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Author Topic: Tales of Symphonia  (Read 5397 times)

OblivionKnight

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Tales of Symphonia
« on: January 10, 2008, 12:26:52 PM »
(Post info: From OK.  Niu's former post is in mine - OK's - post midway through the topic, after much prodding from Dhyer to switch the two posts around)

These aren't Niu's randomless stats - these are in-game takes, which I always prefer to do in general.  Niu's stuff is perfectly accurate, though, on equipment and the base growths too.  No titles or EX Gems were used with these stats...100% natural.  Titles and the like can be considered on your own accord.  Luck is entirely random, so I'm not listing it.  Anyway....

I. Equipment and Levels
Levels are taken at 65, simple.  Equipment is unique/storebought stuff, defaulting to best defense values/attack values (with one exception: Material Blades on Lloyd - this is a trade-off for balance on the two attack values he has, plus allows me to hype Falcon Crest to hell and back if I feel like it!).  Character Base stats are listed under their name, and under that are the main stats with default equipment (which is below that...easy, right?).  Other equipment is listed after the default, right above the damages.  As a last note on elemental resists, as Niu pointed out, +1-+3 is considered halving the element, while +4-+6 is nulling, and +7 and above is absorption.

II. Attacks
I'm going to post everything, both S and T side.  I'll indicate with an asterisk which one I feel is the best side in a duel (this...affects maybe 3 people at best).  Assuming everything hits, blah blah blah.  Yes, I know I'm crazy, but I'm also thorough.  For the fighters, I'll note chaining: this basically boils down to mixing attacks in the order of physical-level1-level2-level3, or in any increasing order like such.  The exception is Regal, who can mix his techs around a lot more.  I'll get to that later in the damage average section.  Oh, and I'm assuming 150 DEF enemies for damage.

III. Stats
...you know, you should be able to figure this out.  Fuck it all.

IV. Other
Thanks for Niu for starting this topic, and finding most of the equipment set-ups.  Unoriginal also added lots of EX Gem info, which is great too.  And...remember kiddies, Falcon Crest ensures Lloyd a spot in Godlike!



Lloyd Irving
"You picked the wrong guy to mess with"
HP - 4149
TP - 346
STR - 343
DEF - 156
ACC - 140
EVA - 128
INT - 143

Slash/Thrust - 1163
Defense - 273
Accuracy - 150
Evasion - 138
Nulls Earth and Lightning, Halves Darkness and Ice

Weapon: Material Blade - +820 Slash/Thrust, Enables Falcon Crest Technique
Armour: Mumbane - +70 Defense, +2 Resist to Earth, Lightning, Darkness, Ice
Headgear: Rare Helm - +24 Defense, +2 Resist to Lightning
Armguard: Rare Gauntlet - +18 Defense, +2 Resist to Earth
Accessory1: Snow Hare - +5 Defense, +10 Accuracy/Luck/Evasion

Other Equipment
Weapons[/u]
Kusanagi Blade - +930 Slash, +850 Thrust, Double Damage to Undead
Ninja Sword - +860 Slash, +820 Thrust, Darkness Element
Valkyrie Sabre - +850 Slash, +930 Thrust
Armour[/u]
Star Mail - +65 Defense, +2 Resist to Fire
Armguard[/u]
Claw Gauntlet - +10 Defense, +50 Attack

Base Skills
Physical Combo - 1720 ( 4 hits ), physical
Demon Fang (1) - 520, physical, LR (4 TP)
Sonic Thrust (1) - 600, physical (5 TP)
Sword Rain (1) - 650, physical (7 TP)
Tiger Blade (1) - 690, physical (9 TP)
Tempest (1) - 690, physical (8 TP)
Beast (2) - 1120, physical, Knockdown (12 TP)
Demonic Thrust (3) - 1510, physical (30 TP)
Demonic Tiger Blade (3) - 1550, physical (32 TP)
Tempest Thrust (3) - 1760, physical (32 TP)
Rising Falcon (3) - 1380, physical (32 TP)
Tempest Beast (3) - 1850, physical (35 TP)
Raining Tiger Blade (3) - 1550, physical (36 TP)
Beast Sword Rain (3) - 1720, physical (38 TP)

Guardian - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

Falcon Crest - 9250, physical; must have Material Blades equipped, and must be at 20% HP or less  (100 TP)

T Side
Double Demon Fang (2) - 900, physical, LR (16 TP)
Hurricane Thrust (2) - 950, physical (14 TP)
Sword Rain Alpha (2) - 950, physical (16 TP)
Omega Tempest (2) - 1080, physical (17 TP)
Tiger Rage (2) - 1030, physical (19 TP)
Raging Beast (3) - 1380, physical (25 TP)
Demonic Chaos (3) - 1680, physical (34 TP)
Sword Rain Beta (3) - 1680, physical (38 TP)

*S Side*
Fierce Demon Fang (2) - 1030, physical (16 TP)
Super Sonic Thrust (2) - 1030, physical (14 TP)
Sonic Sword Rain (2) - 1250, physical (16 TP)
Psi Tempest (2) - 1030, physical (17 TP)
Heavy Tiger Blade (2) - 1080, physical (19 TP)
Hunting Beast (3) - 1550, physical (24 TP)
Demonic Circle (3) - 1940, physical (38 TP)
Twin Tiger Blade (3) - 1720, physical (35 TP)

Comments: Mmmm...damage is fine, durability to physicals is good, and the craptacular magical defenses are buffered by elemental resists ( and Guardian, though that's expensive ).  Falcon Crest makes a good finisher "limit" too.  A Middle.



Colette Brunel
"I hope you've learned your lesson"
HP - 3364
TP - 481
STR - 222
DEF - 123
ACC - 121
EVA - 126
INT - 169

Attack - 1072
Defense - 221
Accuracy - 121
Evasion - 126
Halves Water, Wind, Fire and Earth

Weapon: Angel Halo - +850 Attack
Armour: Elemental Guard - +66 Defense, +2 Resist to Water, Wind, Fire, Earth
Headgear: Pretty Ribbon - +20 Defense
Armguard: Draupnir - +12 Defense

Other Equipment
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 780 ( 2 hits ), physical
Ray Thrust (1) - 510, physical, LR (5 TP)
Pow Hammer (1) - 620, physical (8 TP)
Item Thief (2) - 780, physical, STEALS ITEMS AT A LOW RATE (10 TP)
Ring Whirlwind (2) - 820, physical (11 TP)
Item Rover (3) - 1170, physical, STEALS ITEMS AT A HIGHER RATE (22 TP)
Grand Chariot (3) - 1250, physical/lightning (24 TP)
Stardust Cross (3) - 2220, physical (34 TP)

Angel Feathers - 1100, light (20 TP)
Holy Song - +20% attack and defense, MT (35 TP)
Sacrifice - 2350, light, ST; Colette dies, and all allies are fully healed/restored (150 TP)
Judgment - 830 per hit, light, MT; averages around 1-2 hits (40 TP)

Damage Guard - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Dual Ray Thrust (2) - 820, physical, LR (10 TP)
Pow Pow Hammer (2) - 940, physical (15 TP)
Triple Ray Thrust (3) - 1300, physical, LR (22 TP)
Ring Cyclone (3) - 1090, physical (22 TP)
Hammer Rain (3) - 3900, physical (30 TP)

*S Side*
Ray Satellite (2) - 900, physical, LR (14 TP)
Para Ball (2) - 1800, physical (14 TP)
Triple Ray Satellite (3) - 2930, physical, LR (26 TP)
Whirlwind Rush (3) - 1400, physical (22 TP)
Torrential Para Ball (3) - 1400, physical (30 TP)

Comments: ...the blue hell?  She's surprisingly solid.  Durability could be...better ( low HP, defense, and magic defense ), but her damage is fine, and she has elemental resists.  Low Middle, much as it pains me to say it. 



