Author Topic: Super Mario RPG  (Read 5210 times)

Dark Holy Elf

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Super Mario RPG
« on: December 24, 2007, 12:15:54 AM »
Playable Characters
From Pipe Dreamer

Stats are taken at level 24. You may consider these levels a bit high, but that doesn't really matter since stat growth past level 20 is near-identical for everyone.

Timed hits: SMRPG allows for some subjectivity when it comes to this. I've taken the following approach:
-For all specials that require you to mash the Y button, I assume that it is mashed eight times (1.5x damage)
-For Ultra Jump, I assume 12 jumps (2.5x damage).
-For Star Rain, I assume eight bounces, (1.5x damage)
-For all specials that require you to rotate the control pad, I assume that it is rotated five times, (around 1/3 extra damage; for the sake of convenience, all damage values are taken at 1/3 extra damage when calculating)
-All other specials, and all regular attacks, I consider to be timed perfectly. This gives Geno an edge since he has no attacks that rely on these special methods of timing, but this reflects in-game results - Geno's specials are easier to time, and usually he will outdamage everyone due to that.

Status effects: all status effects in SMRPG wear off after three rounds. That makes them a lot less useful than they seem, but on the upside they very, very rarely miss - in fact, I believe the chances of a status effect special missing is exactly the same as that of a regular attack missing, i.e. very little. What they do:
-Mute: victim can't use magic.
-Sleep: victim can't act. The status is cancelled if the victim takes physical damage, or after the end of three rounds as usual.
-Poison: victim takes 10% current HP damage, rounded down, every round.
-Fear: victim takes 1.5x damage from all attacks and does 50% damage with all attacks.
-Mushroom: victim recovers 10% current HP, rounded down, every round, and halves all damage received, but can not act.
-Scarecrow: victim can not use anything except Magic and Defend.

Accessories: with the Attack Scarf being deemed illegal, I have removed it from Mario's listing. There are several storebought accessories in the game, all universal. The characters may opt for them when necessary:
-Antidote Pin: Def +2, Mg. Def +2. Prevents Poison.
-Trueform Pin: Def +4, Mg. Def +4. Prevents Mushroom and Scarecrow. Given its name, I'd allow it to prevent Imp/Frog.
-Wake Up Pin: Def +3, Mg. Def +3. Prevents Sleep and Silence.
-Zoom Shoes: Speed +10. This doesn't change relative speeds at all; make what you will of this.

Also, everyone can opt for Work Pants for +5 Speed, +10 Attack, and +10 Mg. Attack. For everyone except Bowser, though, this also means a huge drop in the defense stats, so I don't have it listed.

Finally, I assume the enemy's defense to be 108, and its mg. defense to be 54. This seems weird, but the overwhelming majority of monsters do have a lot more defense than mag. defense.

Mario

Lazy Shell [Attack +90]
Hero Shirt [Defense +48, Mg. Defense +24]
Ghost Medal

HP 193
Attack 231
Defense 129
Mg. Attack 106
Mg. Defense 90
Speed 20

Attack: 226 physical damage
Ultra Jump: 292 magical damage, Jump-elemental. Have no idea how this element translates to the RPGP, 11 MP
Ultra Flame: 168 magical damage, Fire-elemental, 14 MP

Notes: The Lazy Shell's damage is quite random; it could fluctate by over 40 points of damage either way. The Ghost Medal provides no stat bonuses, but acts like a permanent Bracer, cutting all damage Mario sustains by 50% (it is, however, dispellable.)  Mario also is the only PC who can use the Attack Scarf (+30 to all stats), if you allow it. Mario also has access to the Jump Shoes (+2 Def, +5 Mg. Attack, +1 Def/MDef, ignores target's Jump resistance), which is vastly inferior to Ghost Medal in general but a valid option.

Mallow

Sonic Cymbal [Attack +72]
Prince Pants [Defense +48, Mg. Defense +24]
[Empty]

HP 183
Attack 192
Defense 121
Mg. Attack 113
Mg. Defense 101
Speed 18

Attack: 168 physical damage
HP Rain: heals 153 damage, 2 MP
Shocker: 178 magical damage, Thunder-elemental, 8 MP
Snowy: 132 magical damage, Ice-elemental, 12 MP
Star Rain: 171 magical damage, non-elemental, 14 MP

Geno

Star Gun (Attack +57)
Star Cape [Defense +36, Mg. Defense +18]
[Empty]

HP 193
Attack 216
Defense 129
Mg. Attack 112
Mg. Defense 87
Speed 30

Attack: 216 physical damage
Geno Boost: Causes target to do 150% with all attacks, and sustain 50% damage from all attacks. Dispellable, 4 MP.
Geno Whirl: 9999 damage, fails on bosses, 8 MP.
Geno Flash: 236 magical damage, non-elemental, 16 MP.

Bowser

Drill Claw [Attack +40]
Work Pants [Attack +10, Mg. Attack +10, Defense +15, Mg. Defense +5, Speed +5]
OR: Heal Shell [Defense +24, Mg. Defense +12]
[Empty]

HP 210
Attack 209 (199)
Defense 122 (131)
Mg. Attack 101 (91)
Mg. Defense 72 (79)
Speed 20 (15)

Attack: 202 (186) physical damage
Terrorize: 76 magical damage, non-elemental; adds Fear; 90% hit rate, 6 MP.
Poison Gas: 89 magical damage, non-elemental; adds Poison; 90% hit rate, 10 MP.
Crusher: 160 (145) magical damage, non-elemental, 12 MP

Toadstool

Frying Pan [Attack +90]
Royal Dress [Defense +48, Mg. Defense +24]
B-Tub Ring [Halves elemental damage received]

HP 195
Attack 218
Defense 122
Mg. Attack 107
Mg. Defense 102
Speed 24

Attack: 220 physical damage
Therapy: Heals 183 (i.e. near-full) damage, heals status, 2 MP.
Sleepy Time: Adds Sleep; 99% hit rate, 4 MP.
Mute: Adds Mute; 99% hit rate, 3 MP.
Psych Bomb: 178 magical damage, non-elemental, 15 MP.


