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Author Topic: Wild ARMs V (Full)  (Read 6225 times)

Talaysen

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Wild ARMs V (Full)
« on: December 18, 2007, 09:25:27 PM »
Stats:
HP: If you lose all of these, you get run over by a train.  No, seriously.
MP: Used for skills.
ATK: Affects physical damage.
MAG: Affects magical damage.
DP: Determines how far the target's turn is delayed when attacking.  The delay effect kicks in even if the attack misses.
DEF: Reduces physical damage.  Subtractive.
RES: Reduces magical damage.  Subtractive.
EP: Determines resistance to delay.  Not sure how this works.
HIT: Accuracy.
EVA: Evade.
RFX: Speed.  Linear.

Damage formulae (for reference):
Physical damage = Power*ATK/100-DEF (normal physicals have a power of 200)
Magical damage = Power*MAG/100-RES

All levels are taken at 72 and assume no GC points are used.  GC points work the same way as WA4, and they sacrifice 50 HP per point.

Stat increases on level up are 50 HP/5 everything else.  So if you want to use different levels, it's pretty easy to get them.

ARM Upgrades assume 29 Dragon Fossils (29 levels).  Each stat starts at 1 and can go up to 20, so this means everyone will max their main attack stat (ATK for everyone but Carol) and can pump some into FP gains.  I put Carol's extra into ATK for average purposes, but it doesn't matter really.

About the optional armors:  These are gotten by defeating sealed crystal bosses.  There are six of these bosses total (one for each PC).  They all drop an item called Golden Angel.  These can then be traded for any of the armors mentioned (choice of 2 per character).  Two of these bosses are incredibly easy to kill, and can be done way before endgame levels.  The other four are possible to kill without doing any extra grinding, though somewhat difficult to do so.  I allow them and will use them in the averages, but I've noted the other armors so if you disagree, you can just use those.  It doesn't seem to make a huge difference in the end.

Black Market sells badges that null all statuses.  ID is blockable through a normal storebought badge.

Dean
Weapons:
Wonder Booster: ATK 92, MAG 24, DP 30, HIT 30, Bullets 15
Mighty Focus: ATK 64, MAG 22, DP 26, HIT 45, Bullets 8
XERD_003SS: ATK 76, MAG 21, DP 28, HIT 32, Bullets 8, RES -54, RFX 28
Ultimate Magazine: ATK 84, MAG 24, DP 35, HIT 25, Bullets 8

Final Nova: ATK 138, MAG 32, DO 35, HIT 45, Bullets 15 [Requires getting 30 Neutrino Medals.]

Armors:
Mithral Guard: DEF 60, RES 34, EP 20, EVA 40, RFX 24
Rapid Coat: DEF 44, RES 25, EP 16, EVA 50, RFX 21
Heavy Guard: DEF 8, RES 7, EP 2, EVA 5, RFX 25

Black Uniform/White Uniform: EVA 100, RFX 50 [Requires Black Market]

Red Guard: DEF 100, EP 50, ATK 80 [Requires defeating an optional boss.]
Labyrinthos: RES 100, EVA 100, MAG 142 [Requires defeating an optional boss.]

Virtuous Guard: DEF 70, RES 42, EP 22, EVA 45, RFX 26 [Requires going into Cocytus]

Beast Coat: DEF 38, RES 32, EP 18, EVA 38, RFX 34 [Drop in the Abyss.]

Badge: None.  One empty badge slot.

Medium: None.

ARM Upgrades
ATK: 0/6/9/11/13/14/18/22/24/25/26/27/28/29/30/32/33/35/40/75
MAG: 0/5/8/12/15/17/18/20/22/25/27/30/32/35/37/40/42/45/50/75
FP:
0/.1/.2/.3/.4/.5/.6/.7/.8/.9/1/1.1/1.2/1.3/1.4/1.5/1.6/1.7/1.8/2

Stats:
HP: 4180 [96% (102%)]
MP: 442
ATK: 759
MAG: 475
DP: 522
DEF: 574 [-28 (-11) or 98% (99%)]
RES: 480 [-3 (-20) or 100% (99%)]
EP: 524
HIT: 541
EVA: 481
RFX: 458 [89% (99%)]

Skills:
Attack: 1046 physical damage.  Short range.

Double Critical: Doubles damage on critical hits.

Rebecca
Weapons:
Flegel Jahre: ATK 42, MAG 124, DP 26, HIT 34, Bullets 12, RES -48
Miracle Striker: ATK 21, MAG 82, DP 24, HIT 50, Bullets 10
Quick Repeater: ATK 19, MAG 70, DP 23, HIT 27, Bullets 14
Last Requiem: ATK 23, MAG 102, DP 33, HIT 27, Bullets 10

Final Stage: ATK 27, MAG 151, DP 32, HIT 50, Bullets 20 [Requires defeating Angolmois.]

Armor:
Radical Denim: DEF 61, RES 34, EP 20, EVA 40, RFX 22
Extra Reaction: DEF 39, RES 32, EP 18, EVA 38, RFX 32

Sky Blazer/Silver Blazer: EVA 100, RFX 50 [Requires Black Market]

Goddess Breath: DEF 78, RES 42, EP 22, EVA 45, RFX 25 [Requires going into Cocytus.]

Coiste-Bodhar: DEF 100, EP 50, ATK 119 [Requires defeating an optional boss.]
Haute Coutoure: RES 100, EVA 100, MAG 164 [Requires defeating an optional boss.]

Hard Enamel: DEF 39, RES 32, EP 18, EVA 60, RFX 20 [Drop in the Abyss.]

Badge: None.  One empty badge slot.

ARM Upgrades:
ATK: 0/7/10/12/15/17/20/22/25/27/30/32/35/37/40/42/45/50/60/80
MAG:
0/4/8/10/12/15/20/22/24/26/28/30/35/37/40/42/44/48/50/70
FP:
0/.1/.2/.3/.4/.5/.6/.7/.8/.9/1/1.1/1.2/1.3/1.4/1.5/1.6/1.7/1.8/2

Stats:
HP: 4124 [95% (100%)]
MP: 477
ATK: 729
MAG: 568
DP: 485
DEF: 542 [+4 (+21) or 100% (101%)]
RES: 384 [+93 (+76) or 105%]
EP: 542
HIT: 576
EVA: 467
RFX: 481 [94% (104%)]

Skills:
Shoot: 996 physical damage.  Long range.

Continuous Shot: Chance to shoot again after using the Shoot command.  Requires bullets and can be used up to four times in a row (so five shots total).

Avril
Weapons:
Airgetlam: ATK 128, MAG 23, DP 57, HIT 34, Bullets 12, RES -51
Soul of Lilithea: ATK 94, MAG 27, DP 70, HIT 47, Bullets 15

Armors:
Queen's Robe: DEF 40, RES 82, EP 20, EVA 40, RFX 26
Cloak of Illusion: DEF 28, RES 73, EP 25, EVA 27, RFX 24
Wing Robe: DEF 10, RES 34, EP 7, EVA 8, RFX 32

Chic Suit/Passion Suit: EVA 100, RFX 50 [Requires Black Market]

Ankh Garb: DEF 100, EP 50, ATK 167 [Requires defeating an optional boss.]
Robe of Filgaia: RES 100, EVA 100, MAG 42 [Requires defeating an optional boss.]

Seed of Eden: DEF 50, RES 90, EP 22, EVA 45, RFX 30 [Requires going into Cocytus.]

Badge:
Refrigerator: Prevents MAX HP loss from Fallen status.

Medium: None

ARM Upgrades:
ATK: 0/8/10/14/18/20/24/30/32/37/40/44/45/48/50/55/60/70/80/150
MAG:
0/3/4/8/10/13/15/18/20/22/24/28/30/32/35/38/40/44/50/60
FP:
0/.1/.2/.3/.4/.5/.6/.7/.8/.9/1/1.1/1.2/1.3/1.4/1.5/1.6/1.7/1.8/2

Stats:
HP: 4092 [94% (99%)]
MP: 535
ATK: 878
MAG: 529
DP: 511
DEF: 527 [+19 (+36) or 101% (102%)]
RES: 504 [-27 (-44) or 98% (97%)]
EP: 509
HIT: 562
EVA: 534
RFX: 446 [87% (96%)]

Skills:
Attack: 1284 physical damage.  Short range.

Double DP: Chance to double DP when attacking.

Greg
Weapons:
Coyote M18F: ATK 24, MAG 147, DP 26, HIT 34, Bullets 7, HP 0129
Shark Sniper: ATK 21, MAG 62, DP 24, HIT 46, Bullets 7
Buster Cannon: ATK 19, MAG 50, DP 23, HIT 24, Bullets 10
Dawn Legend: ATK 23, MAG 84, DP 32, HIT 26, Bullets 7
Omega Trigger: ATK 27, MAG 93, DP 32, HIT 46, Bullets 12

Armors:
Bounty Guard: DEF 65, RES 36, EP 18, EVA 37, RFX 26
Overdrive: DEF 43, RES 34, EP 16, EVA 35, RFX 36

Black Bancho/White bancho: EVA 100, RFX 50 [Requires Black Market]

Shade Wielder: DEF 100, EP 50, ATK 32 [Requires defeating an optional boss.]
Genuine Vest: RES 100, EVA 100, MAG 131 [Requires defeating an optional boss.]

Cromwell: DEF 78, RES 50, EP 20, EVA 40, RFX 30 [Requires going into Cocytus.]

Badge:
Comet Mark: Increases counterattack strength based on the amount of HP lost if wearer has the Counter skill.
3 empty badge slots, 4th gained at level 80.

Medium:
Sword Medium (none)

ARMS Upgrades:
ATK: 0/4/6/8/10/12/14/18/20/22/24/26/28/30/32/34/36/38/40/60
MAG: 0/10/16/20/24/30/34/40/44/50/54/55/56/57/58/59/60/61/62/150
FP:
0/.1/.2/.3/.4/.5/.6/.7/.8/.9/1/1.1/1.2/1.3/1.4/1.5/1.6/1.7/1.8/2

Stats:
HP: 5572 (4132) [128% (100%)]
MP: 407
ATK: 797 (653)
MAG: 575
DP: 500
DEF: 613 [-67 (-50) or 96% (97%)]
RES: 403 [+74 (+57) or 104% (103%)]
EP: 587
HIT: 571
EVA: 412
RFX: 447 [87% (96%)]

Skills:
Shoot: 1122 [1322 after Hyper] {1172 [1372] on LP} physical damage.  Long range.  [Without the ATK boost from the medium: 834 [1034] {884 [1084]}
Crush (38 MP): 1042 [1232 after Hyper] {1634 [1919] elemental on LP} physical damage.  Takes the element of the Ley Point it is used from.  Long range.  [Without the ATK boost from the medium: 769 [959] {1153 [1438}]
Quicken (52 MP): Adds RFX/EVA Up (+100 RFX/EVA) status to the hex.  Long range.  Boosts speed by 19.5% (21.5% without medium boosts) of average.
Heavy Crush (94 MP): 1361 [1591 after Hyper] {2128 [2473] elemental on LP} physical damage.  Takes the element of the Ley Point it is used from.  Long range.  [Without the ATK boost from the medium: 1030 [1260] {1631 [1976]}
React Plus (26 MP): Adds DP/EP Up status to the hex.  Long range.
Hyper (82 MP) [LV 90]: Adds ATK/MAG Up (+100 ATK/MAG) status to the hex.  Long range.

Shoot and Guard: Chance to Guard after using Shoot.  Guard increases DEF/RES by 50%. [-365.5 or 79% (78%) to physical and -132 or 92% to magical.]
HP/ATK Bonus: Adds 20 HP/2 ATK per level (1440 HP/144 ATK total).
Counter: Chance to counter physical attacks.
Dash: Allows movement to any hex.
Ley HP Regen: Regen 5% mHP per turn if on a Ley Point.
Penetrator: Critical hits ignore defense.
LEY ATK Up [LV 100]: +25 ATK if on a Ley Point.

Jump (25 FP): Jump into another hex.  Allies in the same hex move as well.
Sonic Vision (50 FP): Auto-critical, also ignroes evade/blocker.
Intrude (75 FP): Gain an extra turn.
Equites (100 FP): 5266 {5446} physical damage, MT.  Increases in power if more allies are in the same hex.

Carol
Weapons:
EZ Missile: ATK 32, MAG 98, DP 72, HIT 25, Bullets 15
Hob & Nob: ATK 25, MAG 129, DP 63, HIT 24, Bullets 12, DEF -47, RFX 32
Chocolat Rocket: ATK 22, MAG 61, DP 52, HIT 30, Bullets 8

Armors:
Shining Dress: DEF 40, RES 68, EP 15, EVA 40, RFX 28
Nimble Dress: DEF 28, RES 55, EP 14, EVA 48, RFX 25

Junior Green/Junior Silver: EVA 100, RFX 50 [Requires Black Market]

Virginia's Soul: DEF 100, EP 50, ATK 92 [Requires defeating an optional boss.]
Mirage Blazer: RES 100, EVA 100, MAG 81 [Requires defeating an optional boss.]

Shamil: DEF 50, RES 85, EP 18, EVA 45, RFX 30 [Requires going into Cocytus.]

Badge:
Magic Pot: Restores MP when hit by a magic attack.
3 empty badge slots, 4th gained at level 80.

Medium:
Luck Medium (none)

ARM Upgrades:
ATK: 0/6/9/12/14/17/19/21/24/27/30/34/36/38/40/42/44/46/48/70
MAG:
0/10/12/18/20/24/26/28/30/31/32/33/34/35/36/37/38/39/40/80
FP:
0/.1/.2/.3/.4/.5/.6/.7/.8/.9/1/1.1/1.2/1.3/1.4/1.5/1.6/1.7/1.8/2

Note: Stats assume magic twinked ARM.  Numbers in parentheses are physical twinked ARM and armor.

Stats:
HP: 4056 [93% (99%)]
MP: 503
ATK: 514 (653)
MAG: 785 (625)
DP: 600
DEF: 421 (521) [+125 (+142) or 107% (109%)]
RES: 632 (532) [-155 (-72) or 91% (96%)]
EP: 506
HIT: 645 (501)
EVA: 544
RFX: 640 (496) [125% {130% on LP} (107% {112 on LP w/medium})]

Skills:
Shoot: 556 {656 after Fragile} [834 {934}] physical damage.  Long range.
Item Steal (15 MP): Steals items!  Duh!  Short range.
Fragile (38 MP): Adds DEF/RES Down status to the hex.  Long range. [If used on her own hex (to block other statuses): +225 or 113% from physical, -55 or 97% from magical.]
Slow Down (66 MP): Adds RFX/EVA Down status to the hex.  Long range. [Subtracts 27% from target's speed.]
Life Drain (20 MP): 1178 [1010] magical damage, ITD.  Heals Carol for the same amount.  Long range.
Rare Steal (70 MP) [LV 90]: Steals rare items!  Duh!  Short range.

Shoot Anywhere: Can attack any hex from any hex.
RFX/HIT Bonus: Adds 2 RFXHIT per level (so 144 total).
FP Advantage: Start battle with 25 FP.
Gella Up: Increases Gella gained.
Ley RFX Up: +25 RFX if on a Ley Point.
Experience Up: Increases EXP gained.
Ley HIT Up [LV 100]: +25 HIT if on a Ley Point.

Mystic (25 FP): Extend an item's effect to all hexes.  There must be at least one hex in range for this to work.
Sonic Vision (50 FP): Auto-critical, also ignores evade/blocker.
MP Charge: (75 FP): Restores 337 [313] MP.  Long range.
Chapapanga (100 FP): 1841 {1941 after Fragile} [2468 {2568}] physical damage, MT.  Defeated enemies turn into items.

Chuck
Weapons:
Doom Bringer: ATK 94, MAG 53, DP 32, HIT 45, Bullets 13, MP -50
Meteor Strike: ATK 62, MAG 22, DP 27, HIT 54, Bullets 9
Death Stroke: ATK 83, MAG 24, DP 35, HIT 30, Bullets 9

Shooting Nova: ATK 100, MAG 32, DO 35, HIT 51, Bullets 18 [Requires defeating Adult Mag.]

