian
HP: 1200
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 100%
Fights with two Bits.
Immune to Fire.
Counters everything with Delta attack (56, MT) if the two bits are still alive.
Counters everything with Amlifire (56) if one bit is still alive.

Countdown: Revives the two bits. Takes 7 turns to charge (5,4,3,2,1,0, resurrection)

Bit
You face two.
HP: 200
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 100%

Missile: 24
Laser: 24. Magical, probably.
Amplifire: 40. Used if the other bit is down.

Averages:
HP: 152
Damage: 59

Comments: A giant computer thing that jumps on you, can you get any cooler? Might actually be slightly competent in Light, as the bits could be less durable. Their damage can add up, and most lights won't kill the guardian before he revives the two Bits again. Just total Lowe bait.

Krawlie
HP: 500
Speed: 13
Damage taken from physicals: 80%
Damage taken from magic: 100%

Krawlie Dance: HP -> 1
Krawlie Bitchslap: 55

Averages:
HP: 177
Damage: 60

Comments: It is Jinx! Oh noes! Actually he ends up very decent, which is just great. <3 Speed + HP 1 more than offsets the suspect durability. Heavy.

R series
You face six.
HP: 150
Speed: 9
Damage taken from physicals: 100%
Damage taken from magic: 100%
Take 120% damage from wind
Strong against fire (60%), slightly weak to wind (120%)
Counters everything with Throw (Throw one PC at another, 18 to both) if 3 or 4 bots remain.
Counters everything with Laser (28) if two bots remain.
Counters everything with Explosion (48, MT) if one bot remains.

Physical: 28
Missile Punch: 12

Averages (Crono and Lucca)
HP: 211
Damage: 75

Comments: They're... Blue.

Spekkio 1
HP: 350
Speed: 8
Damage taken from physicals: 0%
Damage taken from magic: 100%

Fire: 40
Lightning: 50
Ice: 40

Averages (Level 9 Crono)
HP: 186
Damage: 110

Comments: They could have made him stronger, since you just shouldn't be at level 9 when metting him. Still owns Brahms.

Spekkio 2
HP: 800
Speed: 11
Damage taken from physicals: 0%
Damage taken from magic: 100%

Fire 2: 155
Ice 2: 155
Water 2: 100
Lightning 2: 170

Averages (Level 12 Crono)
HP: 222
Damage: 141

Comments: You could take him at way higher levels (Up to 19) Right now, ouch though. Fast, solid power, anti physical; decent heavy. He just fries fast.

Heckran
HP: 2100
Speed: 16, but wastes his first turn.
Damage taken from physicals: 5%
Damage taken from magic: 100%

Water: 40
Cyclone: 90
Yes indeed!: 73. Unlocked at half HPs.
Attack while its head is up!: Goes in counter mode. Can't do anything but countering with Water Wave (90, MT)

Averages:
HP: 229
Damage: 143

Comments: Mm pretty interesting as far as blue beaver otter things go. He has a pretty scary game all in all, with lots of speed and alright durability, but wasting his first turn makes him good bait against high profile mages. Heavy.

Ozzie + Deceased
HP: 762
Speed: 12
Damage taken from physicals: 100%
Damage taken from magic: 0%
Fights with two or three Deceased
Runs away if the Deceased die.

Thunder: 55. One turn charge time. (...Yes)

Deceased
HP: 110
Speed: 8
Damage taken from physicals: 10%
Damage taken from magic: 100%
Absorbs Darkness.
Automatically destroyed if Ozzie gets hit by anything 3 times.

Jab: 15

Averages:
HP: 242
Damage: 144

Comments: ... 12 Speed!

Zombor
Head
HP: 960
Speed: 8. Lower in practice when both parts are still alive and kicking (5-ish)
Damage taken from physicals: 100%
Damage taken from magic: 100%
Absorbs Lightning and Fire

Rrrrrrrrr "Breath of Fire": 37, Fire. Only usable if the legs are alive.
Rrrrrrrrr "Submit to the darkness!" : 50. Only usable if the legs are dead.
Doom, doom, doom, doom: 90, MT. Only usable if the legs are alive. Also automatically at around 1/4 HPs, and as a finisher when the legs die and if the head is still alive.
MP Buster: Drains all MPs. Finisher, used when the head dies and if the legs are still alive.

Legs
HP: 800
Speed: 12
Damage taken from physicals: 65%
Damage taken from magic: 100%
Absorbs Water and Shadow

Rrrrrrrr "Vertigo": 30
Rrrrrrrr "Earthquake": 25, MT
Doom, doom, doom, doom, doom: Drains all HPs. (Finish)

Averages:
HP: 242
Damage: 144

Comments: They say one should not speak unkindly of the dead, so I say, nice try. Mm, actually... Killing the legs first is the only option. (Most people can avoid the auto Doom, doom, doom!! at 1/4 HPs anyway) Healers own him but he could win a few slugfests. Potentially. High Light.

Masa and Mune
Masa
HP: 1000
Speed: 7
Damage taken from physicals: 100%
Damage taken from magic: 100%

Physical: 28
Whirlwind: Confusion, seems to have perfect accuracy. Combo with Mune.
X-Strike: 40. Combo with Mune.

Mune
HP: 1000
Speed: 9
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters everything with X-Strike

Physical: 20
Whirlwind: Confusion, seems to have perfect accuracy. Combo with Mune.
X-Strike: 40. Combo with Mune.

Masa & Mune
HP: 3600
Speed: 11. Slowish first turn since he needs to get in close range to physical.
Damage taken from physicals: 100%
Damage taken from magic: 100%
Strong against lightning (60%)

Physical: 40. Rises to 80 at half HP.
Whirlwind: 70
Yes indeed! : 145, MT, lightning. Takes two turns to charge. During that time he counters everything with a 50 damage skill.

Averages:
HP: 274
Damage: 221

Comments: Let's look at the individual forms for a second.
...
Now that it's done, the main big ugly thing. It's... Somewhat alright. Nothing fancy, but counters add up, with that durability. Another Lowe bait boss, but decent middle.

Nizbel
HP: 4200
Speed: 9
Damage taken from physicals: 5%, 100% after being hit by Lightning
Damage taken from magic: 5%, 100% after being hit by Lightning

Rush: 50
Rocks Fall: 42, MT
Release: 175, MT, thunder. Used three turns after being hit by lightning, and makes his defenses go back to normal.

Averages:
HP: 320
Damage: 251

Comments: RANK BAT!
Nizbel's weak to one element and laughs at the rest. Godlike. Owned by any kind of infinite healing, though. And I'm talking about Boco here, yes.

Flea
HP: 4120
Speed: 10
Damage taken from physicals: 80%
Damage taken from magic: 80%
Counters physical with The Stare below 1/4 HPs.
                       
<3: 37 damage, 60% sleep
Waltz of the Wind: 100% confusion
Prism Beam / Darkness: 50, MT. 10% darkness
Fire Heart: 50
Rainbow Storm / Wind of Poison: 50, MT. 60% Poison
The Stare: 90, MT. Makes Crono attack everyone. Usable below half HPs.

Averages:
HP: 337
Damage: 288

Comments: The status whoring is alright, he just doesn't have any killer ones. The Stare um could be worse. Middle.

Slash
Slash 1
HP: 3200
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 100%
Halves all elements

Physical: 55
Black Hole: 74
Red Circle: 60, MT. Finisher.

Slash 2
HP: 5200
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 80%
Water immunity, halves all other elements
Counters everything with Yes Indeed! below 1/8th HPs.

Wind Slash: 60
Physical: 60. Usable below 2/3 HPs
Jump Slash: 135. Usable below 2/3 HPs
Yes indeed! : 106. Usable below half HPs.

Averages:
HP: 337
Damage: 288

Comments: First real boss with durability, but the damage is passable at best. Low Middle.

Spekkio 3
HP: 2200
Speed: 13
Damage taken from physicals: 0%
Damage taken from magic: 100%

Water 3: 250 / 190
Ice 3: 310 / 240
Fire 3: 310 / 240
Lightning 3: 410 / 320

Averages: (Level 20 Crono / Level 27 Crono)
HP: 337 / 458
Damage: 288 / 450

Comments: Same thing as before, depends completely on the levels! Hurray!

Ozzie
HP: 1000
Speed: 1
Damage taken from physicals: 5%
Damage taken from magic: 5%
Counters everything with explosion (90, MT)

You get to kill him by doing pulley stuff. You know.

Averages:
HP: 381
Damage: 324

Magus
HP: 6666
Speed: 11. Loses his first turn.
Damage taken from physicals: 15% above half HPs, 100% below.
Damage taken from magic: 100%
Absorbs every element
Counters everything but Masamune physicals and magic that hits his weakness with Barrier Change (Can be Lightning, Water and Fire elemental (100 damage, MT) or shadow elemental (125, AoE). Magus becomes slightly weak (Takes 125% damage) to the element he just used. Attacking with the Masamune further raises his weakness, to 190%) above half HPs.

