Ugh, here goes. Note that there are spoilers here, of course. This is definitely a work in progress.
Explanations and stuff
Reyvateils: Reyvateils don't "get" turns. They can act at any time. When they act, they can charge a song. For attack songs, damage is dependent on how long they charge it. Healing spells heal every so many ticks. Buff spells last as long as the Reyvateil is charging it. All spells have 4 levels, and the song gets more powerful the higher the level.
In the DL, the best damage the Reyvateils can do involve charging up to 10% (1 tick) and releasing it, and then repeating over and over. Right before the enemy gets a turn (1 tick before it), the Reyvateil is going to want to use a buffing spell to try and lessen the enemy's damage. Then they can use healing spells to get back to full HP and then repeat the assault.
Reyvateils regain MP when they're not charging a song. This means that the limiting factor of a Reyvateil's actions is number of song charges.
All songs ignore defense. They do hit resistances though.
Fighters: Fighters act within a CTB system. Their effective speed is calculated as follows:
Effective Speed = 500 + Agility.
One way to think about this speed is that every tick, their CTB bar is increased by their effective speed, and once the CTB bar hits 100,000 they get a turn. Another way is to calculate the number of ticks needed to get a turn, which is:
ticks = 100,000/(500+Agility).
I have reason to believe the game uses the latter, but barring rounding differences, the end result is the same.
Fighters can use their skills if the Harmonics level is high enough, which requires a fighter and a Reyvateil to be fighting together. Since this never happens in the DL, fighters can't use their skills. The exception is Lyner, who can use Impulse at Harmonics L0.
Fighters can also Wait and get their next turn twice as quickly. Pretty much useless.
Enhancing: Characters can enhance their weapons by connecting grathnode crystals to them. Think materia, but only stat boosts. Grathnode crystals are universal.
However, since the crystals are really important, it doesn't seem fair to leave them completely. As of now I'm not listing any, but a reasonable interpretation is to allow them characters any grathnode crystals they can get by recrystalizing (turning an item into a crystal) equipment they can wear. They can also recrystalize things they made/received in plot (only applies to Lyner and the Reyvateils). I'll probably get info on that eventually, but not at the moment.
Installing: Reyvateils can install grathnode crystals into their songs, making them more powerful or having other effects. Since these are technically not universal, I personally allow them, but only storeboughts (and any gotten in the same was as the enhancing crystals above). Again, I don't have info on those yet, but will later.
Stat Explanations
HP: If you don't know what these are, you're at the wrong forum.
MP: Magic points. Only Reyvateils have these. Used to charge songs.
Attack: How hard you hit things.
F Attack: Fire Attack. For every 1 F Attack, 1% of fire damage is added to your physical. Max is 100.
I Attack: Ice Attack. See above, but replace fire with ice.
L Attack: Lightning Attack. See above, blah blah.
W Attack: Wind Attack. You know the drill.
Critical: Rate of critical in terms of percents. Physical criticals are 1.5x damage.
Defense: Lessens damage taken.
F Resist: Fire Resist. In terms of percent reduction (100 is immunity).
I/L/W Resist: Figure it out.
Agility: Affects speed. Maybe evade? Ar tonelico evade blows.
Assorted formulae
Physical damage: Don't know the formula, but it seems like some kind of exponential formula.
If physical critical, damage := damage*1.5
If magical critical, damage := damage*1.2
effective speed = agility + 500
MP cost/tick = GD/15*(1-GDR/2) where GD is the GD cost of the song and GDR is the Reyvateil's GD-Regist stat as a percentage.
The Characters
Levels were taken wherever I was at endgame. I chose Misha's path so Lyner, Misha, Jack, and Krusche will outlevel the others by a bit. Shurelia and Ayatane both join underlevelled regardless. It's only a 4 level spread max, so it's not a big jump.
Equipment: I allow any equipment that there are an infinite number of copies. Usually it is storebought or created through grathmelding. In any case, they are extremely easy to get. Uniques and plot given items are allowed as well.
Reyvateils
All songs ignore defense, but hit resistances.