Genis Sage
"All talk, no action"
HP - 2901
TP - 427
STR - 174
DEF - 132
ACC - 99
EVA - 102
INT - 306 ( 330 )

Attack - 854
Defense - 219
Accuracy - 99
Evasion - 102
Halves Fire

Weapon: One World - +680 Attack, +14 Intelligence
Armour: Star Cloak - +60 Defense, +2 Resist to Fire
Headgear: Rune Hat - +15 Defense, +10 Intelligence
Armguard: Draupnir - +12 Defense

Other Equipment
Armour[/u]
Holy Cloak - +45 Defense, 1% HP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals

Base Skills
Physical Combo - 560 ( 2 hits ), physical
Fire Ball - 460, fire, ST (7 TP)
Stone Blast - 540, earth, ST (7 TP)
Wind Blade - 450, wind, ST (8 TP)
Aqua Edge - 520, water, ST (8 TP)
Lightning - 440, lightning, ST (9 TP)
Icicle - 470, ice, ST (10 TP)
Dreaded Wave - 1210, earth, AoE (34 TP)
Meteor Storm - 1650 per hit, non-elemental, AoE/MT; averages about 3 hits on normal size enemies (80 TP)

Force Field - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)   

*T Side*
Stalagmite - 1470, earth, AoE (20 TP)
Spread - 1700, water, AoE (22 TP)
Air Thrust - 1410, wind, ST (22 TP)
Eruption - 1550, fire, AoE (24 TP)
Thunder Blade - 1860, lightning, AoE (28 TP)
Ice Tornado - 1880, ice, AoE (30 TP)
Raging Mist - 2140, fire/water, AoE (38 TP)
Gravity Well - 2390, lightning/earth, AoE (42 TP)
Tidal Wave - 1400, water, MT, fails against flying targets (60 TP)
Ground Dasher - 2600, earth, AoE (46 TP)
Cyclone - 2580, wind, AoE (50 TP)
Explosion - 3870, fire, AoE (55 TP)
Indignation - 4750, lightning, AoE (60 TP)

S Side
Grave - 1800, earth, AoE (22 TP)
Aqua Laser - 1860, water, LT (20 TP)
Air Blade - 1860, wind, LT (22 TP)
Flame Lance - 1900, fire, AoE (24 TP)
Spark Wave - 2000, lightning, AoE (26 TP)
Freeze Lancer - 1920, ice, ST (29 TP)
Spiral Flare - 2010, fire/wind, LT (38 TP)
Thunder Arrow - 2440, lightning/fire, AoE (42 TP)
Absolute - 3100, ice/earth, AoE (46 TP)
Atlas - 2120, wind/water, ST (42 TP)
Earth Bite - 2370, earth/lightning, AoE (44 TP)
Prism Sword - 4250, light, AoE; This is assuming the damage done to the center target ( i.e., the person targeted with the spell ); it hits the 4 "corners" around the center as well for 1040 damage each.  (58 TP)

Comments: Mmmm...solid damage, and...well, that's it.  Low durability, not any awesome elemental defenses...nothing besides very good damage.  High Light.



Raine Sage
"Oh, over already?"
HP - 3094
TP - 506
STR - 201
DEF - 130
ACC - 95
EVA - 83
INT - 339 ( 389 )

Attack - 201
Defense - 222
Accuracy - 65
Evasion - 83
Halves Water, Wind, Fire, Earth, Lightning, Ice, Light, Darkness

Weapon: Heart of Chaos - +0 Attack, +50 Intelligence, -30 Accuracy, -30 Luck
Armour: Spirit Robe - +60 Defense, +2 Resist to Water, Wind, Fire, Earth, Lightning, Ice, Light, Darkness
Headgear: Pretty Ribbon - +20 Defense
Armguard: Draupnir - +12 Defense

Other Equipment
Weapons[/u]
Blue Crystal Rod - +640 Attack, +12 Intelligence
Holy Staff - +436 Attack, +9 Intelligence, Light Element, 1% HP Recovery at certain intervals
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 0 ( 2 hits ), physical [Heart of Chaos]; 540 ( 2 hits ), physical [Blue Crystal Rod]
First Aid - 30% healing, ST (8 TP)
Charge - Transfers TP to another character (24 TP)
Barrier - +10% defense, ST (8 TP)
Recover - Heals physical status effects, ST (8 TP)
Sharpness - +10% attack, ST (12 TP)
Dispel - Heals magical status effects, ST (8 TP)
Photon - 2800 [2600], light, ST (16 TP) 
Resurrection - Revives a character to 25% max HP (48 TP)

Force Field - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Nurse - 40% healing, MT (28 TP)
Field Barrier - +10% defense, MT (48 TP)
Purify - Heals physical status effects, AoE (24 TP)
Acuteness - +10% attack, MT (32 TP)
Nullify - Heals magical status effects, MT (28 TP)
Healing Circle - 60% healing, AoE (56 TP)
Ray - 1500 [1400] per hit, AoE; on average, one ray will hit the target it is aimed at (35 TP)
Revitalize - 90% healing, MT (96 TP)

*S Side*
Heal - 60% healing, ST (20 TP)
Permaguard - +15% defense, ST (40 TP)
Restore - Heals physical status and protects against further ones, ST (24 TP)
Keenness - +15% attack, ST (32 TP)
Anti-magic - Heals magical status and protects against further ones, ST (28 TP)
Cure - 100% healing, ST (64 TP)
Holy Lance - 3800 [3600], light, ST (40 TP)
Revive - Revives a character to 100% max HP (96 TP)

Comments: Awesome.  Insane magical defenses, with sky-high INT and lots of elemental resists, stat boosters, good healing, and decent damage.  A good Middle, even though the physical durability could be better.



Kratos Aurion
"Blame your fate!"
HP - 3707
TP - 489
STR - 315
DEF - 151
ACC - 126
EVA - 123
INT - 310

Attack - 1235
Defense - 288
Accuracy - 126
Evasion - 128
Nulls Fire, Wind and Lightning, Halves Water, Light, Darkness

Weapon: Last Fencer - +920 Attack, Double Damage to Humans
Armour: Golden Armour - +70 Defense, +2 Resist to Water, Wind, Fire, Light
Headgear: Rare Helm - +24 Defense, +2 Resist to Lightning
Armguard: Star Shield - +35 Defense, +2 Resist to Fire, Darkness
Accessory1: Fairy Ring - Half TP cost
Accessory2: Thunder Cape - +8 Defense, +5 Evasion, +2 Resist to Wind, Lightning

Other Equipment
Weapons[/u]
Crystal Dagger - +750 Attack, +30 Accuracy, Double Damage to Beasts, 1% TP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Rare Shield - +33 Defense, +2 Resist to Water
Beam Shield - +25 Defense, +2 Resist to Light
Rare Gauntlet - +18 Defense, +2 Resist to Earth
Omega Shield - +15 Defense, 1% HP Recovery at certain intervals
Claw Gauntlet - +10 Defense, +50 Attack

Base Skills
Physical Combo - 1410 ( 3 hits ), physical
Demon Fang (1) - 560, physical, LR (2 TP)
Sonic Thrust (1) - 660, physical (3 TP)
Light Spear (2) - 1030, physical (9 TP)
Lightning Blade (2) - 1550, physical/lightning (11 TP)
Hell Pyre (2) - 1400, physical/fire (11 TP)
Demon Spear (3) - 1400, physical (15 TP)
Super Lightning Blade (3) - 1760, physical/lightning (17 TP)

First Aid - 30% healing, ST (4 TP)
Healing Wind - 30% healing, AoE (18 TP)
Healing Stream - 45% healing, AoE (23 TP)

Fire Ball - 440, fire, ST (4 TP)
Wind Blade - 430, wind, ST (4 TP)
Stone Blast - 530, earth, ST (4 TP)
Lightning - 430, lightning, ST (5 TP)
Air Thrust - 1370, wind, ST (11 TP)
Thunder Blade - 1720, lightning, AoE (14 TP)
Eruption - 1410, fire, AoE (24 TP)
Grave - 1680, earth, AoE (11 TP)
Judgment - 1360 per hit, light, MT; averages around 1-2 hits (20 TP)

Guardian - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Double Demon Fang (2) - 990, physical, LR (8 TP)
Hurricane Thrust (2) - 1030, physical (7 TP)
Victory Light Spear (3) - 1500, physical (13 TP)

*S Side*
Fierce Demon Fang (2) - 1130, physical (8 TP)
Super Sonic Thrust (2) - 1130, physical (7 TP)
Light Spear Cannon (3) - 1550, physical (13 TP)

Comments: Pretty darn good ( pales before his boss form ).  High durability to physical and magic, decent healing, decent damage either via magic or physicals...pretty good overall.  And Last Fencer.  Lots of equipment options as well.  Heavy.



