- Flash RPG for play. Playable here
http://www.kongregate.com/games/fairypoet/ge-ne-sis?acomplete=ge. This is only a half-complete game, though.
- Assuming endgame level is 20, because this is a preliminary topic for the finale of the game that doesn't exist yet. Why am I doing this you ask? One part crazy, one part retarded.
- Standard phase-based SRPG gameplay. Much like Fire Emblem it features counterattacks if you atttack something and are not outside of it's attack range. Unlike Fire Emblem such counterattacks are at 66% of the normal power. Note that energy is not restored before counters.
- Ge.Ne.Sis has several stats that I will now describe.
*HP: Standard issue
*Energy: A kind of collective party resource pool. Battles start with 4 initial Energy. At the start of human PC's turns this is incremented by the PC's Magic stat. Abilities consume this resource. The max resource one can have at one time is 50.
*Power: Physical damage stat. Physical attacks get stronger proportional to the square of this stat.
*Endurance: Determines HP, Regen rate, and Defense. Each Endurance point is worth 15 Defense and .5% Regen, in addition to 225 HP.
*Magic: Determines magical damage. Most magic damage is directly proportional to this value, while some moves are proportional to the square of the value. The Party's Energy is incremented by this stat at the start of a PC's turn. Each point of Magic is also worth 15 Resist.
*Agility: Agility determines how many actions a character gets per attack round. 5 and less get 1 action/round, 6 means you get 2, 14 means you get 3, 18 means you get 4, and 20 means you get 5 actions. Every point of Agility is also worth 20 Dodge.
*Defense: Reduces damage taken. Defense is out of 1000, so 500 Defense reduces damage by half compared to 0 Defense, while 900 tenth's damage compared to 0 Defense.
*Resist: Reduces magic damage. This is also out of 1000.
*Dodge: Chance to evade attacks. This is also out of 1000. This is modified subtractively by the target's hit rate.
-The four 'core' stats (Power/Endurance/Magic/Agility) have caps. 40 is the cap for Power/Endurance/Magic while 20 is the cap for Agility. Not even buffing can put you above this.
- The game features 5 elements, which are as follows. Black is the element for physical damage, Red for Fire, Blue for Ice, Yellow for Thunder/Lightning, and White for 'non-elemental'. White is treated as an ordinary element as far as resisting/being weak to it go. Every element that is not Black is magical.
- Gelyan, Nera, and Sisily have Tarots, which are summonable spirits that behave as independent PC's in most ways. The exceptions are that they do not generate Energy and they can not fight wihtout a normal PC, as if all normal PC's are killed and only Tarots remain it is a game over. The Tarots remain until they are killed, dismissed by the summoner, or the summoner uses a special 'Soulburst' command which consumes energy and has various effects. Tarots also have a passive field ability such as adding to the party's regen, granting everyone parasitic healing, or reducing all enemy Resist scores. I'll add these in... later, when I am less lazy. Due to taking a turn to summon they don't change much.
-With the exception of Emi, all PC's can build their stats from the base stats to final stats selectively. What builds they want are heavily influenced by Perk requirements. Perks are passive abilities ranging from simple stat ups to ignoring enemy defenses to damage reflection. There are 3 tiers of perks and 3 Perks in each Tier. Only one perk from each tier can be used. Detailed descriptions of these are in the mechanics guide.
- I included Physical/Magical durability ratings, higher is better. I included Black Resist in Pdur.
- I listed 3 builds for each PC and averaged them for that PC's entry in the averages. I was tempted to just use one for Gelyan, but I ultimately went with 3. If you disagree vehemenently enough I can go back and redo stuff.
- Enemy defense/Resist taken as 250 (before Perks that cut this)
- Stats in parenthesis are AFTER all perk bonuses/penalties are applied. Numbers by moves are their Energy cost.
- I will only list move details once.
