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Author Topic: Legend of Heroes 3  (Read 1695 times)

Pyro

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Legend of Heroes 3
« on: May 16, 2009, 05:48:42 AM »
Legend of Heroes 3:

Notes:

- This game was Legend of Heroes V in the original JPN release.

- The 12 PCs are all roughly endgame, though only 6 are in the final battle, all of these PCs are swapped around in the final two dungeons in one fashion or another.

- Level taken as 39. Equips are best storebought or unique.

- The cast has several optional armors, including armors that quarter Fire, Earth, Water, or Wind elements (equippable by all but Jan). There is also a storebought armor "Leap Armor" that grants perfect evade for the first ~6 turns of a fight.

- Sleep and poison blocking accessories are storebought.

- Critical hits are double damage. Most crit rates are ~20% or so. Some vary and I haven't documented them all yet.

- Combat is a standard turn based affair.

- Special Attacks: Everyone in the game has a special attack that can be unleashed when their special gauge is full (100). The special gauge starts out at 0 and increases by 14 for every attack made (magic/physical) and 6+ for every attack taken. It does not reset upon death and carries over between battles, so you may assume it starts at some non-zero value in the DL at your discretion. When the gauge is full, a character can, on anyone's turn (friend or foe) cancel the acting PC/enemy action and instead perform their special attack. If the character launching the special attack has not already taken their normal turn for that round, they do not execute it that round. If a character has gotten their turn and executes their special move, they can act normally next round (no penalties). This turn canceling works on everything up to and including the final boss.



Forte:
HP: 369
MP: 152

ATT: 293
DEF: 224
MAT: 125
MDE: 187
HIT: 147
AVO: 29
SPD: 56
Crit rate: 24%

Physical: 190 damage. (334 after Rhytmical)
(Special) Loud Rush: 385 (484 after Rhythmical)

Skills:
Attention: Forces enemy to attack Forte over other targets.
Encouragement: Raises Forte's attack for two turns. Pointless.
Wholehearted: Raises Forte's Magic for two turns. Pointless.
Endurance: Heals Forte for 145 HP.
Rhythmical: Physical Defense and damage up for 4 turns. Takes 65% less damage from physicals or so after this.

Comments: Very fast, Rhythmical is very good at what it does. Endurance...  can be spammed if he'll last long enough to fill up his Special gauge. Durability is solid in both departments  Middle of a decent flavor. Physical slugfests with him are basically suicide.



Una:
HP: 293
MP: 187

ATT: 248
DEF: 190
MAT: 174
MDE: 220
HIT: 195
AVO: 20
SPD: 41
Crit Rate: 40%

Physical: 152
(Special) Spread Arrow: 242

Skills:
Aim Well: Raises Una's critical hit rate for the next two turns. Worthless.
Care: Cures 50 HP and any status effects Una may be under.
Aim Far: Physical attack with absolutely ridiculous range.
Wholehearted: Raises magic attack power for two turns.
Shadow Stitch: 108 physical damage. Perfect paralysis for 3 turns. Paralysis duration can not be refreshed. Serious speed penalty on the turn it is used. Does not Crit. Does not miss.

Comments: Well she's frail and not too great at damage. Shadow Stitch is what defines the poor girl, and all that does is give her two free physicals. Light.



McBain:
HP: 377
MP: 175

ATT: 289
DEF: 239
MAT: 141
MDE: 195
HIT: 98
AVO: 39
SPD: 42

Physical: 186 (328 after Encourage)
(Special) Gaia Crush: 260 (420 after Encourage)

Skills:
Encouragement: Raises Attack for 4 turns.
Harden: Raises defense for 4 turns. Reduces damage by about ~65% or so. Rarely, rarely matters.
Wholehearted: Raises magic for 4 turns.
Stimulation: Revives ally standing next to Mcbain at 50% HP (he must be next to them at the beginning of the turn)
Sixth Sense: Perfect physical evasion for 3 turns. Refreshable duration.

Comments: Rar perfect evade. Also rar durability. High Middle. UOM POWAR!



Jan (& Rick):
HP: 311
MP: 141

ATT: 201
DEF: 173
MAT: 170
MDE: 160
HIT: 146
AVO: 49
SPD: 63

Physical: 107
(Special) Charge Dog: 175

Skills:
Wild Hunt: Steals an item from an enemy.
Roar: 50% chance of three turn paralysis on nearby enemies.
Wild Intuition: Perfect physical evade for three turns. Refreshable duration.