Sheena Fujibayashi
"That's it?  I was just getting started!"
HP - 3453
TP - 494
STR - 269
DEF - 143
ACC - 150
EVA - 125
INT - 230

Attack - 1079
Defense - 235
Accuracy - 150
Evasion - 125
Halves Wind

Weapon: Divine Judgment - +810 Attack, Double Damage to Undead
Armour: Kannazuki - +60 Defense, +2 Resist to Wind
Headgear: Pretty Ribbon - +20 Defense
Armguard: Draupnir - +12 Defense

Other Equipment
Weapons[/u]
Acalanatha - +720 Attack, Fire Element, +2 Resist to Fire and Darkness, Double Damage to Undead
Card of Ice - +430 Attack, Ice Element, +2 Resist to Ice, Double Damage to Humans
Card of Wind - +380 Attack, Wind Element, +2 Resist to Wind, Double Damage to Birds
Card of Lightning - +350 Attack, Lightning Element, +2 Resist to Lightning, Double Damage to Insects
Card of Fire - +270 Attack, Fire Element, +2 Resist to Fire, Double Damage to Beasts
Card of Earth - +240 Attack, Earth Element, +2 Resist to Earth, Double Damage to Plants
Card of Water - +175 Attack, Water Element, +2 Resist to Water, Double Damage to Aquatics
Armour[/u]
Shaman Dress - +54 Defense, +4 Resist to Light, +2 Resist to Darkness
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 1170 ( 3 hits ), physical
Power Seal (1) - 310, physical, 20% chance of lowering defense by 20% (5 TP)
Mirage Seal (1) - 310, physical, 20% chance of lowering accuracy by 20% (5 TP)
Serpent Seal (1) - 310, physical, 20% chance of lowering evasion by 20% (5 TP)
Life Seal (2) - 550, physical, 10% of damage (55) is restored as HP to Sheena (15 TP)
Spirit Seal (2) - 550, physical, 3% of damage (17) is restored as TP to Sheena (15 TP)
Pyre Seal (3) - 975, physical, Knockdown (15 TP)
Force Seal (3) - Increases enemy stagger duration (25 TP)
Cyclone Seal (3) - 1500, physical, fails on large foes and flying enemies (35 TP)
Demon Seal (3) - 1170, light, physical, Knockdown (35 TP)
Purgatory Seal - Revives a target with 0 HP. In this state, if they take any damage at all, they die; any healing effect used on them heals them.  For all intents and purposes, this is revival to minimal HP (40 TP)
S/T Seal - Adds an element to a character's physical attack, which overwrites any existing elemental attack properties; S seals include Fire, Wind, Water and Light; T seals include Earth, Ice, Lightning and Darkness (14 TP)

Guardian Seal - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

Summon: Fire - 3900, fire, AoE (100 TP)
Summon: Water - 3700 per hit, water, MT; averages 1-2 hits (100 TP)
Summon: Wind - 4200, wind, AoE, fails on heavy or flying enemies (100 TP)
Summon: Ice - 1400 per hit, ice, LT; averages 2-3 hits (100 TP)
Summon: Lightning - 5200, lightning, AoE (100 TP)
Summon: Earth - 3600, earth, AoE (100 TP)
Summon: Light - 3300 per hit, light, MT; averages 1-2 hits (100 TP)
Summon: Darkness - 3750, darkness, AoE (100 TP)
Summon: Origin - 8750, non-elemental, AoE (100 TP)
Summon: Birth - 2450 per hit, non-elemental, AoE/MT; averages about 3 hits on normal size enemies (100 TP)

T Side
Power Seal Pinion (2) - 780, physical, 20% chance of lowering defense by 20% (18 TP)
Mirage Seal Pinion (2) - 780, physical, 20% chance of lowering accuracy by 20% (12 TP)
Serpent Seal Pinion (2) - 780, physical, 20% chance of lowering evasion by 20% (12 TP)

*S Side*
Power Seal Absolute (2) - 470, physical, 100% chance of lowering defense by 20% (22 TP)
Mirage Seal Absolute (2) - 470, physical, 100% chance of lowering accuracy by 20% (24 TP)
Serpent Seal Absolute (2) - 470, physical, 100% chance of lowering evasion by 20% (20 TP)

Comments: Damn...wishes she had her summons a lot easier.  So many different moves, and yet most suck.  The drains, even with the support skill to boost them ( double drain! ), suck.  Cyclone Seal fails on some opponents, and...well, her Absolute Seals aren't bad, I guess.  Still...fast, and she can get some use out of changing her cards.  Plus...well, Origin does hurt badly.  Clearly Light, though. 



Zelos Wilder
"Man, I rule!  I'm sssoooooo cool!"
HP - 3801
TP - 399
STR - 323
DEF - 153
ACC - 127
EVA - 109
INT - 266

Attack - 1243
Defense - 282
Accuracy - 127
Evasion - 109
Nulls Fire, Halves Water, Wind, Light, Lightning, Darkness

Weapon: Last Fencer - +920 Attack, Double Damage to Humans
Armour: Golden Armour - +70 Defense, +2 Resist to Water, Wind, Fire, Light
Headgear: Rare Helm - +24 Defense, +2 Resist to Lightning
Armguard: Star Shield - +35 Defense, +2 Resist to Fire, Darkness

Other Equipment
Weapons[/u]
Crystal Dagger - +750 Attack, +30 Accuracy, Double Damage to Beasts, 1% TP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Rare Shield - +33 Defense, +2 Resist to Water
Beam Shield - +25 Defense, +2 Resist to Light
Rare Gauntlet - +18 Defense, +2 Resist to Earth
Omega Shield - +15 Defense, 1% HP Recovery at certain intervals
Claw Gauntlet - +10 Defense, +50 Attack

Base Skills
Physical Combo - 1410 ( 3 hits ), physical
Demon Fang (1) - 560, physical, LR (4 TP)
Sonic Thrust (1) - 660, physical (5 TP)
Light Spear (2) - 1030, physical (18 TP)
Lightning Blade (2) - 1550, physical/lightning (22 TP)
Hell Pyre (2) - 1400, physical/fire (22 TP)
Demon Spear (3) - 1400, physical (30 TP)
Super Lightning Blade (3) - 1760, physical/lightning (34 TP)

First Aid - 30% healing, ST (8 TP)
Healing Wind - 30% healing, AoE (35 TP)
Healing Stream - 45% healing, AoE (45 TP)

Fire Ball - 310, fire, ST (7 TP)
Wind Blade - 300, wind, ST (8 TP)
Stone Blast - 390, earth, ST (7 TP)
Lightning - 370, lightning, ST (9 TP)
Air Thrust - 1110, wind, ST (22 TP)
Thunder Blade - 1400, lightning, AoE (28 TP)
Eruption - 1180, fire, AoE (24 TP)
Grave - 1330, earth, AoE (22 TP)
Judgment - 1150 per hit, light, MT; averages around 1-2 hits (40 TP)

Guardian - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Double Demon Fang (2) - 990, physical, LR (16 TP)
Hurricane Thrust (2) - 1030, physical (14 TP)
Victory Light Spear (3) - 1500, physical (26 TP)

*S Side*
Fierce Demon Fang (2) - 1130, physical (16 TP)
Super Sonic Thrust (2) - 1130, physical (14 TP)
Light Spear Cannon (3) - 1550, physical (26 TP)

Comments: Kratos, with less magic power, yet better physical power.  Heavy.



