Saga Frontier
Quick Notes:
1. I allow GriffinScratch (the damage at least), so most Mystics will be opting for this (Not Nusakan, Rei or White Rose)
2. Kill Point is a little over 8k
3. I am a little more restrictive on spending. Basically, if you have already spent more than $10K, I'm not allowing different setups. Also, if you have empty accessory slots, those will be filled for parity.
4. No expensive, durability shafting ID protection
5. I’m allowing Monsters to opt for the ZeroWorm form. This is a fairly easy form to get (needs 3 68% Skills). However, monsters in this form will only get the moves they start with (and can’t switch back to the other default forms)
6. I believe I adjsuted defense averages based on the same averages NEB did.
7. Ignoring Mystic Coup d’Grace for Mystics as this changes your stat layout if it works in game, and it doesn’t work on either of the absorb monsters. By endgame, you are making your PC worse if this works in game.
And for the rest of Coup d’Grace, I see much lower rates. It’s attached to 2750 Damage. B9 enemy HP with isn’t ID immune is 4000 (5000 average, this falls to 3850 w/o Kraken. They have a lot of HP, but other status defangs them so much more easily than cutting through their damage, so I’m saying 4000). Basically, the formula of
90 * (Lost HP/Current HP) + 9
I make that 90à28. This is 31.25% of 90 to replace the 68.75% of B9 enemy HP where the Coup D Grace kicking in just swipes the kill the damage would do. Then I make that 28->17 (this is the effect of standard prorations I make for all status)
So at various HP losses
25%- 14.6%, 35%- 18.2%, 50%- 26%, 60%- 34.5%, 70%- 48.7%, 80- 77%, 84- 98.25%
8. The big one is that I included what I'd imagine status resistance is based on some cursory tests on PC and testing status on enemies thoroughly. Poor PSY will mean that a lot of status will punish you badly.
Asellus- 54% ITE Damage, Turn 3 ID, 106% Pdur, 93% Mdur, 50% Evade against ST physicals with a chance of adding on more damage (not turn 1 against LR physicals though), but 47.3% weak to a bevy of statuses. -0.47 SD doesn't help. I think there might be a few too holes to float to Heavy (and I might be overrating her now due to biasing her towards her ending rank). Almost might want to go for more JP at the cost of stats, but that runs of the risk of not getting Lifesprinkler. 3.6
Emelia- ~115% PDur, ~118% Mdur. A little weak to status (13.5%) and 47.7% ITE and partially ITD damage off initiative. Doesn't have as large weaknesses as Asellus, but less attack options hurt. 3.65
Fuse- ~110% PDur, 96% Mdur and 8.3% Status res. 41.5% damage that has some anti-healer properties (26% ID at 50% enemy HP, 48.7% at 70%, 77% at 80%). The healing and the stat boosts game rounds out everything fairly well though. 3.9
Gen- More durable than Asellus (114% Pdur, 100% Mdur), but 45% damage in turn and no ID option. A little faster at -0.27 SD. 3.35
Red- ~150% Pdur, 130% Mdur, immune to all the nasty statuses, 1.13 SD, 61% ITE Damage and some bad backup ID should it ever be useful (probably for Ness like situations). Clear Heavy. 4.2
Roufas- 104% PDur, 90% Mdur, a tad status weak, 43% ITE/partial ITD damage off 1.63 SD speed with full healing and the stat boosting (at which point it's ~64% damage). 4.1 works.
Rouge- I do allow him Light magic (ties in with plot of get magic and he's placed so that he can't miss it. He'd prefer that he get guns based on just being the best with them, but his plot says magic over guns) and I do see him using guns about 25% of the time for stats, so he's notably better on some things to me. 80% Pdur, 74% Mdur, 20% Status Res, -0.57 SD (a little gun use goes a long way here) and 36.7% magic damage. The ID is turn 3 including Light Sword used first, so he can try a little evasion game (which is basically 25% to me, so will avoid 1 of 3 attacks if relevant). Don't think that's enough to get out of Light though as a slow, frail turn 3 killer will tread too much water in MIddle. 2.85
T260G- And our first Godlike. The great durability (2.65 Pdur, 3.05 Mdur, ~10% Regen, the VMAX option) and the speed is solid, but can't really rush out of the gate against a foe with great durability (either needing a turn for VMAX or damage dropping off a cliff after Magnify). So high class Godlikes and those with those nasty ITD can take her, but 4.9
TimeLord- And our second Godlike! Initiative 214% Physical Damage or a lot of Stone. Even a magical option for Brahms maybe. Against very durable bosses he'll be in a bit of trouble, but 4.95 works.