The variable c in the song formulae denote the song charge, as a number (not a percent). Songs are charged at 10%/tick.
Lx determines what level of the song the formula is for. I only listed L1's for most songs because I am lazy and they will never want to charge up to L2 in the DL anyways.
Numbers in parenthesis denote how many uses of that song are available initially. They can buy more with DP (dive points) near the end of the game. DP are really easy to come by, so it's not unreasonable to allow them more usages. As of now I'm only using the initial amount until I figure out how exactly to factor in more charges for DP.
Misha L79:
Red Magic
Energy Ball: Magic
L1: 73+7*c/100
L2: 102+9*c/100
L3: 108+11*c/100
L4: 151+14*c/100
Glacial Ball: Ice (4)
L1: 57+5*c/100
Thunderclap: Lightning (2)
L1: 224+20*c/100
Tear God: Ice (3)
L1: 112+12*c/100
Flower: Magic (2)
L1: 143+17*c/100
Void Slasher: Physical (3)
L1: 124+12*c/100
Stubborn Father: Magic (4)
L1: 49+5*c/100
Gaia Bombard: Magic (3)
L1: 68+7*c/100
Wo Ai Ni: Wind (3)
L1: 341+32*c/100
Meteor: Physical (2)
L1: 142+14*c/100
Tower Connection: Fixed (1)
L1: 97+10*c/100 (5 hits)
L2: 112+21*c/100 (5 hits)
Blue Magic
Cinna (5): 901 healing, 5% healing every 50 ticks.
Arcadic Cinna (3): 1003+36 healing, 5% healing every 50 ticks.
Paradise Cinna (2): 1240+36 healing, 5% healing every 50 ticks.
Wind Guard (3): Raises W RES and W Attack.
Ice Guard (3): Raises I RES and I Attack.
Thunder Gurad (3): Raises L RES and L Attack.
Angel Shura (3): Raises Attack.
Angel Rishi (3): Raises Defense. Has a better effect if defense is higher. Reduction is about 1/6.
Angel Skanda (3): Raises Agility.
Shaman (2): Healing if affected by status.
Absorbing Balloon (2): Reduces damage taken. Has a better effect if defense is higher. Reduction is about 1/3.
Miracle (1): Random support stuff happens.
Equipment
Costume: Elfir
MP: 2400
GD-Regist: 44%
Costume: White Kimono
MP: 1400
GD-Regist: 100%
Armor: Operetta
Enhancement Levels: 1, 2, 3, 4
Hit Points: +552
Magic Points: +848
Defense: +563
Ice Resistance: +20
Wind Resistance: +40
GD-Regist: 15%
Accessory: Mother-in-Law's Ring
Enhancement Levels: 1, 2, 3
Harmonics: +50
Defense: +100
Accessory: Parameno Ring
Enhancement Levels: 1, 2
GD Regist: +25
Lightning Resistance: +25
Wind Resistance: +25
Stats
HP: 2640
MP: 4723
Defense: 1254
F Resist: 10
I Resist: 25
L Resist: 5
W Resist: 50
GD-Regist: 100%
First turn damage: 11628
Second turn and later: 9916
Aurica L77:
Red Magic
Boom: Magic
L1: 74+6*c/100
L2: 99+9*c/100
L3: 140+9*c/100
L4: 152+14*c/100
Flamia: Fire (4)
L1: 53+5*c/100
Sword Slash: Fixed (4)
L1: 116+11*c/100
Dragonferno: Fire (3)
L1: 105+12*c/100
Undine: Ice (3)
L1: 137+14*c/100
Seraphiflyer: Lightning (3)
L1: 176+17*c/100
My Hero: (3)
L1: 30+3*c/100 (7/8 chance of 6 hits, 1/8 chance of 3 hits)
Boe: Magic (2)
L1: 102+11*c/100
Ar tonelico: Fixed (1)
L1: 96+10*c/100 (5 hits)
Aurica Mk I: Lightning (2)
L1: 316+30*c/100
Sylphan Dance: Wind (3)
L1: 288+30*c/100
Blue Magic
Life Warmth (5): 688 healing, 5% healing every 50 ticks.
