Author Topic: Valkyria Chronicles  (Read 4899 times)

Pyro

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Valkyria Chronicles
« on: June 06, 2009, 05:23:53 AM »
Valkyria Chronicles:

-VC's combat is phase-based like FE/Disgaea, but with a few quirks. For starters, you have a set number of Command Points. Command Points are basically the number of actions your collective squad can take. Selecting a unit expends one CP and puts the game into the perspective of a third person shooter centered on that character. That character is then free to move about and take an action. Movement is limited to a set amount, which isn't relevant here. What IS relevant is that if you end the round before expending all of your CP, all of that CP carries over to the next round (up to a maximum of 20). So if you start a mission with 5 CP, and only take one action before ending your turn, the next turn you'll have 4+5 = 9 CP. There are also 3 units that add a CP to the gauge whenever they are used and alive on the map. Alicia, Rosie, and Largo all add one CP/round to the overall meter. For the purposes of the DL, I am assuming that characters have 1 CP per 'turn', that they can store them up as in-game (so they can opt not to act to focus all their actions into one turn), and that the three units who grant +1 CP have that trait in the DL and so get 2 CP a turn instead of 1. This reflects the in-game advantage they bring to the team. While it IS possible to use that CP on another character, the fact that it comes from them is indisputable.

- Class Level taken at 450000 exp expended. Note that VC's system has you expend experience selectively to level an entire class up instead of individual units (so everyone in that class will level up) 450,000 exp is a rather large amount,  but it's the level several learn their last skills, and it is doable for 2-3 classes if you relatively focus on them. More exactly, the levels are  Scout (20), Shocktrooper (18), Lancer (19), Engineer (20), Sniper (19). Changing the levels around modifies very little, as damage is not dependent on it and HP modifications are of minimal consequence.

- Scouts, Shocktroopers, and Engineers counter attacks with their guns. They will not counter tanks (as it would be pointless, bullets can't hurt them), but will counter things that can be damaged, even if they hit an area (flamethrowers, notably)

- At the beginning of their turns, Personnel units regain 20% of their maximum HP.

- All PCs have 6-8 "Potentials" that activate randomly and give different boons in certain conditions. The activation rate on most of these is really quite bad, so I'm not worrying much about them now.

- In-game, when a character is taking an action they will come under "crossfire" from enemies they move by. Crossfire is basically a free attack against someone moving within your firing range. I've ignored this for DL purposes. Note that the PCs get this against enemies too.

- The game features an evade system where a character will hit the ground rapidly before an attack connects, nullifying it. The evade numbers listed in this topic are grabbed from numbers quoted from the VC Guide posted on GameFAQs. They seemed accurate, with some exceptions (Rosie in particular, some of the Scouts aren't as dodgie as you'd think although Alicia IS). In the case of attacks that hit even though the character drops to the ground, the incoming attack is taken at 30% attack power *before defense*. This nullifies everything except the high attack power Flamethrower/Explosive attacks, which are generally reduced to about quarter damage. How you take this is up to you. I take it for all attacks that are not explicitly ITE, with MT attacks triggering the damage reduction and tinking normally.

-Weapons are taken as best factory manufactured right before the final boss. The best pure damage weapons were taken. Note that this is best damage vs. Personnel. Also note that some equipment has a limited number of uses. All of these types of equipment regain 1 use per phase, so it doesn't really matter too much. I will list in parenthesis how many the class starts with. For reference:

Gallian-A20 Rifle: 42 attack, 7 shots (Scouts/Engineers)
B-Type Grenade M5: 400 attack (1 ammo Scouts/Shocktroopers, 3 ammo Engineers)
Mags M30 Machine Gun: 37 attack, 20 shots (Shocktroopers)
(optional Machine gun: MAJ-X M20: 30 attack, 20 bullets, inflicts Attack Down on enemies. Attack Down halves attack before defense is accounted for, so against Shocktroopers that means stuff will just go *tink*)
FF-8 Flamethrower: 450 attack.
Lancaar-SH M12 Mortar Lance: 450 attack. (3 ammo, Lancers)
Brondel M20 Sniper Rifle: 160 attack (Snipers)

- Damage taken as body shots against 12 enemy defense. Headshots do more damage, but they make the difference in damage between classes negligible in-game (i.e. anything that can be headshot is dead no matter who hits them). In situations where that is not the case (crouched enemies, stationary stuff, bosses), then the damages listed here are the most accurate for who is good at actually hurting things. Note that Shocktroopers were taken as getting 15 hits with their machine guns (excepting Rosie). Headshots would likely make Snipers/Scouts/Engineers better and Lancers/Shocktroopers worse.

- It should be noted that Lancers heavily resist "explosion typed" damage.

- I'll give the details on just Alicia/Rosie/Largo for now, but give stats for everyone. Next to defense I will list the durability modifier. This is calculated based on what their defense does compared to average defense against an attack of 7 shots that deals 40% damage (131).  Higher = better. Durability is just HP divided by average HP times that modifier. Again higher = better.

- averages up top:
HP: 326
Defense: 14.6
Damage: 407 (1019 kill point)
Evade: 35

- SQUAD 7, MOVE OUT!




Alicia:
Scout

HP: 345
Defense: 10 ( .8 damage modifier)
Durability: 85%
Evade: 77% (O_o) (hard tested on 125 attacks)

Moveset:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

Best damage per turn: Grenade + Rifle for 570 damage.

Potentials:
Country Bred: Bare dirt leads to a single increase in accuracy rank X% of the time (DL useless)
Maternal: Being near someone she likes boosts her stats X% of the time. (DL useless)
Mysterious Body: After taking an action on her turn, she has an X% chance of restoring all HP.
******** : If Alicia is dropped below 50% HP via crossfire, all her stats are significnatly boosted. X% activation rate every time she is struck by crossfire below 50% HP.
Undodgeable Shot: Alicia's attacks have an X% chance of ignoring the target's evade.
First Aid Boost: Alicia has an X% chance of restoring 200 HP instead of 100 when using Ragnaid.
Resist Crossfire: X% chance that when Alicia comes under Crossfire she will receive a significant defense boost against it.
Double Movement: X% chance that Alicia will be able to move her full range again after moving as much as she normally could in a round.

Comments: Alicia makes high-end FE'rs want that evade. Low Heavy. She has troubles storing up actions for huge damage thanks to only getting one grenade per turn and she's kinda frail, but the evade is awesome and she can heal on up if she's unlucky enough to get whacked (while still countering). Low 2HKO helps too, as do counters.




Rosie
Shocktrooper

HP: 384
Defense: 20 (1.4 modifier)
Durability: 165%
Evade: 50% ***** (The guide apparently says 32%, but this number was acquired over a large number of trials, and the guide was also wrong about Rosie's accuracy)

Moveset:
Mags M30: 500 damage over 20 shots *Rosie's aiming recticle is much smaller than the other Shocktroopers, so she can reliably get in 20 hits instead of the usual 15*
(Optional: MAJ-X M20: 360 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of Rosie.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.

Best damage in one turn: Mags M30*2 for 1000 damage.

Potentials:
Desert Allergy: X% chance that when in a desert she will gradually lose HP.
Strong-Willed: X% chance of resisting crossfire upon encountering it.
Big Sister: X% chance of stat ups when near shocktroopers (defense, Damage)
***********
Undercover Fire: X% chance of attack power being boosted when crouching.
Undodgeable Shot: X% chance of an attack ignoring the target's evade.
Dud Mine: X% chance of a mine not going off after she trips it.
Double Attack: X% chance of following up an attack with another one immediately thereafter (before an enemy would counter if they can).

Comments: Rosie is a badass slugger. Really badass. And then she inflicts Attack Down and you are screwed. Heavy.




Largo:
Lancer

HP: 477
Defense: 19 (1.31 modifier)
Durability: 191%
Evade: 22.6%

Moveset:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.

Best damage in one turn: Two Mortars for 872 damage.

Potentials:
Child of Nature: Standing on a paved road has an X% chance of lowering defense.
Loyal Teammate: beng near allies has an X% chance of boosting stats.
Big Hearted: X% chance of reviving after being reduced to 0 HP (never saw it)
Veggie-Maniac: X% chance of all stats up when he stands on normal ground.
First Aid Boost: X% chance of Ragnaid healing 200 HP instead of 100.
Tank Slayer: When near two or more tanks, X% chance of boosting attack parameters.
Dbl. Tank Damage: X% chance of an attack dealing damage to both a tank's body and treads.

Comments: Largo is an enormous physical tank, and god help you if you rely on explosion damage against him. That said, because he expends two lance shots a round and only regains one, he can only fire one per turn starting on his third turn. Of course he can store up a lance on round 1 to unleash 3 the next turn in hopes of OHKOing healers, and he can use Ragnaid after he starts relying on 1 lance/round. Heavy.


Other Scouts/Shocktroopers/Lancers are similar to the above three, but with only one action a turn. I'll list the Class movesets here:

Scout:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

... they rely on evade to get them by if at all.

Shocktrooper:
Mags M30: 375 damage over 20 shots
(Optional: MAJ-X M20: 300 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of the Shocktrooper.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.

... Good sluggers with that attack down.

Lancer:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.

... Good durability on these guys.

Engineer:
Gallian-A10: 210 damage over 7 shots.
Type Grenade M5 (3): 360 explosion damage to an area.
Ragnaid (L): 250 healing.
Engineer's Tool: Heals tanks for 1000.

... That healing is full for Engineers.

Sniper:
Brondel M20: 148 damage. Very long range.
Ragnaid (S): 100 healing.