Averages
From OblivionKnight

HP: 195
1) Bowser - 210
2) Toadstool - 195
3t) Mario - 193
3t) Geno - 193
5) Mallow - 183

Defense: 125 ( Bowser w/Work Pants ); 126 ( Bowser w/Heal Shell )
1) Bowser w/Heal Shell - 131
2t) Geno - 129
2t) Mario - 129
4t) Toadstool - 122
4t) Bowser w/Work Pants - 122
6) Mallow - 121

Magic Defense: 90 ( Bowser w/Work Pants ); 92 ( Bowser w/Heal Shell )
1) Toadstool - 102
2) Mallow - 101
3) Mario - 90
4) Geno - 87
5) Bowser w/Heal Shell - 79
6) Bowser w/Work Pants- 72

Speed: 22 ( Bowser w/Work Pants ); 21 ( Bowser w/Heal Shell )
1) Geno - 30
2) Toadstool - 24
3t) Mario - 20
3t) Bowser w/Work Pants - 20
5) Mallow - 18
6) Bowser w/Heal Shell - 15

Ideal Damage: 226 ( Bowser w/Work Pants ); 222 ( Bowser w/Heal Shell )
1) Mario w/Ultra Jump - 292
2) Geno w/Geno Flash - 236
3) Toadstool w/Physical - 220
4) Bowser w/Physical - 202 ( Work Pants ); 186 ( Heal Shell )
5) Mallow w/Shocker - 178
« Last Edit: February 14, 2015, 07:37:02 PM by Dark Holy Elf »

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Dark Holy Elf

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Re: Super Mario RPG
« Reply #1 on: December 24, 2007, 12:41:40 AM »
Bosses, Earlygame to Nimbus Land
From Dark Holy Elf

SMRPG has some important mechanics you should know about for bosses.

The first is timed blocking. In general, all physical attacks and some physical techs can be time-blocked. If you're close to the mark, you'll reduce damage by half; if you nail the timing perfectly you take 0 damage. Now, the problem is, every enemy has its own unique timing which the player has to get used to, so just taking 0 from all physicals is not a trivial matter. Anyway, I'll leave it up to the reader to decide how to deal with this. Note that any attack that can be time-blocked, I'll tag its damage with a star. This damage is the full damage. One possible interpretation would be to see timed blocking analogous to evasion, and make SMRPG blockable attacks really struggle with that in the DL. Or you could just assume damage is always halved. Or nulled, if you're mean. I dunno.

Damage bosses take is also based on timed attacking. For simple timed hits, I assume they're done perfectly, since this is really rather easy to get used to. For attacks like Fire Orb and Super Jump, I'm assuming 8 successful button presses. For now, anyway. If you're really good at jumps/fireballs, then I'm underrating Mario's magic damage a bit, but I like the even multipliers. So nyah.

For the stats characters have, I assume "optimum" levels up. See the SMRPG stat thread for details. Seems fairest.

All enemy attacks (there may be one or two exceptions, but I doubt it) can miss. Some seem to miss more often than others, but I haven't confirmed this to myself yet, let alone to put in a stat thread. I may elaborate later. The game probably has some hidden accuracy and evade stats, but fortunately, they don't seem to fluctuate too much, and evasion is always an uncommon event. Enemy status attacks are always 100% if the attack hits.

Some last notes before we dive in:

-For bosses, their best damaging attack to average is bolded. Blockable attacks are only bolded if they are at least 50% better than the boss' best unblockable damage.
-For PCs, bolded attacks are their best to normal enemies. Italicised attacks are striking weaknesses on a boss.
-"Magic" listed in the party average is not a stat, but rather it is derived from a PC's Magic Attack + the spell power of their best spell. Since the magic formula in SMRPG is (MA + SpellPow - TargetMDef), this effectively shows how much of an impact enemy MDef has, analogous to defence's effect on Attack. Hence why it is used.
-SMRPG enemies appear to break speed tiebreaks with your PCs, so they are sliightly faster tha numbers indicate. For what little that's worth.



Croco 1
Weak to Fire. Immune to Sleep.

HP 320
Def 25 (avg 10)
MDef 18 (avg 5)
Speed 16 (slower than Mallow)

Attack: *13 damage
Bomb Throw: 19 physical damage
Weird Mushroom: Croco regains 60 HP, and skips his next turn. OPB.
"Yeouch!": The first time Croco is struck with a Fire elemental attack, he will skip his next turn.

Party averages (Lv 3): 27 HP, 12 Def, 14 MDef, 32 Atk, 37 Magic

Damage done to average/Croco:

Mario's Jump: 55/36
Mario's Fire Orb: 48/56
Mallow's Thunderbolt: 33/17
Mario's physical: 56/26
Mallow's physical: 34/4

Average damage: 44

Comments: You'd expect an early boss to be a total scrub, but Croco's really rather impressive in a duel. He's very physically tanky (reduces all damage by over half), he has a good 2HKO attack, and the general magic durability is solid too. Fire is really all he has to fear... pity it's what he faces in-game, so yeah, he's not too impressive there. The speed also needs work. High Middle. He has another form, though, so I'd wait for that before making any final judgements.



Mack the Knife
Weak to Lightning. Immune to all status.

HP 480
Def 25 (avg 18)
MDef 20 (avg 10)
Speed 8 (slower than Mallow)

Attack: *6 damage
Flame: 10 Fire magic damage
Flame Wall: 6 Fire magic damage MT
Summon Bodyguards: Summons 4 Bodyguards. They're OHKO-bait, and do 6 Fire magic damage with OPB Drain, *3 with physicals. Useable only when alone.
Jump: Mack becomes untargettable until all his support is killed. During this time he can not attack. Useable only with support.
Stunned: The first time Mack is struck with a Lightning elemental attack, he will skip his next turn.

Party averages (Lv 4): 36 HP, 16 Def, 17 MDef, 35 Atk, 39 Magic

Damage done to average/Mack:
Mario's Jump: 51/36
Mallow's Thunderbolt: 30/35[/i]
Mario's physical: 46/32
Mallow's physical: 22/8

Average damage: 40

Comments: Uh, I guess if you allow Bodyguard summoning, Mack + four of them attacking combine for a near-KO to average! Against someone that doesn't resist Fire, and has no MT to mop 'em all up. If you don't, then the offence is just shit. Complete disgrace for a chapter boss, really. That said, he has definite durability, so he's High Light if you don't allow summoning, Light/Middle if you do.



Belome 1
Weak to Lightning. Immune to Sleep.

HP 500
Def 25 (avg 18)
MDef 20 (avg 15)
Speed 4 (slower than Mallow)

Attack: *9 damage
Sleep Sauce: Inflicts Sleep
S'crow Funk: Inflicts Scarecrow
Eat: Devours target, removing him from the battlefield. This effect ends if Belome is struck 2 or 3 times (not sure on the exact trigger, could also be damage). Only targets Mallow, and can not be used if Mallow is alone. I'd throw this out in the DL, obviously.

Party averages (Lv 5): 41 HP, 21 Def, 22 MDef, 37 Atk, 44 Magic

Damage done to average/Belome:
Mario's Jump: 51/43
Mallow's Thunderbolt: 30/47[/i]
Mario's physical: 52/38
Mallow's physical: 26/12

Average damage: 40

Comments: Well, Sleep is pretty useless, but Scarecrow is nice, shutting down fighters entirely unless they're immune to transformation. He's also got the same good HP as Mack, though the defences are less impressive relatively. Still durable enough to get in his status. His damage is pathetic, though; 4HKO, and blockable at that (if you're remotely competent at timed blocking you can beat him without healing in-game, despite the HP). Fail. Still tricksy enough for Middle.



Bowyer
Immune to all status.