Armor:
Hard Jumper: DEF 38, RES 62, EP 22, EVA 43, RFX 24
Slide Suit: DEF 36, RES 30, EP 20, EVA 63, RFX 22

Class President/Class VP: EVA 100, RFX 50 [Requires Black Market]

Butler's Suit: DEF 100, EP 50, ATK 94 [Requires defeating an optional boss.]
Dominion Garb: RES 100, EVA 100, MAG 81 [Requires defeating an optional boss.]

Metal Suit: DEF 48, RES 90, EP 25, EVA 48, RFX 26 [Requires going into Cocytus.]

Badge:
Prism Staff: +25 FP when wearer falls below 25% HP.
3 empty badge slots, 4th gained at level 80.

Medium:
Moon Medium (none)

ARM Upgrades:
ATK: 0/3/5/8/10/12/15/17/20/22/25/27/30/32/35/37/40/42/45/75
MAG:
0/7/10/12/15/17/20/22/25/27/30/32/34/37/40/41/45/50/70/75
FP:
0/.1/.2/.3/.4/.5/.6/.7/.8/.9/1/1.1/1.2/1.3/1.4/1.5/1.6/1.7/1.8/2

Stats:
HP: 4118 [95% (100%)]
MP: 486
ATK: 757
MAG: 500
DP: 541
DEF: 601 [-55 (-30) or 97% (98%)]
RES: 459 [+18 (+1) or 101% (100%)]
EP: 515
HIT: 542
EVA: 646 (492)
RFX: 603 (459) [118% {123% on LP} (99% {104% on LP w/medium})]

Skills:
Attack: 1042 physical damage.  Short range.  Increases linearly to 2556 physical damage at 0 HP.
Dispel: Dispel.  Duh!  Long range.
Replace: Trade targets with occupants of the target hex.  Long range.
Gather: Gathers everyone into the same hex.  Long range.
Isolate: Characters in the hex moved to random hexes.  Long range.
Land Steal [LV 90]: Moves all status effects on the target hex to user's hex.

Damage Up: Increases damage dealt in proportion to the amount of HP lost.
Observe: Provides more detailed information when using Analyze.
Status Lock: Status/stat down immunity.
Ley RFX Up: +25 to RFX when on a Ley Point.
HEX Cleaner: Removes all negative status effects on the hex when moving into it.
Ley EVA Up: +25 to EVA when on a Ley Point.

Ley Change (25 FP): Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.
Invincible (50 FP): Adds Invincible status to hex until next ally turn.
Intrude (75 FP): Gain another turn.
Celesdue (100 FP): Adds All Stats Down status to the hex. [This lowers all stats by 100.  This lowers physical damage by 230-330, magical damage by 215-280.  Adds 100 to Chuck's raw damage.  Subtracts 27% from speed.]

Averages
HP: 4357 (4117)
Greg - 5572
Average - 4357
Dean - 4180
(Greg - 4132)
Rebecca - 4124
Chuck - 4118
(Average - 4117)
Avril - 4092
Carol - 4056

MP: 475
Avril - 536
Carol - 503
Chuck - 486
Rebecca - 477
Average - 475
Dean - 442
Greg - 407

ATK: 737 (713))
Avril - 878
Greg - 797
Dean - 759
Chuck - 757
Average - 737
Rebecca - 729
(Average - 713)
(Greg - 653)
Carol - 514

MAG: 589
Carol - 786
Greg - 629
Average - 589
Rebecca - 568
Avril - 529
Dean - 522
Chuck - 500

DP: 526
Carol - 600
Chuck - 541
Average 526
Dean - 522
Avril - 511
Greg - 494
Rebecca - 485

DEF: 546 (563)
Greg - 613
Chuck - 601
Dean - 574
(Average - 563)
(Carol - 521)
Average - 546
Rebecca - 542
Avril - 527
Carol - 421

RES: 477 (460)
Carol - 632
(Carol - 532)
Avril - 504
Dean - 480
Average - 477
Chuck - 459
Greg - 403
Rebecca - 384

EP: 531
Greg - 587
Rebecca - 542
Average - 531
Dean - 524
Chuck - 515
Avril - 509
Carol - 506

HIT: 571 (547)
Carol - 645
Rebecca - 576
Average - 571
Avril - 562
Greg - 559
(Average - 547)
Chuck - 542
Dean - 541
(Carol - 501)

EVA: 512 (488)
Chuck - 636
Carol - 544
Avril - 534
Average - 512
(Chuck - 492)
(Average - 488)
Dean - 481
Rebecca - 467
Greg - 412

RFX: 513 (465)
Carol - 640
Chuck - 603
Average - 513
Rebecca - 481
(Carol - 496)
(Average - 465)
(Chuck - 459)
Dean - 458
Greg - 447
Avril - 446

Damage: 1279 (1063.33) [1151.17 with mediums but not LPs] {1196.17 with mediums but without stat boosts}
Greg - 2128 [1361 w/o LP]
Avril - 1284
Average - 1278 (1196 with mediums but w/o stat boosts)
Carol - 1178
[Average - 1151.17 w/o LP]
(Average - 1063.33)
Dean - 1046
Chuck - 1042
Rebecca - 996
(Greg - 834)
(Carol - 834)

To do list:
Figure out how DP/EP works.
Figure out how accuracy/evasion works.
Figure out activate rates on PC passive skills.
Better testing of Blocker/Magic Blocker for bosses.
« Last Edit: December 17, 2011, 09:18:42 PM by Talaysen »

Talaysen

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Re: Wild ARMs V
« Reply #1 on: December 18, 2007, 09:31:16 PM »
WA5 battles work pretty much like WA4 battles, so I won't have to say much up here.

Stats:
HP: Duh
MP: Every boss has 0 of this...
ATK: Affects physical damage.
MAG: Affects magical damage.
DP: Determines how far the target's turn is delayed when attacking.  The delay effect kicks in even if the attack misses.
DEF: Reduces physical damage.  Subtractive.
RES: Reduces magical damage.  Subtractive.
EP: Determines resistance to delay.  Not sure how this works.
HIT: Accuracy.
EVA: Evade.
RFX: Speed.  Linear.

Elemental affinities:
Weak: Take 2x damage.
Halve: Take 50% damage.
Immune: Take no damage.
Absorb: Absorb damage.
Active: Absorb damage and stats are raised.

Affinities: Some bosses have different affinities.  I tried to list what they did if I could figure them out.

Boss battles have unique hex layouts, so I mentioned where they started and what hexes are on the field (though I only started doing that later).

Everyone can move and attack in the same turn.

Every boss can Guard.  This multiplies defenses by 1.5 and is normally pretty useless.

Damage formulae (for reference):
Physical damage = Power*ATK/100-DEF (normal physicals have a power of 200)
Magical damage = Power*MAG/100-RES

For force combination arts, the ATK and MAG stats are equal to the sum of the stats of the people in the combination.

When using an elemental attack from a Ley Point that is the same element, damage is multiplied by 1.5.  When using it from the opposite element, damage is multiplied by 0.5.

When using an elemental attack on a Ley Point that is the same element, damage is multiplied by 0.5.  When using it on the opposite element, damage is multiplied by 1.5.

Both of these also take effect if the attack is one that gains the element of the hex it is used from.

FP Gains:
Attacking: 6
Guarding: 8
Being hit: Depends on damage dealt.  I'll figure out how this works later or something.

Bosses have pretty strict AI.  On each turn, they have can only choose from a given set of attacks.  Personally, I just throw that out, though if a boss can't use X attack until turn 3 according to their AI, I still force that, but if they are forced to wait a whole cycle of 12 or whatever turns before using it again, I ignore that.  So I'll only list what turn they can use the move for the first time.  Besides, listing out their whole AI would get really annoying and tedious.  I could only find out the AIs of the last half of the boses or so, so only those will be listed.  Fortunately the first plot boss is also the first one I could find the AI of.

Bosses
Nightburn (form 1)
Fights with 2x Veruni Infantryman.

LV: 36
HP: 10500
MP: 0
ATK: 601
MAG: 561
DP: 381
DEF: 295
RES: 331
EP: 177
HIT: 581
EVA: 284
RFX: 418

Weak: Fire
Halve: Wind, Earth

Earth, Wind, and Water Ley Points are 1, 1, and 2 hexes away respectively.

Skills:
Shoot [Power 200]: 869 physical damage.  Short range.
Dual Impulse [Power 275]: 1320 physical damage.  Short range.
Crush [Power 190]: 809 physical damage.  Can't use until turn 3.
Graviton: 50% cHP gravity.  Long range.  Can't use until turn 5.

Veruni Infantryman x2
Fights with Nightburn.

LV: 36
HP: 3230
MP: 0
ATK: 378
MAG: 391
DP: 241
DEF: 283
RES: 341
EP: 167
HIT: 478
EVA: 269
RFX: 321

Skills:
Swing Down [Power 200]: 423 physical damage.  Short range.
Blast [Power 175]: 355 magical damage.  Long range.
Shoot [Power 300]: 801 physical damage.  Short range.  Can't use until turn 3.
Heal [Power 200]: 782 healing.  Can't use until turn 5.

Averages:
HP: 2980
MP: 319
ATK: 372
MAG: 341
DP: 329
DEF: 333
RES: 329
EP: 321
HIT: 366
EVA: 328
RFX: 330
Damage: 630 to average (1890 per round) [2300/round with Sonic Vision]
Sonic Vision: 2400

Randoms' averages:
DEF: 360
RES: 306

Nightburn (form 2)
LV: 36
HP: 5500
MP: 0
ATK: 501
MAG: 421
DP: 361
DEF: 375
RES: 341
EP: 157
HIT: 561
EVA: 264
RFX: 298

Weak: Fire
Halve: Wind, Earth

Starts in Earth Ley Point.  Fire and Water Ley Points are two hexes away.

Skills:
Shoot: 675 physical damage.  Short range.
Dual Impulse: 1051 physical damage.  Short range.
Crush: 937 (625 non-elemental after moving) earth elemental physical damage.  Long range.
Healing Factor: 1000 fixed healing.

Averages:
HP: 3420
MP: 267
ATK: 465
MAG: 290
DP: 335
DEF: 327
RES: 329
EP: 311
HIT: 352
EVA: 326
RFX: 301
Damage: ~800 to average [960/round with Sonic Vision]
Sonic Vision: 2400

Randoms' averages:
DEF: 360
RES: 306

Ice Queen Avril
LV: 48
HP: 29500
MP: 0
ATK: 720
MAG: 815
DP: 355
DEF: 315
RES: 445
EP: 318
HIT: 532
EVA: 372
RFX: 548

Starts in Wind Ley Point.  Earth and Water Ley Points are 2 hexes away.

Skills:
Begone! [Power 200]: 1052 physical damage.  Short range.
4D Pocket: Ejects the target out of the battle temporarily.  Long range.  If the target is the only opponent left, this does nothing.
Hyper: Adds ATK/MAG Up status to the hex.
Hi-Blast [Power 215]: 2049 (1366 non-elemental after moving) wind magical damage.  Long range.  Can't be used until turn 3.
Dark Isolate: ID (25%), moves survivors to random hexes.  Can't be used until turn 5.
Hi-Water [Power 220]: 1407 water magical damage.  Long range.  Can't be used until turn 5.
Life Drain: 1223 HP absorb, MT, ITD.  Can't be used until turn 11.
Mega Berry: 2000 fixed healing.  Can't be used until turn 11.  Short range.

Blocker: Passive.  Chance to block physical attacks.  Needs more testing.
Magic Blocker: Passive.  Chance to block magical attacks.  Needs more testing.

Averages:
HP: 3229
MP: 352
ATK: 466
MAG: 417
DP: 378
DEF: 388
RES: 386
EP: 365
HIT: 420
EVA: 381
RFX: 378
Damage: 860 to average (2580 per round) [3900/round with Sonic Vision]
Sonic Vision: 4900

Randoms' averages:
DEF: 323
RES: 433

Persephone (form 1)
LV: 53
HP: 76000
MP: 0
ATK: 852
MAG: 891
DP: 388
DEF: 300
RES: 431
EP: 221
HIT: 583
EVA: 381
RFX: 512

Weak: Water
Immune: Fire

Starts in Wind Ley Point.  Fire and Earth Ley Points are 2 and 3 hexes away respectively.

Skills:
Hard Attack [Power 200]: 1269 physical damage.  Short range.
Quicken: Adds RFX/EVA Up status to the hex.
Target: ON: Preparation for Gattling Gun.  Makes her next turn come quicker.  Can't be used until turn 3.
Gattling Gun: 9000/(number of characters in hex) fixed damage.  Short range.  Target: ON must've been used on the previous turn.
Cremation [Power 280]: 2065 fire magical damage.  Long range.  Can't be used until turn 5.
Replace: Trades places with occupants of the target hex.  Can't be used until turn 5.
Healing Factor: 5000 fixed healing.  Long range.  Can't be used until turn 9.

Averages:
HP: 3649
MP: 400
ATK: 533
MAG: 502
DP: 425
DEF: 435
RES: 429
EP: 406
HIT: 469
EVA: 426
RFX: 425
Damage: 1600 (4800 per round) [7300/round with Sonic Vision]
Sonic Vision: 10000

Randoms' averages:
DEF: 314
RES: 396

Persephone (form 2)
LV: 53
HP: 15200
MP: 0
ATK: 752
MAG: 781
DP: 328
DEF: 225
RES: 281
EP: 221
HIT: 583
EVA: 341
RFX: 412

Weak: Water
Immune: Fire

Skills:
Quicken: Adds RFX/EVA Up to the hex.
Mirror Wall: Reflects back physical damage for one turn.
Mirror Coat: Reflects back magical damage for one turn.
Hard Attack: 1091 physical damage.  Short range.
Cremation: 1751 fire magical damage.  Long range.

Damages to her:
Rebecca:
Shoot: 673

Averages:
HP: 3474
MP: 495
ATK: 462
MAG: 548
DP: 395
DEF: 413
RES: 436
EP: 422
HIT: 486
EVA: 417
RFX: 416

Randoms' averages:
DEF: 314
RES: 396

Fereydoon (form 1)
LV: 54
HP: 96200
MP: 0
ATK: 890
MAG: 762
DP: 420
DEF: 301
RES: 381
EP: 281
HIT: 714
EVA: 379
RFX: 621

Weak: Wind
Immune: Earth

Starts in Fire Ley Point.  Water and Earth Ley Points are 2 and 3 hexes away respectively.

Skills:
Slice [Power 200]: 1327 physical damage.  Short range.
Jump: Move to any hex.
Stone Bullet [Power 280]: 1686 earth magical damage.  Long range.
Concentrating...: Preparation for Laser Silhouette.  Makes next turn come quicker.  Can't use until turn 3.
Laser Silhouette [Power 5000]: 5000 fixed physical damage, instant Death (100%).  Short range.  ITE.
Concentrating... must've been used on the previous turn.
Healing Factor: 5000 fixed healing.  Can't use until turn 5.
Protect: Adds DEF/RES Up status to the hex.  Can't be used until turn 5.

Averages:
HP: 4004
MP: 423
ATK: 552
MAG: 520
DP: 442
DEF: 453
RES: 448
EP: 424
HIT: 488
EVA: 445
RFX: 444
Damage: 2000 (6000 per round) [8500/round with Sonic Vision]
Sonic Vision: 11000

Randoms' averages:
DEF: 363
RES: 385

Fereydoon (form 2)
LV: 54
HP: 17800
MP: 0
ATK: 790
MAG: 692
DP: 420
DEF: 241
RES: 331
EP: 281
HIT: 704
EVA: 339
RFX: 381

Weak: Wind
Immune: Earth

Water, Earth, and Wind Ley Points are 1, 1, and 3 hexes away respectively.

Skills:
Red Zone: Gain Detonation status.  Raises all stats by 100.
Slice: 1141 physical damage.  Short range.
Stone Bullet: 1469 earth magical damage.  Long range.