... EPIC FAIL.


SCOUTS:
Hermes:
HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 55.2%

Melville:
HP: 336
Def: 10 (.8 modifier)
Durability: .82
Evade: 54.2%

Ted:
HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 59%

Wavy:
HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 71.5%

Montley:
HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 69.5%

Noce:
HP: 315
Def: 10 (.8 modifier)
Durability: .77
Evade: 54.2%

Nancy:
HP: 300
Def: 10 (.8 modifier)
Durability: .73
Evade: 54.2%

Ramona:
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 54.2%

Susie:    <--- "I'M A PACIFIST!" *puts lead in enemy's brain*
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 59%

Freesia:   <--- Hot.
HP: 281
Def: 10 (.8 modifier)
Durability: .69
Evade: 69.5%

Juno:
HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 60%

Cherry:
HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 55.2%

Aika:      <--- SoA Aika, yes.
HP: 329
Def: 10 (.8 modifier)
Durability: .8
Evade: 57.2%


SHOCKTROOPERS:

Alex:
HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 32.4
Note: Ultimate Damage Potential raises Machine Gun damage to 615.

Kevin:
HP: 370
Def: 20 (1.4 modifier)
Durability: 1.58
Evade: 31.4

Coby:
HP: 381
Def: 20 (1.4 modifier)
Durability: 1.63
Evade: 33.4

Salinas:
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 34.3

Alex:
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Note: Ultimate Damage Potential raises Machine Gun damage to 615.

Mica:
HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 29.5

Vyse:    <-- Yes, THAT Vyse.
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5

Lynn:
HP: 364
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 28.5

Wendy:
HP: 345
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5

Edy:    <--- Tsundere
HP: 347
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5

Aisha:    <--- 12 year old girl.
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.55
Evade: 34.3
Note: Ultimate Damage Potential raises Machine Gun damage to 615.

Jane:
HP: 364
Def: 20 (1.4 modifier)
Durability: 1.56
Evade: 29.5

Dorothy:
HP: 366
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 31.4

Nina:
HP: 387
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5


LANCERS

Jann:    <---- HAAARD GAY
HP: 474
Def: 19 (1.31 modifier)
Durability: 1.89
Evade: 8.8

Nils:
HP: 454
Def: 19 (1.31 modifier)
Durability: 1.81
Evade: 10.7

Theold:
HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 12.6

Walter:
HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 15.5

Hector:
HP: 434
Def: 19 (1.31 modifier)
Durability: 1.73
Evade: 8.8

Audrey:
HP: 424
Def: 19 (1.31 modifier)
Durability: 1.7
Evade: 13.6

Rosina:
HP: 459
Def: 19 (1.31 modifier)
Durability: 1.83
Evade: 8.8

Yoko:     <-- borderline UOW
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 10.7

Elysse:
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 13.6


(warning, durabilities drop here)
ENGINEERS

Knute:
HP: 243
Def: 10 (.8 modifier)
Durability: .6
Evade: 39.5


Herbert:
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 44.3

Karl:
HP: 229
Def: 10 (.8 modifier)
Durability: .56
Evade: 38.5

Homer:   <-- Bishounen masochist
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.8

Dallas:    <-- Lesbian, Alicia fangirl
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 38.5

Ramsey:
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 39.5

Nadine:
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.4

Claudia:
HP: 233
Def: 10 (.8 modifier)
Durability: .57
Evade: 41.5


(warning: below there be punies)
SNIPERS

:Emile:
HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 8.8

:Oscar:
HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 13.6

:Cezary:
HP: 215
Def: 10 (.8 modifier)
Durability: .53
Evade: 8.8

:Marina:   <-- Sniper Tear
HP: 180
Def: 10 (.8 modifier)
Durability: .44
Evade: 8.8

:Catherine:   <-- sexy Irish accent
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 13.6
« Last Edit: January 15, 2010, 03:23:34 AM by Pyro »

Pyro

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Re: Valkyria Chronicles
« Reply #1 on: June 06, 2009, 06:30:44 AM »
By popular demand:

Edelweiss: (Welkin Gunther)
Class: TANK

HP: 3000 (9.14x PCHP)
Defense: 595 (modifier: even the paint doesn't get scratched)
Durability: AHAHAHAHAHAHAHAAHAHAHAHA

Immune to status

Moveset:
Anti-Armor Shells: 1600 attack power vs. tanks (288 damage vs. Personnel)
Mortar (1): 488 damage vs. personnel
Machine Gun: 336 damage over 7 hits.

Comments: Not killable in the DL except by things that explicitly hit tank/armored weakness REALLY REALLY FUCKING HARD. Perfect defense on that HP isn't very fair. Godlike.


Shamrock: (Zaka)
Class: TANK!

HP: 2400 (7.32x)
Defense: 440 (modifier: *tink*)
Durability: Pshhhh.

Immune to status

Movelist:
(Ragnite Rounds: 1300 vs. armored (218 damage vs. Personnel) ) Can opt for this instead of Gatling
Gatling Gun: 700 damage over 25 hits (840 max over 30 hits).
(Flamethrower: 568 damage to an area in front of Shamrock. Can opt for this instead of Gatling
(Mortar (2): 268 damage to an area.) Can opt for this instead of Gatling
Machine Gun: 252 damage over 7 hits.

Comments: Less durable Edelweiss. More damaging. Probably a winning trade in the DL. Perfect defense crazy HP, etc... Godlike.

Hyper Inferno

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Re: Valkyria Chronicles
« Reply #2 on: June 06, 2009, 01:02:03 PM »
How about some stats for DLC/boss Selvaria or no tank Welkin? Scout Welkin would almost be interesting if he could give himself orders, but no... they make you do the EX Hard mode missions without them. May be interesting if you gave each class their own set of orders or something, although CP limitations kinda screw with that.

Some minor nitpicks, I think the accuracy on Engineers is too low to really give them credit for reliably getting all 7 shots in with the A-20. If you fire at someone's feet, and they duck, you still only deal 1/4th damage. This is really noticeable against the enemy aces in game.

With 20% regen, Alicia could potentially play an incredibly nasty stall game by firing at her opponent, then running as far away as possible. Scout movement is pretty insane, and if double movement triggers, that's like the entire Barious Desert map in terms of distance. Heal with Ragnaid/Mysterious body, and then fire and run again.

Crossfire is one of the more unique things of VC which I would try to include. Like, melee opponents would have to run in a little past crossfire on their turns and depending on their movement speed, determines how much crossfire they get hit by.

Pyro

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Re: Valkyria Chronicles
« Reply #3 on: June 06, 2009, 07:12:05 PM »
I didn't download the EX hard missions (no Orders? Now I see how they are hard) or the Selvaria content. I'd assume Welkin is your typical Scout. Maybe a worse Alicia thanks to lacking evade (he's supposedly the worst of the Scout class for doding by like a lot). In general I associate Welkin with the tank.

There is a hidden accuracy stat. It modifies the size of the aiming circle rather than affect an enemy chance to dodge (which is more or less a set %).

Movement range is usually discarded in the DL except for tie-breaking. You're free to do what you want.

Crossfire is a pain in the arse to figure out. Do what you want.

Hunter Sopko

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Re: Valkyria Chronicles
« Reply #4 on: June 08, 2009, 12:11:56 AM »
From the Selvaria DLC, here's Selvaria in both her Human and Valkyria forms, as well as both forms of Johann, the main character.

Selvaria (Human Form)

HP: 681
Def: 2
Evade ?
Durability ?

Moveset:
Ruhm - 700 damage over 20 bullets. A accuracy.

Born Leader
Tank Hater
Accuracy Boost

Notes: Selvaria is an odd duck. She's a Scout on the map, and also gets Scout AP, but she carries a machine gun and takes hits as a Shocktrooper. Also carries no grenades or Ragnaid.

Selvaria (Valkyria Form)

HP- 1500
Def- 2
Evade ?
Durability?

Moveset:
Beam Gatling- 450 over 6 hits. A accuracy.
Beam Cannon- 999 in one hit. 9999 against armor. Kills anything in one hit, including tanks from the front. Goes through troops, but not tanks. Pinpoint accuracy.

No support skills.

Takes 1 damage from all bullets. Does not evade, cannot crouch behind cover.



Johann Oswald Eisen (Engineer) - Ostensibly the main character of Selvaria's Missions. 

HP: 180
Def: 2
Evade ?
Durability ?

Moveset
ZM KAR 4 - 125 over 5 bullets. C accuracy.
VB WF 92 grenades - 300
Ragnaid (L)

Indecisive
Coward
Ultimate Evade - Evade greatly raised on a permenant basis.

Notes: Weeps for crappy equipment and two debilitating supports.

Johann Oswald Eisen (Scout) AKA Oswald the Iron

HP: 225
Def: 2
Evade ?
Durability ?

Moveset
ZM KAR 4 - 125 over 5 bullets. C accuracy.
VB WF 92 grenades - 300
Ragnaid (S)

Ultimate Evade - Evade greatly raised on a permenant basis.
Fearless Will - Atk and Def greatly raised when in range of enemy fire.

Notes: On the 4th mission of the DLC, where Selvy gets her Valk mode, Johann gets an upgrade to Scout and also becomes an Ace for your side. He loses both his crappy skills and gains a really good one. Still hampered by crappy equips though.
« Last Edit: June 08, 2009, 12:15:33 AM by Hunter Sopko »

kokushishin

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Re: Valkyria Chronicles
« Reply #5 on: June 10, 2009, 02:15:48 PM »

Missing the "hidden" recruits.   Lynn and Audrey in particular.