Spells:
Pero Cure (4 MP): Heals 50 HP.
Peropero Cure (8 MP): Heals 120 HP.
Perorin Cure (16 MP): Heals 999 HP.

Comments: Faster than a speeding bullet, perfect evasion if he needs it, full healing. Pity about the damage and durability not being up to par at all. Middle.



Thomas:
HP: 369
MP: 152

ATT: 293
DEF: 245
MAT: 153
MDE: 187
HIT: 147
AVO: 29
SPD: 43

Physical: 190
(Special) Jump Rush: 203

Skills:
Large Wave: Physical attack to one enemy with more than normal knockback.
Tsunami: 219 physical damage.
Swirl: Physical attack over an area surrounding Thomas.

Magic:
Stone Blast (8 MP): 101 earth elemental magic damage.
Aquarip (8 MP): 107 water elemental magic damage.
Fireball (8 MP): 164 fire elemental magic damage.
Aerial Labrys (8 MP): 101 wind elemental damage to enemies surrounding Thomas.
Shine Bullet (8 MP): 101 Light elemental damage to an area.

Comments: Durable. Damaging. Middle.



Aida:
HP: 315
MP: 118

ATT: 264
DEF: 217
MAT: 141
MDE: 169
HIT: 98
AVO: 29
SPD: 36

Physical: 162 (236 after Command)
(Special) Pebble Rambu: 253 (350 after Command)

Skills:
Command: Raises physical attack of nearby allies for 4 turns.
Puppeteer: Raises Special Gauge by 80.

Comments: Command would be so much better on someone faster. Slow, not damaging. Bad dueler. Light.



Aria:
HP: 258
MP: 191

ATT: 219
DEF: 164
MAT: 178
MDE: 241
HIT: 49
AVO: 29
SPD: 38
Crit Rate: 10%

Attack:  125
(Special) Soul Voice:  201 MT damage.

Skills:
Charity: Raises potency of healing spell used next turn by 1.5x.

Resonance Spell:
Revive (8 MP): 121 healing to one.
All Revive (20 MP): 130 healing to all.
Full Revive (16 MP): Full healing to one.
Contelect (2 MP): Cures poison on one.
Recovery (5 MP): Cures status ailments of one.
Awakening (8 MP): Revives one with 50% HP.
Miracle (32 MP): Revives one with full HP.

Comments: Sucky frail singing healer girl? Check. LIGHT.



Duorl:
HP: 350
MP: 120

ATT: 278
DEF: 241
MAT: 145
MDE: 193
HIT: 195
AVO: 28
SPD: 35

Physical: 171 ( 292 after SoK)
(Special) Jump Rush: 190 (325 after SoK)

Skills:
Seal of King: Raises Atk/Def for 5 turns.

Comments: Physical slugger with Seal of King to back him up. Wishes he had Forte's speed. Low Middle.



Palman:
HP: 329
MP: 168

ATT: 300
DEF: 257
MAT: 145
MDE: 197
HIT: 146
AVO: 30
SPD: 41

Physical: 195 (300 after Combat Command)
(Special) Valkyrie: 300 (400 after Combat Command)

Skills:
Combat Command: Raises Atk/Def of Palman and surrounding allies for 4 turns.
Dance: Raises Special Gauge of Palman and surrounding allies by 60.

Comments: Another physical slugger with a boost to atk/def. And again he wishes for Forte's speed. It's so wrong that Dance is worse than the ST +80 special gauge moves in this setting, but there you go. Middle.



Avin:
HP: 339
MP: 168

ATT: 300
DEF: 257
MAT: 145
MDE: 197
HIT: 146
AVO: 30
SPD: 41

Physical: 195 (478 under Might Up)
(Special) Strike Sword: 300 damage to enemy and surroundings (650 under Might Up)

Skills:
Taunt: Force enemy to attack Avin over other targets.
Might Up: Physical damage massively up next turn only.
Heat Up: +80 to Special Gauge.
Double Attack: 224 damage, Significant speed penalty (550 damage under Might Up)
Brave Up: Heals Avin for 100 HP and removes any status conditions

Black Magic:
Aquarip (8 MP): 99 water elemental magic damage.
Aerial Labrys (8 MP): 93 wind elemental magic damage to surrounding enemies.
Shine Bullet (8 MP): 93 Light elemental magic damage to an area.
Oxide Ring (8 MP): 93 Dark elemental damage.
Dash (8 MP): Speed up for 4 turns. I hardly noticed any improvement as far as turn order went.