Geyser: 35, MT. Low chance of inflicting HP down, which removes one HP per half a second or so (I'm being generous) Only usable above half HPs.
Physical: 60. Only usable above half HPs.
Dark Matter: 2 turns charge time. 255, MT. Only usable below half HPs.

Averages:
HP: 381 (Assume Silver Earring Marle, by the way)
Damage: 324

Comments: You all know him. He relies on Bat copying like Nekran (the nerve) except his weakness here is Non elemental magic, which doesn't even exist in CT (at least not at that point) Godlike.

Nizbel II
HP: 6500
Speed: 16. Take note that he always uses Hyperactive every 2 turns, though.
Damage taken from physicals: Either 133, 100, 66, 33 or 5%. Starts at 100%. Increases each time he's attacked with lightning, decreases each time he's attacked with anything else.
Damage taken from magic: 100%

Hyperactive: 45, MT. Takes one turn to charge.
Bum Rush: 70
Earthquake: 50, MT
Release: 160, MT, lightning. Used three turns after getting hit with lightning.
Slap: 50. OPB, used at half HPs (That or Bomb). 50% Stop.
Bomb: 50. OPB, used at half HPs (That or Slap). 50% Poison.

Averages:
HP: 458
Damage: 450

Comments: Massive upgrade. Most physical attacks won't kill him before he goes into near complete physical immunity mode. Flipside, any half competent mage kills him handily. Light.

Azala & Black Tyrano
Azala
HP: 2700
Speed: 11 on paper. About half that in practice, he's doubled by Crono every turn.
Damage taken from physicals: 20%
Damage taken from magic: 135%
Loses if Black Tyrano dies.

Psychokinesis: 60. Physical
Teleportation: 80. Physical
Hypno Wave: 100% Sleep
Break: Finisher. 20, MT. Inflicts HP down like Magus' Geyser.

Black Tyrano
HP: 10500
Speed: 11 on paper. About half that in practice, he's doubled by Crono every turn. Except when charging his super move.
Damage taken from physicals: 5%. 100% when charging Breath of Fire DX. 50% after Breath of Fire DX.
Damage taken from magic: 5%. 85% when and after charging Breath of Fire DX.

Breath of Fire: 32
Swallow: 230 parasitic healing
Breath of Fire DX: 250, MT, fire. Takes six turns to charge. Roars each time he wastes a turn charging, which inflicts MT HP Down. Azala can't do anything during the charge.

Averages:
HP: 458
Damage: 450

Comments: I'm guessing all their moves but the countdown have a one turn charge time. Sucks for them.
Looks like I overrated Azala before. So light. Sleep never sees an use, since it's CT sleep on an immense slug.
Black Tyrano is "Well let's just never use that Countdown attack lol". Absurd durability. Few people can beat the parasitic healing, which is amazing.

Golem
HP: 7000
Speed: 15
Damage taken from physicals: 100%
Damage taken from magic: 100%
 
Burp: 105, MT. Finisher.
Golem copies elements. When an attack is used on him, Golem's ATB gauge resets (unless the last attack used on him had the same element), and he starts only using attacks of that element until he gets attacked again. He starts the fight on a physical element phase.
Iron Orb: Halves HPs, physical.
Orbs: 450, physical.
Ice (Ice): 77. 1/2 turn charge time.
Water 2 (Ice): 130, MT. One turn charge time.
Lightning 2 (Lightning): 155, MT. One turn charge time.
Rainbow Laser Spin (Dark): 180, MT. One turn charge time.
Fire Wave (Fire): 90, MT. One turn charge time.
More Fire Stuff: 75. 1/2 turn charge time.

Averages:
HP: 458
Damage: 450

Comments: Dario, it is you!!~
You can lose to him, and I just realized that he's a fucking joke as far as 'You can lose to him" bosses go. There's nothing easier than whoring him with the ATB resets as long as you have some speed and two elements. At least Dario countered automatically and elements were harder to use in CC.
Still, he packs quite a punch at first, and if you don't have those elements... Ouch. Spoiler bait in Heavy.

Mud Imp + Red/Blue Beast
Mud Imp
HP: 1200
Speed: 10
Damage taken from physicals: 5%, 85% shortly after both beasts die.
Damage taken from magic: 40%
Counters with X Strike (110) or Earthquake (80, MT) if both beasts are still alive.
Counters with Healing if either one beast or no beasts remains.

Bomb: 45 + 60% Sleep.
Rush: 115. Only usable if one beast is still alive.
Rock throw: 50. Can also be used on a beast, who counters then by attacking a PC for 85 damage
Healing: Heals 150 HPs, MT.
Run away: Unlocked if both beasts die. >_>

Red Beast
HP: 5000
Speed: 7 (0 in practice)
Damage taken from physicals: 80%
Damage taken from magic: 100%
Immune to fire. Weak to ice (200%)

Blue Beast
HP: 5000
Speed: 7 (0 in practice)
Damage taken from physicals: 80%
Damage taken from magic: 100 %
Immune to ice. Weak to fire (200%)
Counters with Rush (115) below half HPs.

Average HP: 506 (w/ Gold Earring Marle)
Average damage: 524

Comments: About as random as Koudelka bosses, you have to love this fight. In a duel Mud Imp has a giant skillset he'll never use. Light, though scrapes Middle with both beasts. (They are somewhat durable!)

Giga Gaia
Body
HP: 9500
Speed: 7
Damage taken from physicals: 100%
Damage taken from magic: 100 %

Double Handblaster: 180, MT, Fire. Only usable if both hands are still alive.
Gaia Magnade: 105, MT, Fire. Used if the left hand is dead and the right hand alive.
Water Rise: 87, Water. Used if the left hand is alive and the right hand dead.
Arm Restoration: Revives the arms at half HPs. Needs an one turn charge.

Right hand
HP: 2000
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 100 %

Arm Attack: Halves HP. Usable if the left hand is destroyed.
Dark Plasma: 100, MT, Shadow. Only usable if both hands are still alive
Gaia Magnade: 105, MT, Fire. Usable if the left hand is destroyed.

Left hand
HP: 2000
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 100 %

Reviving head: Heals 250 HPs to the body
Double Handblaster: 180, MT, Fire. Only usable if both hands are still alive.
Water Rise: 87, Water. Usable if the right hand is destroyed.

Note: Knowing which part is acting is pretty much impossible beyond Arm Attack/Reviving Head/Arm Restoration, so I could be wrong on which part has what exactly.

Averages:
HP: 569
Damage: 562

Comments: If you do the usual merging, it sucks. If not, uh... High Middle? The hands die fast, and reviving them ultimately takes way too long. MT also royally screws him. Decent damage for Chrono Trigger, though. Too bad about the whole epic thing.

Dalton
HP: 3500
Speed: 1 apparently. Note that speed is not linear, so he's only slightly slower than 6 Speed Robo, and barely avoids being instant doubled by 13 speed. (Editor note: PC speed is linear, but boss speed does not seem to be. Or something. This is hard to test.
Damage taken from physicals: 100%
Damage taken from magic: 100 %
Counters everything with Iron Orb.

Go ahead! Try and attack...! : Raises his evade to around 80%, not counting criticals.
Iron Orb: Halves HPs, but can't kill.
Burp: Finisher. 150, MT, Shadow.

Averages:
HP: 569
Damage: 562

Comments: Muahahahahah. Spoiled easily, but still nasty. He mostly dislike people who can double him off the bat and beat him in two turns, and so take only one Iron Orb and one Burp to the face. But still. Goooo conquer Middle.

Golem x2
HP: 7000
Speed: 15
Damage taken from physicals: 100%
Damage taken from magic: 100%

Burp: 85, MT. Finisher.
Golem copies elements. When an attack is used on him, Golem's ATB gauge resets (unless the last attack used on him had the same element), and he starts only using attacks of that element until he gets attacked again. He starts the fight on a physical element phase.
Iron Orb: Halves HPs, physical.
Orbs: 325, physical.
Ice (Ice): 65. 1/2 turn charge time.
Water 2 (Ice): 100, MT. One turn charge time.
Lightning 2 (Lightning): 120, MT. One turn charge time.
Rainbow Laser Spin (Dark): 150, MT. One turn charge time.
Fire Wave (Fire): 85, MT. One turn charge time.
More Fire Stuff: 65. 1/2 turn charge time.

Averages:
HP: 640
Damage: 716

Comments: *yawns*

Spekkio 4
HP: 4800
Speed: 14
Damage taken from physicals: 0%
Damage taken from magic: 100%

Ice 3: 220
Fire 3: 220
Thunder 3: 250
Ice 4: 410, MT
Thunder 4: 420, MT
Fire 4: 435, MT

Averages (Level 35 Crono):
HP: 640
Damage: 716

Comments: Nyuh, thought thunder was always stronger. Anyway, same old ball lightning heavy.

Lavos (Ocean Palace)
HP: 30000
Speed: 16

Destruction rains from the heavens: 900, MT
Black Spike: 1020
Chaotic Zone: 90, inflicts confusion.

Averages (Level 35 Crono):
HP: 640
Damage: 716

Comments: He also might have other stuff.

