Author Topic: Soul Nomad (PCs + Final, Bosses by OK)  (Read 6252 times)

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Soul Nomad (PCs + Final, Bosses by OK)
« on: March 12, 2009, 08:06:12 AM »
Soul Nomad is an SRPG by Nippon-Ichi. This means lots of demons, huge numbers, and generics. The interesting feature this time around is Ogre Battle-style squads. In the game, a squad (of up to 9 units) takes on the characteristics of its Leader as it moves about the map. All leaders have a few special skills they can use on the map, known as 'Field Tactics'. These generally boosts stats, but a few heal or attack whole squads. Leaders also have 'Special Attacks', which can only be accessed below 80% Stamina (STM), that are generally high-powered attacks or full-healing for an entire squad. Finally, all units have individual 'Basic commands' according to what row in a squad they are placed (Front, Middle, Back), akin to Ogre Battle, only characters can't switch their row mid-battle.

This topic assumes that all PCs are measured as squads consisting only of themselves as the Leader, and so have access to all of their personal unique skills.

Stats:
HP : Hit Points. Determines how much punishment a unit can take.
ATK: Attack Power. Determines physical damage output.
DEF: Defense. Determines damage reduction from physical attacks.
HIT: Hit. Determines if you can hit an enemy (magical and physical).
INT: Intelligence. Determines magical damage output.
SPD: Speed. Determines avoidance (magical and physical).
RES: Resistance. Determines magical damage reduction.

STM: Stamina. Determines how many actions a unit can perform. Special combo skills can only be used if your squad is below 80% stamina. Most actions use 5 Stamina. This includes movement and counterattacks but it varies depending on terrain. Only the squad leader's STM matters. When this decreases below 50%, you'll begin to lose some stats on a % basis. The maximum value for this is 200.
ACT: Action. Determines how far a squad can move, and how frequent it takes a turn. Only the squad leader's ACT matters. The maximum value for this is 50.


All forms of acting during a battle takes up STM.
Basic attacks take 5 STM.
All Field tactics take 5 STM.
Special Attacks always occur in addition to Basic attacks when available, and do not take up additional STM. Basically, anything other than moving or standing still takes 5 STM.
All characters that are within their range will Counter-attack when attacked. This also takes 5 STM.
Moving takes 1 STM per tile moved.
Standing still or Defending recovers 15% STM.

Ranged and Magic-type characters can initiate attacks from a distance.
Melee characters with ranged Basic commands can Counter-attack, but not initiate attacks from a distance.

Melee characters can use a maximum of 9 STM a turn by moving 4 tiles around their enemy and attacking (5 STM). Some may be able to increase this to 13 STM by moving their full movement range (most units can move between 5 and 8 tiles) and then using a Field Tactics (5 STM). This is important because the sooner a unit can reach the 80% STM mark, the sooner they can use their Special Attack, which is most characters' only good damage. Once they reach this range, they want to stop moving though, as under 50% STM, a unit's total stats begin to slowly decrease. They can skip a turn or defend to recover 15% STM when this happens. Since Counter-attacks also use up 5 STM, characters can reach this range pretty quickly.

Ranged characters can use their full movement and attack every turn, so most of them will reach their limit range faster and won't have to sacrifice their Counter-attacks.

Match bonus:
All characters and classes have innate strengths and weaknesses against other classes. In general, Melee does more damage against Ranged, Ranged > Magic > Melee. This is signified specifically in-game by a Heart/Skull system, where 2 Hearts means a unit will do lots of extra damage against the opponent, and 2 skulls means the attacker won't be doing much damage at all. I don't know the exact formula, but after a lot of damage tests, it averages out that damage increases/decreases based on the following. (X=skull; O=heart)

Attack matches
vs. XX: 33%
vs. X : 55%
Base: 100%
vs. O : 133%
vs. OO: 155%

Revya, for example, has OO vs. Archers, and so does 155% of normal damage when attacking one. On the flip side, Revya has XX vs. Dancers and does a mere 33% of normal damage when attacking one. Interpretation is up to you.

All damage tests were done against the same allied unit over numerous resets using a Match Bonus-nulling decor and neutral terrain.
Lv.56 Drache (affectionately named 'Meeple')
HP 604
Def239
Res179
STM150

His DEF/RES are about 20 points higher than the average squads on the final map.


Revya
"Flowing power of the onyx blade! Embrace me... appear before us... and destroy!"
Hero/Heroine
Movement Type: Flatland
Attack Type: Melee
(w/ Fusion)
HP: 526 (1115)
Stm: 140 (140)
ACT: 20 (20)

ATK: 424 (581)
DEF: 242 (513)
HIT: 244 (452)
INT: 211 (375)
SPD: 250 (478)
RES: 188 (464)

Basic Commands:
QuickSlash - Sword Attack, ST, hits row 1, 2 hits 180 (245)
Plasmbomb - Firebolt, ST, hits row 1/2, 1 hit 163 (220)
Plasmbomb - Firebolt, ST, hits row 1/2, 1 hit 130 (175)

Field Tactics: All OPB
Demon Force - Ranged Sword Attack (It's exactly the same as Disgaea's Dimension Slash) 419 (580)
Iron Will - Increase DEF & RES by 50%, GT, Lasts 3 turns
Courage - Increase ATK & HIT by 50%, GT, Lasts 3 turns
Last Act - Increase ACT & CRT by 50%, GT, Lasts 3 turns

Special Attack: Usable by Turn 4 when attacking every round, with no counters.
Demon Blast - Engulf the enemy in the corrupt power of darkness, ST, 54 hits (5 uses) 540 (735)

Match Bonuses:
Attack:
OO: Saboteur/Archer
O: Phynx/Deathblossom/Schemestress/Cleric
-: Soldier/Gryphos/Ghobb/Hydrone/Drache/Cherub/Seraph/Whirwin/Redflank/Nereid/
Dracosage/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Pyremage/Phynx Knight/Knight
X: Gryphos Rider
XX: Gypsy

Defensive:
XX: Bard
X: Soldier/Phynx/Deathblossom/Seraph/Bandit/Saboteur/Archer
-: Gryphos/Ghobb/Hydrone/Drache/Cherub/Whirwin/Redflank/Nereid/Schemestress/
Dracosage/Bareknuckle/Swordsman/Gideon/Pyremage/Cleric/Gryphos Rider/
Phynx Knight/Knight
O: Gypsy
OO: -


Demon Force is a great turn 1 skill and puts Revya way above everyone else for turn 1 damage.
Revya's crit rate is ridiculously high, and not currently factored into the damage tests.
Revya is the only character who can increase stats using Gig Edicts on villagers, so some people may allow this stat boost, but these stats listed here are without any boosting. The stats and damage numbers in parentheses are with Revya having Fused with every available NPC in the game. If you allow this, Revya's damage and durability skyrocket.
Revya is also the only character who can Summon squads, and if you allow this, s/he is an unrankably High Bluelike (a Maronalike?).
Revya can skip a turn of damage and move a little further and use a Field Tactic buff instead so that he can start using his Demon Blast Special limit attack on Turn 3.
If he opts for the slightly-less-powerful Plasmbomb to counter ranged attacks, then any Counter-attacking he does will also speed up how quickly he can use Demon Blast.