Presea Combatir
"Do not bother us"
HP - 4534
TP - 373
STR - 362
DEF - 175
ACC - 110
EVA - 108
INT - 231

Attack - 1361
Defense - 279
Accuracy - 110
Evasion - 108
Nulls Earth, Halves Water, Wind, Fire, Lightning, Ice, Light, Takes 50% more from Darkness

Weapon: Gaia Cleaver - +999 Attack, Earth Element, Double Damage to Plants
Armour: Prism Guard - +66 Defense, +2 Resist to Water, Wind, Fire, Earth, Lightning, Ice, Light, -2 Resist to Darkness
Headgear: Pretty Ribbon - +20 Defense
Armguard: Rare Gauntlet - +18 Defense, +2 Resist to Earth

Other Equipment
Weapons[/u]
Bahamut's Tear - +920 Attack, Double Damage to Dragons
Pow Hammer DX - +900 Attack, +30 Accuracy, +20 Luck, Double Damage to Humans
Ogre Axe - +830 Attack, -20 Evade, -20 Luck, Double Damage to Plants
Armour[/u]
Star Guard - +62 Defense, +2 Resist to Light and Darkness
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Claw Gauntlet - +10 Defense, +50 Attack
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 1060 ( 2 hits ), physical
Destruction (1) - (6 TP)
Infliction (1) - 800, physical (4 TP)
Punishment (1) - 930, physical, surrounding area (5 TP)
Devastation (1) - 1060, physical (8 TP)
Beast (3) - 2650, physical, Knockdown (14 TP)
Fiery Infliction (3) - 2230, physical/earth (18 TP)
Eternal Damnation (3) - (20 TP)

Earthly Protection - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

*T Side*
Dual Infliction (2) - 1460, physical (13 TP)
Dual Punishment (2) - 1330, physical, surrounding area (16 TP)
Deadly Destruction (2) - (10 TP)
Finite Devastation (2) - 1590, physical (11 TP)
Endless Infliction (3) - 2120, physical (28 TP)
Rising Punishment (3) - 2760, physical (28 TP)
Infinite Destruction (3) - (38 TP)

S Side
Resolute Infliction (2) - 1460, physical (15 TP)
Finality Punishment (2) - 1860, physical (12 TP)
Fiery Destruction (2) - (12 TP)
Mass Devastation (2) - 1910, physical/earth (12 TP)
Eternal Devastation (3) - 2120, physical (26 TP)

Comments: Yeesh.  Durable, damaging, elementally resistant, decent equip options.  Also has a Last Fencer-ish weapon.  Very, very good.  A little slow, and no healing, but...damn, she's still very good.  Heavy



Regal Bryant
"Redemption still eludes me"
HP - 3890
TP - 404
STR - 335
DEF - 145
ACC - 153
EVA - 144
INT - 239 ( 249 )

Attack - 1255
Defense - 250
Accuracy - 153
Evasion - 144

Weapon: Dynast - +920 Attack, +18 Defense, Double Damage to Ghosts
Armour: Mortality Cloak - +60 Defense
Headgear: Rune Hat - +15 Defense, +10 Intelligence
Armguard: Draupnir - +12 Defense

Other Equipment
Weapons[/u]
Kaiser Greaves - +880 Attack, +16 Defense, Light Element, Double Damage to Ghosts
Armour[/u]
Phoenix Cloak - +54 Defense, +4 Resist to Fire
Holy Cloak - +45 Defense, 1% HP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals

Base Skills
Physical Combo - 960 ( 2 hits ), physical
Crescent Moon - 770, physical (8 TP)
Spin Kick - 620, physical (6 TP)
Eagle Dive - 720, physical (8 TP)
Healer - 25% healing, ST (15 TP)
Mirage - DODGES ANYTHING!!!! (12 TP)
Swallow Kick - 720, physical (8 TP)
Rising Dragon - 720, physical (10 TP)
Triple Kick - 1150, physical (14 TP)
Heaven's Charge - 960, physical (14 TP)
Triple Rage Kick - 1540, physical (26 TP)
Crescent Dark Moon - 1920, physical (30 TP)
Wolverine - 1730, physical (28 TP)

Bastion - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Swallow Dance - 910, physical (16 TP)
Eagle Rage - 1250, physical (18 TP)
Dragon Fury - 1150, physical (18 TP)
Chi Healer - 35% healing, ST (30 TP)

*S Side*
Dragon Dance - 910, physical (16 TP)
Eagle Fall - 1150, physical (18 TP)
Dragon Rage - 1250, physical (14 TP)
Grand Healer - 45% healing, ST (30 TP)

Comments: Slightly above average durability to magic and physicals, with healing.  Fairly fast, utterly lacks elemental resists.  MIRAGE, though!  Seriously, not a bad character, though does lack the pizzazz for Heavy.  High Middle.


Averages

HP: 3655
1) Presea - 4534
2) Lloyd - 4149
3) Regal - 3890
4) Zelos - 3801
5) Kratos - 3707
6) Sheena - 3453
7) Colette - 3364
8) Raine - 3094
9) Genis - 2901

DEF: 251
1) Kratos - 288
2) Zelos - 282
3) Presea - 279
4) Lloyd - 273
5) Regal - 250
6) Sheena - 235
7) Raine - 222
8) Colette - 221
9) Genis - 219

INT: 257
1) Raine - 389
2) Genis - 330
3) Kratos - 310
4) Zelos - 266
5) Regal - 249
6) Presea - 231
7) Sheena - 230
8) Colette - 169
9) Lloyd - 143

Huge notes on damage averages...
1) Dear god...the headaches.  Anyway, I'm listing 2 averages: one without combos taken into account (Go Raine and Genis!), and one with combos taken into account (Raine and Genis for Puny!).  Some people prefer one, some prefer the other, so take your pick.
2) Most techs are...fine, to me.  Some offend me, though (Colette, I'm looking at you).  I'm not going to consider some techs in either average, simply because they likely aren't too useful in-game (mostly in the case of combos will this be truly present an issue).
3) No special offense boosting (Zelos's Last Fencer hitting human weakness, etc.) is being considered in these averages.  Factor them in on the proper opponent (at least, that's the way I do it).
4) For combos, I'm using only one side of techs (i.e., either T or S, no jumping between the 2 sides).  The side I'll be using is the one I marked with an * above.

No Combo Damage: 2508
1) Genis - 4750 (Indignation)
2) Raine - 3800 (Holy Lance)
3) Colette - 2930 (Triple Ray Satellite)
4) Presea - 2760 (Rising Punishment)
5) Lloyd - 1940 (Demonic Circle)
6) Regal - 1920 (Crescent Dark Moon)
7t) Zelos - 1760 (Super Lightning Blade)
7t) Kratos - 1760 (Super Lightning Blade)
9) Sheena - 1500 (Cyclone Seal)

Combo Damage: 4566
1) Presea - 5260 (Physical-Destruction-Dual Punishment-Endless Infliction)
2) Collete - 5070 (Physical-Pow Hammer-Para Ball-Triple Ray Satellite)
3) Lloyd - 4830 (Physical-Tiger Blade-Sonic Sword Rain-Demonic Circle)
4) Regal - 4820 (Physical-Triple Kick-Crescent Dark Moon-Triple Rage Kick)
5) Genis - 4750 (Indignation)
6t) Zelos - 4619 (Physical-Sonic Thrust-Lightning Blade-Super Lightning Blade)
6t) Kratos - 4619 (Physical-Sonic Thrust-Lightning Blade-Super Lightning Blade)
8) Raine - 3800 (Holy Lance)
9) Sheena - 3325 (Physical-Power Seal-Life Seal-Cyclone Seal)

Average of the two averages: 3537
*This is probably the average I'd use to take Genis's and Raine's magic damage, as it makes them seem a little more sane - granted, if you're a Raine or Genis fan, feel free to ignore this*
[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

OblivionKnight

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Re: Tales of Symphonia
« Reply #1 on: January 10, 2008, 12:28:09 PM »
( I AM TEH POST STEALARZ!!!  Yes, my, OK's, boss notes are now in this post!  Niu and Monkey now share a post below!!!)