Damages to him:
Chuck:
Attack: 873

Averages:
HP: 4118
MP: 336
ATK: 557
MAG: 421
DP: 438
DEF: 439
RES: 421
EP: 387
HIT: 436
EVA: 539
RFX: 497

Randoms' averages:
DEF: 363
RES: 385

Elvis (form 1)
LV: 55
HP: 86500
MP: 0
ATK: 1228
MAG: 921
DP: 421
DEF: 351
RES: 272
EP: 371
HIT: 587
EVA: 316
RFX: 631

Weak: Fire, Wind, Earth
Immune: Water

Starts on Wind Ley Point.  Water and Fire Ley Points are 2 and 3 hexes away respectively.

Skills:
Rapid Punch [Power 200]: 1999 physical damage.  Short range.
Hydro Pressure [Power 280]: 2126 water magical damage.  Long range.
React Plus: Adds DP/EP Up status to the hex.  Long range.  Can't be used until turn 5.
Ready yourselves!: Preparation for Variant Attack.  Makes next turn come quicker.  Can't be used until turn 5.
Variant Attack: "Returns damage to the character that dealt it.  Target: Enemy HEX (Adjacent)"  I'm not actually sure how this works.  Ready yourselves! must've been used on the previous turn.  Current theory is it starts at 250 power (2813 damage) and increases linearly to 500 power (5683 damage) depending on HP lost.

Blocker: Passive.  Chance to block physical attacks.  I got ~50% and NEB got ~1/15, so this needs testing.

Averages:
HP: 4087
MP: 435
ATK: 565
MAG: 531
DP: 453
DEF: 457
RES: 452
EP: 435
HIT: 499
EVA: 457
RFX: 457
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 309
RES: 409

Elvis (form 2)
LV: 55
HP: 17500
MP: 0
ATK: 678
MAG: 743
DP: 421
DEF: 291
RES: 252
EP: 271
HIT: 497
EVA: 286
RFX: 371

Weak: Fire, Wind, Earth
Immune: Water

Starts in Fire Ley Point.  Earth and Water Ley Points are 2 and 4 hexes away respectively.

Skills:
Greased Towel: Adds Detonation status.  Self only.
Rapid Punch: 939 physical damage.  Short range.
Hydro Pressure: 1570 water magical damage.  Long range.

Damages to him:
Carol:
Shoot: 751

Averages:
HP: 3156
MP: 413
ATK: 521
MAG: 503
DP: 519
DEF: 418
RES: 510
EP: 431
HIT: 570
EVA: 394
RFX: 560

Randoms' averages:
DEF: 309
RES: 409

Kartikeya (form 1)
LV: 56
HP: 91750
MP: 0
ATK: 1152
MAG: 940
DP: 372
DEF: 380
RES: 235
EP: 350
HIT: 609
EVA: 407
RFX: 529

Weak: Earth
Immune: Wind

Starts in Fire Ley Point.  Earth and Water Ley Points are 2 hexes away.

Skills:
Bionic Arm [Power 200]: 1834 physical damage.  Short range.  Can counter with this.
Sky Twister [Power 280]: 2169 wind magical damage.  Long range.
Gather: Gathers all allies or enemies into the same hex.  Long range.  Can't be used until turn 5.
Evil Grin: Preparation for Lock-On.  This makes his next turn come quicker.  Can't be used until turn 5.
Lock-On [Power 400]: 4138 physical damage.  Short range.  Evil Grin must've been used on the previous turn.

Averages:
HP: 4144
MP: 441
ATK: 570
MAG: 538
DP: 458
DEF: 470
RES: 463
EP: 440
HIT: 504
EVA: 462
RFX: 462
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 311
RES: 442

Kartikeya (form 2)
LV: 56
HP: 22750
MP: 0
ATK: 912
MAG: 737
DP: 372
DEF: 285
RES: 195
EP: 250
HIT: 589
EVA: 327
RFX: 452

Weak: Earth
Immune: Wind

Earth, Fire, and Water Ley Points are 1, 2, and 4 hexes away respectively.

Skills:
Evil Laugh: Preparation for Lock-On Death.
Lock-On Death: 2989 physical damage.  Instant death (100%?)  Short range.  Evil Grin must've been used on the previous turn.
Sky Twister: 1670 wind magical damage.  Long range.
Bionic Arm: 1165 physical damage.  Short range.
Double Action: Gain an extra turn.
Hyper: Adds ATK/MAG Up status to the hex.

Damages to him:
Greg:
Shoot: 861

Averages:
HP: 5072
MP: 362
ATK: 573
MAG: 584
DP: 449
DEF: 659
RES: 394
EP: 510
HIT: 514
EVA: 404
RFX: 428

Randoms' averages:
DEF: 311
RES: 442

Volsung
LV: 60
HP: 77777
MP: 0
ATK: 1050
MAG: 740
DP: 550
DEF: 250
RES: 420
EP: 340
HIT: 630
EVA: 320
RFX: 420

Weak: Wind
Halve: Fire

Starts in Wind Ley Point.  Earth and Water Ley Points are 2 and 3 hexes away respectively.

Skills:
Gram-Zanber [Power 200]: 1621 physical damage.  Short range.
Isolate: Characters in the hex moved to random hexes.
Hi-Blast [Power 215]: 1675 (1117 non-elemental) wind magical damage.  Long range.  Can't be used until turn 7.
Heavy Crush [Power 230]: 2905 (1936 non-elemental) wind physical damage.  Long range.  Can't be used until turn 3.
Readying Sword!: Preparation for GZ Nemesis.  Makes next turn come quicker.  Can't be used until turn 3.
GZ Nemesis: 10000 fixed damage, ITE.  Long range.  Also leaves Gram-Zanber in the targetted hex, which I think means he can't use any more sword skills until he picks it up or something.  Readying Sword! must've been used on the previous turn.

Averages:
HP: 4244
MP: 452
ATK: 583
MAG: 548
DP: 468
DEF: 479
RES: 474
EP: 450
HIT: 516
EVA: 473
RFX: 475
Damage: 2800 to average (8400 per round) [11000/round with Sonic Vision]
Sonic Vision: 12000

Randoms' averages:
DEF: 360
RES: 378

Volsung (form 2)
Fights with 2x Zone Violator.

Note: Okay, he actually has 2 "forms" here.  He starts out with his sword Gram-Zanber in hand.  These are the first stats listed and the first skillset listed.  Once he uses GZ Nemesis, he loses the sword and gets new stats and a new skillset.  These are the second stats and skillset listed.  HP is shared between these.  Also, he can change back to his original form by moving to the hex where GZ is left (or by using Gather to move it to him).

LV: 70
HP: 99999/99999
MP: 0/0
ATK: 1100/920
MAG: 820/1100
DP: 620/420
DEF: 250/320
RES: 320/250
EP: 380/480
HIT: 760/960
EVA: 330/530
RFX: 540/780

Weak: Wind
Halve: Fire

Wind, Water, and Earth Ley Points are 1, 1, and 2 hexes away respectively.

Skills (with GZ):
Gram-Zanber [Power 200]: 1675 physical damage.  Short range.
Shut Out: Adds Shut Out status to the hex.
Double Action: Gain another turn.  Can't be used until turn 3.
Readying Sword!: Preparation for GZ Nemesis.  Makes next turn come quicker.  Can't be used until turn 3.
GZ Nemesis: 10000 fixed damage, ITE.  Long range.  Also leaves Gram-Zanber in the targetted hex.  Readying Sword! must've been used on the previous turn.
Hi-Blast [Power 215]: 1244 magical damage.  Long range.  Can't be used until turn 5.
Heavy Crush [Power 230]: 2005 physical damage.  Long range.  Can't be used until turn 7.
Gather: Gathers everyone into the same hex.  Can't be used until turn 11.

Skills (without GZ):
Heavy Crush [Power 230]: 1591 physical damage.  Long range.
Double Action: Gain another turn.
Double Kick [Power 200]: 1315 physical damage.  Short range.  Can't be used until turn 3.
Gather: Gathers everyone into the same hex.  Can't be used until turn 3.
Stone Bullet [Power 280]: 2561 earth magical damage.  Long range.  Can't be used until turn 5.
Great Booster: Adds All Stats Up status to the hex.  Can't be used until turn 7.
Hi-Blast [Power 215]: 1846 magical damage.  Long range.  Can't be used until turn 9.

Zone Violator
Fights with Volsung.

LV: 68
HP: 17500
MP: 0
ATK: 772
MAG: 642
DP: 500
DEF: 227
RES: 169
EP: 150
HIT: 529
EVA: 436
RFX: 393

Weak: Water, Earth
Attribute: Golem (Reduces physical damage taken by about 50%.)

Wind, Water, and Earth Ley Points are all accessible on the field.

Skills:
Roundkick [Power 200]: 1251 physical damage.  Short range.
Protect: Adds DEF/RES Up status to the hex.  Long range.
Isolate: Characters in the target hex moved to random hexes.
Hi-Heal: 2568 healing.  Can't be used until turn 3.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 3.
Replace: Trade places with occupants of the target hex.  Can't be used until turn 5.

Averages:
HP: 4729
MP: 500
ATK: 628
MAG: 594
DP: 511
DEF: 525
RES: 519
EP: 492
HIT: 561
EVA: 519
RFX: 523
Damage: 2400 to average (7200 per round) [10000/round with Sonic Vision]
Sonic Vision: 13000

Randoms' averages:
DEF: 423
RES: 450

Legio Volsung

Note: Again, two forms.  Switches between them with Phase Change.  Starts in physical form (listed first), moves to magical form (listed second), and back.

LV: 70
HP: 150000/150000
MP: 0/0
ATK: 995/745
MAG: 745/995
DP: 325/525
DEF: 650/150
RES: 250/650
EP: 325/525
HIT: 750/450
EVA: 450/450
RFX: 540/440

Weak: Water, Wind/Weak: Fire, Earth

Starts in Wind Ley Point.  Fire and Water Ley Points are 2 hexes away.

Skills (physical):
Ultimate Claw P [Power 200]: 1458 physical damage, MT.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.
Great Booster: Adds All Stats Up status to the hex.  Can't be used until turn 2.
Giga Crush [Power 310]: 2553 water physical damage.  Long range.  Can't be used until turn 3.
Giga Crush [Power 310]: 2553 fire magical damage.  Long range.  Can't be used until turn 3.
Phase Change: Changes to magical form.  Can't be used until turn 5.
Heavy Crush [Power 230]: 2340 wind physical damage.  Long range.  Can't be used until turn 7.

Skills (magical):
Begin the End: Preparation for Ruined Genesis.  Makes the next turn come quicker.
Ruined Genesis [Power 345]: 2907 magical damage, MT.  Begin the End must've been used on the previous turn.
Hi-Blast [Power 215]: 2420 wind magical damage.  Long range.  Can't be used until turn 2.
Ultimate Claw B [Power 200]: 958 physical damage, MT.Can't be used until turn 3.
Howl: Delays target's next turn.  Long range.  Can't be used until turn 3.
Magic Buster: 250 MP damage.  Long range.  Can't be used until turn 3.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 5.
Phase Change: Changes to physical form.  Can't be used until turn 8.

Averages:
HP: 4802
MP: 508
ATK: 635
MAG: 601
DP: 517
DEF: 532
RES: 526
EP: 499
HIT: 568
EVA: 523
RFX: 530
Damage: 2400 to average (7200 per round) [10000/round with Sonic Vision]
Sonic Vision: 13000

Randoms' averages:
DEF: 423
RES: 450
« Last Edit: July 18, 2009, 03:29:30 AM by Talaysen »

Talaysen

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Re: Wild ARMs V
« Reply #2 on: December 18, 2007, 09:33:18 PM »
Full boss listing:

Bosses
Camazotz
Lv 3
HP: 980
MP: 0
ATK: 198
MAG: 172
DP: 85
DEF: 32
RES: 28
EP: 52
HIT: 102
EVA: 64
RFX: 108

Immune: Wind
Halve: Earth

Starts on Wind Ley Point.

Skills:
Life Drain: 258 HP drain, ITD.  Long range.
Crush: 274 wind physical damage.  Can be Earth or Water if he moves.  Long range.

Damages to it:
Dean:
Attack: 122

Rebecca:
Shoot: 241

Averages:
LV: 2
HP: 652
MP: 110
ATK: 111
MAG: 96
DP: 127
EP: 124
HIT: 173
EVA: 137
RFX: 131
Damage: 182 (364 per round)

Randoms' averages:
DEF: 106
RES: 70.67

Kalivos
LV: 3
HP: 1324
MP: 0
ATK: 178
MAG: 181
DP: 64
DEF: 103
RES: 88
EP: 72
HIT: 182
EVA: 33
RFX: 142

Halve: Wind
Immune: Earth

Starts on Water Ley Point.

Skills:
Blade Claw: 246 physical damage.
Cross Blade Claw: 284 physical damage.
Cremation: 377 fire damage.

Damages to it:
Dean:
Attack: 200

Rebecca:
Shoot: 188

Averages:
LV: 3
HP: 702
MP: 115
ATK: 116
MAG: 101
DP: 132
EP: 129
HIT: 178
EVA: 142
RFX: 136
Damage: 194 (388 per round)

Randoms' averages:
DEF: 106
RES: 70.67

Gomorrah Toad x2
LV: 5
HP: 1270
MP: 0
ATK: 155
MAG: 182
DP: 142
DEF: 108
RES: 74
EP: 35
HIT: 164
EVA: 103
RFX: 85

Weak: Fire
Halve: Water

One starts on Earth Ley Point, the other on a neutral hex.

Skills:
Bullet Tongue: 210 physical damage.  Short range.
Hydro Pressure: 382 water magical damage.  Long range.
Heal: 364 healing.  Long ranged.

Damages to it:
Dean:
Attack: 289

Rebecca:
Shoot: 214

Avril:
Attack: 195

Averages:
LV: 5
HP: 849
MP: 153
ATK: 159
MAG: 136
DP: 135
EP: 144
HIT: 191
EVA: 164
RFX: 129
Damage: 233 (699 per round)

Randoms' averages:
DEF: 142
RES: 100

Unknown
LV: 6
HP: 3000
MP: 0
ATK: 211
MAG: 206
DP: 272
DEF: 252
RES: 94
EP: 110
HIT: 169
EVA: 124
RFX: 142

Weak: Fore, Water, Wind, Earth (all elements)

Starts on Earth Ley Point

Skills:
Slow Down: RFX/EVA down.  Long ranged.
Tentacle: 261 physical damage.  Short ranged.
Sky Twister: 433 wind magical damage.  Long ranged.

Damages to it:
Dean:
Attack: 198 physical* (Dean was in Detonation mode here)

Rebecca:
Shoot: 76 physical

Avril:
Attack: 47 physical
Blast: 248 magical

Averages:
LV: 6
HP: 799
MP: 163
ATK: 176
MAG: 150
DP: 136
DEF: 113
RES: 147
EP: 146
HIT: 193
EVA: 166
RFX: 123
Damage: ~250 to average (750 per round)

Randoms' averages:
DEF: 155.33
RES: 94.33

Spriggan
LV: 9
HP: 2440
MP: 0
ATK: 230
MAG: 248
DP: 232
DEF: 212
RES: 124
EP: 70
HIT: 207
EVA: 102
RFX: 156

Weak: Wind
Halve: Earth

Starts on Wind Ley Point

Skills:
Stone Bullet: 500 earth magical damage.
Hyperion Ray: 500 magical damage.  Line ranged.

Averages:
LV: 12
HP: 1249
MP: 204
ATK: 191
MAG: 188
DP: 170
EP: 179
HIT: 226
EVA: 199
RFX: 172
Damage: ~250 to average (750 per round)

Randoms' averages:
DEF: 190
RES: 185

Spriggan x2
LV: 10
HP: 3000
MP: 0
ATK: 240
MAG: 228
DP: 192
DEF: 195
RES: 135
EP: 89
HIT: 217
EVA: 112
RFX: 159

Weak: Wind
Halve: Water, Earth

One starts on a Wind Ley Point, the other on a neutral hex.

Skills:
Stone bullet: 382 earth magical damage.  Long ranged.
Hyperion Ray: 385 magical damage.  Line ranged.
Knuckle Blow: 275 physical damage.  Short ranged.
Shut Out: Locks hex.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.