HP 720
Def 40 (avg 26)
MDef 35 (avg 15)
Speed 10 (slower than Mallow)

Attack: *19 damage
Bolt: 25 Lightning magic damage
Static E!: 17 Lightning magic damage MT
Lightning Orb: 13 Lightning magic damage
G'nite: Inflicts Sleep
Summon Buttons: Allows button disabling to be used. Next turn Bowyer doubleacts, but always uses the first action to Disable Button. OPB obviously.
Button disable: Randomly seals off one of the A (attack), Y (magic), or X (item) buttons, take this as you will. Lasts two turns.

Notes: If you don't consider Geno (he joins for this fight, with no equips) in the averages, subtract 3 from all of Bowyer's damage.

Party averages (Lv 7, Geno 6): 52 HP, 31 Def, 25 MDef, 61 Atk, 61 Magic
Without Geno: 56 HP, 34 Def, 28 MDef, 61 Atk, 60 Magic

Damage done to average/Bowyer:
Mario's Super Jump: 120/80
Mallow's Thunderbolt: 37/12
Geno's Geno Beam: 100/60
Mario's physical: 76/48
Mallow's physical: 66/38
Geno's physical: 68/40

Average damage: 95

Comments: Real oddball. Anyway, sleep + lightning magic is a good strategy. The damage is high 3HKO; durability... well, damage has spiked massively since Belome, so Bowyer's HP isn't so hot (I'd peg it around average PC). However, the defences are solid, reducing all damage by slightly over a third. Button disabling... depends how you take it, but it's probably a waste of time in most situations. High Middle, defend Sleep/Lightning or die, and he's not a total lost cause without his tricks.



Croco 2
Weak to Fire. Immune to Sleep.

HP 750
Def 50 (avg 40)
MDef 50 (avg 20)
Speed 20 (average)

Attack: *13 damage
Bomb Throw: 19 physical damage
Chomp: *26 physical damage, useable only below half HP
Steal: Counter to the attack that reduces Croco below half HP, Croco steals the foe's entire item stash. (In the DL, this would presumably hurt the likes of Rikku, but is good for little else.)

Party averages (Lv 7): 56 HP, 39 Def, 26 MDef, 83 Atk, 73 Magic

Damage done to average/Croco:
Mario's Super Jump: 130/70
Mallow's Thunderbolt: 43/6
Geno's Geno Beam: 118/58
Mario's physical: 88/68
Mallow's physical: 78/58
Geno's physical: 94/74

Notes: While Croco is weak to Fire, his MDef is so high that the weak Fire Orb is useless against him in-game.

Average damage: 108

Comments: Slightly different take on his first form. Croco loses considerable physical durability (he's the first boss you take down physically in-game) due to only slightly above average def and unimpressive HP. Magical durability is probably similar to before, i.e. solid. And he's the first SMRPG boss with decent speed! Damage has tanked, but on the flipside he does gain a cute spoiler move. I dunno, this form's probably a High Light, he likes the first one better if you allow it.



Punchinello
Immune to Jump and all status.

HP 1200
Def 42 (avg 40)
MDef 40 (avg 20)
Speed 15 (slower than Mallow)

Attack: *18 damage
Sand Storm: 10 Earth magic damage MT, inflicts Fear. Only has enough MP to cast it once.
Summon Micro Bombs: Summons 4 Micro Bombs, OHKO bait losers who can self-destruct for *2 damage. Only useable if no Micro Bombs are alive.
Summon Bob-Ombs: Summons 4 Bob-Ombs, and destroys all Micro Bombs if any. Bob-Ombs can self-destruct for *9 damage. Useable only below 2/3 HP and if no Bob-Ombs are alive, and is also used as a counter for the first attack that lowers him below that amount.
Summon Mezzo Bombs: Summons 3 Mezzo Bombs, and destroys all Bob-Ombs and Micro Bombs if any. Mezzo Bombs can self-destruct for *29 damage. Useable only below 1/3 HP and if no Mezzo Bombs are alive, and is also used as a counter for the first attack that lowers him below that amount.

Notes: Mezzo Bombs have 150 HP, the first two are complete OHKO bait. The bombs will often wait or skip turns, take that as you will.

Party averages (Lv 8, Geno 7): 61 HP, 41 Def, 28 MDef, 85 Atk, 77 Magic

Damage done to average/Punchinello:
Mario's Super Jump: 142/102 (NB: Jump Shoes needed to damage Punchinello)
Mallow's Thunderbolt: 51/26
Geno's Geno Beam: 118/78
Mario's physical: 96/92
Mallow's physical: 84/80
Geno's physical: 94/92

Average damage: 114

Comments: Another odd one, why do the chapter bosses insist on this? Anyhow, for the first third of HP, all he's good for is Sand Storm (and if you wait out that Fear, he's toast). After that he gets some better bombs, but he's always dependent on them, and they're highly unreliable. Also, since in the Mario world, bombs are people too, you might not allow him their help at all, which makes him basically garbage, for all that his physical does 2HKO after Fear if not blocked. Anyway, the HP and MDef are solid. I'll just call him Middle, and hope I never have to think about a match involving him.



Note: From this point on, Geno has Geno Boost and can use it to permanently boost a PC's damage for a battle by 50% (not to mention it adds a damage halving effect). This isn't factored into listed averages, but consider it however you will. Also, I won't be including Bowser in the average for the "Magic" stat for the time being, since his magic isn't used for damage before Crusher.

Booster
Weak to Jump. Immune to Sleep.

HP 800
Def 55 (avg 54)
MDef 40 (avg 20)
Speed 24 (above average)

Attack: *25 damage
Bomb Throw: 37 physical damage
Spritz Bomb: 50 physical damage. Useable only below 500 (62.5%) HP.
Loco Express: 100 physical damage. Useable only below 500 (62.5%) HP.

Party averages (Lv 8): 67 HP, 50 Def, 32 MDef, 96 Atk, 79 Magic

Damage done to average/Booster:
Mario's Super Jump: 142/204[/i]
Mallow's Thunderbolt: 51/26
Geno's Geno Beam: 132/92
Mario's physical: 108/106
Mallow's physical: 56/54
Geno's physical: 76/74
Bowser's physical: 102/100

Average damage: 108

Comments: Ow. Booster hits bloody hard; without the help of Fear or Geno Boost, Loco Express completely splatters anyone but Bowser (hell, Spritz Bomb OHKOs Mario and Mallow). Granted his best damage can't be accessed at high HP, but even then, Bomb Throw is solid. He even manages decent speed, surprising for a SMRPG boss. Obviously this guy is optional for a reason. Anyway, his main weakness is his HP (which is at best PCish), though MDef is a nice consolation. Also note that in-game, you can completely splatter him with Terrorise + Super Jump, which can hit well over 300 easily (not to mention making his damage more sane). Getting run over by a madman on a train isn't fun, apparently. High Heavy



Bundt/Raspberry
Weak to Jump. Immune to Fire, Ice, Lightning, and all status.