Well...since we do need a topic, and we have one with just about everything in it already, I'll add my notes here.  These are the relevant bosses, and another post later in the week ( hopefully... ) will indicate PC numbers for the 8 PCs.  I don't have all the bosses now ( missing Magnius, Kvar, Kratos 1, Pronyma and Remiel, which I'll need to replay the earlier sections for ), but the most relevent ones I will have ( i.e., no Yggdrasill 1 or 2 ).  Anyway:

Notes
1) Bosses do combo their attacks together.  I'll indicate which attacks they can combine together.
2) I should have all their techs and relevant stats.  If not, correct me on it ( Niu, this is your job >_> ).
3) Listed in order of when you fight them.  Bad sentence, I know, but it works.
4) Abbreviations:
ST = Single-target
MT = Multi-target
LT = Line-target
AoE = Area of Effect
LR = Long-range

Ranked bosses are listed first.


Kratos Aurion - The Second Coming
"I hope you've improved"
HP - 25000
DEF - 400
Resists Lightning and Light

Average HP Faced - 2500

Physical Combo - 810, physical, ST.
Demon Fang - 450, physical, LR.
Double Demon Fang - 900, physical, LR.
Fierce Demon Fang - 1100, physical, ST.
Demon Spear - 1050, physical, ST.
Lightning Blade - 1100, physical/lightning, ST.
Super Lightning Blade - 1320, physical/lightning, ST.
Eruption - 1280, fire, AoE.
Thunder Blade - 1400, lightning, AoE.
Judgment - 1500 per hit, light, MT; averages around 1-2 hits

Combos: Physical--->Fierce Demon Fang--->Super Lightning Blade (3230)
Physical--->Lightning Blade--->Super Lightning Blade (3230)
Physical--->Lightning Blade--->Demon Spear (2960)
Physical--->Fierce Demon Fang--->Demon Spear (2960)

As a note, like Kratos 1, Kratos 2 is a battle you are not required to win.  The game will continue on afterwards in the same vein win or lose.  This is the form I'd hold him to as a boss, most likely: his first form is part of a 3-part  battle where the last fight is unwinnable ( and the second battle, Kratos, is either or ), and his last form is...a duel.



Zelos Wilder
"Let's go easy on each other, ok?"
HP - 28000
DEF - 385
Resists Lightning and Light

Average HP Faced - 2600

Physical Combo - 700, physical, ST.
Demon Fang - 350, physical, LR.
Double Demon Fang - 700, physical, LR.
Fierce Demon Fang - 960, physical, ST.
Victory Light Spear - 1100, physical, ST.
Lightning Blade - 1050, physical/lightning, ST.
Super Lightning Blade - 1170, physical/lightning, ST.
Light Spear Cannon - 1200, physical, ST.
Eruption - 1120, fire, AoE.
Thunder Blade - 1300, lightning, AoE.
Judgment - 1400 per hit, light, MT; averages around 1-2 hits

Combos: Physical--->Fierce Demon Fang--->Super Lightning Blade (2830)
Physical--->Lightning Blade--->Super Lightning Blade (2920)
Physical--->Lightning Blade--->Light Spear Cannon (2950)
Physical--->Lightning Blade--->Victory Light Spear (2850)



Yggrdasill - A Tertiary Desire
"Why can you not accept the ideal world that I have envisioned?"
HP - 40000
DEF - 380
Resists Light
Weak to Darkness
Average HP Faced - 2650

Physical Combo - 1000, physical, ST.
Outburst - 1100, physical, AoE.
Death Eater - 760, light, AoE.  This attack is similar to Prism Sword, in that it centers on a target, and fires 1 beam on top of the target, and 4 off to the "corners"; usually only 1 beam will hit ( which is the number I assumed for the damage ).
Ray - 1110, light, AoE.  See Death Eater, basically, for a targetting description.
Thunder Arrow - 1700, lightning/fire, AoE.
Ground Dasher - 1340, earth, AoE.
Holy Lance - 2270, light, ST.
Prism Sword - 2740, light, AoE.  This is assuming the damage done to the center target ( i.e., the person targeted with the spell ); it hits the 4 "corners" around the center as well for 630 damage each.

Combos: Physical--->Outburst (2100)



Kratos Aurion - Third Time's the Charm
"To think...that it was my son who taught me such a simple lesson"
HP - 12000
DEF - 320
Resists Lightning and Light

Average HP Faced - 3450 ( Solo Lloyd battle )

Physical Combo - 380, physical, ST.
Demon Fang - 260, physical, LR.
Double Demon Fang - 500, physical, LR.
Fierce Demon Fang - 810, physical, ST.
Demon Spear - 910, physical, ST.
Lightning Blade - 1000, physical/lightning, ST.
Super Lightning Blade - 1100, physical/lightning, ST.
Air Thrust - 900, wind, ST.
Thunder Blade - 1000, lightning, AoE.
Grave - 1040, earth, AoE.

Combos: Physical--->Fierce Demon Fang--->Super Lightning Blade (2290)
Physical--->Lightning Blade--->Super Lightning Blade (2480)
Physical--->Lightning Blade--->Demon Spear (1948)
Physical--->Fierce Demon Fang--->Demon Spear (2100)

As a note, this is the only Kratos boss battle that is a game over if you lose.



Mithos Yggdrasill - Four Score and Seven Years Ago
"There's nothing anyone can do"
HP - 55000
DEF - 410
Resists Light

Average HP Faced - 3600

Physical Combo - 1200, physical, ST.
Physical "Swipe" - 950, physical, surrounding area.
Rejection - 1700, physical, surrounding area.
Ray - 1100, light, AoE.  See earlier info for targetting.
Absolute - 2000, ice/earth, AoE. 
Holy Lance - 2600, light, ST.
Ground Dasher - 1550, earth, AoE.
Judgment - 1200, light, MT.  See earlier descriptions for targetting.
Retribution - Inflicts random status, 100%, MT.
Indignation - 3000, lightning, AoE.

Combos: None.



Mithos Yggdrasill - Babylon Five Returns
"..."
HP - 60000
DEF - 265
Resists Light, Darkness, Fire, Wind, Ice, Lightning, Earth, Water

Average HP Faced - 3600

Physical "Burst" - 1250, physical, ST/LT, slight knockback.
Physical "Combo" - 1000, physical, somewhat forward arc/surrounding area.
"Outburst" - 1300, physical, surrounding area
"Balls of Light" - 860, physical; 5 are fired from Mithos, and randomly fall down upon the battlefield
Flame Lance - 1340, fire, AoE.
Explosion - 2100, fire, AoE.
Thunder Blade - 1310, lightning, AoE.
Spark Wave - 1480, lightning, AoE.
Thunder Arrow - 1520, lightning, AoE.
Judgment - 1100, light, MT; averages 1-2 hits.

Combos: Physical "Combo"--->Physical "Burst" (2250)


Earlier Bosses - Magnius, Kvar, Remiel, Kratos 1, Pronyma 1
*See Ultradude's notes later in the topic*


Botta
"Ready for a real fight?"
HP - 12000
DEF - 205
Resists Earth

Average HP Faced - 1850

Physical Combo - 480, physical, ST.
Rock Breaker - 600, physical/earth, LT.
Stone Blast - 400, earth.
Stalagmite - 720, earth.
Ground Dasher - 840, earth.

Combos: Physical--->Rock Breaker

Yuan
"I'll show you the difference in our strengths!"
HP - 16000
DEF - 215
Resists Lightning

Average HP Faced - 1850

Physical Combo - 750, physical, ST.
Thunder Explosion - 630, physical/lightning, AoE.
Thunder Blade - 840, lightning, AoE.
Indignation - 1060, lightning, AoE.

Combos: Physical--->Thunder Explosion


Rodyle
"I am Rodyle, the most cunning of the Desian Grand Cardinals!"
HP - 35000
DEF - 210
Resists Earth

Average HP Faced - 2175

Physical Combo - 900, physical, ST.
Insanity Force - 1100, physical, LT.
Grave- 810, earth, AoE.
Stalagmite - 850, earth, AoE.
Gravity Well - 1100, lightning/earth, AoE.