Life Refresh (3): 1074+29 healing, 5% healing every 50 ticks.
Life Shower (2): 1307+29 healing, 5% healing every 50 ticks.
Fire Guard (3): Raises F RES and F Attack.
Wind Guard (3): Raises W RES and W Attack.
Thunder Guard (3): Raises L RES and L Attack.
Slasher (3): Raises Attack.
Defenser (3): Raises Defense. Has a better effect if defense is higher. Reduction is about 1/6.
Booster (3): Raises Agility.
Chronicle (2): Recovers HP if statused.
Magi Q (2): Reduces damage taken. Has a better effect if defense is higher. Reduction is about 1/3.
??? (1): Random support stuff happens.
Equipment
Costume: Marlone
MP: 2000
GD-Regist: 77%
Armor: Warm Sweater
Enhancement Levels: 1-2
HP: 183
MP: 271
Defense: 340
F/I/L/W Resist: 77
Armor: Operetta
Enhancement Levels: 1, 2, 3, 4
Hit Points: +552
Magic Points: +848
Defense: +563
Ice Resistance: +20
Wind Resistance: +40
GD-Regist: 15%
Accessory: Mother-in-Law's Ring
Enhancement Levels: 1, 2, 3
Harmonics: +50
Defense: +100
Accessory: Parameno Ring
Enhancement Levels: 1, 2
GD Regist: +25
Lightning Resistance: +25
Wind Resistance: +25
Stats
HP: 2905
MP: 4943
Defense: 1278
F/L Resist: 10
I Resist: 30
W Resist: 40
Gd-Regist: 92%
First turn damage: 12205
Second turn and later: 10050
Shurelia L75:
Red Magic
Primal Word: Magic
L1: 81+8*c/100
L2: 117+18*c/100
L3: -87+30*c/100
L4: -7635+136*c/100
A.B.R: Fire + Ice (3)
L1: 78+8*c/100 (5 hits of fire, 5 hits of ice)
Apostle of Mir: Ice (3)
L1: 484+30*c/100
ELMA-DS: Fire (3)
L1: 39+6*c/100 (12 hits)
Shadow: Magic (3)
L1: 171+20*c/100
Silver Horn: Lightning (3)
L1: 719+67*c/100
Ar tonelico: Fixed (3)
L1: 115+13*c/100 (5 hits)
Child of Light: Fixed (3)
L1: 685+65*c/100
Blue Magic
Life Fill (5): 100% healing+37 healing + revive.
Energy Fill (3): Increase all RES and all elemental Attack.
Blast Fill (3): Raises Attack, Defense, and Agility. Defense buff is more effective if Defense is higher. Reduction is about 20%.
Med Fill (3): Recovers HP if statused.
Full Cushion (2): Reduces damage taken. More effective if Defense is higher. Reduction is about 38%.
Prophecy (1): Random support stuff happens.
Equipment
Costume: Linkage
MP: 500
GD-Regist: 100%
Armor: Grand Crown
Enhancement Levels: 1, 2, 3, 4
Hit Points: +889
Magic Points: +1440
Defense: +743
Fire Resistance: +20
Ice Resistance: +20
Lightning Resistance: +20
Accessory: Topology Ribbon
Enhancement Levels: 1, 2, 3, 4
Hit Points: +500
Magic Points: +500
Defense: +250
Burst Speed: +25
GD Regist: +10
Harmonics: +25
Stats
HP: 3945
MP: 5474
Defense: 1706
F/I/L Resist: 30
W Resist: 10
GD-Regist: 100%
First turn damage: 21050
Second turn and later: 10988
Fighters
For fighters not named Lyner, the Green Ring is taken to be the default accessory. It grants 150 defense and immunity to poison.