Averages:
LV: 13
HP: 1255
MP: 210
ATK: 196
MAG: 193
DP: 175
EP: 186
HIT: 231
EVA: 207
RFX: 181
Damage: ~250 to average (750 per round)

Randoms' averages:
DEF: 190
RES: 185

Note:  About Sonic Vision.  This is a 50 FP force that allows an auto-crit.  Normally useless but Dean does double damage on criticals, so this is really good for him.  At this point in the game, combination force attacks are probably better for damage/FP output, but those require the right people to be in the same hex which is not incredibly common and leaves you open for double damage from boss attacks (since two people get hit).  So I'll just note down Sonic Vision (which is just a critical hit) damage and use those in the damage averages.  Plus I'm lazy.

Ruin Guard
LV: 15
HP: 3622
MP: 0
ATK: 361
MAG: 335
DP: 299
DEF: 245
RES: 201
EP: 106
HIT: 245
EVA: 123
RFX: 239

Weak: Fire, Wind
Halve: Earth
Immune: Water

Skills:
Slice: 563 physical damage.  Short range.
Crush: 483 physical damage.  Long range.
Heal: 670 healing.
Protect: Adds DEF/RES Up status to the hex.  Long range.

Averages:
LV: 15
HP: 1445 (1407 if you take a hit for Sonic Vision)
MP: 198
ATK: 230
MAG: 206
DP: 186
EP: 211
HIT: 242
EVA: 195
RFX: 191
Damage: ~300 to average (900 per round) [1100/round with Sonic Vision]

Randoms' averages:
DEF: 167
RES: 178

Tarasque Gorath
Fights with Tarasque Mons.

LV: 16
HP: 3690
MP: 0
ATK: 341
MAG: 172
DP: 270
DEF: 208
RES: 112
EP: 150
HIT: 232
EVA: 57
RFX: 193

Attribute: Hard
Weak: Fire
Halve: Water

Starts in Water Ley Point.

Skills:
Biological Missile: 721 physical damage.  Long range.
Big Press: 513 physical damage.  Short range.

Tarasque Mons
LV: 16
HP: 2980
MP: 0
ATK: 349
MAG: 149
DP: 261
DEF: 134
RES: 390
EP: 160
HIT: 342
EVA: 58
RFX: 213

Weak: Wind
Halve: Earth

Starts in Wind Ley Point.

Skills:
Big Press: 496 physical damage.  Short range.
Biological Missile: 652 physical damage.  Long range.

Averages:
LV: 16
HP: 1500 (1475 if you take the hit for Sonic Vision)
MP: 206
ATK: 242
MAG: 212
DP: 192
EP: 216
HIT: 248
EVA: 200
RFX: 185
Damage: ~300 to average (900 per round) [1100/round with Sonic Vision]

Randoms' averages:
DEF: 167
RES: 178

Twilight Venom
LV: 19
HP: 2170
MP: 0
ATK: 325
MAG: 307
DP: 197
DEF: 207
RES: 217
EP: 180
HIT: 227
EVA: 128
RFX: 207

Attribute: Flying
Weak: Fire
Halve: Water
Absorb: Wind

Skills:
Harmful Wave: 329 damage, adds Poison status to the hex.  Line range.
Blast: 298 magic damage.
Quicken: Adds RFX/EVA Up status to the hex.
Heal: 614 healing.

Damages to it:
Dean:
Attack: 406
Sonic Vision: 1200

Carol:
Attack: 280

Averages:
LV: 18, 16
HP: 1673
MP: 198
ATK: 241
MAG: 203
DP: 250
EP: 219
HIT: 236
EVA: 196
RFX: 221
Damage: 343 (686 per round) [960/round with Sonic Vision]

Water Scutum
Fights with Fire Scutum.

LV: 20
HP: 3270
MP: 0
ATK: 305
MAG: 295
DP: 185
DEF: 190
RES: 212
EP: 95
HIT: 310
EVA: 178
RFX: 214

Weak: Fire
Absorb: Water

Skills:
Guard: Reduces damage taken for one turn.
Gather: Gathers all opponents into one hex.
Hydro Pressure: 580 water magic damage.  Long range.
Blade Arm: 416 physical damage.  Short range.

Fire Scutum
Fights with Water Scutum.

LV: 20
HP: 3690
MP: 0
ATK: 295
MAG: 305
DP: 265
DEF: 182
RES: 230
EP: 105
HIT: 248
EVA: 210
RFX: 197

Weak: Water
Absorb: Fire

Skills:
Cremation: 644 fire magic damage.  Long range.
Blade Arm: 358 physical damage.  Short range.

Averages:
LV: 18-19
HP: 1658
MP: 245
ATK: 244
MAG: 228
DP: 227
EP: 222
HIT: 263
EVA: 224
RFX: 223
Damage: ~350 to average (1050 per round) [1300/round with Sonic Vision]
Sonic Vision: 1200

Ramdoms' averages:
DEF: 207
RES: 224

Lizard Man x4
LV: 20
HP: 1472
MP: 0
ATK: 325
MAG: 225
DP: 132
DEF: 290
RES: 277
EP: 107
HIT: 268
EVA: 197
RFX: 206

Weak: Fire
Halve: Water

Skills:
Defender: Passive.  Guards everyone else in the hex an attack.  Only kicks in on physical attacks.
Headslice: 430 physical damage.  Short range.
Gather: Gathers all opponents into a single hex.

Averages:
LV: 22-23
HP: 1980
MP: 250
ATK: 287
MAG: 254
DP: 232
EP: 255
HIT: 304
EVA: 244
RFX: 246
Damage: ~400 to average (1200 per round) [~1500/round with Sonic Vision]
Sonic Vision: 1400

Balam
LV: 22
HP: 4388
MP: 0
ATK: 422
MAG: 315
DP: 354
DEF: 207
RES: 239
EP: 196
HIT: 382
EVA: 197
RFX: 387

Weak: Water
Halve: Fire

Starts out in Water Ley Point.  Wind and Earth Ley Points are 4 and 2 hexes away respectively.

Skills:
Heavy Crush: 1165 water (808 non-elemental after moving) physical damage.  Long range.
Crush: 1262 physical damage.  Long range.
Blast: 471 water (310 non-elemental after moving) magical damage.
Isolate: Teleports everyone in target hex to random hexes.
Warp: Teleports to target hex.
Rip to Shreds: 530 physical damage.  Short range.

Retaliate: Passive.  Reflects physical attacks.

Averages:
LV: 22-23
HP: 1980
MP: 250
ATK: 287
MAG: 254
DP: 232
EP: 255
HIT: 304
EVA: 244
RFX: 246
Damage: ~400 to average (1200 per round) [~1500/round with Sonic Vision]
Sonic Vision: 1400

Randoms' averages:
DEF: 210
RES: 274.5

Elebart
LV: 24
HP: 7570
MP: 0
ATK: 390
MAG: 520
DP: 387
DEF: 210
RES: 275
EP: 127
HIT: 377
EVA: 215
RFX: 270

Weak: Wind
Immune: Earth

Starts in Water Ley Point.

Skills:
Ball Fist: 616 physical damage.  Short range.
Storm Watch: Nothing.  Must use this before the turn he uses Lightning Strike.  Basically a warning to a charge time skill.
Lightning Strike: 1299 magical damage.

Averages:
LV: 22-23
HP: 1980
MP: 250
ATK: 287
MAG: 254
DP: 232
EP: 255
HIT: 304
EVA: 244
RFX: 246
Damage: ~400 to average (1200 per round) [~1500/round with Sonic Vision]
Sonic Vision: 1400

Randoms' averages:
DEF: 210
RES: 274.5

Igoronak x2
LV: 25
HP: 3870
MP: 0
ATK: 404
MAG: 395
DP: 107
DEF: 237
RES: 397
EP: 152
HIT: 470
EVA: 291
RFX: 248

Attribute: Flying
Halve: Water, Wind, Earth

One starts on a Fire Ley Point, the other on a Wind Ley Point.

Skills:
Waver Claw: 563 physical damage.  Short range.
Howl: ?
Replace: Switch hexes with the target.
Hi-Blast: 869 (571 non-elemental if they move) fire/wind (depends on which ones uses it) magical damage.

Averages:
LV: 24
HP: 2052
MP: 257
ATK: 294
MAG: 261
DP: 238
DEF: 247
RES: 253
EP: 261
HIT: 311
EVA: 250
RFX: 252
Damage: ~400 to average (1200 per round) [~1500/round with Sonic Vision]
Sonic Vision: 1400

Randoms' averages:
DEF: 210
RES: 275

Gigamantis
Fights with 2x Roper.

LV: 26
HP: 8540
MP: 0
ATK: 422
MAG: 381
DP: 307
DEF: 217
RES: 177
EP: 187
HIT: 427
EVA: 252
RFX: 232

Weak: Wind
Halve: Fire

Skills:
Scythe: 612 physical damage.  Short range.
Hi-Heal: 1524 healing.

Roper x2
Fights with Gigamantis.

LV: 26
HP: 2240
MP: 0
ATK: 308
MAG: 361
DP: 124
DEF: 291
RES: 347
EP: 179
HIT: 323
EVA: 163
RFX: 268

Weak: Fire
Halve: Water

One starts in Water Ley Point, the other in Earth Ley Point

Skills:
Noxious Stream: 299 damage, adds Disease to the hex.  Line range.
Feeler: 304 physical damage.  Short range.

Averages:
LV: 24-25
HP: 1997
MP: 260
ATK: 289
MAG: 260
DP: 255
EP: 266
HIT: 300
EVA: 246
RFX: 254
Damage: ~450 to average (1350 per round) [1800/round with Sonic Vision]
Sonic Vision: 2200

Randoms' averages:
DEF: 298
RES: 314

Plague Beetle
LV: 27
HP: 9900
MP: 0
ATK: 544
MAG: 457
DP: 297
DEF: 341
RES: 138
EP: 177
HIT: 382
EVA: 222
RFX: 343

Weak: Wind
Halve: Earth

Starts on Water Ley Point.

Skills:
Blade Arm: 830 physical damage.  Short range.
Heavy Crush: 1679 water physical damage.  Long range.

Averages:
LV: 25
HP: 2027
MP: 264
ATK: 292
MAG: 263
DP: 258
EP: 269
HIT: 303
EVA: 248
RFX: 256
Damage: ~450 to average (1350 per round) [1800/round with Sonic Vision]
Sonic Vision: 2200

Randoms' averages:
DEF: 298
RES: 314

Sand Stag
Fights with Sand Crab.

LV: 29
HP: 3900
MP: 0
ATK: 445
MAG: 517
DP: 291
DEF: 282
RES: 329
EP: 197
HIT: 407
EVA: 177
RFX: 272

Weak: Water
Immune: Earth

Starts in Water Ley Point.

Skills:
Slice: 579 physical damage.  Short range.
Stone Bullet: 1118 earth magical damage.  Long range.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.

Sand Crab
Fights with Sand Stag.

LV: 28
HP: 5900
MP: 0
ATK: 417
MAG: 501
DP: 242
DEF: 387
RES: 402
EP: 127
HIT: 327
EVA: 197
RFX: 238

Weak: Fire
Immune: Water

Starts one hex away from Water Ley Point.

Skills:
Maelstrom: 933 water magical damage.  Line range.
Scissor Hands: 717 physical damage.  Short range.
Giant Scissor: 745 physical damage.  Short range.

Averages:
LV: 26-27
HP: 2233
MP: 284
ATK: 301
MAG: 273
DP: 267
EP: 278
HIT: 312
EVA: 259
RFX: 279
Damage: ~450 to average (1350 per round) [1800/round with Sonic Vision]
Sonic Vision: 2200

Ramdoms' averages:
DEF: 291
RES: 263

Rhinoceros
LV: 30
HP: 10200
MP: 0
ATK: 521
MAG: 490
DP: 414
DEF: 385
RES: 287
EP: 171
HIT: 401
EVA: 127
RFX: 258

Weak: Fire
Halve: Water, Earth

Skills:
Crush: 847 (1271 earth after moving) physical damage.  Long range.
Hi-Blast: 744 magical damage.  Long range.
Hyperion Ray: 897 magical damage.  Line range.

Averages:
LV: 27-28
HP: 2330.8
MP: 288.8
ATK: 307.4
MAG: 279.2
DP: 274.2
EP: 281.8
HIT: 316
EVA: 263
RFX: 282.25
Damage: ~460 to average (1380 per round) [1800/round with Sonic Vison]
Sonic Vision: 2200

Ramdoms' averages:
DEF: 291
RES: 263

Axe Gob
Fights with 2x Shotel Gob.

LV: 33
HP: 6300
MP: 0
ATK: 505
MAG: 491
DP: 315
DEF: 290
RES: 337
EP: 178
HIT: 487
EVA: 205
RFX: 263

Halve: Water, Wind, Earth

Starts in Fire Ley Point.  Water and Earth Ley Points are 2 and 4 hexes away respectively.

Skills:
Reckless Charge: 716 physical damage.  Short range.  Counters with this sometimes.
Potion Berry: 1000 fixed healing.

Shotel Gob x2
Fights with Axe Gob.

LV: 32
HP: 2520
MP: 0
ATK: 472
MAG: 336
DP: 267
DEF: 272
RES: 335
EP: 257
HIT: 487
EVA: 257
RFX: 292

Halve: Fire, Wind, Earth

Fire, Water, and Earth Ley Points are 1, 1, and 3 hexes away respectively.

Skills:
Reckless Charge: 666 physical damage.  Short range.  Counters with this sometimes.
Potion Berry: 1000 fixed healing.

Averages:
LV: 33-34
HP: 2624
MP: 317
ATK: 346
MAG: 321
DP: 311
DEF: 321
RES: 317
EP: 312
HIT: 351
EVA: 300
RFX: 304
Damage: ~550 to average (1650 per round) [2100/round with Sonic Vision]
Sonic Vision: 2400

Ramdoms' averages:
DEF: 370.33
RES: 301

Boss Olivier
LV: 34
HP: 8350
MP: 0
ATK: 527
MAG: 512
DP: 271
DEF: 402
RES: 265
EP: 272
HIT: 472
EVA: 167
RFX: 347

Absorb: Fire, Water, Wind, Earth (all elements)
Attribute: Ley Recovery (heals to full if in a Ley Point)

Wind, Water, and Earth Ley Points are 2, 2, and 4 hexes away respectively.

Skills:
Kick: 717 physical damage.  Short range.
Grrrrrr!: 644 damage, adds Disease status to the hex.  Line range.
Forbidden Games: 1129 physical damage, adds Poison status to the hex.  Short range.

Averages:
LV: 33-34
HP: 2624
MP: 317
ATK: 346
MAG: 321
DP: 311
DEF: 321
RES: 317
EP: 312
HIT: 351
EVA: 300
RFX: 304
Damage: ~550 to average (1650 per round) [2100/round with Sonic Vision]
Sonic Vision: 2400

Ramdoms' averages:
DEF: 370
RES: 301

Veruni Soldier x4
LV: 34
HP: 3680
MP: 0
ATK: 397
MAG: 385
DP: 297
DEF: 250
RES: 342
EP: 108
HIT: 488
EVA: 242
RFX: 272

Weak: Wind

Two start on Fire Ley Point.  Earth and Wind are accessible on the field.

Skills:
Hi-Blast: 817/545 fire/non-elemental magical damage.  Long range.
Swind-Down: 456 physical damage.  Short range.
Blast: 569/379 fire/non-elemental magical damage.  Long range.

Blocker: Passive.  Chance to block physical attacks.

Averages:
LV: 34-35
HP: 2877
MP: 313
ATK: 357
MAG: 330
DP: 317
EP: 318
HIT: 357
EVA: 306
RFX: 313
Damage: ~550 to average (1650 per round) [2100/round with Sonic Vision]
Sonic Vision: 2400

Ramdoms' averages:
DEF: 370
RES: 301

Kobold
LV: 36
HP: 8500
MP: 0
ATK: 682
MAG: 560
DP: 347
DEF: 247
RES: 307
EP: 678
HIT: 427
EVA: 255
RFX: 344

Weak: Wind
Absorb: Fire

Attribute: Hard (Increases defense.  I could only pierce it with Dean's critical.)