- Averages up top:
HP: 7328
Defense: 184
Resist: 324 (magic is a big focus in dueling due to Energy, hence more magic, hence more Resist)
Damage: 31716.33 (79291 kill point)
NeraineBuild 1: Dodge Tanking/damage.HP: 6050
Power: 7 (10)
Endurance: 6
Magic: 26
Agility: 20
Defense: 90
Resist: 390
Dodge: 760
Regen: 8%
Pdur: 87%
Mdur: 91%
Resist Blue by 25%. Resist Red by 50%. 75% weakness to Yellow. 15% Black Resist.
Perks:
Power Overwhelming: Power +3
Flash Steps: Range+1, Dodge + 100
God's Steps: Dodge + 100, Reduce target Def by 100, Add Power = 1/2 Enemy Agility (5+ power on average)
Attacks:
First Dance (0): 1778 Black Damage, 100 Accuracy. (10544 after Moon Waltz)
Frozen Steps (2): 1669 Blue Magic damage. Perfect accuracy.
Crystal Ballad (5): 2780 Black + 1992 Blue. 4772 Total. (16804 Black + 1992 Blue, 18797 total). Black is 150 Accuracy, Blue is perfect.
Moon Waltz (6): Heals Magic*50 HP (1300) and increases Power by Magic. Power caps at 40.
Best Attack Sequence: Moon Waltz -> Crystal Ballad*4 for 67218 Black + 7970 Blue damage (75187 total) and 1300 healing.
Comments: The Moon Waltz build for Neraine focuses on damage output and evasion. The end result is quite sexy, as 76% evasion that works on magic combined with brutal damage is hard to argue with, especially since she can heal away any damage that DOES get through with Moon Waltz.
Build 2: Magic TankingHP: 5750
Power: 5
Endurance: 8
Magic: 38
Agility: 14
Defense: 120
Resist: 820
Dodge: 440
Regen: 7%
Pdur: 86%
Mdur: 294%
Resist Blue by 25%. Resist Red by 50%. 75% weakness to Yellow. 15% Black Resist.
Perks:
Enchanting Rhyme: Ignore 25% of target defense
Battle Rhyme: Do full damage on counters instead of 2/3rds
Celestial Rhyme: Target defense taken at -100 Penalty, target Res taken as -400 Penalty, Enemy magic lowered by 4.
Best attack Sequence: Moon Waltz -> Crystal Ballad*2 for 35092 Black/8085 Blue damage (43177 total) and 2000 healing.
Comments: This build takes down mages nastily. Overkill mages are nothing to this build unless they are of Zophar's quality. Melee physicals that serve as backup run into counters where Nera can fully heal or heal + deal damage. Very nice. And still better Dodge than anyone else could ever hope for!
Build 3: ITD Damage and HPHP: 9350
Power: 13 (35)
Endurance: 4
Magic: 22
Agility: 20
Defense: 0
Resist: 0
Dodge: 0
Regen: 7%
Pdur: 122%
Mdur: 86%
Resist Blue by 25%. Resist Red by 50%. 75% weakness to Yellow. 15% Black Resist.
Perks:
Power Overwhelming: +3 Power
Absolute Authority: +2 Power, 25% Defense ignoring
Divine Supremacy: Ignore 25% target evade, ignore 50% target defense, Lower enemy Power by 4.
(Rave Dancer): Power set to 35. Defense, Resist, and Dodge set to 0. Ignore enemy Defense.
Best Attack sequence:
Moon Waltz -> Crystal Ballad*4 for 79080 Black/6782 Blue damage (85862 total). 1100 healing as well. Usable turn 1, 4, and so on.
Ice Ballad *4 + First Dance for 70673 Black/6782 Blue damage (77454 total). Repeat for two turns, then go back to Moon Waltz->Crystal Ballad*4
(First Dance*5 is 47963 damage)
Comments: For when Nera needs ITD damage or raw durability. The healing doesn't exist on this one, but the damage is hot and the raw durability is also hot. Note that due to the Squaring of Power in damage calcs that -4 Power is quite effective.
Overall Comments: Options for screwing over the evade-subject, mages, and the frail/defense-reliant. With effective healing thrown in that she can use along with her damage. Probably swings Low Godlike. The evade saving her from status whores helps a lot.