Combos: None that I noticed, though I suspect he can combo his physical into Insanity Force.


Forcystus
"It's...not over...yet!"
HP - 20000
DEF - 300
Resists Wind

Average HP Faced - 2300

Physical Combo - 880, physical, ST.
Down Burst - 1110, physical, AoE.
Air Thrust - 790, wind, ST.
Cyclone - 1050, wind, AoE.
Air Blade - 1600, wind, LT.

Combos: Physical--->Down Burst


Pronyma - Prostitute Revisited
"I shall expel you of your flaws!"
HP - 32000
DEF - 350
Resists Darkness
Weak to Light

Average HP Faced - 2650

Physical Combo - 580, physical, ST.
Agarazium - 720, physical, LR.
Leonazium - 1000, physical, Knockdown.
Acid Rain - Lowers DEF by 20%, MT.
Spread - 1200, water, AoE.
Ice Tornado - 1290, ice, AoE.
Dark Sphere - 1130, lightning/earth, AoE.
Prism Sword - 2530, light, AoE.  This is assuming the damage done to the center target ( i.e., the person targeted with the spell ); it hits the 4 "corners" around the center as well for 520 damage each.
Bloody Lance - 2000, dark, ST.

Combos: None that I've noticed, and her magic would be better than any sad physical combos anyway.

Ultradude's (need to reorganize these)



Botta 1
"Trying to get in my way?"
HP: 4200 (Has two weak allies, if you scale that way)
Def: 35
Resists Earth

Avg. HP Faced: 472

Physical combo: 130
Rock Breaker: 280, P Earth, LT
Stone Blast:  :oops: missed! Weak, though.
Stalagmite: 325, Earth (Appears to be 50% HP, OPB)

Combos: May have Physical > Rock Breaker (410), but unused.

Comments: Not as good as his second form IMO, but pretty good. HP isn't bad, and his defenses are very solid. Rock Breaker just misses 2HKO, unless he combos it, then its a near-OHKO. Stalagmite is a one-time deal, but it devastates when he uses it. Middle, high if he combos Rock Breaker (assistance please!)



Kilia
"Know your place!"
HP:10000
Def: 65
Weak to light, resists dark

Avg. HP faced: 762

Physical combo: 325
Spark Volt: 300, P Lightning, LT
Acid Rain: Lowers Def 20%, always opens with this, doesn't use afterwards. Interp as you wish.

Transforms at about half HP. Begins flying, and gets a new movelist.

Physical: 200
Stabby attack thingy: 300, P
Dark Sphere: 500, Dark

Combos:
First Form:
Physical > Spark Volt (625) o_o
Second Form:
May have physical > stabby thing (500), but unused.

Comments: Ummm... wow. Actually as good as I remembered, the first tough boss without support. First part has better damage with its brutal combo, just short of a OHKO, second part has, at least, high 2HKO damage from Dark Sphere. Plenty of HP, Def is pretty nice too. Heavy, of some sort, it seems.



Magnius
"You really think you're going to live through this?"
HP: 8500 (less than Kilia, but has two weak minions if you scale that way)
Def: 65
Resists fire

Avg. HP faced: 796

Physical: 125
Eruption: 325, Fire, OPB
Hell Axe: 230, P. Fire, Breaks guard
Beast: 350, P.
Flame Lance: 360, Fire, uses in Overlimit (roughly at 2/3 and 1/3 HP)
Hell Hound: 380, P. Fire, Only after 50% HP

Combos: Physical > Hell Axe (355)
Physical > Beast (475)
May combo physical > Hell Hound (505), but unused.

Comments: Heh. Not as good as I remembered, it seems, though still pretty good. Durability is... not Kilia's for sure, but if you scale for his minions then its still pretty good. Resists fire, which is nice, while not relying on it. Magic damage... barely exists, even with Flame Lance at about every 1/3 HP mark. However, his physical comboed into Beast 2HKOs rather handily, and if he does combo into Hell Hound, then he does so even more. High Middle, not quite the brute force for Heavy.


New Stuff! Everything I found important before going to Tethe'Alla. Fear the lack of mediocrity (or not!) (Only listing elements/physical or magical when it's not obvious from now on)


Kvar
"Not a chance!"
HP: 10000 (Fights alongside three frail but annoying Energy Stone buddies)
Def: 65
Resists Lightning

Avg. HP Faced: 1159

Physical: 90
Lightning: 150
Lightning Strike: 310
Spark Wave: 620
Guardian Shield: 950 (OPB, 50% HP, I think it's magical, Lightning)

Combos: Physical > Lightning Strike (400)

Comments: The first boss who gets annoying by spamming a statistically weak attack to insane degrees; he can pull of rapid-fire Lightning Strikes with ease. The HP is... merely OK, and the defense is the same as Magnius despite the significant timespan in between, so he lacks durability a bit. Not only that, but his only good damage is Lightning magic. Still, Spark Wave is respectable damage at a bare 2HKO, and that one Guardian Shield is pretty nasty. High Middle.


Undine
"I shall judge your worth!"
HP: 13000
Def: 88
Resists Water and Ice

Avg. HP Faced: 1297

Physical: 330
Aqua Edge: 240 (no casting time)
Spread: 720

Combos: Physical > Aqua Edge (570)

Comments: Not too shabby... HP is decent, Def cuts down attack a decent bit, resists a common element while using a less common one for damage. Love the COMPLETE lack of variety, almost like a water-elemental Jade (SpreadSpreadSpreadFTW!) 2HKOs nicely, Low Heavy seems fine.


Efreet (Taken before going to Tethe'Alla seems reasonable enough)
"I shall reduce you into cinders!"
HP: 18000
Def: 35 (not a typo!)
Attack Attribute: Fire
Resists Fire

Avg. HP Faced: 1408

Physical: 240
Eruption: 500

After losing 1/3 HP

Flames of Destruction: 530 (F. Physical)
Burst Fall: 210 (F. Physical)
Explosion: 1200 (200 from falling damage)

Combos: The FoD damage involves a single physical hit setup, at about 80 damage. No other combos.

Comments: At first, the massive HP is impressive, then you notice the Def. It equals Botta - Botta 1. Ouch. Early damage is pretty poor, 3HKO, but then he takes a hit (probably only one!) and the insanity commences, because Explosion is beastly. Downsides: all of his damage is Fire, so resist that and its a free win. Rubicant-lite goes to Heavy, I guess.

Unless you use him AFTER going to Tethe'Alla due to the plot pointing you that way, in which case he's some sort of Light, but how fair is that, really?


Sylph... can rot. Go to hell, Sephie, Yutis, and Fairess.


Remiel
"Get out of my sight!"
HP: 16000
Def: 112

Avg. HP Faced: 1291 (Yes, it's less than Efreet - losing Kratos seems to do that)

Physical Spin: 260
Triple Arrows: 360
Photon: 730
Holy Lance: 1000
Judgement Ray: 830 (50% HP, OPB) (Wide AoE, to justify the damage)

Combos: Spin > Arrows (720)

Comments: Uhhh... Huh? Wow, surprise of the century - he translates almost too well. HP is better than anything that isn't Efreet, and that Def makes him surprisingly durable. In game, he's easy to stagger, keeping him sane... DL-wise, his damage is nice. 2HKO physical combo, Holy Lance falling only a little short of OHKO. Reflects his ability to hurt players who don't keep him staggered, and teleports to boot. A good Heavy, I think.



Pronyma 1
"Ready?"
HP: 18000
Def: 150
Weak against light
Strong against Dark

Avg. HP faced: 1411

Physical: 390
Leonazium: 500
Dark Sphere: 660
Aqua Laser: 800
Acid Rain: Def down 20% (usable at 50% hp)
Ice Tornado: 900-1000 (used on someone else right before I killed her >_>)

Combos: Physical > Leonazium (890)

Comments: ... um. No, really, what else can I say? Despite her obvious focus on the dark element, she ends up being an ice/water mage. Physical damage is MUCH better than the first form. Durability is... decent, with good Def and mediocre HP. Form for fighting the Wuguis of the world, and decent enough in general. Middle/Heavy.