DjinnAndTonic

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Re: Valkyria Chronicles
« Reply #6 on: June 11, 2009, 05:10:10 AM »
Well, if you didn't view the tanks as explicitly 'not killable by characters that don't have tank-weakness-hitting', then they're actually rankable Godlikes. They are high-HP, but Welkin's damage isn't even a 2HKO. Zaka's probably isn't against most Godlikes.

ITD and healing (or really good durability/evade)  is pretty much a must, though.

More interesting high-Godlikes than most (which seem to be 'Get a turn->Win!').

Pyro

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Re: Valkyria Chronicles
« Reply #7 on: June 13, 2009, 12:16:55 AM »
Hidden recruits added to main post except Mussad who is newgame + only.

Here are his stats:

Mussad
Scout:

HP: 340
Durability: 1.04
Evade: 59

Pyro

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Re: Valkyria Chronicles
« Reply #8 on: June 14, 2009, 04:28:48 AM »
Here are the relevant stats for Selvaria's human boss form, at least as far as what she is in the DL...

Relevant PC stat:
HP: 304



Selvaria Bles:

Acts three times/enemy phase.

HP: 1100
Def: 20

Translating these numbers: Critical hits (headshots) are 2.5x attack before defense to her. What this means is that if she takes any appreciable damage she just falls over and dies, since most things 1-2HKO her and you get the 10+ actions a round deal.

Evade: 100% perfect. Things that get around her field of vision can avoid her evade. Her field of vision is Scout-class, however. (note that for her, taking damage from grenades and the like does basically nothing when she evades, unlike most PCs who take about 1/4th the damage).

Skillset:
Heal All. Restores all of her side's units on the map. Requires two CP.

Machine Gun: 550 damage over 25 hits.

Comments: Selvaria is pretty bloody straightforward. No actual durability, 100% perfect evade, horrendous gratuitous mind-boggling overkill. Godlike. I suppose if you hold her to average PC evade she has ~75% accuracy or so. Godlike. Pity her if she gets smacked with straight up ITE damage though.
« Last Edit: January 15, 2010, 03:34:32 AM by Pyro »

kokushishin

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Re: Valkyria Chronicles
« Reply #9 on: June 26, 2009, 07:29:09 AM »
Some notable potentials:


Musaad
Undodgeable Shot "Hold still and smile for the flash!"  ^_^
Third Eye- take normal instead of critical damage
Ultimate Evade- Large evade boost, 100% activation.   "I can dodge bullets.  No problem."
Bloodthirsty-  same as Double Attack


Alex
Melee skills: More accurate up close (less than 100 range I guess?)
Neutralize:  Attack is uncounterable

Hannes
Kamikaze: Accuracy and Evade boost when at single digit HP.
Mid Range Skills: more accurate at outer weapon range "I can shoot far!"

Lynn
Hard Worker: can take extra action.  "I don't mind a little overtime."
Full HP Recovery: recover Max HP after making attack. "I've caught my second wind."

Edy
Undodgeable Shot
Phoenix:  chance of reviving when reduced to 0 HP.


Jane
Sadist: Big attack power boost.  "Scream for me."  0_o
Mid-Range Skills
Full HP Recovery

Audrey
Mooch:  Refills ammo to 3  "I kinda helped myself"
First Aid Boost
Poison Tolerance: Immune to status (Attack Down, Defense Down, Accuracy Down, HP Down)
Ultimate Anti-Armor: 1.5-2x  damage vs. Armor

Knute
Lucky: prevents critical damage, see Third Eye
Undodgeable Shot
Demolition Man:  Boosts grenade damage by ?
Double Action: act twice during turn

Dallas
Demolition Man

Nadine
Resist Counters: less damage from counterattacks
Double Action

Claudia
Invincible: take 0 damage from attack

DjinnAndTonic

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Re: Valkyria Chronicles
« Reply #10 on: June 13, 2011, 03:00:04 PM »
I've been scouring Japanese sites for mechanics data on this since I started playing it. One thing that I found particularly interesting is that Critical multipliers are dependent on the -defender's- unit. So all ground soldier units in Valkyria Chronicles take 3.5x damage before defense from Critical hits. And all Tank-type units take TEN TIMES DAMAGE before defense from Criticals. So basically, to defeat a Welkin, you simply have to be a Critwhore. FE8 Eirika > Edelweiss.

Also, it's notable that the Scouts and Snipers might actually want to use their Status-down weapons. Particularly Alicia might appreciate the increased damage from using a DefDown Rifle + Grenade every turn. The status-down infliction rate appears to be 100%?

Defense Down
Weapon: Scout Rifle
Effect: -50% defense

Attack Down
Weapon: Trooper Machine gun
Effect: -50% vsPers, -50% vsArmor

HP Down
Weapon: Trooper Flamethrower
Effect: loses 3% of max HP every 3 seconds

Accuracy Down
Weapon: Sniper Rifle
Effect: -50% accuracy

Also, Busard has a full English mechanics guide up on the GameFAQs message boards now: http://www.gamefaqs.com/boards/942165-valkyria-chronicles/50848418
We should probably get some of that information up over here in DL-friendly format.

In that same thread, Porcupine states that Activation rate for Potentials is a uniform 12.5%, with the exception of the noted 50% and 100% ones. I'm a little skeptical of this since my wanderings through Japanese sites suggest 25%-40% activation for several Potentials (like Alicia's). It's possible that these differ between regions, though.

Really neat cast, and the game reminds me of the newer FEs a lot.

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Re: Valkyria Chronicles
« Reply #11 on: June 27, 2011, 11:40:13 AM »
Mirroring Pyro’s work, but now with all Potentials listed for completion’s sake. Some Potentials really suck, most are unlikely to ever see use, but the few that will are worth noting. Most Potentials activate at a rate of 1/8 whenever certain conditions are met. Most can only activate once per turn/attack, but some can be forcefully activated by actions that can be performed multiple times in a turn (such as entering and leaving range of enemies/allies/terrain). Some Potentials activate at 100% (such as the Ultimates and the HP-based conditionals). Anything that can only activate once per turn is listed as such. For Potentials that can be brute-force activated by their conditions, I have simply listed the conditions necessary.

Added in Accuracy rating for all units based on Busard’s work (seems consistent with the Japanese wikis)

All Orders are listed for Welkin, but note that he can only be targeted by a few of them (mostly the All Allies ones).

Welkin:
Scout

HP: 327
Defense: 28
Durability:
Evade: 56
Accuracy: 34

Personality Potentials:
Calm Heart: +40% Defense/Evasion whenever near 3 or more enemies
Nature Lover: +40% Defense when entering Grass, Dirt, or Desert-type ground
Power of Love: +50% Attack to all unit-types and +50% Defense when near Alicia
Sibling Ties: +50% Defense/Accuracy when near Darcsen units

Moveset:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

Best damage per turn: Grenade + Rifle for 570 damage.

Enemy-Target Orders:
2CP:
Sniper Support: 100 ITD single-target damage from any range
Recon Request: Makes all enemy units' current positions visible (clears Fog of War effect basically, pretty useless)

3CP:
Mortar Support: 200 explosion-type damage to a 100-range area from any distance
Artillery Support: 100 ITD damage to all enemy units (can only be used once in a phase, regardless of how much CP Welkin has)

Self-Targetable Orders:
1CP:
Resupply: Recovers all ammunition for one ally
Antidote: Removes one ally's status ailments

2CP:
Heal All: Restores 80 HP to all allies (both body and treads for tanks)
All Units Aim: Raises all allies' accuracy+10 for one turn
All Units Attack: Raises all allies' anti-personnel attack power+10 for one turn/counter-attack
All Units Evade: Raises all allies' evasion +10 for one turn
All Units Defend: Raises all allies' defense+10 for one turn
Damage Boost: Raises one ally's anti-tank/armor attack power+50 for one turn
Awaken Potential: Awaken one ally's innate abilities (Potentials activation rate increase +40%)

3CP:
Demolition Boost: Raises one ally's anti-tank/armor attack power+100 for one turn
Awaken All: Awaken all allies' innate abilities (Potentials activation rate increase +20%)


Ally-Target Support Orders:
1CP:
Medic Request: Evacuates one fallen ally (Essentially Revival, but it takes one turn for the evacuated unit to return to the field)
Healing Request: Restores 80 of one ally's HP
Evade Boost: Raises one ally's evasion +10 for one turn
Defense Boost: Raises one ally's defense +10 for one turn
Attack Boost: Raises one ally's anti-personnel attack power +10 for one turn/counter-attack.
Aim Boost: Raises one ally's accuracy +10 for one turn
Neutralize: Prevents one ally's attacks from being countered for one turn
Healing Boost: Doubles the HP one ally can heal for one turn
Explosives Boost: Increases the damage done by hand grenades +100 for one ally for one turn
Retreat: Orders one ally to retreat

2CP:
First Aid: Fully restores one ally's HP (body and treads for tanks)
Penetration: Makes one ally's attacks ignore any enemy defenses for one turn
Concentrate Fire: Sets one ally's accuracy to 100 for one turn
Caution: Raises one ally's resistance to interception fire (Halves damage from Area/Trap/Passive Effect damage) for one turn

3CP:
Attack Weak Spot: Makes all of one ally's attacks do critical damage for one turn


Alicia:
Scout

HP: 345
Defense: 10 ( .8 damage modifier)
Durability: 85%
Evade: 77% (O_o) (hard tested on 125 attacks)
Acc: 54

Moveset:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

Best damage per turn: Grenade + Rifle for 570 damage.