Danette
Sepp Girl
Movement Type: Mountain
Attack Type: Melee

HP:   423
Stm:   160
ACT:   24
   
ATK:   396
DEF:   184
HIT:   250
INT:   59
SPD:   350
RES:   77

Basic Commands
Combo Cut - Dagger Attack, ST, hits row 1, 2 hits   145
QuickSlash - Dagger Attack, ST, hits row 1, 1 hit   135
Knife Throw - Ranged Dagger Throw, ST, hits row 1/2, 2 hits   135

Field Tactics: OPB, Lasts 3 Turns   
Voltage Shot - Increase ATK & CRT by 50%, GT   
Axle Heart - Increase SPD by 80%, GT   
Enliven - Increase ACT by 80%, GT   

Special: Usable by Turn 5 when attacking every round, with no counters
Blaze Slash - Bloody the enemy with several blazing fast attacks, ST, 15 hits (3 uses)   450

Match Bonuses:
Attack matches
OO: Phynx/Deathblossom/Archer
O: Cleric
N: Gypsy/Swordsman/Knight/Soldier/Nereid/Redflank/Bandit/Bareknuckle
X: Pyremage/Gryphos Rider/Dracosage/Seraph/Feinne
XX: Bard

Defensive matches


Danette is the fastest PC in the game. She's also decently durable and her Blaze Slash limit is one of the more damaging ones. However, that's her only game - rushing for her limit Special. She can buff her movement and turnspeed significantly to do this, as well as increase her evade and attack for when she finally attacks. Her back-row ranged attack, KnifeThrow, counters long-range attacks and is only a few points less damage than her front-row attack, so she'll probably want to default to this most of the time.
Unfortunately for Danette, her lack of initiating Ranged attacks and her high STM means that she won't see her limit Special attack until Turn 5 with the usual melee strategy of move-and-attack every round. She can sacrifice early damage and opt to use Enliven to boost her ACT significantly. This not only increases her turnspeed, but also her movement, so she can waste more STM to get to her limit Special sooner. If she does this again on her second turn and uses one of her other Field Tactics (she'll be too far from the enemy to attack, but a FT wastes 5 STM too), she'll be able to see her limit on Turn 3 (and she can have boosted her ATK/CRT for it, too). If she's able to Counter-attack (5 STM) her opponent at all, this also speeds up how early she'll be able to use her limit.



Juno
Nereid   
Movement Type: Water   
Attack Type: Melee   

HP:   524
Stm:   140
ACT:   20
   
ATK:   447
DEF:   269
HIT:   321
INT:   265
SPD:   279
RES:   383

Basic Commands
Lethal Stab - Spear Attack, ST, hits row 1, 1 hit   160
Water Blast - Bubble blowing attack, ST, hits row 1/2, 4 hits   150
   
Field Tactics: OPB   
Energize - Heal 60% HP   
Bold Move - Increase ATK & ACT by 30%. Lasts 3 turns.
Only Hope - Increase EXP gain by 50%   

Special: Usable by Turn 4 attacking every round, with no counters.
Hydro Fang - A gushing gout of water crushes all. GT, attacks a column, 7 hits (4 uses)   470

Match Bonuses:
Attack matches
OO: Archer
O: Soldier/Deathblossom/Saboteur/Cleric/Gypsy
N: Gryphos/Hydrone/Phynx/Cherub/Seraph/Nereid/Schemestress/Dracosage/Bandit/Bareknuckle/Swordsman/Gideon/Pyremage
X: Drache/Whirwin/Redflank/Phynx Knight/Knight
XX: Ghobb/Bard/Gryphos Rider

Defensive matches
XX: Gypsy
X: Deathblossom/Seraph/Saboteur/Archer
N: Soldier/Gryphos/Ghobb/Hydrone/Phynx/Cherub/Whirwin/Redflank/Nereid/Schemestress/Dracosage/Bandit/Bareknuckle/Swordsman/Gideon/Pyremage/Cleric/Gryphos Rider/Phynx Knight/Knight
O: Drache/Bard
OO: -

Juno is Revya-lite, trading in good damage for slightly better durability. A losing trade. She can't buff her ATK as high, and she lacks anything like Demon Force for Turn 1 damage. Her limit Special attack is decently powerful and she'll get it by Turn 4 at the latest. Oh, and she has a shot of 60% healing. She has to sacrifice 2 turns of damage-dealing to access her Special limit by Turn 3 (unless she's countering, then it'll be earlier anyway). Her Match bonuses aren't quite as good as Revya's, but she's basically average.



Vitali the Ethereal
Cleric
Movement Type: Flatland
Attack Type: Special

HP:   371
Stm:   120
ACT:   17
   
ATK:   254
DEF:   129
HIT:   248
INT:   339
SPD:   249
RES:   458

Basic Commands:
Big Strike - Book Thwack, ST, hits row 1, 1 hit 93
Heal One - Heal a single ally 90%
Heal All - Heal all allies 80%

Field Tactics: OPB, Buffs last 3 turns.
Corpus Grace - Increase DEF by 50%
Animus Grace - Increase RES by 50%
Restore Life - Heal HP to maximum

Special: Usable by Turn 4 attacking every round and no counters.
Blockade - Heal and form a defensive barrier. MT Fullheal and DEF/RES up 70%. (3 uses)

Match Bonuses:
Attack matches
OO: Ghobb/Dracosage/Pyremage
O: Hydrone/Schemestress
N: Gryphos/Drache/Phynx/Deathblossom/Cherub/Seraph/Whirwin/Redflank/Nereid/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Saboteur/Cleric/Archer/Gryphos Rider/Phynx Knight/Knight
X: Soldier
XX: Gypsy

Defensive matches
XX: Ghobb/Hydrone/Schemestress/Dracosage/Bard/Pyremage
X: -
N: Gryphos/Drache/Deathblossom/Cherub/Redflank/Gideon/Saboteur/Cleric/Gypsy/Gryphos Rider/Phynx Knight/Knight
O: Soldier/Phynx/Seraph/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Archer
OO: -

Classic healer/buffer with very limited resources. His buffs are pretty good, and if he lives to see his limit Special, he'll be dealing his max damage (93!) and full-healing and buffing every round. He can sacrifice a round of damage to see his Special by Turn 3. His Match Bonuses and amazing RES stat make him a great mage-slayer. Pity about that HP and DEF, though. Could be a good Light.