Convict AKA Regal's boss form.
"We have no choice but to fight!"
HP: 12000
Def: 120

Avg. HP faced: 1748

Physical: 270
Spin Kick: 340
Crescent Moon: 400
Eagle Dive: 330

Combos: Physical > Spin Kick > Crescent Moon > Eagle Dive (1340)

Comments: It's Regal's potentially legal boss form! Not horrible... but not great either. HP and Def mean that he doesn't really have any durability over his PC form, especially without healing. However, damage is a pretty nice 2HKO, and the status immunities would be good against anyone who has status effects. High Middle.


Volt
"..."
HP: 24000
Def: 180
Strong against lightning
Attack Attribute: lightning

Avg. HP faced: 1892

Strike: 550 (physical)
Spark Wave: 1000
Thunder Blade: 920
After 50% HP:
Master Field: 620 (OPB)
Cardinal Strike: 540 (physical)
(Help needed: I know he has Indignation on Hard, but does he use it on Normal? If someone says he does, I'll be encouraged to test for it sooner)

Combos: None

Comments: Disappointing, compared to how tough he was on my first playthrough. Challenge comes from how easily he spams Strike and Cardinal Strike like Viagra ads in your e-mail. Master Field is pointless. Spark Wave does give him a 2HKO, at least. And that HP and Def are nice, for all that I ripped through him pretty quickly. However, that reliance on lightning damage hurts him. Low Heavy works, only because he outlasts any middle with that much damage.
[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

RadLink5

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Re: Tales of Symphonia
« Reply #2 on: January 18, 2008, 10:53:47 PM »
Stolen from Cyllya's Battle System GameFAQs FAQ

When a character goes into Over Limits mode, "Over Limits" will flash up and
the character will be surrounded by a black aura. It lasts for about eight
seconds (more like 9.8 if you have the Limiter aka Over Limit compound
EX-Skill), and during this time, you have these advantages:

-less damage taken
-you don't stagger when hit (no "Ouch!" mode)
-immune to Stun/Dizzy status effect (with the little birds) (but if you are
already stunned upon entering Over Limits, being hit will not take you out
of being stunned like it normally would!)
-Sheena can summon non-Corinne Spirits
-Genis can use Indignant Judgement (if he's used Indignation 50+ times)

Whether a character goes into Over Limits is determined by a hidden
parameter which represents the character's tension value. Think of it as a
meter that fills up like the Combo Guage, except you can't see it. (When it
gets about 90% full, the character's outlines will flicker red.) This chart
lists how you can force the invisible "Over Limits Guage" to fill.

+-----------------------------------------+------------------------------+
|EVENT | EFFECT ON TENSION |
+-----------------------------------------+------------------------------+
|Get hit (guard doesn't matter) | +1 |
+-----------------------------------------+------------------------------+
|Use Sylva/Tethe Seal | +2 (for Sheena) |
+-----------------------------------------+------------------------------+
|Chara dies | That character drops to 0 |
| | +10 for others |
+-----------------------------------------+------------------------------+
|Chara cooks (nuetral) | +5% * |
+-----------------------------------------+------------------------------+
|Chara fails dish (nuetral) | -5% * |
+-----------------------------------------+------------------------------+
|Chara cooks (liked food) | +10% * |
+-----------------------------------------+------------------------------+
|Chara fails dish (liked food) | -0 |
+-----------------------------------------+------------------------------+
|Chara cooks (disliked food) | +0 |
+-----------------------------------------+------------------------------+
|Chara fails dish (disliked food) | -10% * |
+-----------------------------------------+------------------------------+
|Different chara cooks (nuetral)** | +0 |
+-----------------------------------------+------------------------------+
|Different chara cooks (liked food)** | +5% * |
+-----------------------------------------+------------------------------+
|Different chara cooks (disliked food)** | -5% * |
+-----------------------------------------+------------------------------+
*Percentages refer to the percent of the required amount of tension for
that character, e.g. +10% is +5.6 for Sheena but +6.7 for Lloyd
(see chart below)
**This means the effect on Chara X's tension if Chara Y cooks something
with Chara X's favorite food. e.g. the effect on Lloyd's tension if
Colette cooks something with Lloyd's favorite food.

The required tension is a fixed value which varies between characters.
Getting the "Increased Tension" option from Grade Shop lowers the required
value to 67-70%.

+--------+----------+---------------------+--------------------------+
|CHARA | TENSION | FAVORITE | LEAST FAVORITE |
| | REQUIRED | FOOD | FOOD |
+--------+----------+---------------------+--------------------------+
|Lloyd | 67 | Beef | Tomato |
|Colette | 91 | Fruit Group | Bell Pepper |
|Genis | 84 | Milk**, Potato* | Carrot |
|Kratos | 100 | Tuna** | Tomato |
|Raine | 84 | Lemon | Mushroom |
|Sheena | 56 | Rice Group | ? |
|Zelos | 72 | Snapper**, Tuna** | Octopus ** |
|Presea | 100 | ? | ? |
|Regal | 84 | Tofu | Beef, Cucumber**, Melon**|
+--------+----------+---------------------+--------------------------+
*These foods I have only tested slightly, I could be wrong
**These foods I haven't tested at all; I'm going off hearsay.
I'm certain of the other foods listed, but if you have more info, feel
free to tell me.

As you can see from the first chart, damage doesn't matter at all. A
character is will go Over Limits after getting hit 100 times for 1 HP
of damage but not getting hit one time for 100 HP of damage.

Most humanoid bosses are capable of Over Limits, as well as some non-boss
enemies (noteably angels). It may be possible that all enemies can get Over
Limits except that you kill them too fast, because I've seen several
different kinds of enemies get that red flicker that suggests they are
near Over Limits.

There can't be more than two characters in Over Limits at once. A character
can go into Over Limits multiple times in the same battle.

RadLink5

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Re: Tales of Symphonia
« Reply #3 on: August 27, 2008, 11:57:32 PM »
(Not sure if it's outdated/irrelevant, but since I usually use this for damage averages, porting hinode's post)

Credit to hinode:

Apparantly the -15% damage per preceding tech in a combo rule came from Majestic Fantasian's site, so I'll assume it's valid (I can confirm that ToP follows that rule as well, for what it's worth). Recalculating the combo averages, based on OK's damage numbers per move. Hopefully someone who's actually played the game will point out any errors I've made. <_<

Lloyd Irving

(without Ability+ Ex-skill)

Physical+Tiger Blade+Sonic Sword Rain+Demonic Circle: 4830 damage (63 TP)

(with Ability+ Ex-skill)

Physical+Sword Rain+Tiger Blade+Sonic Sword Rain+Demonic Circle: 4898 damage (70 TP)

The extra damage is largely cancelled out by the damage penalty to the later moves. Also, according to the combo faq Sonic Sword Rain->Demonic Circle can only be used in corners, but I don't have any verify that.

Also, note that Lloyd isn't optimally equipped for damage in OK's setup. Kusanagi Blade is +90 Slash/+30 Thrust compared to that stupid Material Blade *punts OK for Falcon Crest hype* and Claw Gauntlet grants +50 attack at the cost of 8 defense and Earth resist. Equipping both of these should put Lloyd's damage near the top of the curve.

Collete Brunel

Physical+Para Ball+Triple Ray Satellite: 5070 damage (40 TP)

Collete's L1 techs are so poor she does more damage without any of them in a combo.

Kratos Aurion/Zelos Wilder

(without Super Chain Ex-skill)

Physical+Sonic Thrust+Lightning Blade+Super Lightning Blade: 4619 damage (31 TP)

Bear in mind that Last Fencer hits a weakness against humans (ie 90% of the DL or so), so their damage is generally a lot better in practice than this number indicates. And like Lloyd, Kratos/Zelos can opt for Claw Gauntlets for +50 attack at the cost of Earth resist and 8 defense.