Lyner L79:
Equipment
Weapon: Eoria's Serenade
Enhancement Levels: 1-4
Base Damage: 1683 (1743 with Guardian of Elemia)
Impulse: 2018+2018 wind (2578+2578 with Guardian of Elemia), costs 10% HP. Average damage: 6831.7
Weapon: Eversong
Enhancement Levels: 1-4
Damage: 1337
Impulse: 1381+1381 wind, costs 10% HP.
Armor: Guardian of Elemia
Enhancement Levels: 1-4
HP: 719
Attack: 150
Defense: 840
W Attack: 25
F/I/L Resist: 15
W Resist: 75
Critical: 10
Agility: 100
Armor: Decorated Hakuma
Enhancement Levels: 1,3
HP: 509
Defense: 525
F/I/L/W Attack: 25
Armor: Warm Sweater
Enhancement Levels: 1-2
HP: 183
Defense: 340
F/I/L/W Resist: 77
Accessory: Sky's Musical Box
Enhancement Levels: 1-4
Hit Points: +300
Wind Resistance: +100
Accessory: Ocarina of Heaven
Enhancement Levels: 1, 2, 3, 4
Hit Points: +150
Defense: +100
Fire Resistance: +30
Ice Resistance: +30
Agility: +100
Accessory: Ring of Aria
Enhancement Levels: 1, 2, 3, 4
Hit Points: +500
Defense: +250
Fire Resistance: +25
Ice Resistance: +25
Lightning Resistance: +25
Wind Resistance: +25
Agility: +50
Stats
HP: 6178
Attack: 1780
L Attack: 25
W Attack: 100
Critical: 65
Defense: 2227
F/I/L Resist: 65
W Resist: 100
Agility: 303
Effective speed: 803
Best damage: Impulse: 2578+2578 wind damage, 65% critical rate. Average damage: 6831.7
Jack L79:
Equipment
Weapon: Vahstrad
Base Damage: 1150+575 fire.
Armor: Eoria's Wing
Enhancement Levels: 1, 2, 3, 4
Hit Points: +579
Defense: +850
Lightning Attack: +25
Fire Resistance: +40
Ice Resistance: +40
Agility: +50
Stats
HP: 5029
Attack: 1458
F Attack: 100
L Attack: 25
Critical: 49
Defense: 1946
F Resist: 100
I Resist: 40
Agility: 134
Effective speed: 634
Best damage: Attack: 1150+575 fire + 1150 fire + 288 lightning, 49% critical rate. Average damage: 4832.16
Krusche L79:
Equipment
Weapon: J's Agony
Base Damage: 877
Weapon: Sharkgrill
Base Damage: 689
Armor: Eoria's Wing
Enhancement Levels: 1, 2, 3, 4
Hit Points: +579
Defense: +850
Lightning Attack: +25
Fire Resistance: +40
Ice Resistance: +40
Agility: +50
Stats
HP: 4788
Attack: 1204
L Attack: 25
Critical: 74
Defense: 1933
F/I Resist: 82
Agility: 298
Effective speed: 798
Best damage: Attack: 877+219 lightning, 74% critical rate. Average damage: 1501.86
Radolf L78:
Weapon: Doomslayer
Base Damage: 1303
Weapon: Element Spear
Base Damage: 561
Armor: Eoria's Wing
Enhancement Levels: 1, 2, 3, 4
Hit Points: +579
Defense: +850
Lightning Attack: +25
Fire Resistance: +40
Ice Resistance: +40
Agility: +50
Stats
HP: 5465
Attack: 1560
L Attack: 25
Critical: 100
Defense: 2399
Agility: 161
Effective speed: 661
Best damage: Attack: 1303 + 326 lightning, 100% critical rate. Average damage: 2443.13
Ayatane L77:
Equipment
Weapon: Zetsuei&Zanmu
Base Damage: 1263 (1727 with IAMAWESOME)
Armor: IAMAWESOME
Enhancement Levels: 1, 2, 3, 4
Hit Points: +612
Attack: +200
Defense: +900
Fire Resistance: +25
Ice Resistance: +25
Lightning Resistance: +25
Wind Resistance: +25
Critical: +20
Agility: +50
Stats
HP: 5239
Attack: 1885
Critical: 100
Defense: 1823
F/L Resist: 45
I Resist: 70
W: Resist: 25
Agility: 342
Effective speed: 842
Best damage: Attack: 1727 damage, 100% critical rate. Average damage: 2590.5
Fighter accessories:
Defeated Lover's Charm
Enhancement Levels: 1
Fire Resistance: +50
Ice Resistance: +50
Resonance Shield Box
Enhancement Levels: 1, 2
Defense: +100
Critical: +25
Octahedron Crystal
Enhancement Levels: none
F/I/L/W Resist: 50
Booster
Enhancement Levels: 1-4
Critical: 50
Continuous Criticals.