HOW THE BATTLE WORKS:

This is a bit complicated. The cake is actually a multi-part boss. In the first stage of the battle (the plot fight), neither acts, and instead you are accosted by Chef Torte and his apprentice. "Killing" Bundt by removing his 900 HP ends the first stage.

In the second stage, both Raspberry and Bundt act, but only Bundt can be targetted. However, Bundt no longer has an HP supply; instead, he has 5 candles lit. Every time he takes damage (hitting him with an element he nulls doesn't count), he loses a lit candle; every time he takes a turn he gains one (although he can't exceed his max of 5). Hitting him when he has zero candles lit kills Bundt.

In the third stage, only Raspberry remains, and you kill him as normal.

Bundt:
HP 900 (... sorta)
Def 10 (avg 54)
MDef 50 (avg 20)
Speed 16 (slower than Mallow)

Raspberry:
HP 600
Def 20 (avg 54)
MDef 30 (avg 20)
Speed 16 (slower than Mallow)

Bundt:
Attack: *11 damage
Light Orb: *22 physical damge
Diamond Saw: 50 Ice magic damage
Blizzard: 12 Ice magic damage MT
Lulla-Bye: Inflicts Sleep

Raspberry:
Attack: *16 damage
Light Orb: *32 physical damage
Drain Beam: 21 magic damage MT
Sand Storm: 11 Earth magic damage MT, inflicts Fear

Party averages (Lv 9, Geno 8): 73 HP, 54 Def, 35 MDef, 106 Atk, 81 Magic

Damage done to average/Bundt/Raspberry:
Mario's Super Jump: 148/176/256[/i]
Mallow's Thunderbolt: 56/0
Geno's Geno Beam: 132/72/112
Mario's physical: 120/208/188
Mallow's physical: 88/176/156
Geno's physical: 100/188/168
Bowser's physical: 112/200/180

Average damage: 120

Comments: Uh. Totally depends how you handle him. The strictest interpretations would see only Raspberry as legal, which... well, isn't good for him. Raspberry alone is slow and very fragile; bad combination. Sure, Sand Storm leads to a high 3HKOing Drain Beam and a potentially mean Light Orb, but it's not going to save him from Light.

If you allow Bundt and Raspberry as a form-chain where Raspberry can't act until Bundt dies, and Bundt having his 900 HP (ignoring candles) you have a solid mage boss with Sleep + Diamond Saw who may be able to clean up with a last gasp from Raspberry. The physical durability STILL fails, but he's very anti-magic, shutting down three elements entirely and having nice MDef in Bundt form. Low Heavy.

If you allow Bundt and Raspberry to act simultaneously until Bundt is killed as in-game... uh. That's a lot of damage. Again, that 10 Defence keeps me from giving him the highest rank. But ow ow ow. As if Sleep isn't enough, Diamond Saw + Drain Beam is borderline OHKO, and Fear will crush Sleep-immune healers. You're in deep trouble if you let Bundt get a turn. High Heavy.

If you keep the battle as presented and allow Bundt his trick with candles? You need to doubleturn him six times to win. While he Diamond Saws your ass. Godlike.

As a note, I'm leaning towards interpretation #2 (I'm tough on multipart bosses, but Raspberry alone doesn't seem a fair translation of this boss to the DL setting). But go with whatever you like.



Johnny
Immune to Sleep.

HP 820
Def 80 (avg 60)
MDef 60 (avg 25)
Speed 13 (slow)

Attack: *20 damage
Skewer: *30 physical damage
Mega Drain: 20 Fire magic damage
Diamond Saw: 40 Ice magic damage
Get Tough: Counter when lowered below half HP: puts Johnny in Defence Up status (damage taken is halved for the remainder of the battle).

Notes: Johnny will sometimes skip turns, though there doesn't seem to be any trigger for this. Johnny can run out of MP, but it takes a rather long time (two dozen spells, maybe more? I didn't count).

Party averages (Lv 10): 82 HP, 65 Def, 45 MDef, 104 Atk, 95 Magic

Damage done to average/Johnny:
Mario's Super Jump: 124/54
Mallow's Shocker: 118/66
Geno's Geno Beam: 138/68
Mario's physical: 96/56
Mallow's physical: 62/22
Geno's physical: 114/74
Bowser's physical: 126/86
Toadstool's physical: 42/2

Average damage: 109

Comments: Kyar. Johnny may not be much for HP, but he's a tank, roughly halving magic and being almost as tough to physicals. And just to drive the point home, for the second half of the battle he'll be in Defence Up status thanks to "Get Tough", meaning he roughly quarters the damage you're used to. Offensively, Johnny lacks any real tricks; he has high 3HKO ice magic, and mediocre fallback plans if that fails, all from a poor speed. He fears long-lasting healers, ice immunity, and Silence, but he's still pretty good at what he does. High Middle.



Yaridovich
Weak to Lightning. Immune to all status.

HP 1500
Def 85 (avg 60)
MDef 75 (avg 25)
Speed 20 (average)

Attack: *58 damage
Pierce: *116 physical damage
Light Orb: *116 physical damage

Willy Wisp: 71 magic damage
Water Blast: 62 Earth? magic damage MT
Flame Stone: 55 magic damage
Mirage Attack: Creates a mirage of himself. For three rounds, both Yaridovich and the mirage can attack on their own accord, but Yaridovich himself can not use magic (perhaps the mental concentration of projecting his own image disrupts his spells, I dunno <_<). On Yaridovich's third round after doing this, the mirage disappears and Yaridovich forfeits his turn. Killing the mirage also stops the effect, but in this case, Yaridovich does not lose any turns. The mirage created will always have full HP (and MP?) even if it is killed in a previous use of this attack.

Note: Always opens with Water Blast. I don't hold him to this.

Yaridovich's Mirage (same element/status stuff as the original):
HP 500
Def 40 (avg 60)
MDef 10 (avg 25)
Speed 16~17 (in practice, he gets his three turns shortly after the original, including on the round he is summoned)

Attack: *33 damage
Meteor Blast: 43 magic damage MT
Bolt: 33 Lightning magic damage
Static E!: 25 Lightning magic damage MT

Party averages (Lv 11, Geno 10): 87 HP, 67 Def, 47 MDef, 107 Atk, 99 Magic

Damage done to average/Yaridovich/Mirage:
Mario's Super Jump: 136/36/166
Mallow's Shocker: 127/104/150[/i]
Geno's Geno Beam: 138/38/168
Mario's physical: 106/56/146
Mallow's physical: 70/20/110
Geno's physical: 114/64/154
Bowser's physical: 134/84/174
Toadstool's physical: 46/1/86

Average damage: 116

Comments: Well, his physical techs are overkill if not blocked, and Willy Wisp is pretty badass damage itself. Mirage Attack probably isn't too useful after scaling (if you do allow it), since the mirage becomes OHKO bait, but it could still disrupt healers. There's rather little more to say about him... except that he's a complete tank, easily the most durable boss up to this point. He laughs off magic (even lightning, his weakness, doesn't really bother him), tanks physicals better than Johnny, and does all this with an actual HP score. Low Godlike. Best boss in the game. Fear the spear.