Starts on Earth Ley Point.  Water and Wind Ley Points are 2 hexes away.

Skills:
Knuckle Blow: 1081 physical damage.  Short range.
Rage: 1254 physical damage.  Short range.
Slow Down: Adds RES/EVA Down status to the hex.

Averages:
LV: 34-35
HP: 2887
MP: 315
ATK: 358
MAG: 331
DP: 318
DEF: 329
RES: 324
EP: 319
HIT: 358
EVA: 307
RFX: 314
Damage: ~550 to average (1650 per round) [2100/round with Sonic Vision]
Sonic Vision: 2400

Ramdoms' averages:
DEF: 370
RES: 301

Chaos
LV: 36
HP: 11500
MP: 0
ATK: 563
MAG: 591
DP: 427
DEF: 382
RES: 377
EP: 307
HIT: 451
EVA: 318
RFX: 467

Weak: Earth
Absorb: Wind

Attribute: Flying

Starts in Fire Ley Point.  Water and Earth Ley Points are 2 hexes away.

Skills:
Blast: 571 fire magical damage.  Long range.
Heavy Crush: 1400 fire physical damage.  Long range.
Hi-Blast: 1400 fire magical damage.  Long range.
Triple Blow: 948 physical damage.  Short range.

Averages:
HP: 2930
MP: 319
ATK: 361
MAG: 335
DP: 327
EP: 321
HIT: 361
EVA: 328
RFX: 329
Damage: 630 to average (1890 per round) [2300/round with Sonic Vision]
Sonic Vision: 2400

Randoms' averages:
DEF: 360
RES: 305.75

Note: I got a King's Crown somewhere around here.  This allows the user to auto-crit on the first turn, so Dean gets Sonic Vision on turn 1 for free.

Nightburn (form 1)
Fights with 2x Veruni Infantryman.

LV: 36
HP: 10500
MP: 0
ATK: 601
MAG: 561
DP: 381
DEF: 295
RES: 331
EP: 177
HIT: 581
EVA: 284
RFX: 418

Weak: Fire
Halve: Wind, Earth

Earth, Wind, and Water Ley Points are 1, 1, and 2 hexes away respectively.

Skills:
Shoot [Power 200]: 869 physical damage.  Short range.
Dual Impulse [Power 275]: 1320 physical damage.  Short range.
Crush [Power 190]: 809 physical damage.  Can't use until turn 3.
Graviton: 50% cHP gravity.  Long range.  Can't use until turn 5.

Veruni Infantryman x2
Fights with Nightburn.

LV: 36
HP: 3230
MP: 0
ATK: 378
MAG: 391
DP: 241
DEF: 283
RES: 341
EP: 167
HIT: 478
EVA: 269
RFX: 321

Skills:
Swing Down [Power 200]: 423 physical damage.  Short range.
Blast [Power 175]: 355 magical damage.  Long range.
Shoot [Power 300]: 801 physical damage.  Short range.  Can't use until turn 3.
Heal [Power 200]: 782 healing.  Can't use until turn 5.

Averages:
HP: 2980
MP: 319
ATK: 372
MAG: 341
DP: 329
DEF: 333
RES: 329
EP: 321
HIT: 366
EVA: 328
RFX: 330
Damage: 630 to average (1890 per round) [2300/round with Sonic Vision]
Sonic Vision: 2400

Randoms' averages:
DEF: 360
RES: 306

Nightburn (form 2)
LV: 36
HP: 5500
MP: 0
ATK: 501
MAG: 421
DP: 361
DEF: 375
RES: 341
EP: 157
HIT: 561
EVA: 264
RFX: 298

Weak: Fire
Halve: Wind, Earth

Starts in Earth Ley Point.  Fire and Water Ley Points are two hexes away.

Skills:
Shoot: 675 physical damage.  Short range.
Dual Impulse: 1051 physical damage.  Short range.
Crush: 937 (625 non-elemental after moving) earth elemental physical damage.  Long range.
Healing Factor: 1000 fixed healing.

Averages:
HP: 3420
MP: 267
ATK: 465
MAG: 290
DP: 335
DEF: 327
RES: 329
EP: 311
HIT: 352
EVA: 326
RFX: 301
Damage: ~800 to average [960/round with Sonic Vision]
Sonic Vision: 2400

Randoms' averages:
DEF: 360
RES: 306

Elbucky
LV: 40
HP: 16969
MP: 0
ATK: 741
MAG: 593
DP: 269
DEF: 219
RES: 781
EP: 198
HIT: 528
EVA: 357
RFX: 598

Weak: Water
Halve: Earth

Wind, Water, and Fire Ley Points are 1, 2, and 3 hexes away respectively.

Skills:
Meowserable [Power 170]: 925 physical damage.  Adds Misery status to the hex.  Line range.
Pussy Willow [Power 200]: 1147 physical damage.  Short range.  Can't use until turn 2.
Crush [Power 180]: 999 physical damage.  Long range.  Can't use until turn 3.
Distracted: Nothing!  Can't use until turn 7.

Averages:
HP: 2842
MP: 314
ATK: 412
MAG: 372
DP: 339
DEF: 335
RES: 331
EP: 327
HIT: 371
EVA: 336
RFX: 332
Damage: ~900 to average (2700 per round) [1100/round with Sonic Vision]
Sonic Vision: 3200

Randoms' averages:
DEF: 269
RES: 451

Toy Chopper
Fights with Toy Bomber and Toy Ripper.

LV: 42
HP: 8780
MP: 0
ATK: 481
MAG: 570
DP: 327
DEF: 311
RES: 401
EP: 197
HIT: 528
EVA: 315
RFX: 275

Weak: Earth
Halve: Fire, Water, Wind

Fire, Water, and Earth Ley Points are 2, 2, and 3 hexes away respectively.

Skills:
Army Axe [Power 200]: 609 physical damage.  Short range.
Rallying Flag: Gathers all allies into the same hex.  Can't use until turn 3.  This never actually works though...
Regenerate: Adds HP Recovery to the hex.  Can't use until turn 5.
Heavy Crush [Power 230]: 753 physical damage.  Long range.  Can't use until turn 5.
Cheer: Hastens the target's next turn.  Can't use until turn 5.

Toy Bomber
Fights with Toy Chopper and Toy Ripper.

LV: 42
HP: 7970
MP: 0
ATK: 550
MAG: 511
DP: 512
DEF: 421
RES: 287
EP: 181
HIT: 497
EVA: 321
RFX: 304

Weak: Fire
Halve: Water, Wind, Earth

Starts in Fire Ley Point.  Water and Earth Ley Points are 2 hexes away.

Skills:
Army Bomb [Power 200]: 747 physical damage.  Short range.
Heavy Crush [Power 230]: 912 physical damage.  Long range.
Ultimate Bomb [Power 250]: 1022 physical damage.  Short range.  Can't use until turn 5.
Isolate: Targets in the hex moved to random hexes.  Can't use until turn 9.

Toy Ripper
Fights with Toy Chopper and Toy Bomber.

LV: 42
HP: 10102
MP: 0
ATK: 568
MAG: 501
DP: 342
DEF: 331
RES: 357
EP: 167
HIT: 508
EVA: 315
RFX: 327

Weak: Water
Halve: Fire, Wind, Earth

Starts in Water Ley Point.  Fire and Earth Ley Points are 2 hexes away.

Skills:
Army Claw [Power 200]: 783 physical damage.  Short range.
Slow Down: Adds RFX/EVA Down status to the hex.
Heavy Crush [Power 230]: 953 physical damage.  Short range.
Almighty Claw [Power 250]: 1067 physical damage.  Short range.  Can't use until turn 3.

Averages:
HP: 3014
MP: 323
ATK: 425
MAG: 380
DP: 346
DEF: 353
RES: 350
EP: 335
HIT: 379
EVA: 350
RFX: 345
Damage: 890 to average (2670 per round) [1100/round with Sonic Vision]
Sonic Vision: 3300

Randoms' averages:
DEF: 224
RES: 428

Prisnum
LV: 43
HP: 28500
MP: 0
ATK: 602
MAG: 567
DP: 392
DEF: 272
RES: 327
EP: 351
HIT: 541
EVA: 327
RFX: 614

Weak: Wind
Immune: Earth

Attribute: Reflect magic

Water, Earth, and Fire Ley Points are 1, 3, and 5 hexes away.

Skills:
Gimlet [Power 200]: 841 physical damage.  Short range.  Can counter with this.
Heavy Crush [Power 230]: 1022 physical damage.  Long range.
Kirlian Buster: 1000/(num chars in hex) fixed damage.  Long range.
Gather: Gathers everyone into the same hex.  Can't use until turn 3.
Psychodelicer [Power 250]: 1054 magical damage.  Line range.  Can't use until turn 5.

Averages:
HP: 3124
MP: 332
ATK: 435
MAG: 393
DP: 355
DEF: 363
RES: 363
EP: 341
HIT: 388
EVA: 357
RFX: 355
Damage: 890 to average (2670 per round) [3300/round with Sonic Vision]
Sonic Vision: 3300

Randoms' averages:
DEF: 224
RES: 428

Veruni Soldier x3
LV: 43
HP: 9700
MP: 0
ATK: 365
MAG: 378
DP: 357
EP: 127
HIT: 526
EVA: 342
RFX: 309

Weak: Wind

Wind, Fire, and Water hexes are accessible on the field.

Skills:
Swing Down [Power 200]: 357 physical damage.  Short range.
Execute [Power 225]: 448 physical damage, instant death (33%).  Short range.
Hi-Blast [Power 215]: 440 magica ldamage.  Long range.
Ring Out: Eject.  Long range.  Can't use until turn 3.
Shoot [Power 300]: 722 physical damage.  Short range.  Can't use until turn 5.

Blocker: Chance to block physical attacks.

Averages:
HP: 3042
MP: 356
ATK: 439
MAG: 404
DP: 366
DEF: 373
RES: 373
EP: 341
HIT: 394
EVA: 383
RFX: 372
Damage: 890 to average (2670 per round) [3300/round with Sonic Vision]
Sonic Vision: 3300

Randoms' averages:
DEF: 224
RES: 428

Standard Model
LV: 41
HP: 18500
MP: 0
ATK: 653
MAG: 603
DP: 484
DEF: 127
RES: 171
EP: 264
HIT: 523
EVA: 291
RFX: 414

Attribute: Golem
Immune: Fire, Wind, Earth

Starts in Earth Ley Point.  Wind and Water Ley Points are 2 hexes away.

Skills:
Golem Punch [Power 200]: 925 physical damage.  Short range.
Heavy Crush [Power 230]: 1121 physical damage.  Long range.
Rolling Smash [Power 300]: 1578 physical damage.  Short range.  Can't use until turn 3.
Graviton: 50% cHP gravity.  Long range.  Can't be used until turn 5.
Shockwave ready: Preparation for Shockwave.  Can't be used until turn 5.
Shockwave [Power 300]: 1578 physical damage.  AoE around self.  Requires Shockwave ready to be used the prior turn.

Averages:
HP: 3042
MP: 356
ATK: 439
MAG: 404
DP: 366
DEF: 381
RES: 379
EP: 341
HIT: 394
EVA: 383
RFX: 372
Damage: 890 to average (2670 per round) [3300/round with Sonic Vision]
Sonic Vision: 3300

Randoms' averages:
DEF: 224
RES: 428

Note: Sonic Vision damage spikes up a bit here due to me finding a Punching Glove (crit becomes Finest Arts).  Finest Arts also appears to ignore defense.

Ice Queen Avril
LV: 48
HP: 29500
MP: 0
ATK: 720
MAG: 815
DP: 355
DEF: 315
RES: 445
EP: 318
HIT: 532
EVA: 372
RFX: 548

Starts in Wind Ley Point.  Earth and Water Ley Points are 2 hexes away.

Skills:
Begone! [Power 200]: 1052 physical damage.  Short range.
4D Pocket: Ejects the target out of the battle temporarily.  Long range.  If the target is the only opponent left, this does nothing.
Hyper: Adds ATK/MAG Up status to the hex.
Hi-Blast [Power 215]: 2049 (1366 non-elemental after moving) wind magical damage.  Long range.  Can't be used until turn 3.
Dark Isolate: ID (25%), moves survivors to random hexes.  Can't be used until turn 5.
Hi-Water [Power 220]: 1407 water magical damage.  Long range.  Can't be used until turn 5.
Life Drain: 1223 HP absorb, MT, ITD.  Can't be used until turn 11.
Mega Berry: 2000 fixed healing.  Can't be used until turn 11.  Short range.

Blocker: Chance to block physical attacks.

Averages:
HP: 3229
MP: 352
ATK: 466
MAG: 417
DP: 378
DEF: 388
RES: 386
EP: 365
HIT: 420
EVA: 381
RFX: 378
Damage: 860 to average (2580 per round) [3900/round with Sonic Vision]
Sonic Vision: 4900

Randoms' averages:
DEF: 323
RES: 433

Nyame x2
Fights with Nyankopen

LV: 49
HP: 10800
MP: 0
ATK: 652
MAG: 732
DP: 345
DEF: 262
RES: 342
EP: 172
HIT: 599
EVA: 632
RFX: 414

Weak: Water
Halve: Fire

Skills:
Pussy Willow [Power 200]: 921 physical damage.  Short range.
Heavy Crush [Power 230]: 1118 physical damage.  Long range.
Replace: Trade places with occupants of the target hex.  Can't be used until turn 3.
Distracted: Nothing!  Can't be used until turn 5.
Meowserable [Power 170]: 724 physical damage, adds Misery status to the hex.  Line range.  Can't be used until turn 5.

Nyankopen
LV: 49
HP: 23700
MP: 0
ATK: 753
MAG: 593
DP: 351
DEF: 299
RES: 392
EP: 291
HIT: 532
EVA: 291
RFX: 305

Weak: Wind
Halve: Earth

Starts in Fire Ley Point.

Skills:
Pussy Willow [Power 200]: 1113 physical damage.  Short range.
Distracted: Nothing!
Isolate: Moves occupants of the hex to random hexes.
Hi-Blast [Power 215]: 893 magical damage.  Long range.  Can't be used until turn 5.
Meowserable [Power 170]: 887 physical damage, adds Misery status to the hex.  Line range.  Can't be used until turn 11.

Averages:
HP: 3314
MP: 361
ATK: 473
MAG: 425
DP: 385
DEF: 393
RES: 392
EP: 372
HIT: 428
EVA: 394
RFX: 386
Damage: 1100 to average (3300 per round) [4800/round with Sonic Vision]
Sonic Vision: 5900

Randoms' averages:
DEF: 297
RES: 398

Chimera (A)
Fights with Chimera (B) and Chimera (C).

LV: 50
HP: 13800
MP: 0
ATK: 652
MAG: 507
DP: 365
DEF: 291
RES: 386
EP: 172
HIT: 587
EVA: 344
RFX: 305

Weak: Wind
Halve: Earth
Immune: Water

Starts in Wind Ley Point.  Earth and Fire Ley Points are 2 hexes away.

Skills:
Hi-Blast [Power 215]: 952 (699 non-elemental after moving) wind magical damage.  Long range.
Gather: Gathers everyone into the same hex.  Can't use until turn 2.
Sky Twister [Power 280]: 1028 wind magical damage.  Long range.  Can't be used until turn 3.
Merge: Merges with the other two Chimeras to form Chimera (D).  Can only be used if they are in the same hex.

Chimera (B)
Fights with Chimera (A) and Chimera (C).

LV: 50
HP: 15800
MP: 0
ATK: 661
MAG: 448
DP: 512
DEF: 271
RES: 494
EP: 228
HIT: 555
EVA: 352
RFX: 337

Weak: Wind
Halve: Earth
Immune: Fire
Attribute: Resistant (Immunes all magic.)

Fire, Wind, and Earth Ley Points are 1, 1, and 2 hexes away respectively.

Skills:
Hi-Blast [Power 215]: 572 magical damage.  Long range.
Gather: Gathers everyone into the same hex.  Can't use until turn 3.
Stone Bullet [Power 280]: 863 earth magical damage.  Long range.  Can't be used until turn 3.
Dispel: Dispels (duh).  Long range.  Can't be used until turn 5.
Merge: Merges with the other two Chimeras to form Chimera (D).  Can only be used if they are in the same hex.