Golem Boss
HP: 15000
Speed: 16
Damage taken from physicals: 100%
Damage taken from magic: 100%

Chew on this! Begins a five turns countdown. Stopped because fighting on a plane is scary.
Run: Runs away.

Averages (Robo/Lucca/Marle party):
HP: 668
Damage: Too hard to peg. Should be around 750-800.

Dalton Plus
HP: 2800
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters physicals with Iron Orb (Halves HPs)
Counters magic with magic of the opposite element (100, MT)

Slash: 60
Orbs: 70
Fire Orbs: 60
Iron Orb: Counter only. Used as a counter if hit by physical damage.

Averages (Robo/Lucca/Marle party):
HP: 668
Damage: Too hard to peg. Should be around 750.

Comments: -Plus- seal of quality.

Magus
HP: 6666
Speed: 9
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters everything with a random move below half HPs

Physical: 65. One turn charge time.
Lightning 2: 130, MT
Fire 2: 130, MT
Ice 2: 130, MT

Averages:
HP: 579
Damage: 827 (other team members not learning new stuff)

Comments: Very Light.

Lavos Spawn
Shell
HP: 10000
Speed: 16 (0 in practice)
Damage taken from physicals: 5%
Damage taken from magic: 0%

Lavos Spawn Needle: Counter only. 280, MT

Core
HP: 4000
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 100%

Lavos Spawn Needle: 265, MT, physical.
Lavos' Sigh: 110 + ~90% sleep
Blizzard: 70 + ~90% Chaos
Fire Dome: 180, fire.

Averages:
HP: 681
Damage: 790

Comments: First Lavos Spawn, last in the topic. Anti MT! Mmyeah.

Spekkio 5
HP: 10000
Speed: 15
Damage taken from physicals: 0%
Damage taken from magic: 60%

Confusion whorage: 532, MT. Very accurate confusion.
Fire 4: 370, MT
Ice 4: 300, MT
Lightning 4: 300, MT
Darkness 4: 215
Black Hole: Very accurate ID.

Averages (Level 47 Crono)
HP: 869
damage: 1256

Comments: This one is actually good! Decent damage + status, fast and a rather tanky bastard by CT standards. High Heavy.

Retinite
Head
HP: 5000
Speed: 13
Damage taken from physicals: 5% at first. Goes up to 100% if hit by a water attack. Gradually goes down to 66%, 33% then 5% again after being hit with non water attacks, but only if the core is dead.
Damage taken from magic: 0%

Absorbs energy from the core: 210 parasitic healing, targets the core.
Sand Breath: Very accurate Blind status
Yummy: 200 parasitic damage.
Dark Laser: 90, MT
Dark Ice: 75, MT
Fire: 110

Legs
HP: 4800
Speed: 8
Damage taken from physicals: 5% at first. Goes up to 100% if hit by a water attack. Gradually goes down to 66%, 33% then 5% again after being hit with non water attacks, but only if the core is dead.
Damage taken from magic: 0%

Absorbs energy from the core: 210 parasitic healing, targets the core.
Devouring: 400 parasitic healing
Sand Cyclone: 90
Sandquake: 65, MT, inflicts HP down

Core
HP: 1000
Speed: 8
Damage taken from physicals: 100%
Damage taken from magic: 0%
Absorbs non water elements.

Averages:
Average HP: 869
Average damage: 1256

Comments: Rank Bat! Godlike.

Flea Plus
HP: 2500
Speed: 9
Damage taken from physicals: 100%
Damage taken from magic: 100%

Fire Heart: 60, physical

Averages:
Average HP: 869
Average damage: 1256

Comments: Let the crying begin! The bosses are all going to suck like that.

Super Slash
HP: 2500
Speed: 11
Damage taken from physicals: 100%
Damage taken from magic: 100%

Sonic Slash: 40, magical

Averages:
Average HP: 869
Average damage: 1256

Comments: ...

Great Ozzie/Flea Plus/Super Slash
Great Ozzie
HP: 6000
Speed: 8 (Much, much lower in practice, he rarely ever acts)
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters everything with Delta Force.

Delta Force: 135, MT, magical, only if Flea and Slash are alive.

Flea Plus
HP: 4000
Speed: 8
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters everything with Bad Impulse (210, magical, only if Ozzie and Slash are alive)

Fire Heart: 60, physical
Prism Beam <3: 40, MT, darkness. 0% darkness.
Rainbow Storm: 40, MT, magical. 0% poison
Run away: Can be used if Slash dies.

Super Slash
HP: 4000
Speed: 9
Damage taken from physicals: 100%
Damage taken from magic: 100%
Counters everything with Fire Slash (150, physical) if Flea is alive.

Sonic Slash: 40, magical
Divine Wave: 160, physical

Averages:
Average HP: 869
Average damage: 1256

Ozzie
HP: 1000
Speed: 1
Damage taken from physicals: 1-2%
Damage taken from magic: 1-2%
Counters everything with Ultima (30, MT)

Regen: Heals 5 HPs

Comments: Watch out Serge.

Atropos XR
HP: 6000
Speed: 11
Damage taken from physicals: 100%
Damage taken from magic: 100%
Automatically dies after 12 turns.

"AHAHAHAH': Doublecast Laugh
Rocket Punch: 19
Cure Beam: Heals 300 HPs
Laser Beam: 64
Atropos Tackle: Halves HPs
Uzzi Punch: 123
Area Bomb: 80
I... AM...: 40, Finisher.

She fights Robo solo.
HP: 945
Damage: 1166

Comments: Great design (It's a girl robot because she's pink and has a ribbon) but um um. She can do some stuff with the HP halving I guess. She really needed that "Automatically dies in 12 turns" thing too.

Mother Brain + 3x Display
Mother Brain
HP: 5000
Speed: 13
Damage taken from physicals: 100%
Damage taken from magic: 100%

Pink Beam: 60
Reprogramming: 1 + very accurate confusion
Laser Beam: 35, MT
Fire Tragedy: 190, MT. Only usable if the displays are destroyed.
Lock whoring: Inflicts very accurate amnesia, MT. Only usable if the displays are destroyed.

Display
HP: 1
Speed: 13
Damage taken from physicals: 100%
Damage taken from magic: 100%

Cure Beam: Heals 1000 damage to the Mother Brain.

Averages are:
Average HP: 869
Average damage: 1256

Comments: She fights with 3 Displays. Owns like all others sidequest bosses.

Son of Sun
HP: 5000
Speed: 13
Damage taken from physicals: 0%
Damage taken from magic: 0%
Counters everything with Flare

Flare: 270, MT, magical
Pink Beam: 240, magical
Roulette Shuffle: Changes the position of the flames

So he comes with those 5 flames right. 4 are fake, attacking them makes them counter with Flame Counterattack (115, fire), while attacking the real one does 215 damage to the Son of Sun. if MT is used, it doesn't work.

Averages are:
Average HP: 869
Average damage: 1256

Comments: Awesome to interpret! Godlike.

Rust Tyrano
HP: 25000
Speed: 13
Damage taken from physicals: 100%
Damage taken from magic: 100%

Breath of Fire DX SP: 200, MT, fire. Takes six turns to charge. Roars each time he wastes a turn charging, which inflicts MT HP Down.
Swallow: 430 parasitic healing, ITD

Averages are:
Average HP: 869
Average damage: 1256

Comments: The fire breathing is absolutely great, but he can go fine with just devouring actually. Middle.

Yakra XIII
HP: 18000
Speed: 14
Damage taken from physicals: 100%
Damage taken from magic: 100%

Blizzard: 25 + Very accurate confusion. Physical
Drrrroooooo: 80, MT. Physical.
Needlespin Version 13: 300. Usable below half HPs.
Drrrrrooooo: 215, MT. Usable below 1/8th HPs. Also used as a finisher.

Averages are:
Average HP: 869
Average damage: 1256

Comments: I just don't know. I should stop making comments at points. He's somewhat durable, but that doesn't mean anything above half HPs unless he uses confusion... Uhuh.

Mega Mutant
Top
HP: 4600
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 100%

Blacken: 450, physical
Draining: 253
Mutant Gas 1: 70, MT + Very accurate poison.
Mutant Gas 2: 70 + ~30% sleep.

Bottom
HP: 3850
Speed: 10
Damage taken from physicals: 100%
Damage taken from magic: 100%

Physical: 125
Chaotic Zone: 120, MT + Very accurate confusion
Steel Steam: HP Down, MT

Averages are:
Average HP: 869
Average damage: 1256

Comments: Status and relatively decent damage don't save the durability.

Giga Mutant
Top
HP: 5800
Speed: 11
Damage taken from physicals: 1-2%
Damage taken from magic: 70%
Counters everything with MP Draining. (Drains 11 MP)

Fire Bubbles: 135
Mutant Gas 1: 50, MT + Very accurate sleep
Mutant Gas 2: 90 + Very accurate poison
Shining Bit / Lighting : 250

Bottom
HP: 4950
Speed: 10
Damage taken from physicals: 1-2%
Damage taken from magic: 70%

Attack: 130
Life Shaver: HP -> 1
Steel Steam, Inflicts HP Down, MT. Usable below half HPs.
Mutant Gas 2: 50, MT + Very accurate poison. Usable below half HPs.