GelyanBuild 1: Balanced.HP: 9138
Power: 23 (25)
Endurance: 18 (16)
Magic: 14
Agility: 9
Defense: 340
Resist: 210
Dodge: 180
Regen: 28%
Pdur: 206%
Mdur: 107%
25% Black resist, 40% White weakness.
Perks:
Unshaken Heart: +800 HP
Rejuvenating Heart: +100 Defense, +15% HP Regen.
Devil's Hunt: Heals HP = 30% damage done, +2 Power, -2 Endurance.
Attacks:
Jelly Shot (1): 752 White damage. Perfect Accuracy. Reduce target Dodge by 200.
Trigger Happy (5): 6146 Black damage. (18 hits at 75% accuracy).
Armor Crusher (7): 8531 Black damage at 130 Accuracy. This move *reverses* defense in the calculation.
Soul Pact (8): 9138 ITD White damage. Hurts Gelyan for 15% Max HP. Can be fatal. 150 Accuracy (division based acc move instead of subtractive)
Best attack sequence: Armor Crusher*2 for 17062 Black damage and 5119 healing.
Comments: Durability with near-full healing thrown in for good measure. The damage isn't too hot but it has a cool niche in reversing defense and can kill things, albeit slowly.
Build 2: Blitzing build.HP: 4675
Power: 33 (37)
Endurance: 8 (1)
Magic: 14
Agility: 9
Defense: 15
Resist: 210
Dodge: 180
Regen: 5%
Pdur: 70%
Mdur: 55%
25% Black resist, 40% White weakness.
Perks: Marksmanship: +1 Range, -2 Endurance.
Sniper Sense: +1 Range, +2 Power, -3 Endurance.
Devil's Hunt: Damage Heals HP = 30% damage done, +2 Power, -2 Endurance.
(Sharpshooter: Damage heals HP = 60% damage done, stacks with Devil's Hunt, +3 Range, Endurance->1)
Best attack sequence: Armor Crusher*2 for 33802 damage and way way way overkill healing.
Comments: For when Gelyan needs to kill something, especially with high defense. The draining is cool but kind of pointless compared to his other two builds.
Build 3: Ultimate tankHP: 14875
Power: 5 (10)
Endurance: 40
Magic: 10 (15)
Agility: 9
Defense: 700
Resist: 225
Dodge: 180
Regen: 25 (55)%
Pdur: 736% (...)
Mdur: 177%
25% Black Resist, (35% Red/Blue/Yellow Resist), (15% White Resist).
Perks:
Unshaken Heart: +800 HP
Rejuvenating Heart: +15% HP Regen, +100 Defense
Nature Heart: +20% Red/Blue/Yellow/White resistance.
(Nature Warden: Range set to 3, +15% Red/Blue/Yellow Resist, +35% White Resist, +15% HP Regen, +5 Power/Magic.
Best attack sequence: Armor Crusher*2 (5250 Black damage)
(Soul Pact*2 for 29452 damage, takes 30% Max HP damage in self-damage.)
Comments: Bring status or
go home. Note that 3 range and being unable to move+attack means Gelyan is a sitting duck for truly long-ranged foes.
Overall comments.
Gelyan is a guy you take down in one of your turns (or on a doubleturn) or with status. Otherwise he just keeps on going and going like the freaking energizer bunny. If not for the
glaring status weakness I'd call him a fairly terrifying Godlike, but due to that and the lack of damage he is a Low Godlike at best.
Sisily:
Build 1: Magical GirlHP: 4775
Power: 6
Endurance: 5
Magic: 31 (36)
Agility: 16
Defense: 75
Resist: 540
Dodge: 320
Regen: 6%
Pdur: 61%
Mdur: 122%
25% Red Res, 50% (25%) Blue weakness, 25% Yellow Res, 5% Black Res.
Perks:
Frost Guard: +100 Resist, +25% Blue Res
Shining Soul: +3 Magic, Ignore 25% of target Resist
Rainbow Blood: Ignore 150 of target's Def/Res, Absorb 33% of target's Power stat and add it to her own. (+~7 Power, enemy phys damage reduced to ~50%), -3 Magic
Moves:
Warp Assault (0): 1118 Black damage. 140 Accuracy. (this move's accuracy is division-based, not subtractive)
Fiery Flowers (3): 3208 Red damage. Perfect accuracy.