Personality Potentials:
Country Bred: +40% Accuracy when entering Dirt-type ground
Maternal: +40% Evasion when near any close friend
Mysterious Body: 1/8 chance of recovering all HP after every attack
Valkyria: +40% Attack to all unit types, and +40% Accuracy/Evasion, and +50% Defense whenever being under 50% HP
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Resist Crossfire: Halves attack value of interception attacks (passive attacks/field effects) when entering enemy range
Double Movement: 1/8 chance of restoring all AP (allowing more movement) whenever AP reaches 0

Comments: Alicia makes high-end FE'rs want that evade. Low Heavy. She has troubles storing up actions for huge damage thanks to only getting one grenade per turn and she's kinda frail, but the evade is awesome and she can heal on up if she's unlucky enough to get whacked (while still countering). Low 2HKO helps too, as do counters.


Rosie:
Shocktrooper

HP: 384
Defense: 20 (1.4 modifier)
Durability: 165%
Evade: 50% ***** (The guide apparently says 32%, but this number was acquired over a large number of trials, and the guide was also wrong about Rosie's accuracy)
Acc: 63

Moveset:
Mags M30: 500 damage over 20 shots *Rosie's aiming recticle is much smaller than the other Shocktroopers, so she can reliably get in 20 hits instead of the usual 15*
(Optional: MAJ-X M20: 360 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of Rosie.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.

Best damage in one turn: Mags M30*2 for 1000 damage.

Personality Potentials:
Big Sister: +40% Attack to personnel and +40% Accuracy whenever near any ally of the same jobclass (Trooper)
Desert Allergy: Loses 3% of mHP every 3 seconds when entering Desert-type ground
Song of Peace: +40% Accuracy/Evasion whenever near any Darcsen unit
Strong-Willed: Halves damage from interception attacks (passive attacks/counters) whenever entering enemy range
Battle Potentials:
Undercover Fire: +60% Accuracy when crouching behind cover
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Double Attack: 1/8 chance per turn of a second attack occurring consecutively before enemy counters

Comments: Rosie is a badass slugger. Really badass. And then she inflicts Attack Down and you are screwed. Heavy.


Largo:
Lancer

HP: 477
Defense: 19 (1.31 modifier)
Durability: 191%
Evade: 22.6%
Acc: 26.4

Moveset:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.

Best damage in one turn: Two Mortars for 872 damage.

Personality Potentials:
Big-Hearted: 1/8 chance of not dying and healing to full HP whenever HP is reduced to 0
Child of Nature: -40% Defense when entering City-type ground
Loyal Teammate: +40% Attack to Armor units and +40% Defense whenever near 3 or more allies
Veggie-Maniac: +40% Attack to all unit types whenever entering Grass, Dirt, or Desert-type ground
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Tank Slayer: +60% Attack to Armor units and +60% Accuracy when near 2 or more Tanks (ally or enemy)
Dbl. Tank Damage: 1/8 chance per attack of dealing full damage to all parts of a multi-part Armor unit
Ammo Refill: 1/8 chance per attack of recovering full ammunition after attacking

Comments: Largo is an enormous physical tank, and god help you if you rely on explosion damage against him. That said, because he expends two lance shots a round and only regains one, he can only fire one per turn starting on his third turn. Of course he can store up a lance on round 1 to unleash 3 the next turn in hopes of OHKOing healers, and he can use Ragnaid after he starts relying on 1 lance/round. Heavy.


Zaka:
Tank Commander “Shamrock”
Accuracy: 6

Personality Potentials:
Born Leader: +40% Defense whenever near 3 or more allies
Darcsen Pride: +40% Attack to Armor units, +40% Accuracy, and +40% Defense when near a Darcsen unit
Good Buddy: +40% Attack to all unit-types, +40% Accuracy whenever near close friends
Metal Head: +40% Attack to Armor units when entering Metal-type ground

Comments: Included for completion, though it’s notable that he takes 10x damage from Critical attacks, so he’s not as unrankable as originally thought

“GENERICS”
Scout:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

... they rely on evade to get them by if at all.

Shocktrooper:
Mags M30: 375 damage over 20 shots
(Optional: MAJ-X M20: 300 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of the Shocktrooper.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.

... Good sluggers with that attack down.

Lancer:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.

... Good durability on these guys.

Engineer:
Gallian-A10: 210 damage over 7 shots.
Type Grenade M5 (3): 360 explosion damage to an area.
Ragnaid (L): 250 healing.
Engineer's Tool: Heals tanks for 1000.

... That healing is full for Engineers.

Sniper:
Brondel M20: 148 damage. Very long range.
Ragnaid (S): 100 healing.

... EPIC FAIL.

SCOUTS:
Hermes:
HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 55.2%
Acc: 38.8
Personality Potentials:
Chronic Fatigue: 1/8 chance of losing attacking turn if character uses their full movement phase.
Claustrophobic: -40% Attack to personnel when entering a Trench
Fancies Women: +40% Accuracy when near any female ally
Meadow Bred: +40% Defense when entering Grass-type ground
Battle Potentials:
Stealth: +60 Defense when crouching and when enemy cannot see unit (...)
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Super Evasion: 1/8 chance per turn of +80% Evasion
Concentration: 1/8 chance per attack of making all shot hit dead center (no noteworthy DL effect)
Comments: Slightly more evasive and heal-y Scout

Melville:
HP: 336
Def: 10 (.8 modifier)
Durability: .82
Evade: 54.2%
Acc: 28.3
Personality Potentials:
Energetic: +40% Evade while at Full HP (o_O)
Chatty Cathy: -40% Accuracy when near a close friend
Desert Allergy: Loses 3% of mHP every 3 seconds when entering Desert-type ground
Trooper Killer: +40% Attack to personnel units and +40% Accuracy when near any enemy Troopers
Battle Potentials:
Evasion Boost: 1/8 chance per turn of +60% evasion
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Third Eye: 1/8 chance per enemy counter-attack of preventing the attack from being a critical hit
Double Movement: 1/8 chance of restoring all AP (allowing more movement) whenever AP reaches 0
Comments: Near-perfect Evasion at Full HP! Kills Troopers dead if he meets any.

Ted:  <-- Djinn’s favorite generic
HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 59%
Acc: 32.1
Innate Personality Potentials:
Show-Off: +40% Defense when fighting 5 or more opponents
Fancies Men: +40% Accuracy when near any male ally
Fancies Women: +40% Accuracy when near any female ally
Metal Allergy: Loses 3% of mHP every 3 seconds when entering Metal-type ground
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Nocturnal: 1/8 chance to ignore Fog of War effects (!!!)
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Ultimate Evade: Always-active straight +90% Evasion
Comments: Basically Perfect Evasion and 1 out of 8 times has ITE damage. Awesome Scout, though his strengths come out more when he’s in a group as he Fancies both Men and Women and gets more defensive against multiple opponents.

Wavy:
HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 71.5%
Acc: 33.3
Personality Potentials:
Stonewall: +40% Defense when behind cover
Camp Defender: +40% Evasion when entering an ally Camp
Darcsen Bond: +40% Defense when near Darcsen units
Neat Freak: -40% Accuracy when entering Dirt-type ground
Battle Potentials:
Evasion Boost: 1/8 chance per turn of +60% evasion
Power Scout: +60% Attack to personnel units and +40% Evasion whenever fighting 5 or more enemies
Resist Crossfire: Halves attack value of interception attacks (passive attacks/field effects) when entering enemy range
Double Movement: 1/8 chance of restoring all AP (allowing more movement) whenever AP reaches 0
Comments: Nothing exciting here. Counts as a Darcsen-type unit!

Montley:
HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 69.5%
Acc: 27.3
Personality Potentials:
Impatient: -60% Defense when the opponent cannot see Montley (whut?)
Aichmophobic: Loses 3% mHP per 3 seconds whenever near characters with pointed weapons (within 100 range of ally or enemy Lancers)
Meadow Bred: +40% Defense when entering Grass-type ground
Battle Potentials:
Evasion Boost: 1/8 chance per turn of +60% evasion
Skilled Assassin: +60% Attack to personnel units and +40% Evasion if able to land an attack without being seen
Third Eye: 1/8 chance per enemy counter-attack of preventing the attack from being a critical hit
Full HP Recovery: 1/8 chance per attack of restoring all HP to full
Comments: Has that nifty chance to full-heal after every attack and some good Evasion. And an annoying tendency to start hemorrhaging HP whenever he’s near someone with a sharp weapon…

Noce:
HP: 315
Def: 10 (.8 modifier)
Durability: .77
Evade: 54.2%
Acc: 33.1
Personality Potentials:
Welkin Hater: -40% Accuracy when near Welkin
Bad Back: -40% Defense when crouching behind cover
Camaraderie: +40% Evasion whenever near an ally unit of the same class
Country Bred: +40% Accuracy when entering Dirt-type ground
Battle Potentials:
Sighting: 1/8 chance of +60% Accuracy when sighting an attacking
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Super Evasion: 1/8 chance per turn of +80% Evasion
Concentration: 1/8 chance per attack of making all shot hit dead center (no noteworthy DL effect)
Comments: Well, he has a 1/8 chance of lots of decent stuff happening at least, but nothing earth-shattering unless well-timed in most cases.