Comments: As lacking in HPs as ever, but those are some mean tricks. 2 parts with HP -> 1, physical near immunity, good magical defense. Poizn. Heavy.

Averages are:
Average HP: 869
Average damage: 1256

Terra Mutant
Top
HP: 7800
Speed: 12
Damage taken from physicals: 1-2%
Damage taken from magic: 100%
Dies when the bottom dies.

Explosion: 160, MT, Fire
Draining: Drains 1000 HPs from the bottom, or 50 HPs from allies.
Confusion whorage: 160, MT, inflicts very accurate confusion.
Balls: 120, physical
Balls of Fire: 560, physical
Hallation: Finisher. HP-> 1, MT

Bottom
HP: 20000
Speed: 16
Damage taken from physicals: 1-2%
Damage taken from magic: 0%
Counters everything with Life Shaver (HP -> 1)
Dies when the top dies.

Averages are:
Average HP: 869
Average damage: 1256

Comments: Mm mm! Inflicts confusion, then heals by draining the bottom. Not really that awesome of a strategy, but it's decent. Halliation has no purpose other than "Well fuck youuuuuu~~".

Zeal - Queen of Zeal
HP: 12000
Speed: 12
Damage taken from physicals: 100%
Damage taken from magic: 100%

Hallation: HP -> 1, MT
MP draining: Drains 9 MPs
Balls: 170, physical

Comments: Pure HP -> 1 whoring is always fun.

Averages are:
Average HP: 869
Average damage: 1256

Mammon Machine
HP: 18000
Speed: 11
Damage taken from physicals: 100%. Gradually goes down to 80, 60, 40, 20 then 2-ish after being hit with physicals.
Damage taken from magic: 100%.

Release stored energy: 105, MT. Resets defenses. Takes around 5 turns to charge. Goes up 30% in damage everytime Mammon Machine's hit with magic during the countdown.
Point Flare: 165, fire.

Averages are:
Average HP: 869
Average damage: 1256

Comments: I guess he can be antiphysical? Only using Point Flare lol? Yeah anyway. Light.

Zeal - The Fashion of Evil
Face
HP: 20000
Speed: 14, but loses her first turn.
Damage taken from physicals: 100%.
Damage taken from magic: 100%.

Skygate: 150, Lightning
Dark Gear: 180, MT, Shadow
Hexagon Mist: 380, MT, Water, physical.
Hallation: HP -> 1. OPB, usable below half HPs
MP Buster: MP -> 0. OPB, usable below half HPs

Right Hand
HP: 28000
Speed: 11. Half that in practice.
Damage taken from physicals: 0%.
Damage taken from magic: 1-2%.
Humoungous resistances to every element.
Counters everything with Life Shaver (HP -> 1)

Laser: 35. Shadow.

Left Hand
HP: 28000
Speed: 11. Half that in practice.
Damage taken from physicals: 0%.
Damage taken from magic: 1-2%.
Humongous resistances to every element.
Counters everything with MP Buster (MP ->0)

Pink Laser: 35. Shadow.

Averages are:
Average HP: 869
Average damage: 1256

Comments: Losing the first turn would suck, but she's all about the half HPs phase. The hands are actually not completely useless, as they can put the hurting after a HP -> 1. Anti MT also has some situational use.

Lavos - Shell
The first forms are past bosses unscaled. I am so not handling most of them. Only the relevent stuff will be posted.

Boss Rematch
Form 1
Dragon Tank

Form 2
Guardian

Form 3
Heckran
HP: 2100
Speed: 16, but wastes his first turn.
Damage taken from physicals: 5%
Damage taken from magic: 100%

Water: 10
Cyclone: 25
Yes indeed!: 20. Unlocked at half HPs.
Attack while its head is up!: Goes in counter mode. Can't do anything but countering with Water Wave (30, MT)

Form 4
Zombor
MP Buster: Finisher. Drains all MPs.

Form 5
Masa & Mune

Form 6
Nizbel
HP: 4200
Speed: 9
Damage taken from physicals: 5%, 100% after being hit by Lightning
Damage taken from magic: 5%, 100% after being hit by Lightning

Rush: 35, physical
Rocks Fall: 21, MT, physical
Release: 30, MT, thunder. Used three turns after being hit by lightning, and makes his defenses go back to normal.

Form 7
Magus
HP: 6666
Speed: 11. Loses his first turn.
Damage taken from physicals: 15% above half HPs, 100% below.
Damage taken from magic: 100%
Absorbs every element
Counters everything but Masamune physicals and magic that hits his weakness with Barrier Change (Can be Lightning, Water and Fire elemental (20 damage, MT) or shadow elemental (25, AoE). Magus becomes slightly weak (Takes 125% damage) to the element he just used. Attacking with the Masamune further raises his weakness, to 190%) above half HPs.

Geyser: 20, MT. Low chance of inflicting HP down, which removes one HP per half a second or so (I'm being generous) Only usable above half HPs.
Physical: 30. Only usable above half HPs.
Dark Matter: 2 turns charge time. 45, MT. Only usable below half HPs.

Form 8
Black Tyrano
HP: 10500
Speed: 11 on paper. About half that in practice, he's doubled by Crono every turn. Except when charging his super move.
Damage taken from physicals: 5%. 100% when charging Breath of Fire DX. 50% after Breath of Fire DX.
Damage taken from magic: 5%. 85% when and after charging Breath of Fire DX.

Swallow: 490 parasitic healing
Breath of Fire DX: 70, MT, fire. Takes six turns to charge. Roars each time he wastes a turn charging, which inflicts MT HP Down. Azala can't do anything during the charge.

Form 9
Giga Gaia

Comments: Mass defense whoring. People can be stopped right there, no matter how not threatening those fight sound. Black Tyrano's parasitic healing is good damage to add, as this probably depends on enemy levels and thus still does low 2HKO damage.

Note: This may not be a valid formchain. Will include the details later.

Lavos
HP: 10000
Speed: 12
Damage taken from physicals: 100%
Damage taken from magic: 100%

Destruction rains from the heavens! : 267, MT, physical
Chaotic Zone: 25, MT + Accurate confusion
Black Needle: 320, physical

Lavos - Ancient Horror
Head
HP: 20000
Speed: 16
Damage taken from physicals: 1-2%, 100% after both arms die or Triangles of doom is used.
Damage taken from magic: 0%, 100% after both arms die or during Triangles of doom's charge time.

Laser Beams: 425, MT, magical. Usable if there's at least one arm left..
Triangles of doom: 295, MT, fire. One turn charge time. Usable if there's at least one arm left.
Obstacle: 150 + Very accurate confusion (~90%)
Flame Battle: 35. Usable if the arms are dead.
Shadow Slay: 65, MT, magical + Very accurate poison (~90%). Usable if the arms are dead.
Shadow doom Blaze: 440, MT, magical. Usable if the arms are dead.
Evil Emanation; Raises power. Usable if the arms are dead. Negligible.

Left Arm
HP: 8000
Speed: 16. So much slower in practice.
Damage taken from physicals: 100%
Damage taken from magic: 100%

Hurricane: 200
Span Death: 1550 healing to the body. Usable if the other arm is dead.
Protective Seal: 40, removes status protection. Usable if the other arm is dead.
Freeze: 10 + Inaccurate (20%) stop. Usable if the other arm is dead.

Right Arm
HP: 10000
Speed: 16. So much slower in practice.
Damage taken from physicals: 100%
Damage taken from magic: 100%

Hurricane: 200
Span Death: 1550 healing to the body. Usable if the other arm is dead.
Protective Seal: 40, removes status protection. Usable if the other arm is dead.
Freeze: 10 + Inaccurate (20%) stop. Usable if the other arm is dead.

Comments: Kogoro's boss form, he can freeze bosses. Yeees, Protective Seal + Freeze spam on Fou-Lu.

Lavos - Interplanetary Space Chicken God
Central Bit
HP: 10000
Speed: 16, but loses its first turn
Damage taken from physicals: 100%
Damage taken from magic: 100%

Crying Heavens: 940, lightning
Physical: 635. Lavos can apparently chain one and only one other physical very quickly (See Tidus' Quick Hit), though I've never seen him do it.
Time Warp: Changes the time period, which allows Lavos to use a special attack the next turn.
65000000 BC - Grand Stone: 765, MT, physical
12000 BC - Invading Light: 265 + 90% Slow, magical.
600 DC - Evil Star: Halves HPs, MT
1000 DC - Spell: 50 + 90% Random status, magical.
2300 DC - Dreamless: 480, MT, magical

Core
HP: 30000
Speed: 16
Damage taken from physicals: 1-2%. 100% when reviving the other parts.
Damage taken from magic: 1-2%. 100% when reviving the other parts.

Physical: 175
Disco Ball: 95, magical
Active Life: Revives the dead other bits at full HPs. Forced to use it if one bit dies. Takes three turns to charge. during which its defenses drop. After reviving, resetting its defenses to normal takes four turns.