Chimera (C)
Fights with Chimera (A) and Chimera (B).

LV: 50
HP: 16800
MP: 0
ATK: 697
MAG: 589
DP: 457
DEF: 267
RES: 398
EP: 281
HIT: 544
EVA: 398
RFX: 431

Weak: Fire
Immune: Water

Wind, Fire, and Earth hexes are 1, 2, and 3 hexes away respectively.

Skills:
Hi-Blast [Power 215]: 875 magical damage.  Long range.
Hydro Pressure [Power 280]: 1258 water magical damage.  Long range.
Gather: Gathers everyone into the same hex.  Can't use until turn 3.
Merge: Merges with the other two Chimeras to form Chimera (D).  Can only be used if they are in the same hex.

Chimera (D)
LV: 50
HP: 99999
MP: 0
ATK: 750
MAG: 860
DP: 481
DEF: 9999
RES: 9999
EP: 112
HIT: 558
EVA: 366
RFX: 378

Immune: Fire, Water, Wind, Earth (all elements)

Note: Isolate seperates the parts.  Clearly Arnaud bait.

Skills:
Smack Down [Power 200]: 1107 physical damage.  Short range.
Hi-Blast [Power 215]: 1458 magical damage.  Long range.
Heavy Crush [Power 230]: 1332 physical damage.  Long range.  Can't be used until turn 3.
Isolate: Moves characters into random hexes.  Long range.  Can't be used until turn 5.  (Usually uses this on himself.)
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 7.

Averages:
HP: 3314
MP: 361
ATK: 473
MAG: 425
DP: 385
DEF: 393
RES: 392
EP: 372
HIT: 428
EVA: 394
RFX: 386
Damage: 1100 to average (3300 per round) [4800/round with Sonic Vision]
Sonic Vision: 5900

Randoms' averages:
DEF: 297
RES: 398
« Last Edit: July 18, 2009, 03:30:02 AM by Talaysen »

Talaysen

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Re: Wild ARMs V
« Reply #3 on: December 18, 2007, 09:42:46 PM »
Note:  The next 12 bosses are all in 4 towers (3 per tower).  The towers can be done in any order.  I did them in the order from lowest levelled bosses to highest levelled bosses, since that seems to be the "right" way despite the game giving no indication otherwise.  Also, the last boss of every tower has two forms.  The first is a normal fight, while the second is a duel.  They are two seperate fights but you don't recover MP between them.  The averages I listed for the duels are the stats of the person fighting in the duel.  If you want to use the average of all members, just look to their normal form, the numbers should be close enough.

Iron Maiden x2
LV: 53
HP: 26200
MP: 0
ATK: 806
MAG: 726
DP: 391
DEF: 287
RES: 401
EP: 351
HIT: 612
EVA: 372
RFX: 419

Weak: Water
Immune: Fire

One starts in Fire Ley Point.  Wind and Ice Ley Points are also accessible.

Skills:
Executioner [Power 200]: 1185 physical damage.  Short range.
Quicken: Adds RFX/EVA Up status to the hex.  Long range.
Hyperion Ray [Power 250]: 1588 damage.  Line range.  Can't be used until turn 3.
Finger Bullet [Power 280]: 1830 physical damage.  Short range.  Can't be used until turn 3.
Gravity Earth: 75% cHP gravity.  Long range.  Can't be used until turn 3.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 5.

Defender: Passive.  Guards allies in the hex from damage.

Averages:
HP: 3564
MP: 391
ATK: 524
MAG: 494
DP: 417
DEF: 427
RES: 421
EP: 399
HIT: 461
EVA: 419
RFX: 416
Damage: 1600 (4800 per round) [7300/round with Sonic Vision]
Sonic Vision: 10000

Randoms' averages:
DEF: 314
RES: 396

Leonhart
LV: 53
HP: 45800
MP: 0
ATK: 872
MAG: 811
DP: 451
DEF: 291
RES: 321
EP: 351
HIT: 576
EVA: 359
RFX: 584

Weak: Water
Immune: Fire

Starts in Earth Ley Point.  Water and Fire Ley Points are 2 hexes away.

Skills:
Blade Arm [Power 200]: 1311 physical damage.  Sort range.
Replace: Trades places with occupants of the target hex.  Can't use this until turn 3.
Howl: Delays target's turn.  Long range.  Can't use this until turn 3.
Uncensored Spell?: 2500 fixed damage.  Can't use this until turn 5.

Averages:
HP: 3629
MP: 398
ATK: 531
MAG: 500
DP: 423
DEF: 433
RES: 428
EP: 405
HIT: 467
EVA: 425
RFX: 423
Damage: 1600 (4800 per round) [7300/round with Sonic Vision]
Sonic Vision: 10000

Randoms' averages:
DEF: 314
RES: 396

Persephone (form 1)
LV: 53
HP: 76000
MP: 0
ATK: 852
MAG: 891
DP: 388
DEF: 300
RES: 431
EP: 221
HIT: 583
EVA: 381
RFX: 512

Weak: Water
Immune: Fire

Starts in Wind Ley Point.  Fire and Earth Ley Points are 2 and 3 hexes away respectively.

Skills:
Hard Attack [Power 200]: 1269 physical damage.  Short range.
Quicken: Adds RFX/EVA Up status to the hex.
Target: ON: Preparation for Gattling Gun.  Makes her next turn come quicker.  Can't be used until turn 3.
Gattling Gun: 9000/(number of characters in hex) fixed damage.  Short range.  Target: ON must've been used on the previous turn.
Cremation [Power 280]: 2065 fire magical damage.  Long range.  Can't be used until turn 5.
Replace: Trades places with occupants of the target hex.  Can't be used until turn 5.
Healing Factor: 5000 fixed healing.  Long range.  Can't be used until turn 9.

Averages:
HP: 3649
MP: 400
ATK: 533
MAG: 502
DP: 425
DEF: 435
RES: 429
EP: 406
HIT: 469
EVA: 426
RFX: 425
Damage: 1600 (4800 per round) [7300/round with Sonic Vision]
Sonic Vision: 10000

Randoms' averages:
DEF: 314
RES: 396

Persephone (form 2)
LV: 53
HP: 15200
MP: 0
ATK: 752
MAG: 781
DP: 328
DEF: 225
RES: 281
EP: 221
HIT: 583
EVA: 341
RFX: 412

Weak: Water
Immune: Fire

Skills:
Quicken: Adds RFX/EVA Up to the hex.
Mirror Wall: Reflects back physical damage for one turn.
Mirror Coat: Reflects back magical damage for one turn.
Hard Attack: 1091 physical damage.  Short range.
Cremation: 1751 fire magical damage.  Long range.

Damages to her:
Rebecca:
Shoot: 673

Averages:
HP: 3474
MP: 495
ATK: 462
MAG: 548
DP: 395
DEF: 413
RES: 436
EP: 422
HIT: 486
EVA: 417
RFX: 416

Note: I made a Sheriff Star at this point (I actually had the materials to do it earlier but didn't realize it).  I gave it to Dean.

Ghost Rider
LV: 54
HP: 38200
MP: 0
ATK: 888
MAG: 731
DP: 512
DEF: 323
RES: 391
EP: 257
HIT: 559
EVA: 427
RFX: 517

Immune to Misery.

Weak: Wind
Halve: Fire

Wind, Fire, and Earth Ley Points are 1, 2, and 4 hexes away respectively.

Skills:
Broad Sword [Power 200]: 1334 physical damage.  Short range.
Night Fencer [Power 250]: 1778 physical damage.  Short range.
Melancholy Breath: 1067 damage, adds Misery status to the hex.  Line range.
Gather: Gathers everyone into the same hex.  Long range.  Can't be used until turn 3.
Stab [Power 300]: 2222 physical damage.  Short range.  Can't be used until turn 5.

Averages:
HP: 3852
MP: 412
ATK: 541
MAG: 509
DP: 432
DEF: 442
RES: 437
EP: 416
HIT: 477
EVA: 404
RFX: 433
Damage: 2000 (6000 per round) [8500/round with Sonic Vision]
Sonic Vision: 11000

Randoms' averages:
DEF: 363
RES: 385

Gremlin
LV: 54
HP: 28200
MP: 0
ATK: 912
MAG: 742
DP: 481
DEF: 202
RES: 222
EP: 172
HIT: 562
EVA: 431
RFX: 451

Starts in Water Ley Point.  Wind and Earth Ley Points are 2 hexes away.

Skills:
16t [Power 200]: 1327 physical damage.  Short range.
Bitter Smile: Nothing!  Can't use until turn 3.
480t [Power 250]: 1771 physical damage.  Short range.
Ready to reset?: Preparation for Reset.  Can't use until turn 9.
Reset: Resets the battle.  Ready to reset? must've been used on the previous turn.

Averages:
HP: 3937
MP: 421
ATK: 549
MAG: 517
DP: 440
DEF: 450
RES: 445
EP: 421
HIT: 485
EVA: 442
RFX: 441
Damage: 2000 (6000 per round) [8500/round with Sonic Vision]
Sonic Vision: 11000

Randoms' averages:
DEF: 363
RES: 385

Fereydoon (form 1)
LV: 54
HP: 96200
MP: 0
ATK: 890
MAG: 762
DP: 420
DEF: 301
RES: 381
EP: 281
HIT: 714
EVA: 379
RFX: 621

Weak: Wind
Immune: Earth

Starts in Fire Ley Point.  Water and Earth Ley Points are 2 and 3 hexes away respectively.

Skills:
Slice [Power 200]: 1327 physical damage.  Short range.
Jump: Move to any hex.
Stone Bullet [Power 280]: 1686 earth magical damage.  Long range.
Concentrating...: Preparation for Laser Silhouette.  Makes next turn come quicker.  Can't use until turn 3.
Laser Silhouette [Power 5000]: 5000 fixed physical damage, instant Death (100%).  Short range.  ITE.
Concentrating... must've been used on the previous turn.
Healing Factor: 5000 fixed healing.  Can't use until turn 5.
Protect: Adds DEF/RES Up status to the hex.  Can't be used until turn 5.

Averages:
HP: 4004
MP: 423
ATK: 552
MAG: 520
DP: 442
DEF: 453
RES: 448
EP: 424
HIT: 488
EVA: 445
RFX: 444
Damage: 2000 (6000 per round) [8500/round with Sonic Vision]
Sonic Vision: 11000

Randoms' averages:
DEF: 363
RES: 385

Fereydoon (form 2)
LV: 54
HP: 17800
MP: 0
ATK: 790
MAG: 692
DP: 420
DEF: 241
RES: 331
EP: 281
HIT: 704
EVA: 339
RFX: 381

Weak: Wind
Immune: Earth

Water, Earth, and Wind Ley Points are 1, 1, and 3 hexes away respectively.

Skills:
Red Zone: Gain Detonation status.  Raises all stats by 100.
Slice: 1141 physical damage.  Short range.
Stone Bullet: 1469 earth magical damage.  Long range.

Damages to him:
Chuck:
Attack: 873

Averages:
HP: 4118
MP: 336
ATK: 557
MAG: 421
DP: 438
DEF: 439
RES: 421
EP: 387
HIT: 436
EVA: 539
RFX: 497

Randoms' averages:
DEF: 363
RES: 385

Sea Bishop x2
LV: 55
HP: 23789
MP: 0
ATK: 911
MAG: 711
DP: 400
DEF: 218
RES: 431
EP: 289
HIT: 619
EVA: 391
RFX: 342

Weak: Fire
Active: Water

One starts in Wind Ley Point.  Water and Earth Ley Points are accessible on the field.

Skills:
Tentacle [Power 200]: 1365 physical damage.  Short range.
Noxious Stream: 1049 damage, adds Disease status to the hex..  Line range.
Hydro Pressure [Power 280]: 1541 water magical damage.  Long range.  Can't be used until turn 3.
Deep breath...: Preparation for Poison Gas Jet.  Can't be used until turn 5.
Poison Gas Jet [Power 250]: 1821 physical damage, adds Poison status to the hex.  AoE around self.  Deep breath... must've been used on the previous turn.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 7.

Averages:
HP: 3977
MP: 425
ATK: 555
MAG: 524
DP: 446
DEF: 457
RES: 450
EP: 428
HIT: 491
EVA: 450
RFX: 449
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 299
RES: 475

Pethamenos
LV: 55
HP: 43500
MP: 0
ATK: 808
MAG: 972
DP: 408
DEF: 351
RES: 266
EP: 210
HIT: 612
EVA: 427
RFX: 581

Weak: Wind
Halve: Fire
Absorb: Water

Immune to Misery status.

Starts in Water Ley Point.  Wind and Earth Ley Points are 2 hexes away.

Skills:
Getting ready...: Preparation for Candle in the Wind.  Makes next turn come quicker.
Candle in the Wind: HP->1, MT.  Getting ready... must've been used on the previous turn.
Hi-Blast [Power 215]: 2448 (1632 non-elemental after moving) water magical damage.  Long range.
One-Two Punch [Power 200]: 1153 physical damage.  Short range.  Can't be used until turn 3.
Melancholy Breath: 911 damage, adds Misery status to the hex.  Line range.  Can't be used until turn 5.
Heavy Crush [Power 230]: 2093 (1395 non-elemental after moving) water physical damage.  Long range.  Can't be used until turn 7.
Isolate: Moves characters into random hexes.  Long range.  Can't be used until turn 7.

Averages:
HP: 4070
MP: 434
ATK: 563
MAG: 530
DP: 452
DEF: 463
RES: 458
EP: 433
HIT: 497
EVA: 455
RFX: 451
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 309
RES: 409

Elvis (form 1)
LV: 55
HP: 86500
MP: 0
ATK: 1228
MAG: 921
DP: 421
DEF: 351
RES: 272
EP: 371
HIT: 587
EVA: 316
RFX: 631

Weak: Fire, Wind, Earth
Immune: Water

Starts on Wind Ley Point.  Water and Fire Ley Points are 2 and 3 hexes away respectively.

Skills:
Rapid Punch [Power 200]: 1999 physical damage.  Short range.
Hydro Pressure [Power 280]: 2126 water magical damage.  Long range.
React Plus: Adds DP/EP Up status to the hex.  Long range.  Can't be used until turn 5.
Ready yourselves!: Preparation for Variant Attack.  Makes next turn come quicker.  Can't be used until turn 5.
Variant Attack: "Returns damage to the character that dealt it.  Target: Enemy HEX (Adjacent)"  I'm not actually sure how this works.  Ready yourselves! must've been used on the previous turn.

Blocker: Passive.  50% chance to block physical attacks.

Averages:
HP: 4087
MP: 435
ATK: 565
MAG: 531
DP: 453
DEF: 457
RES: 452
EP: 435
HIT: 499
EVA: 457
RFX: 457
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 309
RES: 409

Elvis (form 2)
LV: 55
HP: 17500
MP: 0
ATK: 678
MAG: 743
DP: 421
DEF: 291
RES: 252
EP: 271
HIT: 497
EVA: 286
RFX: 371

Weak: Fire, Wind, Earth
Immune: Water

Starts in Fire Ley Point.  Earth and Water Ley Points are 2 and 4 hexes away respectively.

Skills:
Greased Towel: Adds Detonation status.  Self only.
Rapid Punch: 939 physical damage.  Short range.
Hydro Pressure: 1570 water magical damage.  Long range.

Damages to him:
Carol:
Shoot: 751

Averages:
HP: 3156
MP: 413
ATK: 521
MAG: 503
DP: 519
DEF: 418
RES: 510
EP: 431
HIT: 570
EVA: 394
RFX: 560

Randoms' averages:
DEF: 309
RES: 409

Skyfish x2
LV: 56
HP: 24750
MP: 0
ATK: 824
MAG: 724
DP: 419
DEF: 391
RES: 401
EP: 209
HIT: 647
EVA: 482
RFX: 407

Weak: Fire, Earth
Absorb: Water, Wind
Attribute: Flying

Earth, Water, and Fire Ley Points are accessible on the field.