Galahad
Knight
Movement Type: Flatland
Attack Type: Melee

HP:   563
Stm:   150
ACT:   17
   
ATK:   370
DEF:   355
HIT:   204
INT:   130
SPD:   93
RES:   79

Basic Commands:
Quick Slash - Sword Attack, ST, hits row 1, 1 hit   145
Force Blast - Ranged Sword Slash Attack, ST, hits row 1, 1 hit   135
   
Field Tactics: OPB. Lasts 3 Turns. Buffs Stack.   
Valiant - Increase DEF by 30%   
War Drum - Increase ATK & DEF by 30%   
Fortress - Increase DEF by 60%   

Special: Usable by Turn 4 attacking every round, with no counters.
Tiger Blade - The special skill of a Chevalier. GT, attacks a column, 6 hits. (2 uses)   375

Match Bonuses:
Attack matches
OO: -
O: Deathblossom/Saboteur/Archer
N: Soldier/Phynx/Redflank/Nereid/Schemestress/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Cleric/Phynx Knight/Knight
X: Gryphos/Ghobb/Hydrone/Drache/Cherub/Seraph/Whirwin/Gryphos Rider
XX: Dracosage/Pyremage/Gypsy

Defensive matches
XX: Seraph/Bard/Archer
X: Gryphos/Phynx/Cherub/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Saboteur
N: Soldier/Ghobb/Drache/Deathblossom/Redflank/Gideon/Cleric/Gryphos Rider/PhynxKnight/Knight
O: Gypsy
OO: Hydrone/Schemestress/Dracosage/Pyremage

Galahad's durable and that's about it. He's slow, his damage isn't great, he's limited to Melee range, and even his Match Bonuses suck. His limit Special is weaker than most, and he can only use it twice. He can buff his attack a little to be more effective... and he can buff his DEF into 'you can't damage me range' to spoil some low-resource fighters, but he's not good. Might do okay in Light.



Grunzford
Redflank
Movement Type: Mountain
Attack Type: Melee

HP:   657
Stm:   180
ACT:   16
   
ATK:   608
DEF:   311
HIT:   198
INT:   189
SPD:   93
RES:   83

Basic Commands:
Boilermaker - Axe attack, ST, hits row 1, 1 hit   270
Axe Toss - Ranged Axe attack, ST, hits row 1/2, 1 hit   230
   
Field Tactics: OPB   
Coerce - Convince an enemy to stop moving. 100% Don't move. Lasts 3 turns.   
Energize - Heal 60% HP   
Hot Rage - Increase ATK by 60%, decrease DEF by 30%. Lasts 3 turns.

Special: Usable by Turn 5 attacking every round, with no counters.
Gaea Dream - Gaea dreams of an empty world. GT, attacks in a line, 2 hits. (2 uses)   510

Attack matches
OO: Saboteur/Archer
O: Soldier/Phynx/Deathblossom/Bareknuckle/Swordsman
N: Gryphos/Ghobb/Drache/Cherub/Seraph/Whirwin/Redflank/Nereid/Schemestress/Bandit/Bard/Gideon/Cleric/Gryphos Rider/Phynx Knight/Knight
X: Hydrone
XX: Dracosage/Pyremage/Gypsy

Defensive matches
XX: Seraph/Bard/Archer
X: Soldier/Gryphos/Phynx/Cherub/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Saboteur
N: Ghobb/Drache/Deathblossom/Redflank/Gideon/Cleric/Gryphos Rider/Phynx Knight/Knight
O: Gypsy
OO: Hydrone/Schemestress/Dracosage/Pyremage

Now there's some damage. Grunzford's regular attack is better than characters' limit Specials. And his Special is nearly game-best damage. He's slow, but he's even more tanky than Galahad, and he can buff his attack 60% and even has a little healing. Unless he's countering a lot, he won't be seeing his limit before Turn 5, but he's durable enough that he can probably handle that. A shame about that RES stat, so he's not a fan of magic. His Field Tactic 'Coerce' stops enemies from moving, but they can still attack. Since his range is only Melee, this means the only way he can take advantage of this is every other turn he can attack first and then move out of another Melee character's threat range. But to attack on the next round, he'd have use up his move phase to move back into his own attack range. Could be useful for him to cast his buffs or healing against a dangerous Melee-ranged opponent.



Tricia
Archer
Movement Type: Flatland
Attack Type: Ranged

HP:   369
Stm:   130
ACT:   18
   
ATK:   272
DEF:   197
HIT:   534
INT:   243
SPD:   359
RES:   422

Basic Commands:
Side Shot - Ranged Bow Attack, ST, hits row 1/2, 4 hits   100
Gatling Shot - Ranged Bow Attack, GT, attacks in a column, 1 hit   90
Sniper Shot - Ranged Bow Attack, ST, hits anywhere, 1 hit, 'smart' targetting (attacks the biggest threats first: healers, mages, MT attacks, strong physicals, leader, buffers, in that order)   95

Field Tactics: OPB, lasts 3 turns.
Long Shot - Increase Range by 1.   
High Ground - Increase ATK & CRT by 30%, makes people named Anakin cry.   
Only Hope - Increase EXP gain by 50%.   

Special: Usable by Turn 3 attacking every round, with no counters.
Nova Storm - A group of shooting stars pierce the enemy. GT, attacks in a line, 2 hits. (3 uses)   260

Attack matches
OO: Gryphos/Hydrone/Cherub/Seraph/Whirwin/Schemestress/Dracosage/Pyremage
O: Drache/Cleric/Gryphos Rider
N: Deathblossom/Gideon/Saboteur/Gypsy/Archer
X: Soldier/Phynx/Nereid/Bareknuckle/Swordsman/Phynx Knight
XX: Ghobb/Redflank/Bandit/Bard/Knight

Defensive matches
XX: Dracosage/Pyremage/Gypsy
X: Gryphos/Ghobb/Hydrone/Drache/Cherub/Seraph/Gryphos Rider
N: Deathblossom/Schemestress/Gideon/Saboteur/Cleric/Archer
O: Soldier/Phynx/Whirwin/Bandit/Bard/Phynx Knight/Knight
OO: Redflank/Nereid/Bareknuckle/Swordsman

Tricia is a Ranged fighter, and so she can move further every turn and still attack her opponent with her regular damage. This allows her to get her limit Special much quicker than most of the cast. This is good because her durability and damage are overall somewhat low. Even her limit Special is notably not OHKO damage. She can buff her ATK & DEF for some extra kick against healers. Probably a decent Middle, and makes mages, flyers, and evasion whores cry.