Filler Bit
HP: 2000
Speed: 16
Damage taken from physicals: 100%
Damage taken from magic: 100%
Absorbs all elements
Counters everything with X Strike (330) if the central bit is dead.

Physical: 175
MP Draining: Drains 8 MPs
Protective Seal: 65, magical + Removes status immunity
Healing: Heals 1000 HPs to the central bit.

Averages
HP: 869
damage: 1256
(For info, 190 Def and 88 MDef)

Comments: Godlike; Crying Heavens hurts like nothing else, but if you're a communist ninja nazi (vampire) and only allow the central bit losing its first turn is too much, and Lavos ends up in Heavy.

Spekkio DX
HP: 20000
Speed: 16
Damage taken from physicals: 0%
Damage taken from magic: 100%

Luminaire: 885, lightning, MT
Hal: HP-> 1, MT
Dark Matter: 200, dark, MT
Flare: 215, fire, MT
Salt: Heals 999 HPs, only used on PCs.

Averages
HP: 999
damage: ~2000

Comments: Loses some speed (at this time probably everyone has maxed speed) but the best Spekkio damage. Salt is useful for making things tastier to boot.
« Last Edit: September 16, 2008, 01:42:51 AM by Dhyerwolf »
...into the nightfall.

PsySlaver

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Re: Chrono Trigger
« Reply #3 on: November 21, 2008, 12:08:08 PM »
Got this item list from the DS CT board on GameFAQs. Not sure if it's complete or how legal they are. Items on yellow seem to have some degree of usefulness in the DL.

WEAPONS

Crono
Icewyrm
Attack: 160

Dreamseeker
Attack: 240
Effect: 90% crit rate

Marle
Stardust Bow
Attack: 150
Effect: Inflicts Stop

Venus Bow
Attack: 0
Effect: Always deals 777 damage


Lucca
Turboshot
Attack: 140
Effect: Speed+3


Spellslinger
Attack: 0
Effect: Damage based on last digit of MP (similar to Crisis Arm, apparently)


Robo
Dragon Arm
Attack: 170

Apocalypse Arm
Attack: 0
Effect: May deal 9999 damage

Frog
Dinoblade
Attack: 160
Effect: Strength+5

Magus
Judgment Scythe
Attack: 155
Effect: Inflicts Stop


Dreamreaper
Attack: 180
Effect: 4x Damage on crit hit


HATS AND ARMOR

Reptite Tiara
Def: 35
Effect: Magic +5
Used by: Marle, Lucca, Ayla

Master's Crown
Def: 40
Effect: Damage boost, status immunity
Used by: Crono, Robo, Frog, Magus

Angel's Tiara
Def: 36
Effect: Autohaste, status immunity
Used by: Marle, Lucca, Ayla

Armor
Repite Dress
Def: 82
Effect: Magic + 10
Used by: Marle, Lucca, Ayla

Dragon Armor
Def: 83
Effect: Strength+10
Used by: Crono, Robo, Frog, Magus

Saurian Leathers
Def: 88
Effect Speed/Strength +3
Used by: All

Regal Plate
Def: 88
Effect: Stamina/Magic def +10
Used by: Crono, Robo, Frog, Magus

Regal Gown
Def: 90
Effect: Auto Protect/Barrier
Used by: Marle, Lucca, Ayla

Shadowplume Robe
Def: 90
Effect: Mdef+20, Auto Barrier
Used by: Magus


Elemental Aegis
Def: 92
Effect: Elemental Immunity
Used by: Lucca


ACCESSORIES

Valor Crest
Effect: Crit rate %+, 50% counter rate
Used by: Ayla


Champion's Badge
Effect: Masamune crit %+, halves MP cost
Used by: Frog


Dragon's Tear
Effect: Crit rate +
Used by: all

Nu Arcana
Effect: Sets enemy HP to 1
Used by: All

Uranian Mirrior
Effect: 25% counter rate for non Light based attacks
Used by: Crono

Prontic Mirror
Effect: 25% counter rate for non Water based attacks
Used by: Frog, Marle

Promethean Mirrior
Effect: 25% counter rate for non Fire based attacks
Used by: Lucca

Hadean Mirrior
Effect: 25% counter rate for non Shadow based attacks
Used by: Magus

Aresian Mirror
Effect: 25% counter rate for non magic based attacks
Used by: Robo, Ayla

I'm guessing that the new generic armor gears and hats are illegal. Regardless of that, Lucca and Magus got excellent boosts (especially her - it pumps her up one league).
« Last Edit: November 21, 2008, 12:11:26 PM by PsySlaver »

Lord Ephraim

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Re: Chrono Trigger
« Reply #4 on: November 22, 2008, 03:17:05 AM »
The Dragon Helmet/Armor and Reptile Tiara/Dress are storebought at the Lost Sanctum (new dungeon, not newgame+) after a certain event.  The weaker set of weapons are found in treasure chests along with the Valor Crest and Champion Badge.  The new dungeon is pretty doable right after getting flight so I can see it legal.

Most everything else is requires new game+ to access the other dungeon and there's some familar faces coming back as bosses, namely........



SPOILERS IN TINY TEXT!

Dalton

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Re: Chrono Trigger
« Reply #5 on: November 22, 2008, 05:33:44 AM »
It seems the dungeon is accessible after you beat the game, but it's something that gets unlocked by the game's engine instead of requiring you to play it all over again. I'd probably allow it.

The n00b Avenger

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Re: Chrono Trigger
« Reply #6 on: January 29, 2009, 10:12:54 PM »
Pretty much the same as FF4's Lunar Ruins.  Don't know how people generally view that though.

With the Lost Sanctum, number one benefited is easily Lucca.  Another needed +3 speed for her weapon if she wants to rely on Flare.  Elemental Aegis nullifies all elements.  Hell, that's enough to bring her up a rank

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Re: Chrono Trigger
« Reply #7 on: January 29, 2009, 10:51:19 PM »
Most people don't allow Lunar Ruins since it requires beating the game in order to access, thus definitive of "After Game."  Yeah, there's a Clear Game that lets you start right from the end, thus its just a simple hike to the Blue Whale, but its still after game nonetheless.

Cavern of Trials in FF4 Advanced, mind, is generally considered fair game, since its clearly scaled to be taken BEFORE the final dungeon (randoms are stuff faced in Side Quests, Bosses are about even with the Lunar Guardians), especially since those equips clearly were intended for balancing purposes (eg making someone like Edward not completely garbage, but actually competent.)

In general, after game equips are not allowed, though people allow after game skills.  Latter doesn't apply to CT of course.
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

kokushishin

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Re: Chrono Trigger
« Reply #8 on: February 11, 2009, 01:33:26 PM »

Lost Sanctum is like Cavern of Trials.  In fact it almost seems like they want you do it ahead of most of the other sidequests.  The Dimensional Vortexes are the ones dependent on beating Lavos.  I suppose you could consider the Arena stuff as it's available in-game once you reach EOT.

Apocalypse Arm does 9999 on crits -- like Ayla's final fist, but without massive overleveling/multiple playthroughs to get it.

The n00b Avenger

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Re: Chrono Trigger
« Reply #9 on: February 11, 2009, 11:45:31 PM »
Well yeah, I don't think anyone could come up with an excuse to not allow Lost Sanctum.  Lost Sanctum seems to one-sidedly benefit Lucca more than anyone else(She can make it in heavy fairly easily now I'd imagine, Elemental Aegis+Quickshot).  Ayla's Valor Crest is 'nice' too but nothing that'll make or break her.  Frog's new badge pretty much gives him 2x MP but running out of MP isn't something that would come into play that often I imagine
« Last Edit: February 11, 2009, 11:52:36 PM by The n00b Avenger »

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Re: Chrono Trigger
« Reply #10 on: May 12, 2009, 06:32:57 PM »
I got my hands on CT DS Ultimania, and it comes with a handy speed chart!  Assuming it is correct:

Speed is linear; there is a fixed amount of time needed to fill each character's gauge based on the speed setting, and each point of Speed subtracts a fixed amount (the exact amount depends on battle speed) from the time needed.  Haste halves refill time; Slow doubles it.  I'm going to use battle speed 5 as the base for my calculations, because the numbers come out neatly that way.

At battle speed 5, a notional "0 Speed" character would take 5 seconds to fill the bar, minus 0.2 seconds per point of Speed (so Speed 16 = 1.8 sec).
The average speed, 11.3, equals 2.74 seconds to fill the bar.