Belome 2
Immune to Sleep.

HP 1200
Def 80 (avg 62)
MDef 40 (avg 39)
Speed 4 (slow)

Attack: *45 damage
Light Beam: 1!!! magic damage MT, inflicts Sleep
Aurora Flash: 17 magic damage MT, inflicts Sleep
Lulla-Bye: Inflicts Sleep
Taste -> Clone: Belome tastes one of your PCs and creates a "clone" of him or her (with fixed stats and skills depending on the particular SMRPG PC chosen, so it is in no sense a true clone). He can't use this until he has being attacked at least once. Uninterpretable in the DL really.

Party averages (Lv 13, Geno 12): 106 HP, 75 Def, 53 MDef, 124 Atk, 108 Magic

Damage done to average/Belome:
Mario's Super Jump: 124/122
Mallow's Shocker: 121/120
Geno's Geno Beam: 132/130
Mario's physical: 126/90
Mallow's physical: 108/72
Geno's physical: 158/122
Bowser's physical: 150/114
Toadstool's physical: 82/46

Average damage: 127

Comments: Well, his damage is better than before (this says nothing) and the lightning weakness is gone, but most importantly, he now has some magic damage. Spamming Aurora Flash is death to the non-sleep immune. However, he has lost Scarecrow, so the Sleep spam is now his only real trick. Other than that, he's just slow, with not enough durability to make up for his unimpressive damage. To Middle with him, just like his first form.



Megasmilax
Weak to Ice. Immune to all status.

HP 1000
Def 80 (avg 72)
MDef 80 (avg 45)
Speed 2 (irrelevant)

Note: Megasmilax enters the battle when you kill three rounds of Smilaxes, and enters the turn order either at the appropriate place. How quickly he acts is determined by who acted most recently, so his speed is pretty pointless.

Attack: *61 damage
Petal Blast: 53 Wind magic damage MT, inflicts Mushroom
Flame Wall: 21 Fire magic damage MT
S'crow Dust: Inflicts Scarecrow

Party averages (Lv 14, Geno 13): 116 HP, 79 Def, 57 MDef, 131 Atk, 121 Magic

Damage done to average/Megasmilax:
Mario's Ultra Jump: 166/96
Mallow's Shocker: 123/70
Mallow's Snowy: 93/80
Geno's Geno Beam: 128/58
Mario's physical: 116/100
Mallow's physical: 96/80
Geno's physical: 148/132
Bowser's physical: 158/142
Toadstool's physical: 72/56

Average damage: 133

Comments: It's everyone's favourite overgrown plant. Two accurate statuses... sadly they both make the same immunity check, but Mushroom is effectively death if it hits anyway. Other than that, Smilax is about where he has often been pegged in RPGmon before... average speed, PCish HP, and high 3HKO damage. The one pleasant surprise is his magical tankishness, reducing non-ice damage by over 40%. Heavy.



Valentina
Immune to Ice and all status.

HP 2000
Def 80 (avg 75)
MDef 60 (avg 52)
Speed 200 (irrelevant)

Note: Valentina is kinda like Megasmilax in that her fight is joined midway in (after the Dodo duel) so she isn't guaranteed to go first or anything, despite the speed. I'm not sure what to make of this, at the moment. Probably consider her averagish but winning tiebreaks or something...

Attack: *30 damage
Diamond Saw: 75 Ice magic damage
Aurora Flash: 65 magic damage MT, inflicts Sleep
Solidify: 62 Ice magic damage MT
Petal Blast: 55 Wind magic damage MT, inflicts Mushroom
Water Blast: 54 Earth? magic damage MT
Light Beam: 49 magic damage MT, inflicts Sleep
Drain Beam: 41 magic damage MT
Crystal: 40 Ice magic damage
Blizzard: 37 Ice magic damage MT

Party averages (Lv 15, Geno 14): 124 HP, 90 Def, 65 MDef, 146 Atk, 128 Magic

Damage done to average/Valentina:
Mario's Ultra Jump: 160/144
Mallow's Shocker: 120/108
Geno's Geno Blast: 148/132
Bowser's Crusher: 108/92
Mario's physical: 144/134
Mallow's physical: 126/116
Geno's physical: 172/162
Bowser's physical: 164/154
Toadstool's physical: 104/94

Average damage: 145

Comments: Reasonably durable, an elemental immunity, and generally a solid boss. For a skillset, she has 2HKO magic damage and two high-accuracy effectively-fatal statuses... this time guarded in different ways, so she's a huge pain in the ass for PCs. And since she can handle the status immune somewhat... High Heavy.



Dodo
Immune to Sleep and Mute.

HP 1000
Def 100 (avg 75)
MDef 60 (avg 52)
Speed 10 (... but goes first)

Note: I have no fucking clue why he goes first.

Attack: *50 damage
Multistrike: *75 physical damage
Flutter Hush: Inflicts Silence
Counter: ~50% chance of responding to any damage with a normal physical.

Party averages (Lv 15, Geno 14): 124 HP, 90 Def, 65 MDef, 146 Atk, 128 Magic

Damage done to average/Dodo:
Mario's Ultra Jump: 160/144
Mallow's Shocker: 120/108
Geno's Geno Blast: 148/132
Bowser's Crusher: 108/92
Mario's physical: 144/94
Mallow's physical: 126/76
Geno's physical: 172/122
Bowser's physical: 164/114
Toadstool's physical: 104/54

Average damage: 145

Comments: Totally dependent on how generous you are to his timed hits. Regardless... I probably treat him as slow with first strike, but that's all the time he needs to silence pesky mages and then try to pound away as hard as he can, with counters thrown in the mix. His HP is not good, so silence-immune mages will do bad things to him, and my respect for him against good evasion is in the negatives. Tentative High Middle, though I could see him swinging widely.

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Dark Holy Elf

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Re: Super Mario RPG
« Reply #2 on: December 24, 2007, 12:43:00 AM »
Bosses, Endgame
From Dark Holy Elf

Notes: From this point on, the Lazy Shell armour is available, which completely wrecks all enemy offence. Assuming you give it to Toadstool (probably the best candidate before she gets the Frying Pan anyway, since what offence does she have to lose?), she gains 85 Def and 106 MDef, increasing the defensive averages by +17 and +21 respectively. This subtracts that much damage from all enemy attacks (except physical techs, which have easy to see multipliers). I haven't included it for now... but take this as you will.

BARREL VOLCANO BOSSES:

Also, since all eight(!) Barrel Volcano bosses are fought at the same level, I'm listing PC stuff in advance. Also, from now on, I'm using the same average enemy stats as the PC stat thread, for consistency (the averages basically don't change over the last three dungeons).