Odie
Dracosage   
Movement Type: Flatland   
Attack Type: Magic   

HP:   364
Stm:   110
ACT:   16
   
ATK:   80
DEF:   77
HIT:   205
INT:   636
SPD:   145
RES:   302

Basic Commands:
Big Strike - Staff whack, ST, hits row 1, 1 hit.   9
Thunderclap - Thunder spell, GT, attacks in a line, 1 hit.   280
Dark Bolt - Thunder sniping spell, ST, hits anywhere, 1 hit.   340

Field Tactics:
Static Lance - Ranged spell, GT   365
Deepspell - Ranged spell, GT, inflicts 100% Despair, which deals continuous 10% mHP damage to an enemy per turn. Lasts 10 turns. (1 use).   
Pain Rune - Ranged trap spell, GT, use a rune to inflict continuous 25% mHP damage in an area. Lasts 3 turns. (1 use)   

Special: Usable on Turn 3 attacking every round, with no counters.
Hellthunder - An imitation of the legendary skill. MT, 1 hit. (3 uses)   480

Match Bonuses:
Attack matches   
OO: Ghobb/Redflank/Bareknuckle/Swordsman/Knight   
O: Soldier/Drache/Phynx/Bandit/Phynx Knight   
N: Hydrone/Nereid/Dracosage/Bard/Gideon/Pyremage/Gryphos Rider   
X: Gryphos/Deathblossom/Whirwin/Schemestress   
XX: Cherub/Seraph/Saboteur/Cleric/Gypsy/Archer   

Defensive matches   
XX: Ghobb/Redflank/Bard/Bareknuckle/Swordsman/Knight   
X: Gryphos/Phynx/Whirwin/Schemestress/Bandit/Gryphos Rider/Phynx Knight   
N: Soldier/Hydrone/Drache/Nereid/Dracosage/Gideon/Pyremage   
O: Deathblossom/Gypsy   
OO: Cherub/Seraph/Saboteur/Cleric/Archer   

Yikes that durability! Odie's a Glass Cannon. He can deal gamebest regular damage every turn, has a strong, uncounterable, opening move in Static Lance, and gets his amazing limit Special on Turn 3... if anything lives that long. His RES is pretty good, so he's decent against mages. His DEF is horrible, but his Match Bonuses are strong against Melee types, so he might have a shot there. Ranged fighters destroy him. Also, if he needs physical damage for whatever reason, all he has is his measely single-digit-damage staff whack. He also cries if you consider his attacks Thunder-elemental and resistable. Soul Nomad doesn't have elements, so his spells are Thunder in animation only. Overall, his high 2HKO damage might make him a a low Heavy.



Agrippa
Seraph   
Movement Type: Flying   
Attack Type: Ranged   

HP: 370
Stm:   130
ACT:   20
   
ATK:   267
DEF:   137
HIT:   472
INT:   246
SPD:   471
RES:   363

Basic Commands:
Headbutt - Unarmed strike, ST, hits row 1, 1 hit   85
Shotgun - Gun salvo, GT, attacks a column, 1 hit   90
Deadeye - Sniping gunshot, ST, hits anywhere, 1 hit   105

Field Tactics: OPB. Lasts 3 turns.
Energize - Heal 60% HP   
High Ground - Increase ATK & CRT by 30%   
Wind Raid - Increase ACT & SPD by 40%   

Special: Usable by Turn 3 attacking every round, with no counters.
Blossom Shot - This special bullet blooms inside the enemy.  Exposion bullet, MT, 1 hit. (3 uses)   200

Attack matches   
OO: Dracosage/Pyremage   
O: Gryphos/Hydrone/Cherub/Seraph/Whirwin/Cleric   
N: Drache/Schemestress/Bard/Bareknuckle/Swordsman/Gryphos Rider   
X: Soldier/Phynx/Deathblossom/Nereid/Gideon/Saboteur/Archer/Phynx Knight   
XX: Ghobb/Redflank/Bandit   

Defensive matches   
XX: Ghobb/Dracosage/Bard/Pyremage   
X: Soldier/Gryphos/Hydrone/Gryphos Rider/Phynx Knight/Knight   
N: Drache/Phynx/Cherub/Redflank/Nereid/Schemestress/Bareknuckle/Swordsman/Gideon/Cleric   
O: Seraph/Whirwin/Bandit/Saboteur/Gypsy   
OO: Deathblossom/Archer   

Another Ranged mage-slayer. This time flying. Agrippa's ACT, STM, and Range make him the only Soul Nomad PC able to pull off a limit Special on Turn 2, assuming he counters his opponent. Too bad his limit Special is game-worst. He has one shot of healing and can buff his ATK, so he's not unsalvagable, but he's still not very good. With his turnspeed, he might be a low Middle. Archers destroy him.



Pinot
Cherub   
Movement Type: Flying   
Attack Type: Special   

HP:   368
Stm:   120
ACT:   20
   
ATK:   209
DEF:   132
HIT:   252
INT:   303
SPD:   430
RES:   472

Basic Commands:
Big Strike - Flying staff strike, ST, hits row 1, 1 hit   65
Heal One - Heal a single ally 90%   
Heal Group - Heal a row of allies 80%   

Field Tactics:
Metabolize - Heal HP & recover STM over time. Heals 15% mHP/round. Lasts 5 turns. (1 use)   
Total Focus - Increase HIT by 30%. Lasts 3 turns. (1 use)   
Clever Heist - Increase ACT & SPD by 30%. Lasts 3 turns. (1 use)   

Special: Usable on Turn 4 attacking every round, with no counters.
Another Kiss - Keeps you going, into the early morning. Full healing + Increases ACT & SPD by 30% for duration of battle. (3 uses)   

Attack matches   
OO: Dracosage/Pyremage   
O: Hydrone/Schemestress   
N: Soldier/Gryphos/Ghobb/Drache/Phynx/Cherub/Seraph/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Cleric/Gypsy   
X: Deathblossom/Redflank/Gideon/Saboteur/Archer/Gryphos Rider/Phynx Knight/Knight   
XX: Bard   

Defensive matches   
XX: Ghobb/Hydrone/Schemestress/Dracosage/Bard/Pyremage/Gypsy   
X: Soldier/Phynx Knight/Knight   
N: Gryphos/Drache/Cherub/Whirwin/Redflank/Nereid/Bandit/Bareknuckle/Swordsman/Gideon/Cleric/Gryphos Rider   
O: Phynx/Seraph/Saboteur   
OO: Deathblossom/Archer   

Oh look, a flying Vitali... but with worse damage and durability. Pinot is probably the worst duelist of the cast. Her only healing are her limit Special and Metabolize (which HP regen, but also STM regen, meaning that it takes even longer for her to reach her limit!). And her buffing isn't great either. She has decent turnspeed, but she's basically a low-resource no-damage healer with crappy buffs. She might have a decent chance against some mages in Light thanks to her Match Bonuses.



Layna
World Eater   
Movement Type: Flatland   
Attack Type: Melee   

HP:   778
Stm:   140
ACT:   22
   
ATK:   538
DEF:   306
HIT:   329
INT:   426
SPD:   440
RES:   335

Basic Commands:
Last Gasp - Sword Combo, ST, hits row 1, 5 hits.   223
Stingshot - Dashing sword attack, GT, attacks in a line, 1 hit.   190
Energy Shot - Ranged Firebolt, ST, hits anywhere, 1 hit.   215

Field Tactics: OPB. Lasts 3 turns.
Iron Will - Increase DEF & RES by 50%   
Courage - Increase ATK & HIT by 50%   
Enliven - Increase ACT by 80%   

Special: Usable by Turn 4 after moving, attacking every round, with no counters.
Rising Aura - A beam of pure energy penetrates the enemy. ST, targets leader, 16 hits. (3 uses)   485

Match Bonuses:
Attack matches
O: Archers/Deathblossom
N: Revya/Cleric/Gypsy/Soldier/Danette
XX: Bards

Defensive matches


And here's the smash! Layna has some of the highest-damage Basic attacks AND one of the best Specials (easily OHKOs average). She's faster than Revya, and has Enliven like Danette to speed up her limit range.  She can sacrifice one round of damage to Enliven up and move to expend some STM and can use her limit Special by Turn 3. She can even buff her ATK for a particularly durable opponent. She has gamebest HP by a large margin, so she's possibly a good Heavy.