Nancy:
HP: 300
Def: 10 (.8 modifier)
Durability: .73
Evade: 54.2%
Acc: 38.1
Personality Potentials:
Klutz: 1/8 chance of having 0 Grenades at the start of her turn
Bug in a Rug: +40% Attack to personnel whenever entering a trench
Good Buddy: +40% Attack to all unit-types, +40% Accuracy whenever near close friends
Meadow Bred: +40% Defense when entering Grass-type ground
Battle Potentials:
Stealth: +60 Defense when crouching and when enemy cannot see unit (...)
Power Scout: +60% Attack to personnel units and +40% Evasion whenever fighting 5 or more enemies
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Full HP Recovery: 1/8 chance per attack of restoring all HP to full
Comments: 1/8 chance of not being able to use her best damage per turn! Awesome… At least she has a chance of full-healing.

Ramona:
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 54.2%
Acc: 37.1
Personality Potentials:
Chameleon: +40% Defense when the opponent cannot see Ramona
Chatty Cathy: -40% Accuracy when near a close friend
Neat Freak: -40% Accuracy when entering Dirt-type ground
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Nocturnal: 1/8 chance to ignore Fog of War effects (!!!)
Resist Crossfire: Halves attack value of interception attacks (passive attacks/field effects) when entering enemy range
Ultimate Evade: Always-active straight +90% Evasion
Comments: Basically Perfect Evade! Chance of ITE damage! Has problems with Dirt and Friends!

Susie:    <--- "I'M A PACIFIST!" *puts lead in enemy's brain*
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 59%
Acc: 32.3
Personality Potentials:
Humanitarian: 1/8 chance of losing turn when attacking. (Worst skill in the game?)
Country Bred: +40% Accuracy when entering Dirt-type ground
Good Buddy: +40% Attack to all unit-types, +40% Accuracy whenever near close friends
Trooper Hater: -40% Attack to personnel units when near any enemy Troopers
Battle Potentials:
Sighting: 1/8 chance per turn of +60% Accuracy when sighting an attacking
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Super Evasion: 1/8 chance per turn of +80% Evasion
Full HP Recovery: 1/8 chance per attack of restoring all HP to full
Comments: Using Susie is like a good game of Roulette, lots of chances for good stuff to happen, but she busts, she really loses out. Amusingly, Humanitarian isn’t actually THE worst Potential in the game.

Freesia:   <--- Hot.
HP: 281
Def: 10 (.8 modifier)
Durability: .69
Evade: 69.5%
Acc: 32.3
Personality Potentials:
Under Pressure: 1/8 chance of -40% Accuracy when acting using the last CP of a turn (in a DL setting, this is every turn)
Desert Bred: +40% Evasion when entering Desert-type ground
Fancies Men: +40% Accuracy when near any male ally
Battle Potentials:
Evasion Boost: 1/8 chance per turn of +60% evasion
Nocturnal: 1/8 chance to ignore Fog of War effects (!!!)
Resist Crossfire: Halves attack value of interception attacks (passive attacks/field effects) when entering enemy range
Concentration: 1/8 chance per attack of making all shot hit dead center (no noteworthy DL effect)
Comments: A good unit in game for unique field talents, she doesn’t translate well. Can try to avoid her bad Potential by only attacking every other turn and saving up CP for blitzing, though that kind of hurts her damage output. Good base evasion, though.

Juno:
HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 60%
Acc: 37.1
Personality Potentials:
Welkin Lover: +40% Accuracy when near Welkin
Born Leader: +40% Defense whenever near 3 or more allies
Claustrophobic: -40% Attack to personnel when entering a Trench
Metal Allergy: Loses 3% of mHP every 3 seconds when entering Metal-type ground
Battle Potentials:
Stealth: +60 Defense when crouching and when enemy cannot see unit (...)
Skilled Assassin: +60% Attack to personnel units and +40% Evasion if able to land an attack without being seen
Super Evasion: 1/8 chance per turn of +80% Evasion
Double Movement: 1/8 chance of restoring all AP (allowing more movement) whenever AP reaches 0
Comments: Another useful in-game Scout is reduced to blandness, but at least she’s evasive and no real drawbacks.

Cherry:
HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 55.2%
Acc: Acc: 43.8
Personality Potentials:
Rosie Lover: +40% Attack vs personnel units when near Rosie
Chatty Cathy: -40% Accuracy when near a close friend
Child of Nature: -40% Defense when entering City-type ground
Fancies Men: +40% Accuracy when near any male ally
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Skilled Assassin: +60% Attack to personnel units and +40% Evasion if able to land an attack without being seen
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Ultimate Evade: Always-active straight +90% Evasion
Comments: Basically Perfect Evasion! And a chance of ITE damage. A pretty awesome Scout package, really.

Aika:      <--- SoA Aika, yes.
HP: 329
Def: 10 (.8 modifier)
Durability: .8
Evade: 57.2%
Acc: 33.3
Personality Potentials:
Runner’s High: +40% Defense when under half AP from running (in the DL, this should be every turn)
Pollen Allergy: Loses 3% mHP per 3 seconds when entering Grass-type ground
Battle Potentials:
Stealth: +60 Defense when crouching and when enemy cannot see unit (...)
Nocturnal: 1/8 chance to ignore Fog of War effects (!!!)
Resist Crossfire: Halves attack value of interception attacks (passive attacks/field effects) when entering enemy range
Double Movement: 1/8 chance of restoring all AP (allowing more movement) whenever AP reaches 0
Comments: Has the general upsides of being a Scout, and Runner’s High/Resist Crossfire make her probably the most physically durable Scout in the game, for all that she probably never wants this form over SoA.

Musaad: <-- Aftergame-only Hidden recruit
HP: 340
Durability: 1.04
Evade: 59
Acc: 31.3
Personality Potentials:
Bloodthirsty: 1/8 chance of getting another attack before enemy counters.
Bug in a Rug: +40% Attack to personnel whenever entering a trench
Child of Nature: -40% Defense when entering City-type ground
Good Buddy: +40% Attack to all unit-types, +40% Accuracy whenever near close friends
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Power Scout: +60% Attack to personnel units and +40% Evasion whenever fighting 5 or more enemies
Third Eye: 1/8 chance per enemy counter-attack of preventing the attack from being a critical hit
Ultimate Evade: Always-active straight +90% Evasion
Comments: Best non-main character Scout in the game. Pity he’s only aftergame.

SHOCKTROOPERS:

Alex:
HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 32.4
Acc: 42.8
Note: Ultimate Damage Potential raises Machine Gun damage to 615.
Personality Potentials:
Acrobat: +40% Attack against personnel units when climbing a ladder
Neat Freak: -40% Accuracy when entering Dirt-type ground
Night Vision: 1/8 chance per turn of +40% Accuracy when it’s dark
Scout Killer: +40% Attack to personnel units and +40% Accuracy when near any enemy Scouts
Battle Potentials:
Melee Skills: +40% Evasion when near any enemy (within 100 range)
Ambush Spotter: Triples sight range when entering Grass-type ground (...)
Neutralize: 1/8 chance of preventing an enemy from counter-attacking
Ultimate Damage: Always-active straight +90% Attack to personnel units
Comments: Alex is a pretty awesome Trooper. If he’s using his Flamethrower (and he should be), then he can brute-force the Melee Skills Potential to up his Evade to Scout levels before an opponent’s turn. With Ult. Damage as a straight-up increase, he’s one of the most consistently damaging units in the game, even including the story PCs. Occasionally nulling enemy counters is just a bonus.

Kevin:
HP: 370
Def: 20 (1.4 modifier)
Durability: 1.58
Evade: 31.4
Acc: 42.8
Personality Potentials:
Indecisive: -40% Accuracy when near 3 or more enemies
Claustrophobic: -40% Attack to personnel when entering a Trench
Metal Head: +40% Attack to Armor units when entering Metal-type ground
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Kamikaze: +60% Accuracy and +40% Evasion when having single-digit HP (9HP or less)
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Double Attack: 1/8 chance per turn of a second attack occurring consecutively before enemy counters
Comments: Pretty forgettable. Terrible combination with Kamikaze and First Aid Boost. If he heals up from single-digit HP, he loses the Kamikaze boost. 1/8 chance of Double Attack is all he has, though that’s not bad.

Coby:
HP: 381
Def: 20 (1.4 modifier)
Durability: 1.63
Evade: 33.4
Acc: 42
Personality Potentials:
Alicia Hater: -40% Evasion when near Alicia
Bad Back: -40% Defense when crouching behind cover
Born Leader: +40% Defense whenever near 3 or more allies
Country Bred: +40% Accuracy when entering Dirt-type ground
Battle Potentials:
Damage Boost: 1/8 chance per turn of +60% Attack to personnel units
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Phoenix: 1/8 chance of not dying and healing to full HP whenever HP is reduced to 0
Comments: 1/8 chance of good stuff if well-timed! ITE and a Damage Boost are generally useful. Phoenix is 1/8 chance of not dying for tie-breaks!

Salinas:
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 34.3
Acc: 38
Personality Potentials:
Tank Lover: +40% Attack to armor units and +40% Accuracy when near Tanks (ally or enemy)
Desert Allergy: Loses 3% of mHP every 3 seconds when entering Desert-type ground
Fancies Women: +40% Accuracy when near any female ally
Lancer Killer: +40% Attack to personnel units when near any enemy Lancers
Battle Potentials:
Melee Skills: +40% Evasion when near any enemy (within 100 range)
Ambush Spotter: Triples sight range when entering Grass-type ground (...)
Super Damage: 1/8 chance per turn of +80% Attack to personnel units
Full HP Recovery: 1/8 chance per attack of restoring all HP to full
Comments: Lots of decent stuff. Melee Skills means he’s more evasive once he gets a turn and can brute-force that. Kills Tanks and Lancer dead! Random chance to full-heal!

