Another transfer from the old board. This is far less complete than the last one. It will be finished....at some point.
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Doing stats for 23 playables is fairly insane without interpretation issues. Unfortunately, there ARE interpretation issues.
1.Single attack, or full combo?
All characters are allowed a three-hit string of attacks, combining Light and Heavy attacks. Heavy attacks cannot start these combos. Do we allow single hits per 'turn', or a full string? And if we DO allow full strings, do we allow the 'status effects' that they can cause? For the record, a full string takes about 2 seconds.
Causable status effects from Combos:
Trip(Light, Heavy, Light): knocks the target down for a short time. This allows a 'stomp' attack, which deals extra damage than normal light attacks. Stomps cannot be done with Heavy attacks. Large enemies cannot be Tripped.
Stun(Light, Heavy, Heavy): Stuns the target, preventing attacks. If the target is in the middle of an attack, they will finish the attack before being Stunned. Affects all save Bosses.
Popup(Light, Light, Heavy): Knocks the target up into the air. A second after the popup, they're in range for physical attacks again as they come down. When they land, a stomp is avalible. Large targets cannot be hit with Popup.
Knockback: Caused by fully charging and releasing a Heavy attack. Charging I read as taking a 'turn'. Knocks the target back a ways, and to the floor, thus allowing stomps. Doesn't work on Bosses or Large targets.
Light, Light, Light string has no special effects.
All attacks may critical, usually doing about twice normal damage.
2. Costumes
All characters have 'Costumes', which provide boosts to aspects of the character. All start with one as 'initial equip'. They may only be changed at Save Points.(Between Duels?) Two more are unlocked by getting kills with the character. The last is unlocked by completing their Training Simulator mission. As every time you get a disc, you are allowed to enter it immediately, I'm tempted to allow all costumes. I'll be listing them for reference. But depending on how much you focus on your team of characters, you may have your playable team fully upgraded, or your entire set of playables with only a few upgrades-they must be bought, you see. The first level costs 1000, and increases by 1000 per level, to a max of Level 9. I'll still list my CURRENT ranks in the costume I'm using. So I must ask-should I take the time to max out the ranks in the costumes? EDIT: With Hard Mode, cash runs like water-maxing out costumes is not a concern.
ALL costumes have the 'Defence' trait, which adds Defence points. Every point of Defence reduces damage by 1. Defence comes only from your Costume, and from Items.
3. Items
There ARE equippable items-more like 'Accessories'-in addition. Minor items are random, dropped from some minor bosses, unique to specific characters, and usually provide boosts to single skills, along with minor boosts to Defence or Damage. Major items come from specific bosses, are unique(Only one in-game), and can be equipped by anyone(Though some may have more claim than others). They also give very tangible all-round boosts. I go with no additional equipment except those things that are very...specific. I'll be listing these in the character entries.
4. Characters.
Characters are taken from my personal file-Around Level 43 or so. A little over-levelled, but I've been trying to find certain objects before I move to Hard Mode, and my level has gone up whilst doing it. You'll finish the game on Normal at roughly level 40.
5.Skills
Skills: You have the ability to change your equipped Powers, and the ranks you have in those powers, at any time. However, there are limits:
You MUST have at least one rank in a power. Your 'initial skills' have a minimum of two ranks-you can't remove the 'initial point' given at game start, nor the first point you assign to it. I will list skills at minimum and maximum. A character may have two attacks, one 'boost'(Buff or debuff), and one 'Extreme' attack.
Extreme attacks are powered by 'Momentum', gained by using normal attacks and completing combos. It can take about 5-10 'rounds' of attacking to fill the momentum meter. They are usually quite damaging, multi-target, and may only have one level, costing two skill points to get.
Uncertain whether skill damage listed takes boosts from costumes and such into account. EDIT: They don't.
Skill points are earned by levelling up(You get one every other level), or by buying them. The cost is not fixed, and depends on how many you've bought before, as well as your level.
The real problem is dealing with those skills that involve tapping and holding down buttons. How do you treat those? Do you take damage over one press? multiple presses over two seconds? Going all-out?
6. Team bonuses
After the first few missions, you form a 'Team'. You may make your own, or go with pre-sets.(I went with my own.) At this point, you start gaining 'Reputation Points' and Reputation Levels' for your team by killing boss-class enemies and completing major objectives. Gaining levels for your Team allows you to gain 'Team Skill Points' that can be assigned to skills that help the Team in significant ways. Reputation points can also be spent to change your active Team members, and thus who can benefit from Team bonuses. It costs 50 Rputation to make such a switch. If you're inducting a new member via Team Bench, there is no cost. Team Skills cannot be un-learned, and are all Passives.
Team Level is 28: again, a little over-levelled, but...
Team Skills have 5 ranks, except for Team Bench, which has 6.
I will note the members of my Team here. Keep this in mind when I list stats, damage, and such.
Name: Grand Cross
Members
Spider-Man
Deadpool
Captain America
Storm
Dr.Strange
The Human Torch
Luke Cage
-And 1 empty slot-.
Skills Learned
Team Vitality(5/5): +25% to Max Health.
Team Synergy(5/5): +25% to Max Energy.
Team Force(5/5): +11% extra Damage to all attacks.
Team Focus(4/5): 20% extra EXP earned.
Team Tactics(4/5): Earn 80% extra Momentum from your Melee attacks.
Team Bench(4/6):Adds extra slots to your Team, allowing more variety in members. 4 Extra Slots.