Levin
Bareknuckle   
Movement Type: Mountain   
Attack Type: Melee   

HP:   535
Stm:   160
ACT:   22
   
ATK:   400
DEF:   242
HIT:   291
INT:   182
SPD:   353
RES:   72

Basic Commands:
Close Call - Punch-punch-kick, ST, hits row 1, 3 hits   155
Energy Arm - Chi blast, ST, hits row 1, 1 hit   145
   
Field Tactics:
Spring - Increase ACT by 50%. Lasts 3 Turns. (1 use)   
Burning Soul - Increase ATK & SPD by 40%. Lasts 3 Turns. (1 use)   
Energize - Heal 60% of mHP. (1 use)   

Special: Usable by Turn 5 when attacking every round, with no counters.
Nine Heroes - Assault the enemy with multiple body doubles. GT, attacks in a cross, 8 hits. (2 uses)   435

Match Bonuses:
Attack matches   
OO: Ghobb/Archer   
O: Gryphos/Drache/Phynx/Deathblossom/Saboteur/Cleric   
N: Soldier/Cherub/Seraph/Nereid/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Phynx Knight   
X: Hydrone/Whirwin/Redflank/Schemestress/Gryphos Rider/Knight   
XX: Dracosage/Pyremage/Gypsy   

Defensive matches   
XX: Bard   
X: Phynx/Saboteur/Archer   
N: Soldier/Gryphos/Ghobb/Deathblossom/Cherub/Seraph/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Gideon/Cleric/Gryphos Rider/Phynx Knight/Knight   
O: Drache/Redflank/Gypsy   
OO: Hydrone/Schemestress/Dracosage/Pyremage   

Levin is a temp that is with your party for most of the game, and under certain conditions, you can get him back in your party at the endgame. I'm including him in the averages as the default, but I'll also provide a non-Levin'd average.
As a duelist, he's a really limited Melee fighter. He's basically Juno, but a little faster and a little less damaging. He also takes one more turn to reach his limit Special, but he's still basically an average Middle. Loves you if you allow his incredibly illegal boss form.



Endorph
Bandit Leader
Movement Type: Flatland
Attack Type: Ranged

HP: 406
Stm:   120
ACT:   20
   
ATK:   341
DEF:   207
HIT:   527
INT:   264
SPD:   387
RES:   355

Basic Commands
X-Slash - Slash Attack, ST, hits row 1, 1 hit   155
Hellfire - Ranged Gun Attack, RT, hits row 1/2/3, 6 hits  100
Deadeye - Ranged Gun Attack, ST, hits row 1/2/3, 1 hit   135

Field Tactics: OPB, Lasts 3 Turns   
Chrome Heart - Increase ATK & ACT by 50%, GT   
Omega Spirit - Increase CRT by 80%, GT   
Last Oxide - Increase GP earned by 100%, GT   

Special: Usable by Turn 3 when attacking every round, with no counters
Psycho-Burgundy - Destroy enemies with the legendary attack, MT, 2 hits (1 use)     300


Endorph is...a lot less impressive than expected.  He's a ranged fighter, with low stamina, so he can get that special attack up pretty fast.  It's...decent, though again, not as good as expected.  Still, he can get it turn 2 if he gets countered - and that will kill things dead.  Also likes having Chrome Heart, which boosts ATK and ACT, so he's actually a bit better than he looks at first glance.  His stats are otherwise ok, but...he looked more impressive before I statted him >_>


Averages (w/o Levin)
HP:   487.3333333 (483)
Stm:   140 (138.1818182)
ACT:   19.33333333 (19.09090909)
      
ATK:   355.4166667 (351.3636364)
DEF:   215.0833333 (212.6363636)
HIT:   295.6666667 (296.0909091)
INT:   269.0833333 (277)
SPD:   292.6666667 (287.1818182)
RES:   269.5 (287.4545455)

Average HP: 487.3 (483)
778   Layna
657   Grunzford
563   Galahad
535   Levin
526   Revya
524   Juno
487.3    *Average*
423   Danette
406 Endorph
371   Vitali
370   Agrippa
369   Tricia
368   Pinot
364   Odie

Average ACT: 19.3 (19)
24   Danette
22   Levin
22   Layna
20 Endorph
20   Revya
20   Juno
20   Agrippa
20   Pinot
19.3   *Average*
18   Tricia
17   Vitali
17   Galahad
16   Grunzford
16   Odie
19.33333333   Average

Average ATK: 355 (351)
608   Grunzford
538   Layna
447   Juno
424   Revya
400   Levin
396   Danette
370   Galahad
355   *Average*
341 Endorph
272   Tricia
267   Agrippa
254   Vitali
209   Pinot
80   Odie
355.4166667   Average

Average DEF: 215 (213)
355   Galahad
311   Grunzford
306   Layna
269   Juno
242   Levin
242   Revya
215   *Average*
207 Endorph
197   Tricia
184   Danette
137   Agrippa
132   Pinot
129   Vitali
77   Odie
215.0833333    Average

Average HIT: 296 (296)
534   Tricia
527 Endorph
472   Agrippa
329   Layna
321   Juno
296   *Average*
291   Levin
252   Pinot
250   Danette
248   Vitali
244   Revya
205   Odie
204   Galahad
198   Grunzford
295.6666667   Average

Average SPD (This is Evasion) :   293 (287)
471   Agrippa
440   Layna
430   Pinot
387 Endorph
359   Tricia
353   Levin
350   Danette
293   *Average*
279   Juno
250   Revya
249   Vitali
145   Odie
93   Galahad
93   Grunzford
292.6666667   Average

Average RES:   269.5 (287.5)
472   Pinot
458   Vitali
422   Tricia
383   Juno
363   Agrippa
355 Endorph
335   Layna
302   Odie
269.5   *Average*
188   Revya
83   Grunzford
79   Galahad
77   Danette
72   Levin
269.5   Average


Damage Average (Best Continuous Damage)   : 165 (166 w/o Levin)
340   Odie   Dark Bolt
270   Grunzford   Boilermaker
(245 Fusion Revya QuickSlash)
223   Layna   Last Gasp
180   Revya   QuickSlash
165   *Average*
160   Juno    Lethal Stab
155   Levin   Close Call
155 Edorph      X-Slash
145   Danette   Combo Cut
145   Galahad   QuickSlash
105   Agrippa   Deadeye
100   Tricia   Side Shot
93   Vitali   Big Strike
65   Pinot   Big Strike

Average: 165 (166)
Kill Point: 413 (415)

First-Turn Damage Average: 187 (190 w/o Levin)
(580 Fusion Revya  Demon Force)
419   Revya   Demon Force
365   Odie   Static Lance
270   Grunzford   Boilermaker
223   Layna   Last Gasp
187 *Average*
160   Juno    Lethal Stab
155   Levin   Close Call
145   Danette   Combo Cut
145   Galahad   QuickSlash
105   Agrippa   Deadeye
100   Tricia   Side Shot
93   Vitali           Big Strike
65   Pinot   Big Strike