Hannes:
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Acc: 39
Note: Ultimate Damage Potential raises Machine Gun damage to 615.
Personality Potentials:
Daredevil: +40% Accuracy when near 3 or more enemies
Child of Nature: -40% Defense when entering City-type ground
Imp Hater: +40% Accuracy when near any Imperial unit
Battle Potentials:
Undercover Fire: +60% Accuracy when crouching behind cover
Kamikaze: +60% Accuracy and +40% Evasion when having single-digit HP (9HP or less)
Mid-Range Skills: +66.7% Attack to personnel units and +66.7% Accuracy when not near any enemy units (more than 100 range away)
Ultimate Damage: Always-active straight +90% Attack to personnel units
Comments: Possibly the best Trooper around? The straight damage increase is nice, and he can boost it even more by attacking from range. Might be hard to kill at very low health, too. Also, depending on how you view “Imperials”, he might get an awesome Accuracy boost against royalty?!

Mica:
HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 29.5
Acc: 49.5
Personality Potentials:
Jam Jinxed: 1/8 chance of causing weapon to jam mid-attack (only fires half of available bullets for firearms, and flamethrowers do not fire at all for the turn)
Metal Head: +40% Attack to Armor units when entering Metal-type ground
Pessimist: -40% Defense when having under 50% HP
Battle Potentials:
Damage Boost: 1/8 chance per turn of +60% Attack to personnel units
Fearless Will: +60% Attack to personnel units and +60% Defense when entering enemy range
Mid-Range Skills: +66.7% Attack to personnel units and +66.7% Accuracy when not near any enemy units (more than 100 range away)
Phoenix: 1/8 chance of not dying and healing to full HP whenever HP is reduced to 0
Comments: An odd mix. Her Personals suck, but don’t activate too often. Fearless Will and Mid-Range Skills can actually stack and be brute-forced against Ranged opponents for awesome consistent damage. Phoenix and Damage boost are nice tie-breakers.

Vyse:    <-- Yes, THAT Vyse.
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Acc: 44.8
Personality Potentials:
Challenge Lover: +40% Attack against personnel when in range of enemy attacks (probably every turn in a DL setting)
Born Leader: +40% Defense whenever near 3 or more allies
Child of Nature: -40% Defense when entering City-type ground
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Super Damage: 1/8 chance per turn of +80% Attack to personnel units
Double Attack: 1/8 chance per turn of a second attack occurring consecutively before enemy counters
Comments: Now Vyse might actually want this form occasionally. Challenge Lover can be brute-forced every turn for a damage bonus, and he has 1/8 chance for lots of useful things like extra healing, ITE, and double-attacking. Having Healing at all might be worth using this form.

Lynn:
HP: 364
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 28.5
Acc: 56.5
Personality Potentials:
Hard Worker: 1/8 chance of getting another chance to attack before enemy counters
Child of Nature: -40% Defense when entering City-type ground
Darcsen Bond: +40% Defense when near Darcsen units
Trooper Killer: +40% Attack to personnel units and +40% Accuracy when near any enemy Troopers
Battle Potentials:
Undercover Fire: +60% Accuracy when crouching behind cover
Ambush Spotter: Triples sight range when entering Grass-type ground (...)
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Full HP Recovery: 1/8 chance per attack of restoring all HP to full
Comments: Innate 1/8 chance to double-attack! Also, a Darcsen-type unit, fun! Kinda disappointing for a hidden unit, actually.

Wendy:
HP: 345
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5
Acc: 56.5
Personality Potentials:
Outcast: -40% Evasion when near ally Troopers
Metal Head: +40% Attack to Armor units when entering Metal-type ground
Shut-In: -40% Defense when entering ally Camp
Battle Potentials:
Damage Boost: 1/8 chance per turn of +60% Attack to personnel units
Kamikaze: +60% Accuracy and +40% Evasion when having single-digit HP (9HP or less)
Dud Mine: 1/8 chance of traps not activating when they would normally be triggered
Phoenix: 1/8 chance of not dying and healing to full HP whenever HP is reduced to 0
Comments: Lots of tie-breaker stuff, pretty forgettable for a Trooper.

Edy:    <--- Tsundere, Star of her own DLC chapters
HP: 347
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5
Acc: 46.8
Personality Potentials:
Rosie Hater: -40% Attack to personnel when near Rosie
Born Leader: +40% Defense whenever near 3 or more allies
Country Bred: +40% Accuracy when entering Dirt-type ground
Panicky: 1/8 chance of -40% Attack to personnel units when entering enemy range
Battle Potentials:
Melee Skills: +40% Evasion when near any enemy (within 100 range)
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Super Damage: 1/8 chance per turn of +80% Attack to personnel units
Phoenix: 1/8 chance of not dying and healing to full HP whenever HP is reduced to 0
Comments: Awesomest EVAR! Not really, Panicky and Melee Skills are a terrible combination. She can’t get close enough to an enemy to brute-force the Evasion boost (or even really use her Flamethrower) without risking an Attack nerf. Chance of ITE and Super Damage helps, and Phoenix is always a good tie-breaker, but there are better Troopers (but they don’t have her Star Potential~!)

Aisha:    <--- 12 year old girl.
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.55
Evade: 34.3
Acc: 44
Note: Ultimate Damage Potential raises Machine Gun damage to 615.
Personality Potentials:
Starting Dash: 1/8 chance of +40% Accuracy for her first three turns
Desert Allergy: Loses 3% of mHP every 3 seconds when entering Desert-type ground
Lonely: 1/8 chance of -40% Evasion when no allies are near
Panicky: 1/8 chance of -40% Attack to personnel units when entering enemy range
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Ambush Spotter: Triples sight range when entering Grass-type ground (...)
Neutralize: 1/8 chance of preventing an enemy from counter-attacking
Ultimate Damage: Always-active straight +90% Attack to personnel units
Comments: Terrible potentials, but Ultimate Damage pretty much makes her better than most -anyway-.

Jane:
HP: 364
Def: 20 (1.4 modifier)
Durability: 1.56
Evade: 29.5
Acc: 47.8
Personality Potentials:
Sadist: 1/8 chance of +40% Attack against personnel when attacking w/ a machine gun or flamethrower
Child of Nature: -40% Defense when entering City-type ground
Imp Hater: +40% Accuracy when near any Imperial unit
Lancer Killer: +40% Attack to personnel units when near any enemy Lancers
Battle Potentials:
Undercover Fire: +60% Accuracy when crouching behind cover
Fearless Will: +60% Attack to personnel units and +60% Defense when entering enemy range
Mid-Range Skills: +66.7% Attack to personnel units and +66.7% Accuracy when not near any enemy units (more than 100 range away)
Full HP Recovery: 1/8 chance per attack of restoring all HP to full
Comments: Kills Lancers dead! Fearless Will and Mid-Range Skills stack and can be brute-forced against Ranged opponents, so she kills those dead too. Extra 1/8 chance of Sadist kicking in and making her damage even more awesome! And if you’re feeling generous with your interps on what counts as an ‘Imperial’, she kills those dead, too. And she can randomly fullheal if she’s lucky. Pretty awesome Trooper package.

Dorothy:
HP: 366
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 31.4
Acc: 43
Personality Potentials:
Stage Fright: Loses all AP (can’t move, but can still attack) when facing 5 or more opponents
Frail Body: 1/8 chance of getting -40% Defense whenever AP drops below 50%
Metal Head: +40% Attack to Armor units when entering Metal-type ground
Battle Potentials:
Damage Boost: 1/8 chance per turn of +60% Attack to personnel units
Kamikaze: +60% Accuracy and +40% Evasion when having single-digit HP (9HP or less)
Neutralize: 1/8 chance of preventing an enemy from counter-attacking
Double Attack: 1/8 chance per turn of a second attack occurring consecutively before enemy counters
Comments: 1/8 chance to double-attack! Nothing negative here, but kinda bland package.

Nina:
HP: 387
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Acc: 44
Personality Potentials:
Tank Hater: -40% Attack to Armor units when near a Tank (ally or enemy)
Camp Defender: +40% Evasion when entering an ally Camp
Country Bred: +40% Accuracy when entering Dirt-type ground
Lancer Hater: -40% Attack to personnel units when near any enemy Lancers
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Fearless Will: +60% Attack to personnel units and +60% Defense when entering enemy range
Super Damage: 1/8 chance per turn of +80% Attack to personnel units
Double Attack: 1/8 chance per turn of a second attack occurring consecutively before enemy counters
Comments: Terrible personals, but a solid Attack/Def bonus in Fearless Will. Chance to Double Attack!


LANCERS

Jann:    <---- HAAARD GAY
HP: 474
Def: 19 (1.31 modifier)
Durability: 1.89
Evade: 8.8
Acc: 19.8
Personality Potentials:
Largo Lover: +40% Attack to Armor units when near Largo
Fancies Men: +40% Accuracy when near any male ally
Pollen Allergy: Loses 3% mHP per 3 seconds when entering Grass-type ground
Battle Potentials:
Tank Killer: +60% Accuracy when near a Tank (ally or enemy)
Extra Shot: 1/8 chance per attack of reloading another shot of ammo
Dbl. Tank Damage: 1/8 chance per attack of dealing full damage to all parts of a multi-part Armor unit
Ult. Anti-armor: Always-active straight +90% Attack to Armor units
Comments: Kills Armor units dead. Get used to this from Lancers, though Jann is notably one of the best at it, for all that it’s not that helpful in a duel. Durability! Chance to Reload!