White Ring
Enhancement Levels: 1, 2
Defense: +100
Curse and Sleep immunity.
Green Ring
Enhancement Levels: 1-2
Defense: 150
Poison immunity.
Basket
Agility: 50
Status immunity.
Paradox Eye
Enhancement levels: 1-2
I/W Resist: 50
Funny Clothing
Enhancement Levels: 1
Defense: 25
Averages:
HP:
Lyner 6178
Radolf 5465
Ayatane 5239
Jack 5029
Krusche 4788
Average 4523.63
Shurelia 3945
Aurica 2905
Misha 2640
MP:
Shurelia 5474
Average 5046.67
Aurica 4943
Misha 4723
Attack:
Ayatane 1885
Lyner 1780
Average 1577.4
Radolf 1560
Jack 1458
Krusche 1204
F Attack:
Jack 100
Average 20
Radolf 0
Ayatane 0
Krusche 0
Lyner 0
I Attack:
Jack 25
Average 5
Radolf 0
Ayatane 0
Krusche 0
Lyner 0
L Attack:
Krusche 25
Lyner 25
Radolf 25
Average 15
Ayatane 0
Jack 0
W Attack:
Lyner 100
Average 20
Ayatane 0
Jack 0
Krusche 0
Radolf 0
Critical:
Radolf 100
Ayatane 100
Average 77.6
Krusche 74
Lyner 65
Jack 49
Defense:
Radolf 2399
Lyner 2227
Jack 1946
Krusche 1933
Ayatane 1823
Average 1820.75
Shurelia 1706
Aurica 1278
Misha 1254
F Resist:
Jack 100
Krusche 82
Lyner 65
Ayatane 45
Average 42.75
Shurelia 30
Misha 10
Aurica 10
Radolf 0
I Resist:
Krusche 82
Ayatane 70
Lyner 65
Average 42.75
Jack 40
Aurica 30
Shurelia 30
Misha 25
Radolf 0
L Resist:
Lyner 65
Ayatane 45
Shurelia 30
Average 19.38
Aurica 10
Misha 5
Radolf 0
Jack 0
Krusche 0
W Resist:
Lyner 100
Misha 50
Aurica 40
Average 28.13
Ayatane 25
Shurelia 10
Krusche 0
Jack 0
Radolf 0
Agility: (NOTE: This is misleading. See effective speeds.)
Ayatane 342
Lyner 303
Krusche 298
Average 247.6
Radolf 161
Jack 134
Effective Speed:
Ayatane 842
Lyner 803
Krusche 798
Average 747.6
Radolf 661
Jack 634
GD-Regist:
Misha 100
Shurelia 100
Average 97.33
Aurica 92
First turn damage:
Shurelia 21050
Aurica 12205
Misha 11628
Average 7885.29
Lyner 6831.7
Jack 4832.16
Ayatane 2590.5
Radolf 2443.13
Krusche 1501.86
Second turn damage:
Shurelia 10988
Aurica 10050
Misha 9916
Average 7211.62
Lyner 6831.7
Jack 4832.16
Ayatane 2590.5
Radolf 2443.13
Krusche 1501.86
3 turn average: 7436.18
To do list:
Relative durabilities. I have no clue how to do these yet because Ar tonelico mechanics are on crack.
Add in Origin crystals at the very least.
Setups with arguably allowed crystals.