*Speed 8 Hasted = 1.7 sec = 161%
Speed 16 = 1.8 sec = 152%
Speed 14 = 2.2 sec = 125%
Speed 13 = 2.4 sec = 114%
Speed 12 = 2.6 sec = 105%
Speed 11 = 2.8 sec = 97.9%
Speed 10 = 3.0 sec = 91.3%
Speed 09 = 3.2 sec = 85.7%
Speed 08 = 3.4 sec = 80.6%

OblivionKnight

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Re: Chrono Trigger
« Reply #11 on: January 29, 2011, 04:36:28 PM »
Random Marle note:

The Sonic Arrow (100 ATK) is missing in her notes.  This drops her physical damage to about 160, but has a slow effect.  The slow effect seems extremely accurate - I can't find any notes in the mechanics guide or anywhere else, but it appears to be about 80%+ accurate.  As far as I know, it has the opposite effect of Haste - reduces speed by 50%.  I know the max in CT is 24, but I don't know what the minimum is (4?  2?  Has to be 6 or less).  Not sure about the practical usefulness, but it's probably useful for fighting anyone immune to her other status effects.
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Dark Holy Elf

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Re: Chrono Trigger
« Reply #12 on: January 29, 2011, 05:13:47 PM »
Shihali's notes detail how speed actually works; it's not linear (we've generally overrated its effect in the past, EXCEPT for Haste/Slow which are just as good as advertised). Slow is indeed doubled time for turns, however. For giggles, even a 10 speed character hit with slow has a speed that could be equated as -5 on the scale CT uses.

Yesterday evening I was bored and went to the trouble of calcing all the techs that aren't up there yet (many are important for MP-saving reasons at worst) so I'll be posting an update some time in the near future; I'll throw the Sonic Arrow in there, as well as Crono/Frog's MAG-boosting weapons and anything else I can think of.


Also, while I'm here and am remembering to do so:

-I dunno what Fenrir saw with Azala, but our favourite NR dinosaur leader didn't skip any turns that I saw, looking exactly as fast as his/her speed would indicate.
-I was wrong about Lavos' double physical, I'm now certain - 16 speed is just fast and I'm remembering doubleturns.
-An enemy with speed X is actually faster than a PC with speed X and should be treated so in the DL. This is because of how fast CT battles move, and because there's a slight lag between the menu appearing and the player being able to react to it and enter the command. Even if this time is only 0.2 seconds (which is fast if anything), this effectively makes all bosses (and uh PCs using the Berserker) 1 speed faster than indicated. Before anyone asks, this effect doesn't apply in FF5-6 as both games have mechanics (the "battle speed" setting) to prevent the enemies from taking advantage of your reaction times. Not sure about the PSX games.
-It should be noted that Magus will continue to absorb all elements besides his barrier-weakness until starts to charge DarkMatter, even if he's below the threshold where he can no longer counter or resist physicals. If he wants, he could probably outslug some people who are really elementally-reliant outside a terrible physial just by hitting them with his own regular attack repeatedly, even below half HP.

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Maybe.

OblivionKnight

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Re: Chrono Trigger
« Reply #13 on: January 29, 2011, 05:26:09 PM »
Oh, man, I didn't read that previous note!  The minimum point came from reading the mechanics guide saying 24 was the max effective speed.

Also, could you throw in the Hero Medal stuff?  I know Magus' damage basically is triple that with his physical if you assume dead allies.
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Taishyr

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Re: Chrono Trigger
« Reply #14 on: January 29, 2011, 06:56:23 PM »
Quote
-It should be noted that Magus will continue to absorb all elements besides his barrier-weakness until starts to charge DarkMatter, even if he's below the threshold where he can no longer counter or resist physicals. If he wants, he could probably outslug some people who are really elementally-reliant outside a terrible physial just by hitting them with his own regular attack repeatedly, even below half HP.

Okay, that's actually kinda neat to know. The phys resist falls as soon as he passes half health, though, correct?

Dark Holy Elf

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Re: Chrono Trigger
« Reply #15 on: January 29, 2011, 09:37:17 PM »
Near as I noticed, yes.

OK: Yes, the Hero Medal is definitely a useful option because it gives him better free damage, so I'll include that.

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Dark Holy Elf

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Re: Chrono Trigger
« Reply #16 on: February 01, 2011, 11:43:24 PM »
And topic updated. Bunch of minor stuff: some more equip options (Red Katana, Rune Blade, Hero Medal, Sonic Arrow), corrected a few calculation errors I spotted (nothing major), updated speed now that we know how it works, added Power/Stamina stats, added info about each tech's targetting, and the biggest thing: all 8 of each character's techs are now listed, many of which may be useful for things like chipping around limits, conserving MP, or weakness-hitting.

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DjinnAndTonic

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Re: Chrono Trigger
« Reply #17 on: February 08, 2011, 07:13:11 AM »
Anyone well-versed in this game want to add some notes on double-techs and triple-techs? It occasionally comes up in a few board tourneys with this particular game.

OblivionKnight

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Re: Chrono Trigger
« Reply #18 on: February 08, 2011, 10:39:02 PM »
Ye olde Elf,

Would it be possible to add Terra Arm notes for Robo?  It would give a reference for damage without the HP change madness, and may be more practical (at least to me) in the averages (as the last HP number isn't guaranteed).  Also, since he's slow, the HP are subject to the attacker's whim quite often, and healing to get a good number can lead to some weird random fights.

Sincerely,
Ye olde Knight
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Dark Holy Elf

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Re: Chrono Trigger
« Reply #19 on: February 09, 2011, 01:58:25 AM »
OK: Done. Note that Robo's best damage with Crisis Arm is Shock, so if for some reason you aren't comfortable with Crisis Arm in the average you should just take Shock in there (it's listed as his minimum crisis damage).

Djinn: I may get around to at some point, but in the interim, my suggestion is to check Phoenix 1911's FAQ, section 5-C, which has the list of multipliers for all the double techs. Since all the single techs are now stat topic'd, it should be easy enough to calculate things. The only thing to watch out for is double techs can have different elements than their component techs.

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Re: Chrono Trigger
« Reply #20 on: February 09, 2011, 07:56:31 AM »
Ran the numbers according to the FAQ. Listing everyone's Dual/Triple Techs by character, using their default equips, except Robo, where I used the Terra Arm figures. ELF EDIT: Added Crisis Arm figures for Robo, listed as minimum-maximum damage depending on last digit of HP.

Note: The status moves have not been tested, but in my experience Boogie at least is extermely accurate, and I'd assume Poyozo Dance is as well because every other status spell in CT is.


1E/1A - Single Enemy/Ally
AE/AA - Full MT All Enemies/Allies
LT - Line Target
CZ - Hits a Zone around the Caster
EZ - Hits a Zone around the Enemy

Crono            
Dual Techs
Tech-Damage/Healing Effect - Cost (PC 1,PC 2-Components)
Aura Whirl - 260 AA Healing - 2, 1MP (Chrono,   Marle-Cyclone, Aura)
Ice Sword - 1462.5 1E Water mixed - 4, 2MP (Chrono,Marle-Spincut, Ice)
Ice Sword 2 - 1873 EZ Water mixed - 12, 8MP (Chrono,Marle-Confuse, Ice2)
Flame Whirl - 707 EZ Fire mixed - 2, 1 MP (Chrono,Lucca-Cyclone, FlameToss)
Fire Sword - 1491.25 1E Fire mixed - 4, 2 MP (Chrono,Lucca-Spincut, Fire)
Fire Sword 2 - 1901 EZ Fire mixed - 12, 8 MP (Chrono,Lucca-Confuse, Fire2)
Rocket Roll - 478.5 AE Shadow magic - 2, 3 MP (Chrono,Robo-Slash, LaserSpin)
Max Cyclone - 1545 CZ mixed - 4, 3 MP (Chrono,Robo-Spincut, LaserSpin)
Super Volt - 2133.75 AE Lightning magic - 8, 17 MP (Chrono,Robo-Lightning2, Shock)
X Strike - 1255 1E physical - 2, 2 MP (Chrono,Frog-Cyclone, SlurpCut)
SwordStream - 1345 1E Water mixed - 4, 2 MP (Chrono,Frog-Spincut, Water)
Spire - 1683.75 1E Lightning mixed - 8, 4 MP (Chrono,Frog-Lightning2, LeapSlash)
Drill Kick - 1182 1E physical - 2, 2 MP (Chrono,Ayla-Cyclone, RolloKick)
Volt Bite - 2108 1E Lightning physical - 2, 3 MP (Chrono,Ayla-Lightning, CatAttack)
Falcon Hit - 1422 LT physical - 4, 4 MP (Chrono,Ayla-Spincut, RockThrow)

Triple Techs
Delta Force - 2035 AE Shadow magic - 8, 8, 8 MP (Chrono,Marle,Lucca-Lightning2,Ice2,Fire2)
Life Line - 100% AA Revival + Reraise Status - 2, 15, 3 MP (Chrono,Marle,Robo-Cyclone,Life2,LaserSpin)
Arc Impulse - 2766.25 1E Water mixed - 4, 8, 4 MP (Chrono,Marle,Frog-Spincut,Ice2,LeapSlash)
Final Kick - 3706.25 1E Shadow mixed - 8, 8, 20 MP (Chrono,Marle,Ayla-Lightning2,Ice2,TripleKick)
Fire Zone - 2053.75 CZ Fire mixed - 4, 8, 3 MP (Chrono,Lucca,Robo-Spincut,Fire2,LaserSpin)
Delta Storm - 1883.75 AE Shadow magic - 8, 8, 8 MP (Chrono,Lucca,Frog-Lightning2,Fire2,Water2)
Gatling Kick - 3741.25 1E Shadow mixed - 8, 8, 20 MP (Chrono,Lucca,Ayla-Lightning2,Fire2,TripleKick)
Triple Raid - 2480 1E physical - 2, 4, 2 MP (Chrono,Robo,Frog-Cyclone,RoboTackle,SlurpCut)
Twister - 2790 AE Shadow mixed - 2, 3, 10 MP (Chrono,Robo,Ayla-Cyclone,LaserSpin,TailSpin)
3D Attack - 3692.5 1E physical - 2, 2, 20 MP (Chrono,Frog,Ayla-Cyclone,SlurpCut, TripleKick)