AVERAGE ENEMY STATS: 108 Defence, 54 MDef

Party averages (Lv 16): 140 HP, 101 Def, 70 MDef, 157 Atk, 132 Magic

Damage to average:
Mario's Ultra Jump: 164
Mallow's Shocker: 124
Geno's Geno Blast: 142
Bowser's Crusher: 111
Mario's physical: 150
Mallow's physical: 70
Geno's physical: 112
Bowser's physical: 108
Toadstool's physical: 52

Average damage: 119 (Edit: I have some trouble taking this damage drop seriously, but that may just be me. 145 remains the figure from before the endgame defence spike, I probably use that.)



Czar Dragon
Weak to Ice. Immune to Fire and Sleep.

HP 1400
Def 100 (below average)
MDef 70 (above average)
Speed 20 (average)

Attack: *59 damage
Water Blast: 89 magic damage MT
Flame Wall: 58 Fire magic damage MT
Iron Maiden: Inflicts Fear
Summon Helio: Free action on his turn, which sometimes happens. Summons some balls of lava; they do small physical damage and self destruct next turn if not killed. 10 HP. I don't consider/allow this, since it's both dependent on the arena and isn't even clearly him. Also the FAQ I use lacks their Attack stat and I'm too lazy to work it out. <_<
Counter: 1/3 chance of responding to any damage with a normal physical.

Comments: Pretty average/unremarkable really. Water Blast after Fear is near OHKO, which is nice. Silence is a problem to him. The HP's not great, but nor is it complete shit, unless he runs into someone using ice. Low Heavy.



Zombone
Weak to Jump and Lightning. Immune to Fire, Ice, and all status.

HP 1800
Def 60 (horrible)
MDef 100 (excellent)
Speed 6 (slow)

Attack: *89 damage
Storm: 118 Earth magic damage
Blast: 99 Earth magic damage
Boulder: 82 Earth magic damage MT
Scream: Inflicts Fear
Counter: 1/3 chance of responding to any damage with a normal physical.

Note: Runs out of FP after about six spells (depends what he uses?).

Comments: Again, Fear + strong magic damage. It's still a nice strategy, and this form also has the benefit of being heavilly anti-magic with good MDef and two big immunities. In exchange for this, the defence is shit, the speed is poor (still SMRPG speed though <_<), and all his magic is (possibly) one element. He's also undead (Pure Water damages him), which is rarely a good thing. Still, Fear is nasty. Heavy.

If you treat both as one dueller? (I... wouldn't.) Probably Heavy/Godlike, which feels just wrong. Fear is nasty for PCs and he has a lot of durability (granted, not so hot on the physical side).



Axem Red
Weak to Ice. Immune to Fire, Fear, and Sleep.

HP 800
Def 100 (below average)
MDef 80 (pretty good)
Speed 30 (faster than Geno)

Attack: *49 damage
Light Orb: *98 physical damage
Vigour Up: Grants "Attack Up" status to self (damage dealt increases by 50% for the rest of the battle). Can only be used with at most two allies.

Comments: Well, unblocked he OHKOs after Vigour Up! (Like an Axem Ranger can afford a turn to buff...) Fails horribly in the face of timed blocking. And in general is oddly unimpressive, for the leader of the rangers, past being pretty speedy. Low Middle. I mean, compare him to...

Axem Black
Weak to Lightning. Immune to Fear and Sleep.

HP 550
Def 120 (pretty good)
MDef 40 (below average)
Speed 35 (faster than Geno)

Always double-acts:
Attack: *39 damage
Bomb Throw: 58 physical damage
Spritz Bomb: 78 physical damage. Used only as a counter to magic, 100%.

Comments: Double Bomb Throw is nasty damage if he uses it twice on one person, and he's fast. Awesome. Spritz Bomb would be badass if he didn't die so easily to magic anyway. He might take a physical hit, but don't count on it against better sluggers. Still, High Middle.

Axem Yellow
Weak to Jump. Immune to Lightning, Poison, and Sleep.

HP 600
Def 130 (good)
MDef 60 (above average)
Speed 3 (slow)

Attack: *69 damage
Bubble: *103 physical damage
Body Slam: *138 physical damage. Used only as a counter to normal physical attacks, 100%.

Comments: More timed blocking bait, and being a slow Axem Ranger is probably a very bad thing. Probably beats a few (unevasive?) fighters anyway. Low Middle, gets much better if you are easy on time defended attacks.

Axem Pink
Weak to Fire. Immune to Ice, Mute, and Sleep.

HP 400
Def 80 (bad)
MDef 100 (excellent)
Speed 25 (above average)

Attack: *19 damage. Used only as a counter to magic (see below).
Petal Blast: 50 Wind magic damage MT, inflicts Mushroom. OPB, can only be used with at most three allies.
Recover: 130 HP healing. Axem Pink skips her next turn, then can doubleact the turn after that.
Mega Recover: 280 HP healing. Axem Pink skips her next turn, then can doubleact the turn after that.
Mini Light Beam: Inflicts Sleep. Used only as a counter to magic (see below).

Notes: Axem Pink counters magic 2/3 of the time, with an even probability of using her physical or Mini Light Beam.

Comments: Anyone who avoids a OHKO from Petal Blast and has physical damage auto-beats her. Against people forced to use magic, uh, COUNTERS AND HEALING and she at least has some durability then? Yeah, no, slapfights with VP mages aren't enough to save her from Puny.

Axem Green
Weak to Ice. Immune to Mute and Sleep.

HP 450
Def 60 (horrible)
MDef 120 (extremely badass)
Speed 20 (average)

Attack: *9 damage
Solidify: 67 Ice magic damage MT
Meteor Blast: 50 magic damage MT
Static E!: 32 Lightning magic damage MT
Elegy:

Comments: In-game, he's scary for having MT. Here, he's just barely short of a 2HKO. What might save him is being a total magic tank; even Ultra Jump's damage is cut by a factor of over five. To pay for this, he has Hrist-like physical durability, as Eph put it. Light/Middle, as far as Worker 8-likes go he's not that good, though he can spoil in any division.



Axem Rangers (the mech)
Weak to Lightning. Immune to all status.

HP 999
Def 100 (below average)
MDef 100 (excellent)
Speed 200 (irrelevant)

Breaker Beam: 130 magic damage MT. Skips next turn.

Comments: Ouch. Well, he can probably OHKO some stuff. If he doesn't, he'll die before turn 3 to many fighters and some mages. Obviously healers who can take a Breaker Beam own him, too. Middle.



Exor
Vulnerable to instant death. Immune to Lightning and all other status.

HP 1800
Def 120 (pretty good)
MDef 80 (pretty good)
Speed 200 (faster than anything, just treat this as first strike)

Invincibility: Exor can't be damaged or IDed. Broken when one of his eyes is killed, and can only be used if both eyes are alive.

Notes: Uh, can't kill anything.

Neosquid (Exor's mouth)
Immune to Sleep.