Comments: Can buff to obscene levels of damage. But... he needs to buff, and he isn't terribly fast. Heat Up is kind of nasty on those slower than him however as it lets him abuse the fact that he can cancel their turn without losing his own when he fills up his special gauge. Being below average speed means he doesn't pull this off nearly often enough. Middle.



Mile:
HP: 333
MP: 181

ATT: 273
DEF: 224
MAT: 175
MDE: 215
HIT: 195
AVO: 19
SPD: 38

Physical: 168
(Special) Flame Throw: 252

Skills:
Steal Throw: Steals an item from an enemy.
Freeze Throw: Physical attack with ~95% chance (very very good but unlike Una's it *can* fail) to paralyze enemy for 4 turns. Significant speed penalty. Paralysis can not be reapplied.

White Magic:
Reah (8 MP): 100 healing to one.
Preah (16 MP): Full healing to one.
Lapreah (12 MP): 160 healing to all.
Cure Poison (4 MP): Exactly what it says to one.
Cure Paralyze (8 MP): Exactly what it says to one.
Restore (16 MP): Cures any status condition for one target.
Confusion (8 MP): 50% chance to confuse enemy or so. Confused enemies will physically attack random targets (i.e. Mile in a duel)
Bind (8 MP): 50% chance to paralyze one enemy for 4 turns.

Comments: Full healing, accurate and damning status. Not much more to say. Could pull High Middle/Low Heavy?



Mitchell:
HP: 288
MP: 184

ATT: 224
DEF: 165
MAT: 194
MDE: 260
HIT: 49
AVO: 49
SPD: 38

Physical: 128
(Special) B. Ascension: 280 light magic damage to a large area.

Skills:
Collect Magic: Buffs Magic attack to ~2.3x damage for the next turn.
Transfer: Transfers 60 of Mitchell's MP to another party member.

White Magic:
Lapreah (12 MP): Heals 150 HP to all.
Cure Paralyze (8 MP): Does what it says it does.
Bind (8 MP): 50% chance of paralysis for 4 turns.

Stone Blast (8 MP): 142 earth elemental magic damage. (326 under CM)
Fireball (8 MP): 206 fire elemental magic damage. (473 under CM)
Shine Bullet (8 MP): 142 Light elemental damage to an area. (326 under CM)
Oxide Ring (8 MP): 142 Dark elemental magic damage. (326 under CM)


Comments:
Healing! Status! OHKO damage! It's amazing how Mitchell has all of these things and yet still sucks thanks to that atrocious physical durability/speed combo. Light.


Averages:

Damage: 173
219: Thomas' Tsunami
206: Mitchell's Fireball
195: Palman's physical
195: Avin's physical
190: Forte's physical
186: McBain's physical
171: Duorl's physical
168: Mile's physical
162: Aida's physical
152: Una's physical
125: Aria's physical
107: Jan's physical

HP: 327
377: McBain
369: Forte
369: Thomas
350: Duorl
339: Avin
333: Mile
329: Palman
315: Aida
311: Jan
293: Una
288: Mitchell
258: Aria

Defense: 214
257: Avin
245: Thomas
241: Duorl
239: McBain
239: Palman
224: Forte
224: Mile
217: Aida
190: Una
173: Jan
165: Mitchell
164: Aria

Magic Defense: 199
260: Mitchell
241: Aria
220: Una
215: Mile
197: Avin
195: McBain
193: Duorl
187: Forte
187: Thomas
169: Aida
162: Palman
160: Jan

Speed: 42.83 (stdev 8.34)
63: Jan (+2.42)
56: Forte (+1.58)
43: Palman (+.02)
43: Thomas (+.02)
42: McBain (-.1)
41: Una (-.22)
41: Avin (-.22)
38: Aria (-.58)
38: Mile (-.58)
38: Mitchell (-.58)
36: Aida (-.82)
35: Duorl (-.94)
« Last Edit: May 16, 2009, 04:24:52 PM by Pyro »

DjinnAndTonic

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Re: Legend of Heroes 3
« Reply #1 on: May 16, 2009, 06:22:25 AM »
Are those the same Avin and Mile from Legend of Heroes: Tear of Vermillion? (LoV4j; LoVa)

I didn't know that PCs crossed over.

Nice work on the topic. A shame that all the characters are Middle-flavored.

Talaysen

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Re: Legend of Heroes 3
« Reply #2 on: May 16, 2009, 10:19:47 AM »
Are those the same Avin and Mile from Legend of Heroes: Tear of Vermillion? (LoV4j; LoVa)

I didn't know that PCs crossed over.

Apparently.  They use the same types of weapons and I know Mile has some of the same skills in LoH1.