Stats:
Health: Lose this and get KOed.
Energy: This fuels your Powers. Energy is constantly regenerating over time.
Body: Controls Health to an extent. Formula given is: 25+5 per Level+3 per Body.
Focus: Controls Energy and it's regeneration. Also supposedly adds Mental damage to melee attacks. Formula given for Energy is: 30+4 per Level+3 per Focus.
Striking: Controls damage done by Melee. 10% per level, and 20% per Striking, it says here...
Defence-Addressed above. Defence comes from the Defence you buy from your Costume, plus anything from an equipped item.
Body, Focus and Strike can be increased naturally by levelling up, and by picking up Body, Focus, and Strike power-ups in-game, which raise the stat in question by 1.
WARNING: My TV is small. The font for the stats is difficult to read. I cannot guarantee the the stats are entirely accurate because of this.
And now, let us begin, with one of my favoured characters:
Spider-Man
(Deadpan)"That's right, I won. Fear me."
Level 44
Health:528
Energy: 355
Body: 58
Focus: 26
-Energy Regen: 39%
-Damage Bonus: 26%
Striking: 36
Costumes:
Classic
Defence: 3/10
Web Damage(3/10): +8% to damage done with Web powers.
Reflect Melee(3/10): 50% of melee damage dealt is reflected back at the attacker.
Symbiote
Critical Web: Increases chance for Critical Hits with Web attacks. Starter rank is 2%
Max Health: Increases max Health. Starter rank is 4%
Scarlet Spider
Web Damage-Adds damage to Web attacks. Starter rank is 5%
EXP: Grants a bonus to gained EXP: starter bonus is 4%
Stark Armour
Evade: Grants a chance to dodge attacks(no damage dealt). Starter is 5%
Striking: adds points to Striking, thus increasing melee damage. Starter is 3 points.
Melee Damage: Deals about 30-40 per hit with Light attacks. Fully Charged Heavy deals 40-50.
Throw: Spider-Man's hard throw deals no damage, but binds the target in webbing, leaving them completely helpless. They may be attacked whilst so bound. Only medium, non-boss targets may be grabbed, and thus thrown, and thus are a target for this.
Special: Spider-Man may swing on his webs by double-jumping and holding the jump button. It's not true Flight, in that he must keep moving forward, and it doesn't end unless you release the button or he's knocked down by enemy action. He can 'attack' whilst swinging by simply swinging into the enemy. Deals about the same as a light attack. Thus, enemies without a means to bring him down are basically, screwed.
Skill points avalible:33
Attack Skills:
Web Bullets: Fires a constant stream of web bullets for as long as you tap the assigned button. Fires two bullets when just pressed. Rank 2(Initial point): 12-14 Physical damage per bullet, 5 energy per bullet. Rank 10: 44-49 Physical Damage per bullet, 14 energy per bullet.
Web Snare: Fires webbing at a target, dealing damage and binding it in place for a time. Target CAN attack whilst bound, but cannot move or BE moved. Only Boss-class and Large enemies are immune to the binding effect. Rank 1: 13-15 damage, 5 second bind, 10 Energy. Rank 10: 68-75 damage, 16 second bind, 23 Energy.(The skill itself lists it as Energy per Second...it doesn't seem to work that way.)
Web Throw: Tags a normal sized non-boss enemy and swings them around for as long as the button is held, dealing listed damage to other targets whilst swinging them around you. Release the button to throw your captive away. Useless in DL because it deals no direct damage to the thrown, unless it hits another foe. Unless there are party battles...8 ranks. Rank 1: 13-15 Phys damage a second, 10 Energy per second. Rank 8: 37-41 damage per second, 18 Energy per Second.
Slingshot: Chargable attack. Damage in brackets is the charged damage. Lays webbing on the ground, and uses it to catapult into a target, knocking down the target if they are small enough. 5 ranks. Rank 1: 24-26(48-52) Phys damage, 18 energy. Rank 5: 41-45(82-90) Phys damage, 23 Energy
Web Warrior: Fires webbing at a target. If the target is Large or Boss, it simply deals the normal damage listed. If the target is 'normal', it captures it, unable to move or attack, and the attack is chargable. The damage is dealt once the enemy hits something(probably instantly given the DL.) The more it's charged, the further and faster the enemy is sent flying, in addition(Not that it matters in the DL.) 4 Ranks. Rank 1: 92-101(184-202) Phys damage, 18 energy. Rank 4: 153-169(306-339) Phys damage, 23 energy.
Boosts:
Web Shield: Creates a Web Shield around Spider-Man. The shield may block damage from any incoming atttack outright(lists as 'Dodge!'). Rank 1: 10% chance, 20 seconds, 32 Energy. Rank 10: 70% chance, 80 seconds, 92 energy.
Spidey Sense: Slows time by 50% for Spider-Man and any allies. 6 Ranks. Rank 1: 10 Seconds, 60 Energy. Rank 6: 16 Seconds, 92 Energy.
Extreme
Bungee Bash: Deals physical damage to all targets in range and binds them in webbing, similar to his Hard Throw. If a target cannot be bound in webbing(Large/Boss), the move ignores them, and thus fails. 306-338 damage.
Personal comments: Whilst he's all physical, he deals good damage in Web Warrior, and Web Shield is INSANE. Web Bullets is quite acceptable, also. Spidey Sense screws over speedsters and slowpokes alike. High Heavy to Godlike, simply due to Web Shield.