Average: 187 (190)
Kill Point: 468 (475)
« Last Edit: February 04, 2011, 12:25:00 PM by OblivionKnight »

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Re: Soul Nomad (PCs + Final)
« Reply #1 on: March 12, 2009, 08:07:45 AM »
Final Boss


Drazil (Lv942)
HP   113720
STM   180
ACT   32

ATK   9450
DEF   5666
HIT   5672
INT   9452
SPD   1896
RES   7548

Drazil (Lv42 - First turn*)
HP   17720
STM   180
ACT   32
   
ATK   1450
DEF   866
HIT   872
INT   1452
SPD   296
RES   1148

Drazil (Lv42)   
HP   5960
STM   180
ACT   32
   
ATK   430
DEF   272
HIT   284
INT   432
SPD   94
RES   348

Equipment:
Perfect Soul - Unlimited STM and use of special skills.
Ruler's Law - Level boost by 100 per Drazil squad.
Picket Line - Immune to magical field tactics.

Note: Does not Counter-attack, but all Field Tactics can be Countered

Heaven Dawn: Field Tactic that hit multiple squads. Beam of Light spell. Ranged, MT. 215
Divine Surge: Single-squad attack. Black energy physical attack. Ranged, MT. 290
Divine Bolt: Single-squad attack. Always attacked with this first. Rain of magical death spell. Ranged, MT. 275 (2320* first-turn)

Party averages:
303   HP
19.4   ACT
152   DEF
225   SPD
230   RES


Drazil is weird. He's incredibly fast, but doesn't move on the map. Mostly, he doesn't have to because he has pretty long ranged attacks. He starts the battle at level 942 thanks to Ruler's Law, which gives him a +100 level bonus for each of his support squads. So you have to kill all nine of his pitiful support squads before the real battle starts with him at level 42.
*Thanks to some weird glitch(?) with how the de-levelling takes place, once all of his supports have been killed, Drazil will have incredibly high stats for a level 42 unit. However, after his first attack (which was always Divine Bolt in the 5 times I tested), he immediately 'Levels Up' (the animation for it displays, but his level remains 42) and his stats drop to a more reasonable range. If you allow this glitch for his first turn, he has ridiculous OHKO damage off of insane speed. (Though since he can't move, he might still lose initiative for a lot of interps!)
Picket Line makes him immune to all long-range INT-based spells, but normal INT-based attacks work fine. How you interpret this pseudo-magical-immunity is up to you.

Stuff to do: Levin, Endorph, Layna's and Danette's attack matches.

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Re: Soul Nomad (PCs + Final)
« Reply #2 on: March 13, 2009, 04:04:38 AM »
Edited in Levin. Claiming post for any boss notes.

Things to do: Layna's and Danette's Match Bonuses, Effective speed, Effective evasion, Buffed damage numbers, Endorph, Demon Path PCs?, Asagi?, Lujei?, Median?, World Eater boss notes
« Last Edit: March 13, 2009, 04:08:11 AM by DjinnAndTonic »

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Re: Soul Nomad (PCs + Final)
« Reply #3 on: March 14, 2009, 05:45:31 PM »
Boss notes for the Normal Path.  


Shauna 1
Level 12  
HP 152
STM 140
ACT 21
  
ATK 116
DEF 79 (about 10% reduction)
HIT 124
INT 117
SPD 146 (about 50% evasion)
RES 136 (about 40% reduction)

Movement: Flatland (does not move)
Attack: Special (...uh...)

Equipment:
Pink Charm: Damage increases 20% vs. males
Lady Action: Raises stats of females by 20% (already factored in)

Rear Attack (Spirit Dance): Raises INT of one target by 20%

Special Attack:
Devil Dance (3): 150 physical damage, MT

Tactics:
Blade Tango (3): Raises CRT by 30%
Mystic Mambo (3): Raises INT by 30%
Miracle Jive (3): Gives all adjacent squads an immediate turn

Party averages: (be prepared for wild variation; my typical group is 4 squads, 1 mage, 1 archer, 1 cleric, 1 knight in each group with a plot character, so 5 member squads right now)
Level 10-12
110 HP
17 ACT
50 DAMAGE

Support: Shauna's squad consists of 2 gypsies in the front row and 2 mages in the middle row, with her in the back row.  Her other squads include 4 phynxes at level 8, 6 bandits at level 8, and 2 mages at level 12.  


World Eater Thuris
Level 16  
HP 1450
STM 180
ACT 42
  
ATK 182
DEF 109 (about 15% reduction)
HIT 152
INT 189
SPD 93 (about 0% evasion)
RES 129 (about 15% reduction)

Movement: Flatland (does not move)
Attack: Ranged

***Does not counter

Equipment:
Perfect Soul: Unlimited STM and use of special skills
Dog Pile: If # of allies > # of enemies, all stats raised 20%
Mind Crucify: Double STM damage when attacking

Divine Fist: 80 physical damage, inflicts Poison 100%, MT
Rolling Dark: 120 magical damage, MT

Tactics:
Mindless One: Summons a squad of Thuris Shadows; the squad consists of 4-7 units, from level 17 (leader is the highest level, always in middle row) to level 13; the squad has a STM of 100, ACT of 20, movement type flying, attack type melee, and has no decor equipment; stats are listed below, arranged leader/front/rear, and are approximations and averages

HP 170/120/110
ATK 127/90/85
DEF 70/50/45 (about 0/15/25% weakness)
HIT 141/100/94
INT 60/45/40
SPD 124/85/80 (about 0/0/0% evasion)
RES 98/75/65 (about 5/10/20% reduction/weakness/weakness)

Attacks deal about 10-30 damage

Special Attack:
Divine Blast (1): 80 physical damage, MT

Tactics:
Fade Out (5): Grants invisibility (immunity to attack) until user attacks or another unit discovers the user (ends move phase next to the user or "walks" onto their space)
Ensnare (2): Decrease target ACT and SPD by 50%
Enliven (1): Increase ACT by 80%

Party averages: (be prepared for wild variation; my typical group is 5 squads; at this point, you should have 6 members in a squad, possibly even 7; usual group is a plot character, cleric, pyremage/saboteur, knight/swordswoman, gypsy/bard, nereid; granted, this can vary a bit, but I try to balance the groups)
Level 14-16
140 HP
17 ACT
70 DAMAGE

Support: Thuris fights alone in his squad.  His support consists of 2 saboteur squads, 2 cleric squads, 4 swordswomen squads, and 2 pyremage squads, all at level 8.  Note that everyone fights on Desert for this fight, so stats are all lowered by 20%...but this affects everyone equally, so it doesn't make a huge difference here.



Shauna 2
Level 17  
HP 228
STM 140
ACT 21
  
ATK 165
DEF 115 (about 5% reduction)
HIT 180
INT 193
SPD 213 (about 40% evasion)
RES 219 (about 70% reduction)

Movement: Flatland (does move)
Attack: Special (...uh...)