Skills:
Tail Smash [Power 200]: 1178 physical damage.  Short range.  Can't be used until turn 5.  Can counter with this.
Hydro Pressure [Power 280]: 1564 water magical damage.  Long range.
Sky twister [Power 280]: 1564 wind magical damage.  Long range.  Can't be used until turn 3.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.

Averages:
HP: 4144
MP: 441
ATK: 570
MAG: 538
DP: 458
DEF: 470
RES: 463
EP: 440
HIT: 504
EVA: 462
RFX: 462
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 311
RES: 442

Jupilasect
LV: 56
HP: 42750
MP: 0
ATK: 832
MAG: 808
DP: 381
DEF: 362
RES: 400
EP: 364
HIT: 497
EVA: 412
RFX: 592

Weak: Fire
Absorb: Wind
Attribute: Flying

Earth, Fire, and Water Ley Points are 1, 3, and 4 hexes away respectively.

Skills:
Dive [Power 200]: 1194 physical damage.  Short range.  Can't use until turn 5.
Hi-Blast [Power 215]: 1274 magical damage.  Long range.
Replace: Trade places with the occupants of the target hex.  Can't use until turn 3.
Hydro Pressure [Power 280]: 1799 water magical damage.  Long range.
Bloodsucker: 2020 HP absorb.  ITD.  Long range.  Can't use until turn 9.
Dark Isolate: ID (25%), moves survivers to random hexes.  MT.

Averages:
HP: 4144
MP: 441
ATK: 570
MAG: 538
DP: 458
DEF: 470
RES: 463
EP: 440
HIT: 504
EVA: 462
RFX: 462
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 311
RES: 442

Kartikeya (form 1)
LV: 56
HP: 91750
MP: 0
ATK: 1152
MAG: 940
DP: 372
DEF: 380
RES: 235
EP: 350
HIT: 609
EVA: 407
RFX: 529

Weak: Earth
Immune: Wind

Starts in Fire Ley Point.  Earth and Water Ley Points are 2 hexes away.

Skills:
Bionic Arm [Power 200]: 1834 physical damage.  Short range.  Can counter with this.
Sky Twister [Power 280]: 2169 wind magical damage.  Long range.
Gather: Gathers all allies or enemies into the same hex.  Long range.  Can't be used until turn 5.
Evil Grin: Preparation for Lock-On.  This makes his next turn come quicker.  Can't be used until turn 5.
Lock-On [Power 400]: 4138 physical damage.  Short range.  Evil Grin must've been used on the previous turn.

Averages:
HP: 4144
MP: 441
ATK: 570
MAG: 538
DP: 458
DEF: 470
RES: 463
EP: 440
HIT: 504
EVA: 462
RFX: 462
Damage: 2100 to average (6300 per round) [9100/round with Sonic Vision
Sonic Vision: 11000

Randoms' averages:
DEF: 311
RES: 442

Kartikeya (form 2)
LV: 56
HP: 22750
MP: 0
ATK: 912
MAG: 737
DP: 372
DEF: 285
RES: 195
EP: 250
HIT: 589
EVA: 327
RFX: 452

Weak: Earth
Immune: Wind

Earth, Fire, and Water Ley Points are 1, 2, and 4 hexes away respectively.

Skills:
Evil Laugh: Preparation for Lock-On Death.
Lock-On Death: 2989 physical damage.  Instant death (100%?)  Short range.  Evil Grin must've been used on the previous turn.
Sky Twister: 1670 wind magical damage.  Long range.
Bionic Arm: 1165 physical damage.  Short range.
Double Action: Gain an extra turn.
Hyper: Adds ATK/MAG Up status to the hex.

Damages to him:
Greg:
Shoot: 861

Averages:
HP: 5072
MP: 362
ATK: 573
MAG: 584
DP: 449
DEF: 659
RES: 394
EP: 510
HIT: 514
EVA: 404
RFX: 428

Randoms' averages:
DEF: 311
RES: 442

Note: Three members are forced to stay behind to find this boss while the other three will climb the tower.  I chose Greg, Rebecca, and Chuck for this fight.  Your mileage may vary.  For averages and damages, first number is against average for this party, second number is against average with all characters.

Gehenna Neros
LV: 57
HP: 97000
MP: 0
ATK: 1020
MAG: 900
DP: 510
DEF: 310
RES: 380
EP: 480
HIT: 620
EVA: 410
RFX: 660

Weak: Earth

Starts in Water Ley Point.  Fire and Wind Ley Points are 2 and 3 hexes away respectively.

Skills:
Doppleganger: Makes a clone of himself.  Clone has the same stats except 1/10 the HP and is weak to all elements.  He can only make two clones total.
Hi-Blast [Power 215]: 2324/2217 (1549/1478 non-elemental after moving) water magical damage.  Long range.
Gather: Gathers everyone into the same hex.  Can't be used until turn 3.
Life Drain: 1229/1272 HP absorb.  Long range.  Can't be used until turn 3.
Stare Down: Delays target's next turn.  Can't be used until turn 5.

Clone's Skills:
Heavy Crush [Power 230]: 2762/2826 (1841/1884 non-elemental after moving) water physical damage.  Long range.
Hi-Blast [Power 215]: 2324/2217 (1549/1478 non-elemental after moving) water magical damage.  Long range.
Gather: Gathers everyone into the same hex.
Stare Down: Delays target's next turn.  Can't be used until turn 5.
Life Drain: 1350 HP absorb, ITD.  Long range.  Can't be used until turn 5.

Damages to them:
Rebecca:
Shoot: 664
Hi-Blast: 1636
Flower Barrage [50 FP]: 2523
Corono Fall [50 FP]: 2729

Greg:
Shoot: 776
Corono Fall [50 FP]: 2729

Chuck:
Attack: 854
Flower Barrage [50 FP]: 2523

Averages:
HP: 4148/4065
MP: 405/434
ATK: 537/565
MAG: 561/532
DP: 432/452
DEF: 505/462
RES: 386/457
EP: 445/434
HIT: 484/499
EVA: 462/457
RFX: 454/457
Damage: 1089 (3267 per round) [3759/round with force abilities]

Vagesta
LV: 58
HP: 97079
MP: 0
ATK: 989
MAG: 989
DP: 505
DEF: 202
RES: 303
EP: 404
HIT: 707
EVA: 404
RFX: 823

Weak: Wind
Absorb: Earth

Earth, Fire, and Wind Ley Points are 1, 2, and 4 hexes away respectively.

Skills:
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.
Storm Blade: 2221/2303 wind magical damage.  Long range.
Whip Arm: 1526/1491 physical damage.  Short range.
Maelstrom: 2221/2303 water magical damage.  Line range.
Volcanic Trap: 2221/2303 fire magical damage.  Line range.
Ground Tremor: 2221/2303 earth magical damage.  Line range.

Averages:
HP: 4097/4123
MP: 480/443
ATK: 609/573
MAG: 517/539
DP: 487/460
DEF: 435/470
RES: 548/466
EP: 438/441
HIT: 530/507
EVA: 466/464
RFX: 476/465
Damage: 2800 to average (8400 per round) [11000/round with Sonic Vision]
Sonic Vision: 12000

Randoms' averages:
DEF: 360
RES: 378

Volsung
LV: 60
HP: 77777
MP: 0
ATK: 1050
MAG: 740
DP: 550
DEF: 250
RES: 420
EP: 340
HIT: 630
EVA: 320
RFX: 420

Weak: Wind
Halve: Fire

Starts in Wind Ley Point.  Earth and Water Ley Points are 2 and 3 hexes away respectively.

Skills:
Gram-Zanber [Power 200]: 1621 physical damage.  Short range.
Isolate: Characters in the hex moved to random hexes.
Hi-Blast [Power 215]: 1675 (1117 non-elemental) wind magical damage.  Long range.  Can't be used until turn 7.
Heavy Crush [Power 230]: 2905 (1936 non-elemental) wind physical damage.  Long range.  Can't be used until turn 3.
Readying Sword!: Preparation for GZ Nemesis.  Makes next turn come quicker.  Can't be used until turn 3.
GZ Nemesis: 10000 fixed damage, ITE.  Long range.  Also leaves Gram-Zanber in the targetted hex, which I think means he can't use any more sword skills until he picks it up or something.  Readying Sword! must've been used on the previous turn.

Averages:
HP: 4244
MP: 452
ATK: 583
MAG: 548
DP: 468
DEF: 479
RES: 474
EP: 450
HIT: 516
EVA: 473
RFX: 475
Damage: 2800 to average (8400 per round) [11000/round with Sonic Vision]
Sonic Vision: 12000

Randoms' averages:
DEF: 360
RES: 378

Karian Sentinel
LV: 62
HP: 37800
MP: 0
ATK: 912
MAG: 891
DP: 489
DEF: 257
RES: 331
EP: 210
HIT: 560
EVA: 397
RFX: 350

Weak: Water
Attribute: Golem (Reduces physical damage taken by about half.)

Water, Fire, and Earth Ley Points are accessible on the field.

Skills:
Golem Punch [Power 200]: 1341 physical damage.  Short range.
Storm Blade [Power 280]: 2016 wind magical damage.  Line range.
Shockwave ready: Preparation for Shockwave.
Shockwave [Power 300]: 2253 physical damage.  AoE around self.  Shockwave ready must've been used on the previous turn.
Rolling Smash [Power 300]: 2253 physical damage.  Short range.  Can't be used until turn 3.
Great Booster: Adds All Stats Up status to the hex.  Can't be used until turn 5.

Averages:
HP: 4292
MP: 457
ATK: 587
MAG: 553
DP: 472
DEF: 483
RES: 479
EP: 454
HIT: 520
EVA: 478
RFX: 479
Damage: 2800 to average (8400 per round) [11000/round with Sonic Vision]
Sonic Vision: 12000

Randoms' averages:
DEF: 360
RES: 378

Titanius
LV: 65
HP: 127500
MP: 0
ATK: 1022
MAG: 1082
DP: 481
DEF: 278
RES: 472
EP: 424
HIT: 712
EVA: 387
RFX: 608

Weak: Wind
Absorb: Earth

Wind, Fire, and Water Ley Points are 1, 3, and 3 hexes away.

Skills:
Mega Crusher [Power 200]: 1554 physical damage.  Short range.
Melancholy Breath: 1248 physical damage, adds Misery status to the hex.  Line range.
Heavy Crush [Power 230]: 1861 physical damage.  Long range.  Can't be used until turn 5.
Gather: Gathers everyone into the same hex.
Giga Crush [Power 310]: 2679 earth physical damage.  Long range.  Can't be used until turn 5.
FP Buster: 100 FP damage.  Can't be used until turn 5.

Averages:
HP: 4357
MP: 464
ATK: 586
MAG: 559
DP: 478
DEF: 490
RES: 485
EP: 460
HIT: 526
EVA: 484
RFX: 485
Damage: 2400 to average (7200 per round) [10000/round with Sonic Vision]
Sonic Vision: 13000

Randoms' averages:
DEF: 423
RES: 450

Garyugossa x2
LV: 67
HP: 68500
MP: 0
ATK: 878
MAG: 920
DP: 620
DEF: 331
RES: 249
EP: 217
HIT: 787
EVA: 439
RFX: 587

Weak: Earth
Immune: Wind
Attribute: Flying (Extra evade against melee attacks, take extra damage from missiles.)

One starts in Wind Ley Point.  Fire and Earth Ley Points are accessible on the field.

Skills:
Double Shock [Power 200]: 1249 physical damage.  Short range.
Dark Isolate: ID, 25%.  Survivors are moved to random hexes.
Shockwave ready: Preparation for Shockwave.  Makes next turn come quicker.  Can't be used until turn 3.
Shockwave [Power 300]: 2127 physical damage.  AoE aroound self.  Shockwave ready must've been used on the previous turn.
Shut Out: Adds Shut Out status to the hex.  Can't be used until turn 5.
Replace: Trade places with occupants of the target hex.  Long range.  Can't be used until turn 9.

Averages:
HP: 4479
MP: 482
ATK: 610
MAG: 577
DP: 494
DEF: 507
RES: 502
EP: 476
HIT: 543
EVA: 501
RFX: 504
Damage: 2400 to average (7200 per round) [10000/round with Sonic Vision]
Sonic Vision: 13000

Randoms' averages:
DEF: 423
RES: 450

Volsung (form 2)
Fights with 2x Zone Violator.

Note: Okay, he actually has 2 "forms" here.  He starts out with his sword Gram-Zanber in hand.  These are the first stats listed and the first skillset listed.  Once he uses GZ Nemesis, he loses the sword and gets new stats and a new skillset.  These are the second stats and skillset listed.  HP is shared between these.  Also, he can change back to his original form by moving to the hex where GZ is left (or by using Gather to move it to him).

LV: 70
HP: 99999/99999
MP: 0/0
ATK: 1100/920
MAG: 820/1100
DP: 620/420
DEF: 250/320
RES: 320/250
EP: 380/480
HIT: 760/960
EVA: 330/530
RFX: 540/780

Weak: Wind
Halve: Fire

Wind, Water, and Earth Ley Points are 1, 1, and 2 hexes away respectively.

Skills (with GZ):
Gram-Zanber [Power 200]: 1675 physical damage.  Short range.
Shut Out: Adds Shut Out status to the hex.
Double Action: Gain another turn.  Can't be used until turn 3.
Readying Sword!: Preparation for GZ Nemesis.  Makes next turn come quicker.  Can't be used until turn 3.
GZ Nemesis: 10000 fixed damage, ITE.  Long range.  Also leaves Gram-Zanber in the targetted hex.  Readying Sword! must've been used on the previous turn.
Hi-Blast [Power 215]: 1244 magical damage.  Long range.  Can't be used until turn 5.
Heavy Crush [Power 230]: 2005 physical damage.  Long range.  Can't be used until turn 7.
Gather: Gathers everyone into the same hex.  Can't be used until turn 11.

Skills (without GZ):
Heavy Crush [Power 230]: 1591 physical damage.  Long range.
Double Action: Gain another turn.
Double Kick [Power 200]: 1315 physical damage.  Short range.  Can't be used until turn 3.
Gather: Gathers everyone into the same hex.  Can't be used until turn 3.
Stone Bullet [Power 280]: 2561 earth magical damage.  Long range.  Can't be used until turn 5.
Great Booster: Adds All Stats Up status to the hex.  Can't be used until turn 7.
Hi-Blast [Power 215]: 1846 magical damage.  Long range.  Can't be used until turn 9.

Zone Violator
Fights with Volsung.

LV: 68
HP: 17500
MP: 0
ATK: 772
MAG: 642
DP: 500
DEF: 227
RES: 169
EP: 150
HIT: 529
EVA: 436
RFX: 393

Weak: Water, Earth
Attribute: Golem (Reduces physical damage taken by about 50%.)

Wind, Water, and Earth Ley Points are all accessible on the field.

Skills:
Roundkick [Power 200]: 1251 physical damage.  Short range.
Protect: Adds DEF/RES Up status to the hex.  Long range.
Isolate: Characters in the target hex moved to random hexes.
Hi-Heal: 2568 healing.  Can't be used until turn 3.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 3.
Replace: Trade places with occupants of the target hex.  Can't be used until turn 5.

Averages:
HP: 4729
MP: 500
ATK: 628
MAG: 594
DP: 511
DEF: 525
RES: 519
EP: 492
HIT: 561
EVA: 519
RFX: 523
Damage: 2400 to average (7200 per round) [10000/round with Sonic Vision]
Sonic Vision: 13000

Randoms' averages:
DEF: 423
RES: 450

Legio Volsung

Note: Again, two forms.  Switches between them with Phase Change.  Starts in physical form (listed first), moves to magical form (listed second), and back.

LV: 70
HP: 150000/150000
MP: 0/0
ATK: 995/745
MAG: 745/995
DP: 325/525
DEF: 650/150
RES: 250/650
EP: 325/525
HIT: 750/450
EVA: 450/450
RFX: 540/440

Weak: Water, Wind/Weak: Fire, Earth

Starts in Wind Ley Point.  Fire and Water Ley Points are 2 hexes away.