Nils:
HP: 454
Def: 19 (1.31 modifier)
Durability: 1.81
Evade: 10.7
Acc: 21.7
Personality Potentials:
Misogynist: -40% Accuracy when near female ally units
Camp Defender: +40% Evasion when entering an ally Camp
City Kid: +40% Defense when entering City-type ground
Lone Wolf: -40% Evasion when 3 or more allies are near
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Stand Ready: +60% Defense and +40% Evasion when entering enemy attack range
Super Anti-Armor: 1/8 chance per turn of +80% Attack to Armor units
Ammo Refill: 1/8 chance per attack of recovering full ammunition after attacking
Comments: Stand Ready makes him consistently more durable once he gets a turn. Kills Armor units dead.

Theold:
HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 12.6
Acc: 23.7
Personality Potentials:
Bully: 1/8 chance of +40% Accuracy when allied units are greater than or equal to enemy units (1/8 chance per turn)
Child of Nature: -40% Defense when entering City-type ground
Darcsen Hater: -40% Defense when near Darcsen units
Night Blind: 1/8 chance per turn of -40% Accuracy when it’s dark
Battle Potentials:
Anti-Armor Boost: 1/8 chance per turn of +60% Attack to Armor units
Tank Slayer: +60% Attack to Armor units and +60% Accuracy when near 2 or more Tanks (ally or enemy)
Poison Tolerance: 1/8 per turn of being immune to status effects and stat-downs for a turn (does not restore status if already inflicted)
Tank Destroyer: Essentially ID for Armor units. 1/8 chance per attack of increasing Attack to Armor units to 9999. Can miss the body and only hit the Treads of Tanks. Doesn’t work against bosses with immunity.
Comments: Bully means he gets better Accuracy every now and then. Oh, and random status-immunity! How unhelpful! 1/8 Chance of TANK ID.

Walter:
HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 15.5
Acc: 21.8
Personality Potentials:
Cocky: -40% Evasion when HP is full
Desert Bred: +40% Evasion when entering Desert-type ground
Night Vision: 1/8 chance per turn of +40% Accuracy when it’s dark
Pessimist: -40% Defense when having under 50% HP
Battle Potentials:
Anti-Armor Boost: 1/8 chance per turn of +60% Attack to Armor units
Stand Ready: +60% Defense and +40% Evasion when entering enemy attack range
Dbl. Tank Damage: 1/8 chance per attack of dealing full damage to all parts of a multi-part Armor unit
Ammo Refill: 1/8 chance per attack of recovering full ammunition after attacking
Comments: Crap Personals. Luckily he doesn’t rely on his Evasion for anything and Stand Ready can counter-act the effects of Pessimist. Chance to fully refill his Ammo is nice?

Hector:
HP: 434
Def: 19 (1.31 modifier)
Durability: 1.73
Evade: 8.8
Acc: 24.5
Personality Potentials:
Intimate Company: 1/8 chance of +40% Accuracy when number of allied units is less than enemy units
Born Leader: +40% Defense whenever near 3 or more allies
Metal Allergy: Loses 3% of mHP every 3 seconds when entering Metal-type ground
Battle Potentials:
Tank Killer: +60% Accuracy when near a Tank (ally or enemy)
Extra Shot: 1/8 chance per attack of reloading another shot of ammo
Super Anti-Armor: 1/8 chance per turn of +80% Attack to Armor units
Tank Destroyer: Essentially ID for Armor units. 1/8 chance per attack of increasing Attack to Armor units to 9999. Can miss the body and only hit the Treads of Tanks. Doesn’t work against bosses with immunity.
Comments: Kills Tanks dead. That is all.

Audrey:
HP: 424
Def: 19 (1.31 modifier)
Durability: 1.7
Evade: 13.6
Acc: 30.7
Personality Potentials:
Mooch: 50% chance to recover full ammo after using last shot
Camaraderie: +40% Evasion whenever near an ally unit of the same class
Good Buddy: +40% Attack to all unit-types, +40% Accuracy whenever near close friends
Pollen Allergy: Loses 3% mHP per 3 seconds when entering Grass-type ground
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Tank Slayer: +60% Attack to Armor units and +60% Accuracy when near 2 or more Tanks (ally or enemy)
Poison Tolerance: 1/8 per turn of being immune to status effects and stat-downs for a turn (does not restore status if already inflicted)
Ult. Anti-armor: Always-active straight +90% Attack to Armor units
Comments: Jann plus~ Mooch is great if she’s been hoarding CP. Kills Armor Units dead.

Rosina:
HP: 459
Def: 19 (1.31 modifier)
Durability: 1.83
Evade: 8.8
Acc: 28.8
Personality Potentials:
Into Macho Men: +40% Evasion when near buff males (ally or enemy Lancers)
Darcsen Hater: -40% Defense when near Darcsen units
Desert Allergy: Loses 3% of mHP every 3 seconds when entering Desert-type ground
Battle Potentials:
Anti-Armor Boost: 1/8 chance per turn of +60% Attack to Armor units
Stand Ready: +60% Defense and +40% Evasion when entering enemy attack range
Poison Tolerance: 1/8 per turn of being immune to status effects and stat-downs for a turn (does not restore status if already inflicted)
Tank Destroyer: Essentially ID for Armor units. 1/8 chance per attack of increasing Attack to Armor units to 9999. Can miss the body and only hit the Treads of Tanks. Doesn’t work against bosses with immunity.
Comments: Stand Ready means she’s awesomely durable, even more so against Macho Men! Kills Armor units dead. Random status immunity!

Yoko:     <-- borderline UOW
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 10.7
Acc: 31.7
Personality Potentials:
Largo Hater: -40% Attack to Armor units when near Largo
Born Leader: +40% Defense whenever near 3 or more allies
City Kid: +40% Defense when entering City-type ground
Battle Potentials:
First Aid Boost: 1/8 chance of doubled HP recovery when using Ragnaid (S)
Tank Slayer: +60% Attack to Armor units and +60% Accuracy when near 2 or more Tanks (ally or enemy)
Super Anti-Armor: 1/8 chance per turn of +80% Attack to Armor units
Ammo Refill: 1/8 chance per attack of recovering full ammunition after attacking
Comments: Kills Tanks dead and doesn’t like Largo. What a bitch.

Elysse:
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 13.6
Acc: 23.8
Personality Potentials:
Slow Starter: 1/8 chance of +40% Accuracy on every turn starting with the fifth
Camp Defender: +40% Evasion when entering an ally Camp
Neat Freak: -40% Accuracy when entering Dirt-type ground
Scout Hater: -40% Attack to personnel when near any enemy Scout
Battle Potentials:
Tank Killer: +60% Accuracy when near a Tank (ally or enemy)
Extra Shot: 1/8 chance per attack of reloading another shot of ammo
Dbl. Tank Damage: 1/8 chance per attack of dealing full damage to all parts of a multi-part Armor unit
Ult. Anti-armor: Always-active straight +90% Attack to Armor units
Comments: Jann minus? Still Kills Tanks dead, and Slow Starter doesn’t technically hurt her, but it’s hilariously useless.


(warning, durabilities drop here)
ENGINEERS

Knute:
HP: 243
Def: 10 (.8 modifier)
Durability: .6
Evade: 39.5
Acc: 39.5
Personality Potentials:
Lucky: 1/8 chance of preventing critical attacks whenever attacked
Engineer Killer: +40% Attack to personnel units and +40% Accuracy when near any enemy Engineers
Metal Allergy: Loses 3% of mHP every 3 seconds when entering Metal-type ground
Night Vision: 1/8 chance per turn of +40% Accuracy when it’s dark
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Demolition Man: 1/8 chance per attack of +140% Attack to all unit types when attacking with a Grenade
Super Defense: 1/8 chance per turn of +80% Defense
Double Action: 1/8 chance per turn of acting a second time
Comments: This is more like it from a Hidden Recruit. Demolition Man, ITE and Double Action could turn the tide of any battle that they activate in. And extra durability from Lucky and Super Defense are nice. Also Kills Engineers dead! (Look out Jude/Edgar!...notreally)

Herbert:
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 44.3
Acc: 29
Personality Potentials:
Moody: 1/8 chance of not acting (no movement/attacking, but can still disarm traps/repair cover – worst Potential in the game)
Desert Bred: +40% Evasion when entering Desert-type ground
Fatalist: -40% Accuracy when having single-digit HP (9HP or less)
Battle Potentials:
Repair Boost: 1/8 chance per use of healing +50% more to an Armor unit when using Engineer’s Tool
Resist Counters: 1/8 chance of enemy counterattack damage being halved
Super First Aid: 1/8 chance per use of doubled healing from Ragnaid (L)
Ultimate Defense: Always-active straight +90% Defense
Comments: And we found it! The Worst Potential in the GameTM! Super First Aid is also useless since Ragnaid L is already full healing for him! Kinda Durable for an Engineer is all he’s got going for him...

Karl:
HP: 229
Def: 10 (.8 modifier)
Durability: .56
Evade: 38.5
Acc: 32.8
Personality Potentials:
Head-Lit Deer: 1/8 chance of zeroing Karl’s evasion whenever counter-attacked
Lonely: 1/8 chance of -40% Evasion when no allies are near
Metal Head: +40% Attack to Armor units when entering Metal-type ground
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Poison Tolerance: 1/8 per turn of being immune to status effects and stat-downs for a turn (does not restore status if already inflicted)
Super Repair: 1/8 chance of doubled healing from Engineer’s Tool
Invincible: 1/8 chance of any enemy attack inflicting no damage or status effects
Comments: Really terrible Personals! 1/8 chance of complete Invincibility though!