HP 800
Def 80 (bad)
MDef 50 (below average)
Speed 20 (average)

Attack: *66 damage
Carni-Kiss: *132 physical damage
Corona: 92 Fire magic damage MT
Aurora Flash: 54 magic damage MT, inflicts Sleep
Solidify: 51 Ice magic damage MT
Water Blast: 43 magic damage MT
Static E!: 16 Lightning magic damage MT
Flame Wall: 12 Fire magic damage MT
Lulla-Bye: Inflicts Sleep
Revive: Automatically revives after about two rounds dead.

Notes: Provides the crowd control for Exor. Sleep too. If you held Exor to one part, it'd probably be this.

Right Eye (his right, player's left)
Weak to Jump and Fire. Immune to Lightning and Sleep.

HP 600
Def 100 (below average)
MDef 36 (bad)
Speed 17 (below average)

Dark Star: 160 magic damage
Blast: 89 Earth magic damage
Diamond Saw: 60 Ice magic damage
Mega Drain: 40 Fire magic damage
Flame Stone: 32 magic damage
Bolt: 20 Lightning magic damage
Revive: Automatically revives after about two rounds dead.

Notes: Dark Star OHKOs stuff. Slow and fragile, all ST and no variety.

Left Eye
Weak to Jump and Fire. Immune to Lightning and Sleep.

HP 300
Def 130 (pretty good)
MDef 80 (pretty good)
Speed 21 (average)

Attack: *39 damage
Gunk Ball: 58 physical damage, inflicts Silence
S'crow Bell: Inflicts Scarecrow
Venom Drool: Inflicts Poison
Revive: Automatically revives after about two rounds dead.

Notes: The status whore. Gunk Ball means he has some offence too, I guess.

Party averages (Lv 18): 158 HP, 114 Def, 82 MDef, 184 Atk, 146 Magic

Damage to average:
Mario's Ultra Jump: 186
Mallow's Shocker: 142
Geno's Geno Flash: 188
Bowser's Crusher: 127
Toadstool's Psych Bomb: 136
Mario's physical: 178
Mallow's physical: 116
Geno's physical: 164
Bowser's physical: 152
Toadstool's physical: 152

Average damage: 164

Comments: ... um. No idea how to interpret him, really. I can make several no-brainer observations like "Dark Star really hurts" and "none of his parts have any durability whatsoever" but it doens't really feel necessary. He's just here because he's a major plot boss or something like that.



Count Down
Weak to Jump and Lightning. Immune to all status.

HP 2400
Def 80 (bad)
MDef 80 (pretty good)
Speed 5 (slow)

Count Down MUST act in a fixed order, going by the time:

(1:00) Ice Rock: 165 Ice magic damage. OR: Crystal: 60 Ice magic damage
(3:00) Recover: 170 HP healing. Count Down skips its next turn.
(Turn skipped from Recover)
(5:00) Aurora Flash: 85 magic damage MT, inflicts Sleep
(6:00) Mega Recover: 320 HP healing. Count Down skips its next turn.
(Turn skipped from Mega Recover)
(7:00) Water Blast: 74 magic damage MT
(9:00) Break: Count Down skips its turn.
(10:00) Petal Blast: 75 Wind magic damage MT, inflicts Mushroom
(12:00) Corona: 123 Fire magic damage MT
(Loop back to Ice Rock/Crystal)

Party averages (Lv 19): 174 HP, 118 Def, 85 MDef, 190 Atk, 150 Magic

Damage to average:
Mario's Ultra Jump: 196
Mallow's Shocker: 150
Geno's Geno Flash: 198
Bowser's Crusher: 133
Toadstool's Psych Bomb: 142
Mario's physical: 190
Mallow's physical: 122
Geno's physical: 176
Bowser's physical: 164
Toadstool's physical: 172

Average damage: 176

Comments: Skips too many damn turns to be scary. The Petal Blast -> Corona -> Ice Rock sequence is good, but who lets him live long enough for that? Ice Rock's brutality is the main thing he has going for him (it'll OHKO below average durability if they don't resist ice), but it's not enough. Middle. Though, he's Heavy if you give him full control over his AI for some reason, he then becomes Valentina trading durability and speed for damage.



Smithy 1
Immune to all status.

HP 2000
Def 130 (pretty good)
MDef 100 (good)
Speed 30 (faster than Geno)

Attack: *105 damage
Meteor Swarm: 109 magic damage MT
Sledge: 59 magic damage MT
Mega Drain: 49 Fire magic damage

Note: Always opens with Sledge. I don't hold him to this.

Party averages (Lv 21): 186 HP, 125 Def, 91 MDef
See the stat thread for damage roughly, it's slightly lower at my level, but not much...

Comments: Well, he's somewhat speedy and 2HKOs. But that's... really about it. Bit on the fragile side of things, and no tricks. Middle/Heavy.



Smithy 2
Immune to all status.

Massive multi-part, transforming headache. I probably won't consider this form. He has two parts to start with, a head and a body. Body stats don't matter much. Head:

HP 8000
Def 80 (bad)
MDef 50 (below average)
Speed 40 (irrelevant)

You join the battle immediately after Smithy 1, the turn order and statuses carry over, but any dead PCs are revived to 1 HP and any non-dead PCs are healed to full.

Transform: Available to all his forms, even if the body is dead (unlike what I used to think). However it still happens on the dead body's turn. o_O I'd probably force it onto the head's turn in the DL. Note that the head generally (but not always) skips a turn immediately after transformation. The first transformation will always be to the Tank head.

Anyway, the four forms he can go to (he never goes back to his original state) are as follows:


TANK HEAD:

Def 130 (pretty good)
MDef 50 (below average)
Weak to Lightning.

Attack: 125 damage. Don't think this is blockable. Some accuracy issues though (missed about 20% of the time).
Magnum: Instant Death, can't be time blocked, 90% hit rate.
Double-action: The first turn after transforming into Tank Head, Smithy will act twice in one turn. This doesn't happen on the initial transformation to Tank Head, only subsequent ones.

Comments: Damage isn't bad, ID is solid. Not his favourite form for fighting ID-immune mages, though... he should switch to Mage.

Tank Head can only transform into Mage Head.


MAGE HEAD:

Def 50 (massive suck)
MDef 150 (extremely badass)
Immune to Fire, Ice, and Lightning.

Dark Star: 199 magic damage
Meteor Swarm: 139 magic damage MT
Sword Rain: 119 magic damage MT
Boulder: 111 Earth magic damage MT
Spear Rain: 99 magic damage MT
Arrow Rain: 79 magic damage MT

Comments: Dark Star is terrific damage, and this form is damn near immune to magic. Great wall for enemy mages, mainly, unless they're immune to magic themselves. The defence, however, is laughably awful.

Mage Head can only transform into Safe Head.


SAFE HEAD:

Def 150 (good)
MDef 100 (good)
Immune to Jump, Fire, and Lightning. Weak to Ice.