Electrify Kisses (7): 7126 Yellow damage. 100 Accuracy.
Warp Tornado (8): 3557 Black [140 Accuracy] + 8061 Red [perfect acc] damage. 11619 total.
Best attack sequence is Warp Tornado*3 for 10672 Black + 24185 Red damage ( 34857 total)
Comments: Frail, but then she steals most of her foe's physical damage so she is effectively pretty durable. Damage is good and she has range 2 counters to use against things.
Build 2: Balanced defensiveHP: 6125
Power: 9
Endurance: 10
Magic: 23 (25)
Agility: 16
Defense: 150
Resist: 575
Dodge: 320
Regen: 10%
Pdur: 84%
Mdur. 133%
(50% Red Res), (25% Blue Weakness), (50% Yellow Res), 5% Black Res
Perks:
Frost Guard: +100 Resist, +25% Blue Res
Flame Guard: +100 Resist, +25% Red/Yellow Res
Rainbow Blood: Ignore 150 of target's Def/Res, Absorb 33% of target's Power stat and add it to her own. (+~7 Power, enemy phys damage reduced to ~50%), -3 Magic
Best attack sequence is Warp Tornado*3 for 14195 Black/11452 Red (25468 total) damage.
(Warp Assault*3 does 4527 Black)
Comments: Actually a tank. The damage isn't impressive but it isn't exactly laughable. Quite good.
Build 3: Physical beatsHP: 6125
Power: 26 (30)
Endurance: 3
Magic: 9 (4)
Agility: 18
Defense: 45
Resist: 60
Dodge: 360
Regen: 6%
Pdur: 75%
Mdur: 60%
25% Red Res, 50% Blue weakness, 25% Yellow Res, 5% Black Res
Perks:
Basilisk blood: -2 enemy speed
Gorgon Blood: -2 enemy speed, -150 Enemy Resistance
Rainbow Blood: Ignore 150 of target's Def/Res, Absorb 33% of target's Power stat and add it to her own. (+~7 Power, enemy phys damage reduced to ~50%), -3 Magic
(Petrifying Glare: +4 Power, Reduce enemy speed by 33%, -2 Magic)
Optimal Damage:
Warp Tornado -> Warp Assault*3 for 39312 Black/182 Red damage (39494 total) first turn.
Warp Assault*4 for 26073 black damage turn 2, then go bak to turn 1 and repeat the cycle.
Comments:
Sacrificing every scrap of magic durability she in exchange for physical durability and physical beatdowns. Also note that here she is reducing speed quite gratuitously. (spd-4)*2/3rds means 2 actions becomes 1 while 3, 4, and 5 actions becomes 2. Quite effective, if you see it as applicable in the DL.
Overall Comments: Sisily doesn't have anything that really stands out about her. Her bad physicl durability would be a major issue if she didn't cheat like a whore and double her physical durability through Rainbow Blood. If not for that she would push Light, but as is she makes a decent Middle through tankishness (cheater) and ranged counters.
EmiHP: 7025
Power: 6
Endurance: 15
Magic: 17
Agility: 20
Defense: 225
Resist: 255
Dodge: 400
Regen: 7%
Pdur: 101%
Mdur: 87%
20% Red weakness, 20% Blue resist, Yellow immunity.
Perks:
Thunder Child: Immunity to Yellow damage.
Energy Linked: +1 Magic for every 5 Energy.
Attacks:
Spark (1): 1212 Yellow damage, 100 Accuracy. (Spark goes up with Magic^2)
Energy Sphere (6): 1873 Yellow Damage. Perfect accuracy.
Field Skill:
Illumination: Horrid Yellow damage to surrounding units (~2500) and 1550 healing.
Optimal damage:
Spark*5: 9101 Yellow damage. (10861 turn 2, 13801 turn 3, 14861 turn 4, then turn 4 repeats)
Comments: Uh. Yeah. Light. She at least isn't frail. And immunity to Thunder could always come in handy somewhere. Maybe her healing/regen can outpace what Light has to offer.