Homer:   <-- Bishounen masochist
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.8
Acc: 42.8
Personality Potentials:
Masochist: +40% Defense when HP falls under 50%
Frail Body: 1/8 chance of getting -40% Defense whenever AP drops below 50%
Lonely: 1/8 chance of -40% Evasion when no allies are near
Neat Freak: -40% Accuracy when entering Dirt-type ground
Battle Potentials:
Undodgeable Shot: 1/8 chance of an attack ignoring enemy evasion
Poison Tolerance: 1/8 per turn of being immune to status effects and stat-downs for a turn (does not restore status if already inflicted)
Super First Aid: 1/8 chance per use of doubled healing from Ragnaid (L)
Ultimate Defense: Always-active straight +90% Defense
Comments: The most oddly-durable Engineer in the game. Plays a healing game forever, Masochist and Ult. Defense can stack. Random status immunity works better here than you’d think.

Dallas:    <-- Lesbian, Alicia fangirl
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 38.5
Acc: 38.8
Personality Potentials:
Alicia Lover: +40% Evasion when near Alicia
Desert Allergy: Loses 3% of mHP every 3 seconds when entering Desert-type ground
Fancies Women: +40% Accuracy when near any female ally
Man Hater: -40% Accuracy when near any male ally
Battle Potentials:
Defense Boost: 1/8 chance per turn of +60% Defense
Demolition Man: 1/8 chance per attack of +140% Attack to all unit types when attacking with a Grenade
Super Repair: 1/8 chance of doubled healing from Engineer’s Tool
Double Action: 1/8 chance per turn of acting a second time
Comments: Double-Action and Demolition Man means that her damage is occasionally Really Awesome. Great In-game just due to not having terrible drawbacks in her personals. Unless you use male characters for some reason. Ew.

Ramsey:
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 39.5
Acc: 44.5
Personality Potentials:
Maintenance Lazy: 1/8 chance of not attacking whenever attacking with a Rifle, still provokes a counter-attack! (Fighting for the spot of Worst Potential in the Game!)
Fatalist: -40% Accuracy when having single-digit HP (9HP or less)
Metal Head: +40% Attack to Armor units when entering Metal-type ground
Battle Potentials:
Repair Boost: 1/8 chance per use of healing +50% more to an Armor unit when using Engineer’s Tool
Resist Counters: 1/8 chance of enemy counterattack damage being halved
Super First Aid: 1/8 chance per use of doubled healing from Ragnaid (L)
Invincible: 1/8 chance of any enemy attack inflicting no damage or status effects
Comments: It’s nice that she has random Invincibility because Maintentance Lazy makes her lose her chance to attack AND still gets her countered. Super First Aid is redundant on herself, since Ragnaid L already full-heals her.

Nadine:
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.4
Acc: 33
Personality Potentials:
Rear Guard: 1/8 chance of +40% Attack to personnel whenever acting with the last CP in a turn (1/8 chance pretty much every turn in a DL setting)
Camaraderie: +40% Evasion whenever near an ally unit of the same class
Darcsen Bond: +40% Defense when near Darcsen units
Pollen Allergy: Loses 3% mHP per 3 seconds when entering Grass-type ground
Battle Potentials:
Repair Boost: 1/8 chance per use of healing +50% more to an Armor unit when using Engineer’s Tool
Resist Counters: 1/8 chance of enemy counterattack damage being halved
Super Defense: 1/8 chance per turn of +80% Defense
Double Action: 1/8 chance per turn of acting a second time
Comments: Rear Guard and Double Action means she gets good damage off every once in a while. More durable than she looks at times and nice evasion. Also a Darcsen unit!

Claudia:
HP: 233
Def: 10 (.8 modifier)
Durability: .57
Evade: 41.5
Acc: 33
Personality Potentials:
Unlucky: 1/8 chance of preventing Claudia from being able to Critical whenever attacking with a Rifle
City Kid: +40% Defense when entering City-type ground
Shut-In: -40% Defense when entering ally Camp
Battle Potentials:
Defense Boost: 1/8 chance per turn of +60% Defense
Demolition Man: 1/8 chance per attack of +140% Attack to all unit types when attacking with a Grenade
Super Repair: 1/8 chance of doubled healing from Engineer’s Tool
Invincible: 1/8 chance of any enemy attack inflicting no damage or status effects
Comments: Not a bad combo for an Engineer – random chance of Invincibility and random chance that her Grenades will do awesome damage. Unlucky doesn’t hurt her too much since she shouldn’t ever be attacking with her Rifle anyway.


(warning: below there be punies)
SNIPERS

Emile:
HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 8.8
Acc: 64
Personality Potentials:
Never Say Die: +40% Accuracy whenever having single-digit HP (9HP or less)
Frail Body: 1/8 chance of getting -40% Defense whenever AP drops below 50%
Good Buddy: +40% Attack to all unit-types, +40% Accuracy whenever near close friends
Meadow Bred: +40% Defense when entering Grass-type ground
Battle Potentials:
Accuracy Boost: 1/8 chance per turn of +60% Accuracy
Roof Hunter: +60% Attack to personnel units and +40% Evasion when attacking enemies at a higher elevation (flying/floating/standing on slightly raised ground)
Critical Shot: 1/8 chance per attack of all shots dealing Critical damage
Ammo Refill: 1/8 chance per attack of recovering all ammo after attacking
Comments: Kills Flying dead (and makes her more evasive all at once!). Can get Perfect Accuracy for all that means to a Sniper~

Oscar:
HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 13.6
Acc: 50.4
Personality Potentials:
Coward: -40% Accuracy when near any enemy (within 100 range… this isn’t so bad since Snipers have really long range, at least)
Imp Hater: +40% Accuracy when near any Imperial unit
Meadow Bred: +40% Defense when entering Grass-type ground
Night Vision: 1/8 chance per turn of +40% Accuracy when it’s dark
Battle Potentials:
Nest Master: +60% Attack to personnel units when climbing a ladder
Extra Shot: 1/8 chance per attack of recovering one shot of ammunition after attacking
Super Accuracy: 1/8 chance per turn of +80% Accuracy
Eagle Eye: 1/8 chance per sighting of tripling zoom-in capability (increased Critical chance?)
Comments: Dunno what to make of Eagle Eye. Considering how impossible it would be to miss if that activated, I’d call it a 1/8 chance for a Headshot ID.

Cezary:
HP: 215
Def: 10 (.8 modifier)
Durability: .53
Evade: 8.8
Acc: 53.4
Personality Potentials:
Acrophobic: -40% Attack against personnel units when climbing a ladder (...)
Darcsen Hater: -40% Defense when near Darcsen units
Desert Bred: +40% Evasion when entering Desert-type ground
Sniper Killer: +40% Attack to personnel units and +40% Accuracy when near any enemy Snipers
Battle Potentials:
Perfect Dodge: Extra 1/8 chance to completely dodge enemy counter attacks
Backup Sniping: +60% Attack to personnel units and +60% Accuracy when not near any ally or enemy units (not within 100 range)
Super Accuracy: 1/8 chance per turn of +80% Accuracy
Eagle Eye: 1/8 chance per sighting of tripling zoom-in capability (increased Critical chance?)
Comments: Not really sure what to do with Eagle Eye, but conceivably the 1/8 chance to get the extra accuracy makes it like a guaranteed Headshot critical ID. Backup Sniping is a great brute-force-able damage boost. Perfect Dodge means he’s less likely to die to counters (from Ranged attackers?).

Marina:   <-- Sniper Tear
HP: 180
Def: 10 (.8 modifier)
Durability: .44
Evade: 8.8
Acc: 64
Personality Potentials:
My Way: +40% Evasion when not near any allies
Lone Wolf: -40% Evasion when 3 or more allies are near
Night Vision: 1/8 chance per turn of +40% Accuracy when it’s dark
Pollen Allergy: Loses 3% mHP per 3 seconds when entering Grass-type ground
Battle Potentials:
Nest Master: +60% Attack to personnel units when climbing a ladder
Extra Shot: 1/8 chance per attack of recovering one shot of ammunition after attacking
Penetrator: 1/8 chance per attack of ignoring enemy’s defense stat
Ult. Accuracy: Always-active straight +90% Accuracy
Comments: Perfect Accuracy! I’d personally take that as all of her shots are Headshot ID, but your mileage may vary. Actually having Evasion thanks to My Way makes her probably the best Sniper? Chance for ITD damage is nice, too.

Catherine:   <-- sexy Irish accent
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 13.6
Acc: 55.4
Personality Potentials:
Ammo Worries: 1/8 chance of -40% Attack to personnel units when using the last available bullet
Camaraderie: +40% Evasion whenever near an ally unit of the same class
Meadow Bred: +40% Defense when entering Grass-type ground
Pessimist: -40% Defense when having under 50% HP
Battle Potentials:
Accuracy Boost: 1/8 chance per turn of +60% Accuracy
Roof Hunter: +60% Attack to personnel units and +40% Evasion when attacking enemies at a higher elevation (flying/floating/standing on slightly raised ground)
Penetrator: 1/8 chance per attack of ignoring enemy’s defense stat
Ammo Refill: 1/8 chance per attack of recovering all ammo after attacking
Comments: Crappy Personals, but kills aerial enemies dead.


AVERAGES:
HP: 326
Defense: 14.6
Damage: 407 (1019 kill point)
Evade: 35
Acc: 39 (37.8 inc. Tanks & Musaad)