Skills (physical):
Ultimate Claw P [Power 200]: 1458 physical damage, MT.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.
Great Booster: Adds All Stats Up status to the hex.  Can't be used until turn 2.
Giga Crush [Power 310]: 2553 water physical damage.  Long range.  Can't be used until turn 3.
Giga Crush [Power 310]: 2553 fire magical damage.  Long range.  Can't be used until turn 3.
Phase Change: Changes to magical form.  Can't be used until turn 5.
Heavy Crush [Power 230]: 2340 wind physical damage.  Long range.  Can't be used until turn 7.

Skills (magical):
Begin the End: Preparation for Ruined Genesis.  Makes the next turn come quicker.
Ruined Genesis [Power 345]: 2907 magical damage, MT.  Begin the End must've been used on the previous turn.
Hi-Blast [Power 215]: 2420 wind magical damage.  Long range.  Can't be used until turn 2.
Ultimate Claw B [Power 200]: 958 physical damage, MT.Can't be used until turn 3.
Howl: Delays target's next turn.  Long range.  Can't be used until turn 3.
Magic Buster: 250 MP damage.  Long range.  Can't be used until turn 3.
Ley Change: Changes elements of all Ley Points.  Order is Wind->Fire->Earth->Water->Wind.  Can't be used until turn 5.
Phase Change: Changes to physical form.  Can't be used until turn 8.

Averages:
HP: 4802
MP: 508
ATK: 635
MAG: 601
DP: 517
DEF: 532
RES: 526
EP: 499
HIT: 568
EVA: 523
RFX: 530
Damage: 2400 to average (7200 per round) [10000/round with Sonic Vision]
Sonic Vision: 13000

Randoms' averages:
DEF: 423
RES: 450

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Re: Wild ARMs V (Full)
« Reply #4 on: January 15, 2008, 02:22:21 AM »
Avril's HP and Def with new averages, and skills, with Mountain Medium for my own reference.

HP - 5532
New Avg. - 4597 (from 4357)
Def - 671
New Avg. - 578 (from 527)

Tanks, makes the HP avg. even worse for everyone else and kills the Def average.

Skills - Only those that might come up.
Protect - Def/Res up.
Defender - Takes a physical for the group (...team match hype?
Turn Shift - gives turn to the next teammate in the turn order (team match hype!)
Blocker - Unknown chance to block a physical attack.
Invincible - 50 FP, immune to everything until her next turn
Shut Out - Blocks anyone from entering/exiting target hex. No, I don't know how this might come up.
Ley HP Regen - Regens a small amount of HP while on ley points.
Critical Heal - 75 FP, full healing.
Reinforce - Adds FP Gain up to target Hex.
Retaliate - Blocker, but reflects the damage back.
Dinoginos - 100 FP, Adds Stat Up All to ally hexes.
Regenerate (lvl. 90) - Adds HP Regen to a hex.
Ley DEF Up (lvl. 100) - +25 Def if on a ley point.
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Talaysen

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Re: Wild ARMs V (Full)
« Reply #5 on: May 04, 2008, 08:00:20 PM »
Added more info, such as physical/magical reductions based on DEF/RES, effects of stat buffs/busts, and fixed Greg's damage and Chuck's speed.

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Re: Wild ARMs V (Full)
« Reply #6 on: June 17, 2008, 06:09:36 AM »
Moved non-medium stat boosts stuff for Greg into the main post.
« Last Edit: July 18, 2009, 09:55:57 PM by Talaysen »

Talaysen

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Re: Wild ARMs V (Full)
« Reply #7 on: July 04, 2008, 06:09:33 PM »
Fixed some stuff, such as Carol not using her optimal weapon for some reason.  Yeah I dunno.

Talaysen

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Re: Wild ARMs V (Full)
« Reply #8 on: August 18, 2008, 04:11:15 AM »
Enemy averages:

LV: 70.44
HP: 26505.38
MP: 0
ATK: 1084.31
MAG: 1069.31
DP: 458.31
DEF: 472.19
RES: 513.19
EP: 245.38
HIT: 661.38
EVA: 475.25
RFX: 374.56

Topic uses a lower defense value as of now.  Everyone should do 49 less damage except Carol and Greg on an elemental hex (loses 74.5 damage).  I'll fix it eventually or something.

Talaysen

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Re: Wild ARMs V (Full)
« Reply #9 on: July 03, 2009, 01:30:18 AM »
Did the above fixing.  Also added in numbers for Chuck's limit.

Dark Holy Elf

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Re: Wild ARMs V (Full)
« Reply #10 on: July 18, 2009, 07:24:15 AM »
Since the average without stat boosts wasn't updated when the new Def numbers were used, I recalculated it and it's 1195. Greg's Heavy Crush does 1631 damage (1976 with Hyper). 2/3 that when not on a LP, of course.

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Talaysen

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Re: Wild ARMs V (Full)
« Reply #11 on: July 18, 2009, 09:59:22 PM »
I put the Greg non-medium stat boosts numbers into the main post since a decent number of people seem to be using that view.  Average came up to 1196 for me though.

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Re: Wild ARMs V (Full)
« Reply #12 on: August 09, 2009, 04:17:27 AM »
BY POPULAR DEMAND!!!

Asgard
HP: 38500 (25000 base)
Turns: 16 (0 base)
ATK: 4670 (1920 base)
MAG: 3970 (1770 base)
DP: 1400 (950 base)
DEF: 2030 (1580 base) [-1272 or 66% physical when taken with PCs, -1358 or 63% with Genius Protector]
RES: 2170 (1620 base) [-1451 or 61% magical when taken with PCs, -1340 or 64% with Genius Protector]
EP: 1140 (840 base)
HIT: 940 (790 base)
EVA: 645 (420 base)
RFX: 1005 (890 base)

Attack Unit:
Divine Crush: 2250 ATK 1800 MAG 450 DP
Blast Builder: 1500 ATK 2250 MAG 450 DP

Mind Unit:
Blast Breaker: 450 DEF 550 RES 300 EP
Genius Protector: 550 DEF 420 RES 425 EP

Action Unit:
Phantom Vision: 150 HIT 225 EVA 115 RFX
Point Stabilizer: 250 HIT 125 EVA 115 RFX

Power Unit:
Life Charger: 500 ATK 400 MAG 13500 HP 16 Turns
Power Saber: 125 ATK 70 MAG 12000 HP 32 Turns

{Note: damages in parentheses are with the magic equip on.}
{Note: st=small triangle, mt=medium triangle, lt=large triangle, sd=small diamond, ld=large diamond.  mt is twice as big as st, lt is twice as big as mt, and the diamonds are both twice the size of their corresponding triangles.}

Superluminal Fist (Power 200) [ld]: 8,849 (7,349) physical damage.
Agony Effect (Power 250 [mt]: 9,640 (10,765) magical damage, long range.
Cremation (Power 280) [mt]: 10,831 (12,090) [16,246 (18,136) on corresponding LP] fire magical damage, long range.
Stone Bullet (Power 280, earth) [mt]: 10,831 (12,090) [16,246 (18,136) on corresponding LP] earth magical damage, long range.
Hydro Pressure (Power 280, water) [mt]: 10,831 (12,090) [16,246 (18,136) on corresponding LP] water magical damage, long range.
Sky Twister (Power 280, wind) [mt]: 10,831 (12,090) [16,246 (18,136) on corresponding LP] wind magical damage, long range.
Giga Crush (Power 310, fire) [sd]: 13,986 (11,661) [20,979 (17,491) on corresponding LP] fire physical damage, long range.
Giga Crush (Power 310, earth) [sd]: 13,986 (11,661) [20,979 (17,491) on corresponding LP] earth physical damage, long range.
Giga Crush (Power 310, water) [sd]: 13,986 (11,661) [20,979 (17,491) on corresponding LP] water physical damage, long range.
Giga Crush (Power 310, wind) [sd]: 13,986 (11,661) [20,979 (17,491) on corresponding LP] wind physical damage, long range.
Kirlian Buster (Power 10000) [sd]: 10,000 nontyped damage, ITD, long range.  Split equally between all characters in the target hex.

React Plus [st]: Adds DP/EP Up status to the hex, long range.
Gather [lt]: Gathers all allies or enemies into the same hex, long range.
Regenerate [st]: Adds HP Recovery (10% mHP regen) status to the hex, long range.
Shut Out [st]: Adds Locked status to the hex, long range.
Protect [st]: Adds DEF/RES Up status to the hex, long range.  This decreases incoming damage by 100, or to 99.35% normal.
Quicken [st]: Addes RFX/EVA Up status to the hex, long range.  This increases Asgard's speed by 10%.
Dispel [mt]: Dispel.  Duh!  Long range.
Land Steal [st]: Moves all status effects on the target hex to user's hex, long range.
Isolate [lt]: Characters in the hex moved to random hexes.  Long range.
Replace [lt]: Trade targets with occupants of the target hex.  Long range.
React Minus [st]: Adds DP/EP Down status to the hex, long range.
Slow Down [st]: Adds RFX/EVA Down status to the hex, long range.  This lowers enemy speed by a raw 21%.
Hyper [st]: Adds ATK/MAG Up status to the hex, long range.  This icnreases damage equal to its power rating, unless on the corresponding LP, where it increases by power*1.5.
Dark Isolate [lt]: ID (25%), moves survivors to random hexes, long range.
Howl [sd]: Delay's the target's next turn, long range.
Fragile [st]: Adds DEF/RES Down status to the hex.  This increases damage dealt by 100, unless on the corresponding LP, where it increases by 150.

Default Algorithm Tangram:
Turn 1:
37.5% chance of Sky Twister
37.5% chance of Stone Bullet
25% chance of Giga Crush (Wind)

Turn 2:
25% chance of Giga Crush (Earth)
25% chance of Giga Crush (Wind)
25% chance of Giga Crush (Water)
12.5% chance of Sky Twister
12.5% chance of Stone Bullet

Turn 3:
25% chance of Giga Crush (Earth)
25% chance of Giga Crush (Fire)
25% chance of Giga Crush (Water)
12.5% chance of Hydro Pressure
12.5% chance of Cremation

Turn 4:
37.5% chance of Hydro Pressure
37.5% chance of Cremation
25% chance of Giga Crush (Fire)

3-turn damage average: 12671.42
4-turn damage average: 12408.5

Averages with PCs:
HP: 9235
ATK: 1299
MAG: 1072
DP: 651
DEF: 758
RES: 719
EP: 618
HIT: 624
EVA: 531
RFX: 583
Damage: 2908

Enemy averages:
LV: 73.5
HP: 15600
ATK: 1394.75
MAG: 1476.5
DP: 540.5
DEF: 491.25
RES: 295.5
EP: 201.5
HIT: 554.25
EVA: 403.5
RFX: 486.5
« Last Edit: August 09, 2009, 04:27:18 AM by Talaysen »

Sei

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Re: Wild ARMs V (Full)
« Reply #13 on: August 29, 2009, 12:01:27 AM »
Pointless discovery

Blocker seems to only set damage to 0. It doesn't appear to stop any added effects the physical has. (Just watched Avril get a Blowout from a Physical-based ID from an Imitator after she used Blocker)

As Blocker has a poor activation rate, I have no idea where this might matter in a match, but hey.
« Last Edit: August 29, 2009, 12:21:35 AM by Sei »

Sei

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Re: Wild ARMs V (Full)
« Reply #14 on: August 30, 2009, 08:02:01 AM »
Nightburn Blocker testing results (Yes, he has Blocker)

First, he doesn't use Blocker is he has allies around (i.e. if any Infantryman is still alive during form 1). So no Blocker hype for him during team matches <<

Now, for the tests (Crits were ignored since Blocker doesn't activate if the attacker gets a critical).

Nightburn (Form 1, i.e, the one with Infantrymen)
No. of attacks: 110
No. of times Blocker activated: 17
Blocker activation rate: 15.45%

Nightburn (Form 2, i.e, duel boss)
No. of attacks: 103
No. of times Blocker activated: 20
Blocker activation rate: 19.4%

Mmm... yeah, Blocker rate for Nightburn seems to be ~15%. Nightburn for Middle champ.

----

Just in case if it later turns out that Blocker actually can still activate during a Critical or an Evade, I'll put the following here so I can easily include them then.

Nightburn 1
No. of criticals: 8
No. of evades: 8

Nightburn 2
No. of criticals: 6

EDIT: And what do you know! Noticed that sometimes, Blocker gives a MISS text instead of NO EFFECT, so it seems like it can activate even during an evade. Added this to the total above.
« Last Edit: October 04, 2009, 02:46:37 AM by Sei »

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Re: Wild ARMs V (Full)
« Reply #15 on: October 03, 2009, 09:44:05 PM »
I made this nearly 2 years ago and just found it recently. Don't think I ever posted it, and I definitely meant to. Oops.


Quick math time. Assuming the Sentinels' Doom moves can be used whenever they want (like... every other turn-restricted-by-AI attack in the DL <_<) and assuming they will fail if the opponent gets a turn while they're charging, this is how quickly they can get the attacks off.

Sentinel's speed compared to opponent:

>150%: Uses the super move turn 1. And continues to spam it. Yeah.
>125%: Turn 2. And every other turn, roughly.
>116.7%: Turn 3.
>112.5%: Turn 4.
>110%: Turn 5.
You might be able to spot the pattern. Anyway, it quickly gets borderline impossible, so they should do something else if they want to get it off:

Assuming 100%-124.9% range, they can prepare for the attack first turn. It will whiff. Opponent gets second turn. Now there's a chance for preparing and getting the attack off. So functionally turn 3. Seems like it's only worth anything if the gap is smaller than 116.7%, then, and it's questionable then since they don't do any damage leading up to it.

If they're slower:
75-99.9%: Can be used turn 1. ... won't be easy to use again, though, likely, unlike the >125% cases.
70-74.9%: Can be used on turn 3... after getting 4-3ed.
66.7-69.9%: Only real way is after the opponent's fifth turn using a feint charge-up strategy... with one legit attack first.

Below 66.7%, the attack can never be used ever. Xorn for Sentinel slayer.

Persephone has Quicken which fucks with things. 19.5% boost to her speed. Really important for her since her super move is sooo evil she'll actually want to spend turns not attacking in order to get it off. Anyway, turn 1 is the same, key threshold for turn 2 is 112.7% (Quicken, take hit, charge and smite). For turn 3, 103%. Turn 4 is always possible unless she's slower, in which case... see the above cases. Technically she can buff to get it off if she's slightly below 66.7, I guess. Maybe.

Reference of Sentinel speeds compared to average according to Tal's figures, which you may or may not agree with, but they're nice to have handy.

Persephone: 123.1% (147.1% after Quicken)
Fereydoon: 139.9%
Elvis: 138.1%
Kartikeya: 114.5%

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Maybe.

Sei

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Re: Wild ARMs V (Full)
« Reply #16 on: October 04, 2009, 02:45:44 AM »
More Blocker testing. As mentioned in my modified post above, I'm now assuming that Blocker also has a chance to activate even if the attack misses. Though just in case I turn out to be wrong again, I will still keep the number of times the boss evaded the normal way.

Ice Queen Avril (Blocker test)
No. of non-crit attacks: 120
No. of times Blocker activated: 25
Blocker activation rate: 20.83%

Ice Queen Avril (Magic Blocker test)
No. of Blasts/Hi-Blasts: 107
No. of times Blocker activated: 9
Blocker activation rate: 8.41%

Elvis (Form 1, i.e, normal boss)
No. of non-crit attacks: 101
No. of times Blocker activated: 8
Blocker activation rate: 7.92%

Elvis (Form 2, i.e, duel boss)
No. of non-crit attacks: 100
No. of times Blocker activated: 15
Blocker activation rate: 15%

Huh. Guess different forms have different Blocker rates.

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Just some other stats that happened during the testing. The number of evasion had already been added above, though crits were still discarded.

Ice Queen Avril
No. of criticals: 8
No. of evades that didn't activate Blocker: 20

Elvis 1
No. of criticals: 15
No. of evades that didn't activate Blocker: 1

Elvis 2
No. of criticals: 15
« Last Edit: October 04, 2009, 02:51:30 AM by Sei »