Equipment:
Pink Charm: Damage increases 20% vs. males
Lady Action: Raises stats of females by 20% (already factored in)

Rear Attack (Spirit Dance): Raises INT of one target by 20%

Special Attack:
Devil Dance (3): 180 physical damage, MT

Tactics:
Blade Tango (3): Raises CRT by 30%
Mystic Mambo (3): Raises INT by 30%
Miracle Jive (3): Gives all adjacent squads an immediate turn

Party averages: (be prepared for wild variation; my typical group is 6 squads, 6 members each, the usual mix of a plot character+cleric+melee+mage+range+other)
Level 16-18
160 HP
17 ACT
80 DAMAGE

Support: Shauna's squad consists of 2 gypsies in the front row, 2 bards in the middle row, with her and 2 pyremages in the back row.  Her other squads include 4 gryphons at level 15, 6 bandits at level 14, and 2 phynxes at level 15.



Shauna 3
Level 20  
HP 260
STM 140
ACT 21
  
ATK 231
DEF 158 (about 15% reduction)
HIT 282
INT 253
SPD 307 (about 65% evasion)
RES 309 (about 85% reduction)

Movement: Flatland (does move)
Attack: Special (...uh...)

Equipment:
Pink Charm: Damage increases 20% vs. males
Lady Action: Raises stats of females by 20% (already factored in)

Rear Attack (Spirit Dance): Raises INT of one target by 20%

Special Attack:
Devil Dance (3): 240 physical damage, MT

Tactics:
Blade Tango (3): Raises CRT by 30%
Mystic Mambo (3): Raises INT by 30%
Miracle Jive (3): Gives all adjacent squads an immediate turn

Party averages: (no changes from last time, since she's fought 2 battles later)
Level 16-18
160 HP
17 ACT
80 DAMAGE

Support: Shauna's squad consists of 2 gypsies in the front row, 2 archers in the middle row, with her and 2 pyremages in the back row.  Her other squads include 3 archers at level 18, 2 bards at level 16, 3 redflanks at level 18, 2 dracosages at level 17, 3 whirlwins at level 17, and 4 swordswomen at level 16.


Cuthbert
Level 26  
HP 324
STM 120
ACT 17
  
ATK 194
DEF 140 (about 0% reduction)
HIT 200
INT 281
SPD 207 (about 10% evasion)
RES 340 (about 80% reduction)

Movement: Flatland (does move)
Attack: Special (...uh...)

Equipment:
Tough Defense: Reduces magical damage received by 20%
Dapper Mind: Reduces damage received from females by 20%

Rear Attack (Heal All): Restores 80% MHP, MT

Special Attack:
Glutton Gain (3): 200 magical damage, drains damage dealt as HP healed, MT

Tactics:
Corpus Grace (3): Raises DEF by 50%
Animus Grace (3): Raises RES by 50%
Restore Life (3): Full healing

Party averages: (be prepared for wild variation; my typical group is 6 squads, 7 members each, the usual mix of a plot character+cleric+melee+mage+range+others)
Level 20-22
240 HP
18 ACT
100 DAMAGE

Support: Cuthbert's squad consists of him and 2 dracosages in the back row, 2 clerics in the middle row, and 3 soldiers in the front row.  His other squads include 4 baredknuckles at level 19, 2 gypsies at level 21, 2 pyremages at level 19, 2 dracosages at level 19, 1 soldier at level 22, and 3 redflanks at level 21.


Preacher Kanan
Level 29  
HP 376
STM 110
ACT 17
  
ATK 167
DEF 110 (about 15% weakness)
HIT 180
INT 369
SPD 163 (about 0% evasion)
RES 270 (about 40% reduction)

Movement: Flatland (does move)
Attack: Special (...uh...)

Equipment:
Mind Crucify: Doubles STM damage when attacking
Sin of Sins: Reduces damage received from humans by 20%

Rear Attack (Fantasteal): Halves target CHP

Special Attack:
Death Letter (3): 250 magical damage, 50% chance of inflicting instant death, MT

Tactics:
Enfeeble (3): Lowers ATK and ACT by 50%
Exhaust (3): Deals 5% STM damage to a target each turn
Encumber (3): Lowers STM by 50%

Party averages: (no changes from Cuthbert, since she's fought only a few battles later)
Level 20-22
240 HP
18 ACT
100 DAMAGE

Support: Kanan's squad consists of 3 swordswomen in the front row, 2 schemestresses in the middle row, and herself and 2 dracosages in the back row.  Her other squads include 2 schemestresses, 6 swordswomen, 4 dracosages, and 2 bards, all at level 24 except the schemestresses (25).


World Eater Thuris 2
Level 32
HP 2640
STM 180
ACT 42
  
ATK 288
DEF 171 (about 10% reduction)
HIT 253
INT 278
SPD 138 (about 0% evasion)
RES 210 (about 10% reduction)

Movement: Flatland (does not move)
Attack: Ranged

***Does not counter

Equipment:
Perfect Soul: Unlimited STM and use of special skills
Dog Pile: If # of allies > # of enemies, all stats raised 20%
Mind Crucify: Double STM damage when attacking

Divine Fist: 200 physical damage, inflicts Poison 100%, MT
Rolling Dark: 190 magical damage, MT

Tactics:
Mindless One: Summons a squad of Thuris Shadows; the squad consists of 4-8 units, from level 25 (leader is the highest level, always in middle row) to level 20; the squad has a STM of 100, ACT of 20, movement type flying, attack type melee, and has no decor equipment; stats are listed below, arranged leader/front/rear, and are approximations and averages

HP 320/270/230
ATK 201/177/145
DEF 151/114/98 (about 0/15/25% weakness)
HIT 199/166/132
INT 90/76/61
SPD 138/116/92 (about 0/0/0% evasion)
RES 198/154/118 (about 5/10/20% reduction/weakness/weakness)

Attacks deal about 30-60 damage

Special Attack:
Divine Blast (1): 120 physical damage, MT

Tactics:
Fade Out (5): Grants invisibility (immunity to attack) until user attacks or another unit discovers the user (ends move phase next to the user or "walks" onto their space)
Ensnare (2): Decrease target ACT and SPD by 50%
Enliven (1): Increase ACT by 80%

Party averages: (no changes from Kanan, since he's fought only one battle later)
Level 20-22
240 HP
18 ACT
100 DAMAGE

Support: Thuris fights alone.  No members in his squad, no supporting squads.