Marle
Dual Techs
Tech-Damage/Healing Effect - Cost (PC 1,PC 2-Components)
Aura Whirl - 260 AA Healing - 2, 1MP (Chrono,   Marle-Cyclone, Aura)
Ice Sword - 1462.5 1E Water mixed - 4, 2MP (Chrono,Marle-Spincut, Ice)
Ice Sword 2 - 1873 EZ Water mixed - 12, 8MP (Chrono,Marle-Confuse, Ice2)
Antipode - 941 EZ Shadow magic - 2, 2 MP (Marle,Lucca-Ice, Fire)
Antipode 2 - 1797 EZ Shadow magic - 8, 8 MP (Marle,Lucca-Ice2, Fire2)
Antipode 3 - 3140 AE Shadow magic - 8, 20 MP (Marle,Lucca-Ice2, Flare)
Aura Beam - 260 AA Healing - 1, 2 MP (Marle,Robo-Aura, CureBeam)
Ice Tackle - 2158.5 1E Water mixed - 2, 4 MP (Marle,Robo-Ice, RoboTackle)
Cure Touch - 999 AA Healing - 5, 3 MP (Marle,Robo-Cure2, HealBeam)
Ice Water - 824 AE Water magic - 2, 2 MP (Marle,Frog-Ice, Water)
Glacier - 1425 1E Water magic - 8, 8 MP (   Marle,Frog-Ice2, Water)
Double Cure - 744 AA Healing + Status restore - 5, 5 MP (Marle,Frog-Cure2, Cure2)
Twin Charm - 1E Steal Item - 1, 4 MP (Marle,Ayla-Provoke, Charm)
Ice Toss - 2040 EZ Water mixed - 2, 4 MP (Marle,Ayla-Ice, RockThrow)
Cube Toss - 2707.5 EZ Water mixed - 8, 4 MP (Marle,Ayla-Ice2, RockThrow)

Triple Techs
Delta Force - 2035 AE Shadow magic - 8, 8, 8 MP (Chrono,Marle,Lucca-Lightning2,Ice2,Fire2)
Life Line - 100% AA Revival + Reraise Status - 2, 15, 3 MP (Chrono,Marle,Robo-Cyclone,Life2,LaserSpin)
Arc Impulse - 2766.25 1E Water mixed - 4, 8, 4 MP (Chrono,Marle,Frog-Spincut,Ice2,LeapSlash)
Final Kick - 3706.25 1E Shadow mixed - 8, 8, 20 MP (Chrono,Marle,Ayla-Lightning2,Ice2,TripleKick)
PoyozoDance - 1097 AE NE magic + chance of Chaos status - 1, 1, 20 MP (Marle,Lucca,Ayla-Provoke,HypnoWave,TailSpin)
DarkEternal - 3733.75 AE Shadow magic - 8, 8, 20 MP (Marle,Lucca,Magus-Ice2,Fire2,DarkMatter)
Grand Dream - 0-6737 AE physical Damage, increases as Frog's HP falls - 15, 2, 15 MP (Marle,Robo,Frog-Life2,CureBeam,FrogSquash)

Lucca
Dual Techs
Tech-Damage/Healing Effect - Cost (PC 1,PC 2-Components)
Flame Whirl - 707 EZ Fire mixed - 2, 1 MP (Chrono,Lucca-Cyclone, FlameToss)
Fire Sword - 1491.25 1E Fire mixed - 4, 2 MP (Chrono,Lucca-Spincut, Fire)
Fire Sword 2 - 1901 EZ Fire mixed - 12, 8 MP (Chrono,Lucca-Confuse, Fire2)
Antipode - 941 EZ Shadow magic - 2, 2 MP (Marle,Lucca-Ice, Fire)
Antipode 2 - 1797 EZ Shadow magic - 8, 8 MP (Marle,Lucca-Ice2, Fire2)
Antipode 3 - 3140 AE Shadow magic - 8, 20 MP (Marle,Lucca-Ice2, Flare)
Fire Punch - 1023 (482-1886) EZ Fire mixed - 2, 1 MP (Lucca,Robo-Fire, RocketPunch)
Fire Tackle - 2389.5 1E Fire mixed - 8, 4 MP (Lucca,Robo-Fire2, RoboTackle)
Double Bomb - 3540 CZ Fire magic - 15, 14 MP (Lucca,Robo-MegaBomb, AreaBomb)
Red Pin - 1748.75 1E Fire mixed - 2, 4 MP (Lucca,Frog-Fire, LeapSlash)
Line Bomb - 1402 LT Fire magic - 15, 4 MP (Lucca,Frog-MegaBomb, LeapSlash)
Frog Flare - 2409-5927 AE mixed, increases as Frog's HP falls - 20, 15 MP (Lucca,Frog-Flare, FrogSquash)
Flame Kick - 1525 1E Fire mixed - 2, 2 MP (Lucca,Ayla-Fire, RolloKick)
Fire Whirl - 2565 AE Shadow magic - 8, 10 MP (Lucca,Ayla-Fire2, TailSpin)
Blaze Kick - 3203.75 1E Fire mixed - 8, 20 MP (Lucca,Ayla-Fire2, TripleKick)

Triple Techs
Delta Force - 2035 AE Shadow magic - 8, 8, 8 MP (Chrono,Marle,Lucca-Lightning2,Ice2,Fire2)
Fire Zone - 2053.75 CZ Fire mixed - 4, 8, 3 MP (Chrono,Lucca,Robo-Spincut,Fire2,LaserSpin)
Delta Storm - 1883.75 AE Shadow magic - 8, 8, 8 MP (Chrono,Lucca,Frog-Lightning2,Fire2,Water2)
Gatling Kick - 3741.25 1E Shadow mixed - 8, 8, 20 MP (Chrono,Lucca,Ayla-Lightning2,Fire2,TripleKick)
PoyozoDance - 1097 AE NE magic + chance of Chaos status - 1, 1, 20 MP (Marle,Lucca,Ayla-Provoke,HypnoWave,TailSpin)
DarkEternal - 3733.75 AE Shadow magic - 8, 8, 20 MP (Marle,Lucca,Magus-Ice2,Fire2,DarkMatter)
Omega Flare - 4278.75 AE Shadow magic - 20, 3, 8 MP (Lucca,Robo,Magus-Flare,LaserSpin,DarkBomb)

Robo
Dual Techs
Tech-Damage/Healing Effect - Cost (PC 1,PC 2-Components)
Rocket Roll - 478.5 AE Shadow magic - 2, 3 MP (Chrono,Robo-Slash, LaserSpin)
Max Cyclone - 1545 CZ mixed - 4, 3 MP (Chrono,Robo-Spincut, LaserSpin)
Super Volt - 2133.75 AE Lightning magic - 8, 17 MP (Chrono,Robo-Lightning2, Shock)
Aura Beam - 260 AA Healing - 1, 2 MP (Marle,Robo-Aura, CureBeam)
Ice Tackle - 2158.5 1E Water mixed - 2, 4 MP (Marle,Robo-Ice, RoboTackle)
Cure Touch - 999 AA Healing - 5, 3 MP (Marle,Robo-Cure2, HealBeam)
Fire Punch - 1023 (482-1886) EZ Fire mixed - 2, 1 MP (Lucca,Robo-Fire, RocketPunch)
Fire Tackle - 2389.5 1E Fire mixed - 8, 4 MP (Lucca,Robo-Fire2, RoboTackle)
Double Bomb - 3540 CZ Fire magic - 15, 14 MP (Lucca,Robo-MegaBomb, AreaBomb)
Blade Toss - 1098.75 LT mixed - 3, 2 MP (Robo,Frog-Laser Spin, SlurpCut)
Bubble Snap - 1960 1E physical - 4, 2 MP (Robo,Frog-RoboTackle, Water)
Cure Wave - 744 AA Healing - 3, 5 MP (Robo,Frog-HealBeam, Cure2)
Boogie - AE Stop status - 4, 4 MP (Robo,Ayla-RoboTackle, Charm)
Spin Kick - 1476 1E physical - 2, 2 MP (Robo,Ayla-LaserSpin, RolloKick)
Beast Toss - 3514 (1976-5965) 1E physical - 12, 4 MP (Robo,Ayla-Uzzi Punch, RockThrow)