Recover: 120 HP healing. Skips his next turn if he doesn't switch forms (he generally will).
Mega Recover: 280 HP heailng. Skips his next turn if he doesn't switch forms (he generally will).
Shredder: Dispels all foes

Comments: Can't attack... so either this form is only good for a near-useless three-turn dispel (transform, Shredder, transform back).

Safe Head can transform into anything except Mage Head (I think).


CHEST HEAD:

Def 120 (above average)
MDef 80 (pretty good)
Weak to Fire. Immune to Lightning.

"Grand Cross": ~2/3 chance of a random status. Status is either Poison, Mute, Sacrecrow, or Fear. MT.

Comments: That's a pretty crappy status attack; he'd kill for Petal Blast or Aurora Flash.

Chest Head can only transform to Mage Head (not certain on this).


Overall comments: I dunno what to make of this. Tank Head's not terrible for the ID and 2HKOing, but really nothing special. Mage Head rapes enemy mages (unless they're immune to magic themselves) but takes two transformations to reach. Dark Star is good enough damage to make up for this against some, I suppose. The last two forms are basically useless and he should probably avoid them. He does have pretty overall good durability, when you consider the HP and his ability to manipulate his defences. Low Godlike.



Jinx 3
Immune to Fire, Ice, Lightning, and all status.

HP 1000
Def 140 (pretty good)
MDef 100 (good)
Speed 35 (faster than Geno)

Jinxed: *55 physical damage
Triple Kick: *82 physical damage
Quicksilver: *110 physical damage. Useable at will any time, but also used as a counter to any damage. Rate seems to be about 50%.
Bombs Away: *220 physical damage. Useable OPB at any HP, then at will below 600 (60%) HP.
Silver Bullet: Instant death, time blockable (half blocking causes HP-1 instead). Only useable below 600 (60%) HP.
Valour Up: Grants "Defence Up status" to self (damage taken is halved for the remainder of the battle). Useable only below 600 (60%) HP.
Vigour Up: Grants "Attack Up" status to self (damage dealt increases by 50% for the rest of the battle). Useable only below 300 (30%) HP.

Comments: Good defences and garbage HP cancel out somewhat, though he still falls fast. Anyway, how much you respect Jinx is completely dependent on how you view his timed hits; for what it's worth, they are of above average difficulty to block (except perhaps Bombs Away, which is surprising only in that it is straightforward, and Silver Bullet, which is dead easy <_<). Probably fits somewhere in Heavy, but I'm not too inclined to touch him myself.



Culex
Immune to Ice and all status.

HP 4096
Def 100 (below average)
MDef 80 (pretty good)
Speed 50 (faster than all but very heavilly speed-twinked setups)

Attack: *125 damage. Very difficult to block since there's no warning/animation (you have to anticipate his turn, basically).
Dark Star: 169 magic damage
Flame Stone: 41 magic damage MT
Meteor Blast: 39 magic damage MT
Shredder: Dispels all foes
Summon Crystals: OPB, used on his first turn. Summons the four elemental crystals. The crystals will act on the round summoned; but not at their normal speeds; they instead act at a speed value somewhere between 0 and 20. On the second round and on they act at their listed speeds.

Notes: Pretty dull; respectable durability, fast, high 2HKO damage, and dispel. Standard Heavy/Godlike without his crystals, which is kinda scary. If you do allow them... read on.


Wind Crystal
Weak to Jump. Immune to Lightning and all status.

HP 800
Def 200 (insane)
MDef 88 (good)
Speed 30 (faster than Geno)

Electroshock: 41 Lightning magic damage
Petal Blast: 9 Wind magic damage MT, inflicts Mushroom
Light Beam: 3 magic damage MT, inflicts Sleep
Bolt: 1 Lightning magic damage
Static E!: 1 Lightning magic damage MT
Lightning Orb: 1 Lightning magic damage

Notes: Fails horribly at damage, only Electroshock is noticeable and even that kinda sucks. However, he is Culex's pet status whore, and a monstrous physical tank. Dies quickly to non-lightning magic, though, with that HP.


Water Crystal
Weak to Fire. Immune to Ice and all status.

HP 1800
Def 130 (pretty good)
MDef 50 (below average)
Speed 12 (slower than Bowser)

Ice Rock: 159 Ice magic damage
Diamond Saw: 89 Ice magic damage
Soldify: 76 Ice magic damage MT
Crystal: 54 Ice magic damage
Blizzard: 51 Ice magic damage MT

Notes: Ice Rock is rather nasty, and he has some all right MT I suppose. No variety of course. Magic durability is again a little shaky, though not awful, and physical is quite good.


Fire Crystal
Weak to Ice and Lightning. Immune to Fire and all status.

HP 2500
Def 100 (below average)
MDef 60 (above average)
Speed 10 (slow)

Corona: 127 Fire magic damage MT
Mega Drain: 79 Fire magic damage
Flame: 51 Fire magic damage
Flame Wall: 47 Fire magic damage MT
Drain: 43 Fire magic damage

Notes: In-game, Corona = bad news. (And with AI, it's all he should ever use.) Everything else he has is kinda underwhelming, since he uses some of the weakest spells in the game. His game-high Magic stat makes even those spells not totally fail, though. Durability is decent.


Earth Crystal
Immune to all status.

HP 3200
Def 70 (bad)
MDef 33 (bad)
Speed 1 (slower than Fire Crystal)

Storm: 97 Earth magic damage
Blast: 78 Earth magic damage
Boulder: 61 Earth magic damage MT
Water Blast: 28 magic damage MT
Sand Storm: 5 Earth magic damage MT, inflicts Fear

Notes: He's the opposite of Fire, with badass spells and poor Magic Attack. Actually, all his stats but HP kinda blow. Still can chip in 2HKO damage with Storm, and more importantly, cause Fear with Sand Storm.


High Godlike if you allow all the crystals; complete magical monster. Seriously, before most foes see a second turn they'll have faced down 593 SMRPG damage (aka over 3x PCHP) and he won't often die before that. Never mind how badly Fear and Mushroom wreck the non-status immune. He's far from unbeatable (4096 HP only goes so far, and strong elemental/magical defences could wall him), but yeah. Also, it shouldn't need saying, but he's an optional superboss and has no business being seriously ranked.
« Last Edit: August 16, 2013, 06:13:34 PM by Dark Holy Elf »

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James_xeno

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Re: Super Mario RPG
« Reply #3 on: September 13, 2010, 09:38:09 AM »

Ideal Damage: 226 ( Bowser w/Work Pants ); 211 ( Bowser w/Heal Shell )
1) Mario w/Ultra Jump - 292
2) Geno w/Geno Flash - 236
3) Toadstool w/Physical - 220
4) Bowser w/Physical - 202 ( Work Pants ); 186 ( Heal Shell )
5) Mallow w/Shocker - 178

I think that's an error. The second (Heal Shell) average should be around 222. (222.4)

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