(with Super Chain Ex-skill)

Physical+Super Lightning Blade+Lightning Blade+Sonic Thrust: 4949 damage (31 TP)

Sheena Fujibayashi

Physical+Serpent/Mirage Seal Pinion+Cyclone Seal: 3225 damage, 20% chance of lowering target evasion/accuracy by 20% (47 TP)
Physical+Power Seal Pinion+Cyclone Seal: 3225 damage, 20% chance of lowering target defense by 20% (53 TP)

I'm assuming Power Seal Pinion works here; dunno why OK used Life Seal instead for the combo averages. Like Colette, her L1 techs are so crappy that she does more damage without them.

Cyclone Seal doesn't work on excessively large or immobile targets, apparantly. So the following is her EVIL GAIA DAMAGING COMBO OMG.

Physical+Power Seal+Serpent/Mirage Seal Pinion+Demon Seal: 2962 damage, 20% chance of lowering target evasion/accuracy by 20% (52 TP)

Presea Combatir

Physical+Punishment+Finite Devastation+Rising Punishment: 5273 damage (44 TP)

Devastation->Finite Devastation isn't legal if I'm understanding the Variety Rule correctly. Actually, the combo I listed above isn't legal either according to the combo faq... according to it, Presea has very limited combos that are actually possible to execute reliably. Without actually playing the game, I can't really tell whether or not it's accurate.

Still, going by the multipliers it provides and reverse engineering OK's physical damage numbers, the difference is nothing.

Physical+Destruction+Dual Punishment+Endless Infliction: 5260 damage (5o TP)

13 less damage, oh noes.

Also, bear in mind that Presea can get vastly superior damage against humans with the Pow Hammer DX.

Regal (no relation to Kobe) Bryant

Um... fuck. He doesn't follow the normal combo rules, which makes this a massive pain. I'll just go by the combo OK listed for now, even though the combo faq marks it as "only possible if Sheena's Force Seal is in effect" until I have any better ideas on what works.

Physical+Triple Kick+Cresent Dark Moon+Triple Rage Kick: 4820 damage (70 TP)

If the combo faq is right about what Regal can pull off reliably, then his best combo is apparantly this:

Physical+Swallow Dance+Eagle Rage+Wolverine: 4109 damage (62 TP)

...ow. Massive drop in damage here.

Genis and Raine are unchanged, of course.

For the damage averages, I'm assuming every combo OK listed is possible for not, aside from Devastation->Finite Devastation. If the rules are stricter as the combo faq indicates... well, we'll need more testing to get the numbers right.

1. Presea - 5273
2. Collete - 5070
Kratos w/ Super Chain - 4949
Zelos w/ Super Chain - 4949
Lloyd w/ Ability+ - 4898
3. Lloyd - 4830
4. Regal - 4820
5. Genis - 4760
6t. Kratos - 4619
6t. Zelos - 4619
8. Raine - 3800
9. Sheena - 3325 (...how the HELL did she beat Mallow and Kent again? -_-)

Average (w/o unique Ex-skills): 4568
Average (w/ unique Ex-skills): 4649

These averages will drop a fair bit if it turns out the combo faq is right about Lloyd/Presea/Regal's combos being illegal. Though alternate equips will raise it a bit.

Review of this post by someone who's actually played ToS would be greatly appreciated, to check for any errors that I might have made. Always risky to numbercrunch for a game you haven't actually played, after all.

RadLink5

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Re: Tales of Symphonia
« Reply #4 on: August 28, 2008, 12:08:52 AM »
Useful Misc. Info by OblivionKnight:

Bah, Falcon Crest hype is the best ;_; (by the averages used, at least, it's 2x average damage, so isn't a HORRID limit >_>). Again, the primary reason I used it was for ease of calculations, but I'll modify it. Going with Kusanagi (probably the better overall weapon in-game), but no Claw Gauntles (I typically default to best defensive set-up for averages)...

Physical - 1960 (I think his 4-hit physical sequence was 4 slashes - 1 upward slash, 1 downward slash and then the spin - but I'm not 100% certain what the spin is classified as)
Tiger Blade - 790
Sword Rain - 670
Sonic Sword Rain - 1310
Demonic Circle - 2210

Full Sequence: 5410
w/ EX Skills: 5430 (AWESOME BOOST!!!!!)

So yeah, puts him at the top, though not by a huge amount.

Presea with Pow Hammer DX against humans:

Phyiscal - 1860
Punishment - 1630
Finite Devastation - 2790
Rising Punishment - 4840

Full Sequence - 9250

Awesome. Kratos and Zelos beat her with the EX skills, but that's still game-best by a huge margin. On that note, considering she loses 100 attack from the Pow Hammer DX to Gaia Cleaver change, this is...still impressive.

For fun: Sheena's Cards of Ice against Human weakness!

Physical - 1260
Pinion - 840
Cyclone Seal - 1620
Demon Seal - 1260

Full Combo - 3480 (barely better, and a common element...blah)
EVIL GAIA slaying - 3170 (a bit better?)

Crystal Dagger Kratos/Zelos against a beast:

Physical - 2280
Sonic Thrust - 1060
Lightning Blade - 2510
Super Lightning Blade - 2850

Combo - 7470
w/ EX Skill - 8010

Mauls Blue13...if it could hit. Granted, to me, Judgment is a OHKO to him, so...

I'll be doing this for other characters too, I gues, so here's another one for fun...

Presea with Gaia Cleaver vs. EXDEATH!!!!

Physical - 2060
Punishment - 1800
Finite Devastation - 3090
Rising Punishment - 5360

Combo - 10240

DjinnAndTonic

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Re: Tales of Symphonia
« Reply #5 on: March 03, 2010, 04:50:37 AM »
Does anyone remember if you can access the Grade Shop before New Game + in ToS? For some reason, I'm remembering the Katz shop selling Grade-related things.

Matters because that "Increased Tension" option would allow Sheena to actually reach Overlimit soon enough for her summons to matter.

She has the lowest required Tension value (56), and Increased Tension would lower this requirement to ~37. For those of us that allow Limit meters to start half full (especially relevent since it's easy to spam Overlimit on Sheena by making her be the character who always cooks), this means that Sheena only needs to rack up ~19 points of Tension to summon Origin.

She's also the only PC who can actively rack up Tension by spamming her +2 Tension Sylva/Tethe Seal skills (these don't do damage, but they are fairly fast and cheap). And builds up +1 Tension for every -hit- she takes, so she can build this up even faster against multi-hitting characters.

If you assume she spams 3 Sylva Seals in a turn (about the same speed as other PCs using their techs), then she can easily hit Overlimit by turn 3. Sooner if she's taking hits from a multi-hitting opponent (though she's obviously getting close to death, so this probably won't be useful very often, but it may be helpful against healers or something).

This might also matter for Lloyd in longer fights if he's bumped down to Middle. He's the only other PC with a low enough Tension requirement that he'd ever take enough hits (with Increased Tension and 50% starting Limit meters) to get Overlimit's Def boost.

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Re: Tales of Symphonia
« Reply #6 on: March 03, 2010, 09:58:20 AM »
The Kats sell Ex Gems you could buy with your grade. That's it.
The bonus stuff could only be purchased when starting a New Game+.

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Re: Tales of Symphonia
« Reply #7 on: March 03, 2010, 10:45:16 PM »
Looking at it with that in mind... even without Increased Tension, if she spams Sylva/Tethe Seals, she's looking at Turn 4 Overlimit->Origin, if you allow half-filled starting Limit meters. Throwing it out there if Sheena ever gets back to Light where she belongs, she might actually win a match or two.

Captain K.

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Re: Tales of Symphonia
« Reply #8 on: June 19, 2010, 06:28:44 PM »
Quote
As a last note on elemental resists, as Niu pointed out, +1-+3 is considered halving the element, while +4-+6 is nulling, and +7 and above is absorption.

If I'm not mistaken, this is incorrect.

<=-2 weakness
-1 to +1 neutral
+2 to +4 halved
+5 to +6 immune
+7 or more absorb

For example, Lloyd's Rare Gauntlet + Rare Helm + Mumbane doesn't give him any more resistance to Earth and Lightning than Mumbane does.  He would need a third item to get up to immunity.