Triple Techs
Life Line - 100% AA Revival + Reraise Status - 2, 15, 3 MP (Chrono,Marle,Robo-Cyclone,Life2,LaserSpin)
Fire Zone - 2053.75 CZ Fire mixed - 4, 8, 3 MP (Chrono,Lucca,Robo-Spincut,Fire2,LaserSpin)
Triple Raid - 2480 1E physical - 2, 4, 2 MP (Chrono,Robo,Frog-Cyclone,RoboTackle,SlurpCut)
Twister - 2790 AE Shadow mixed - 2, 3, 10 MP (Chrono,Robo,Ayla-Cyclone,LaserSpin,TailSpin)
Grand Dream - 0-6737 AE physical Damage, increases as Frog's HP falls - 15, 2, 15 MP (Marle,Robo,Frog-Life2,CureBeam,FrogSquash)
Omega Flare - 4278.75 AE Shadow magic - 20, 3, 8 MP (Lucca,Robo,Magus-Flare,LaserSpin,DarkBomb)
Spin Strike - 3656 1E physical - 4, 4, 15 MP (Robo,Frog,Ayla-RoboTackle,LeapSlash,DinoTail)

Frog
Dual Techs
Tech-Damage/Healing Effect - Cost (PC 1,PC 2-Components)
X Strike - 1255 1E physical - 2, 2 MP (Chrono,Frog-Cyclone, SlurpCut)
SwordStream - 1345 1E Water mixed - 4, 2 MP (Chrono,Frog-Spincut, Water)
Spire - 1683.75 1E Lightning mixed - 8, 4 MP (Chrono,Frog-Lightning2, LeapSlash)
Ice Water - 824 AE Water magic - 2, 2 MP (Marle,Frog-Ice, Water)
Glacier - 1425 1E Water magic - 8, 8 MP (   Marle,Frog-Ice2, Water)
Double Cure - 744 AA Healing + Status restore - 5, 5 MP (Marle,Frog-Cure2, Cure2)
Red Pin - 1748.75 1E Fire mixed - 2, 4 MP (Lucca,Frog-Fire, LeapSlash)
Line Bomb - 1402 LT Fire magic - 15, 4 MP (Lucca,Frog-MegaBomb, LeapSlash)
Frog Flare - 2409-5927 AE mixed, increases as Frog's HP falls - 20, 15 MP (Lucca,Frog-Flare, FrogSquash)
Blade Toss - 1098.75 LT mixed - 3, 2 MP (Robo,Frog-Laser Spin, SlurpCut)
Bubble Snap - 1960 1E physical - 4, 2 MP (Robo,Frog-RoboTackle, Water)
Cure Wave - 744 AA Healing - 3, 5 MP (Robo,Frog-HealBeam, Cure2)
Slurp Kiss - 470.5 AA Healing - 1, 1 MP (Frog,Ayla-Slurp, Kiss)
Bubble Hit - 1378.75 1E mixed - 2, 2 MP (Frog,Ayla-Water, RolloKick)
Drop Kick - 3325.5 1E physical - 4, 20 MP (Frog,Ayla-LeapSlash, TripleKick)

Triple Techs
Arc Impulse - 2766.25 1E Water mixed - 4, 8, 4 MP (Chrono,Marle,Frog-Spincut,Ice2,LeapSlash)
Delta Storm - 1883.75 AE Shadow magic - 8, 8, 8 MP (Chrono,Lucca,Frog-Lightning2,Fire2,Water2)
Triple Raid - 2480 1E physical - 2, 4, 2 MP (Chrono,Robo,Frog-Cyclone,RoboTackle,SlurpCut)
3D Attack - 3692.5 1E physical - 2, 2, 20 MP (Chrono,Frog,Ayla-Cyclone,SlurpCut, TripleKick)
Grand Dream - 0-6737 AE physical Damage, increases as Frog's HP falls - 15, 2, 15 MP (Marle,Robo,Frog-Life2,CureBeam,FrogSquash)
Spin Strike - 3656 1E physical - 4, 4, 15 MP (Robo,Frog,Ayla-RoboTackle,LeapSlash,DinoTail)

Ayla[/u]               
Dual Techs
Drill Kick - 1182 1E physical - 2, 2 MP (Chrono,Ayla-Cyclone, RolloKick)
Volt Bite - 2108 1E Lightning physical - 2, 3 MP (Chrono,Ayla-Lightning, CatAttack)
Falcon Hit - 1422 LT physical - 4, 4 MP (Chrono,Ayla-Spincut, RockThrow)
Twin Charm - 1E Steal Item - 1, 4 MP (Marle,Ayla-Provoke, Charm)
Ice Toss - 2040 EZ Water mixed - 2, 4 MP (Marle,Ayla-Ice, RockThrow)
Cube Toss - 2707.5 EZ Water mixed - 8, 4 MP (Marle,Ayla-Ice2, RockThrow)
Flame Kick - 1525 1E Fire mixed - 2, 2 MP (Lucca,Ayla-Fire, RolloKick)
Fire Whirl - 2565 AE Shadow magic - 8, 10 MP (Lucca,Ayla-Fire2, TailSpin)
Blaze Kick - 3203.75 1E Fire mixed - 8, 20 MP (Lucca,Ayla-Fire2, TripleKick)
Boogie - AE Stop status - 4, 4 MP (Robo,Ayla-RoboTackle, Charm)
Spin Kick - 1476 1E physical - 2, 2 MP (Robo,Ayla-LaserSpin, RolloKick)
Beast Toss - 3514 (1976-5965) 1E physical - 12, 4 MP (Robo,Ayla-Uzzi Punch, RockThrow)
Slurp Kiss - 470.5 AA Healing - 1, 1 MP (Frog,Ayla-Slurp, Kiss)
Bubble Hit - 1378.75 1E mixed - 2, 2 MP (Frog,Ayla-Water, RolloKick)
Drop Kick - 3325.5 1E physical - 4, 20 MP (Frog,Ayla-LeapSlash, TripleKick)

Triple Techs
Final Kick - 3706.25 1E Shadow mixed - 8, 8, 20 MP (Chrono,Marle,Ayla-Lightning2,Ice2,TripleKick)
Gatling Kick - 3741.25 1E Shadow mixed - 8, 8, 20 MP (Chrono,Lucca,Ayla-Lightning2,Fire2,TripleKick)
Twister - 2790 AE Shadow mixed - 2, 3, 10 MP (Chrono,Robo,Ayla-Cyclone,LaserSpin,TailSpin)
3D Attack - 3692.5 1E physical - 2, 2, 20 MP (Chrono,Frog,Ayla-Cyclone,SlurpCut, TripleKick)
PoyozoDance - 1097 AE NE magic + chance of Chaos status - 1, 1, 20 MP (Marle,Lucca,Ayla-Provoke,HypnoWave,TailSpin)
Spin Strike - 3656 1E physical - 4, 4, 15 MP (Robo,Frog,Ayla-RoboTackle,LeapSlash,DinoTail)

Magus
DarkEternal - 3733.75 AE Shadow magic - 8, 8, 20 MP (Marle,Lucca,Magus-Ice2,Fire2,DarkMatter)
Omega Flare - 4278.75 AE Shadow magic - 20, 3, 8 MP (Lucca,Robo,Magus-Flare,LaserSpin,DarkBomb)
« Last Edit: July 11, 2015, 03:43:58 PM by Dark Holy Elf »

Dark Holy Elf

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Re: Chrono Trigger
« Reply #21 on: February 09, 2011, 08:24:50 PM »
Ice Water being 1x is correct. Don't underestimate how badly just "Ice 1 + Water 1 to everyone" rapes the midgame before you get multiple L2s.

I believe Spin Strike has a special entry in the FAQ for how it works.

Frog Flare is fire elemental.

Fire Zone, Max Cyclone, and Double Bomb are centered around Robo.

Note that all double techs take the physical/magical attributes from their component attacks. So it isn't entirely accurate to say that Ice Sword is "Water magic", it would be more accurate to say that it is "Water elemental, mix of physical and magic damage" since it is based on the sum total of Spincut (hits defence) and Ice (hits mdef) damage formulas, fed through multipliers. Some such physical/magical attacks may be dominated by the physical portion of the damage (e.g. Cube Toss), others by the magic (e.g. high-HP Frog Flare) but yeah.

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Nephrite

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Re: Chrono Trigger
« Reply #22 on: February 09, 2011, 09:38:54 PM »
So if, say Ice Sword were to hit Yulie, would it end up doing similar damage to average due to her bad physical durability but good magic durability? (Obviously this is a very general example)

Dark Holy Elf

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Re: Chrono Trigger
« Reply #23 on: February 09, 2011, 09:46:48 PM »
Yeah, that's the general idea.

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Dark Holy Elf

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Re: Chrono Trigger
« Reply #24 on: July 11, 2015, 03:46:09 PM »
Updated the combo tech data, specifically adding in damage figures for the weird ones (Frog Flare, Spin Strike, Grand Dream), figures for techs affected by Robo's Crisis Arm (which he'll generally use) and correctly listing whether each tech is physical, magical, or mixed damage (although if you want to see the exact proportion of physical and magical damage, you'll need to dig around).

Erwin Schrödinger will kill you like a cat in a box.
Maybe.