World Eater Raksha
Level 36  
HP 4400
STM 180
ACT 32
  
ATK 396
DEF 232 (about 40% reduction)
HIT 214
INT 100
SPD 82 (about 0% evasion)
RES 162 (about 15% weakness)

Movement: Flatland (does not move)
Attack: Melee

***Does not counter

Equipment:
Perfect Soul: Unlimited STM and use of special skills
Loving Breath: Heals 20% MHP each round
Energy Bliss: Heals 10% MSTM each round

Gaea Terror: 220 physical damage, MT
Genesis: 180 physical damage, MT

Tactics:
Fist Crush: 150 physical damage, AoE

Party averages: (be prepared for wild variation; my typical group is 6 squads, 8 members each, the usual mix of a plot character+cleric+melee+mage+range+others)
Level 24-26
270 HP
18 ACT
110 DAMAGE

Support: Raksha fights alone in his squad, and alone and bereft of other support.  There are 5 neutral units that will fight him, all level 25.  They include 1 bard squad, 2 redflank squads, 1 baredknuckle squad, and 1 whirlwin squad.


Dio
Level 32  
HP 339
STM 110
ACT 16
  
ATK 162
DEF 148 (about 10% weakness)
HIT 215
INT 575
SPD 199 (about 0% evasion)
RES 296 (about 30% reduction)

Movement: Flatland
Attack: Magic

Equipment:
Divine Wake: Raises magic damage dealt by 20%
Truth Nirvana: All attack and defense matches are set to neutral

Rear Attack (Dark Bolt): 260 magical damage

Special Attack:
Dark Plasma (3): 430 magical damage, MT

Tactics:
Static Lance (4): 300 magical damage, MT
Deepspell (4): Inflicts despair, AoE
Pain Rune (4): Targets an area of the ground; any targets ending a turn within that area take 25% MHP damage when they next get an action

Party averages: (be prepared for wild variation; my typical group is 4 squads, 1 mage, 1 archer, 1 cleric, 1 knight in each group with a plot character, so 5 member squads right now)
Level 28-30
280 HP
18 ACT
120 DAMAGE

Support: Dio's squad consists of 3 knights up front, 3 dracosages in the middle, with himself and 2 cherubs in the back.  His other squads include 4 saboteurs and a schemestress at level 25, and 2 redflanks and 2 dracosages at level 24, and 4 phynxknights at level 25, and 6 gryphosknights at level 26.


Blazing Gestahl
Level 60
HP 1088
STM 180
ACT 20
  
ATK 744
DEF 354 (about 45% reduction)
HIT 246
INT 175
SPD 248 (about 20% evasion)
RES 200 (about 5% weakness)

Movement: Flatland
Attack: Melee

***Does not counter

Equipment:
Tyrant Stare: Adjacent squad stats down by 20%
Death Aroma: Adjacent squads receive 10% MHP damage each turn

Middle Attack (Wave Slash): 220 physical damage, MT

Special Attack:
Demon Force (2): 780 physical damage

Tactics:
Demon Force (1): 550 physical damage, LT
Hatred (1): Raises ATK and DEF by 50%
Wrath (1): Raises counter damage by 80%
Madness (1): Raises ATK by 80%, lowers RES by 30%

Party averages: (be prepared for wild variation; my typical group is 6 squads, 8 members each, the usual mix of a plot character+cleric+melee+mage+range+others)
Level 30-32
310 HP
19 ACT
120 DAMAGE

Support: Gestahl fights completely alone in his squad, with no support.


Boss Notes for the Demon Path: really, the only boss I'm adding here is the first fight with Feinne.  Thuris, Feinne, Raksha do fight a second time (and Thuris has Decor that allows him to survive a fatal attack with 1 HP), and other characters get boss forms (basically the whole PC cast), but overall, they're very similar with more support.  Granted, Raksha might like it (very high level compared to the party on average), but they're pretty similar scaled.  That being said...



World Eater Feinne
Level 46  
HP 4160
STM 180
ACT 32
  
ATK 441/147
DEF 346/115 (about 30% reduction/20% weakness)
HIT 300/100
INT 720/240
SPD 162/54 (about 0% evasion/0% evasion)
RES 532/184 (about 50% reduction/10% weakness)

Movement: Flatland (does not move)
Attack: Magic

***Does not counter

Equipment:
Perfect Soul: Unlimited STM and use of special skills
Tough Defense: Reduces magic damage received by 20%
Whim Destiny: Raises base stats by 50% on odd turns; Lowers base stats by 50% on even turns (indicated as odd/even above in the stats section)

Ego Drive: 225/90 physical damage, MT
Calm Death: 340/140 magical damage, MT

Tactics:
Holy Verdict: 300/100 magical damage, AoE

Party averages: (be prepared for wild variation; I'm assuming the same notes continued from the normal path set, which you may argue isn't ideal for the Demon Path; my typical group is 7 squads, 9 members each, the usual mix of a plot character+cleric+melee+mage+range+others)
Level 36-40
350 HP
20 ACT
150 DAMAGE

Support: Feinne fights alone in her squad.  Her support is pretty negligible - a bunch of level 20-some generics and Galahad, who have trouble breaking defenses at this point.  Feinne effectively fights alone.
« Last Edit: July 19, 2010, 05:23:29 PM by OblivionKnight »
[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

Niu

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Re: Soul Nomad (PCs + Final)
« Reply #4 on: March 22, 2009, 07:31:33 PM »
Just a note, Thuris has a 1-20% atk effect on Rolling Dark.

074

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Re: Soul Nomad (PCs + Final)
« Reply #5 on: March 23, 2009, 07:48:58 PM »
Sidenote: Agrippa's Shotgun should focus if there is only one enemy in the column selected.  I distinctly remember this, at least, so that might help his damage out somewhat.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

DjinnAndTonic

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Re: Soul Nomad (PCs + Final)
« Reply #6 on: March 23, 2009, 08:39:41 PM »
His damage is tested against a single enemy in a column. That -is- the focused damage.

074

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Re: Soul Nomad (PCs + Final, Bosses by OK)
« Reply #7 on: March 23, 2009, 09:01:37 PM »
...wow.  That...sucks.  Massively.  Shocking contrast compared to how useful Agrippa is in-game as a mage/flyer-slayer
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

DjinnAndTonic

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Re: Soul Nomad (PCs + Final, Bosses by OK)
« Reply #8 on: March 23, 2009, 11:29:55 PM »
...wow.  That...sucks.  Massively.  Shocking contrast compared to how useful Agrippa is in-game as a mage/flyer-slayer

He's not that bad off, really. Since his STM is low and he's ranged, it means only his first attack and counters are that weak. By his second turn, he'll be able to use his Limit, so he still 3HKOs average, is decently evasive and very accurate, and has counters and one shot of healing. That's plenty good enough for Middle.

DjinnAndTonic

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Re: Soul Nomad (PCs + Final, Bosses by OK)
« Reply #9 on: April 18, 2009, 06:44:10 AM »
Since I noticed some people discussing Revya's Fusion ability as legal, I went ahead and added in her stats with full Fusion. She is a much better Godlike than before if you allow this...

As Tonfa put it... O_O!


OblivionKnight

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Re: Soul Nomad (PCs + Final, Bosses by OK)
« Reply #10 on: February 21, 2010, 05:17:43 PM »
I edited Endorph into Djinni's notes above.  Over the next few days, I'm going to add in the Demon Path PCs as well, and the few remaining bosses (FEINNE'S LEVEL 45 BOSS FORM!!!!!).  Djinn, when you get a chance, want to talk to you.
[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