White Rose- 77.5% Pdur, 90.5% Mdur, 21% Status Res, 0.03 SD, 38.6% Damage. Light Sword helps everything a little, giving her 25% Evade, a 10% Damage Boost and some more speed/durability, although it's not a great help without a move that gets ShellShield's evade. Still many other Mystics would be quite envious. 3.3
Capt Hamilton- 110% Pdur/~95% Mdur, 22.3% Status Weak, 45% ITE Damage off slightly above average speed or 43% ITE/partial ITD off good speed plus a turn 4 ID option. Solid MIddle slugger. 3.65
Doll- Starts with a gun, wielding a gun in the official art, gets guns in the DL. 90% Pdur, 80% Mdur, light status resistance, 45% fast ITE/partial ITD damage and a draining move that heals 50% of Doll's HP but horrible damage (22HKO!). 3.45
Liza- 122.4% Damage! And it's fairly repeatable, which often isn't the case for PC damage of that level. 104% Pdur, 90% Mdur, 32.5% evade, 0.13 SD...but 39.3% weak to status. It's hard to see her in Godlike because of this since there might be Middles running around who can capitalize on this (or blah, there might even be Lights potentially). 4.4
Lute- 112% Pdur, 98% Mdur, 32.5% Evasion, but 44% weak to status and -0.97 SD. 46.5% ITE Damage helps, but a very slow 3HKOer with a hideous status weakness sounds like a Light albeit a solid one. 2.95
Mei-Ling- 86% Pdur, 78% Mdur, 12% STatus Res, 45% fast ITE/partial ITD damage plus a slightly above average speed 34% Magic option. Unlike White Rose, the ability to take advantage of ShellShield with her best damage makes Light Sword's Deflect a lot more useful giving her ~45% evade. Probably gets into low Heavy when it all adds up. 3.9
Dr Nusakan- 101% Pdur, 102% Mdur, a sliver above average speed (although I don't think that matters too much). I see him getting the Arcane spells, so he has a 139% Thunder nuke. He has the durability to not be OHKOed in Heavy and has 33% status res, so I think he could be Godlike on just that, but the initiative defenses up + healing clinch it since that 1.5 durability with 60% free infinite healing is solid. 4.6
Mesarthim- 95% Pdur, 85% Mdur, 30% STatus Res, +1 SD Speed, 33% Damage Phys or 18% Water Magic. Cockatrice is out (15% base hit rate if she forgoes GriffinScratch is not going to be helpful). Hide Rune + Vitality Rune is a cute way to spoil non-OHKO ST damage. She can buff damage about 30% with about a 20% durability buff. Going with 3.5. The ST spoiling does allow for punching far above her weight.
Rei- Hilarious. That durability is something with 34.5% Pdur and 40.7% Mdur. She is above average speed (barely) at 0.03 SD, so she can get some of the glass shield spoiling against average or slower. The status isn't great (low turn 2 on the ID to me, so slower Lights who don't OHKO might get caught up), but could nab her some wins. 2.65. This could be low or hideously too high.
Zozma- 71.9% Pdur, 84% Mdur, 32% Damage, and 0.63 SD. Runs from Fire/Ice and Thunder isn't much better. While normally Stun in the DL would be a joke, I'm okay with it letting him double if it hits enough times in a row. Despite the stat drop from going for GriffinScratch, my adjustments has Sharp Pain at 96%. It would basically hit 15 times in a row before missing, which will often net him two doubles. Through in Mystic stuff and I could this swing low, low Middle. 3.1
Leonard- 195% PDur, 225% MDur, -0.27 SD and 44% Phys Damage. 10 shots of 70% Healing can extend that durability much further
Damage. Great in a pure-slugfest, although hates ITD and doesn't like fellow good healers much, although Energy Supply does help there. Still in Godlike. 4.65
PzkwV- 356% Pdur, 444% Mdur, 77% Turn 1 Magic damage, but only 17% damage after that. The durability is so good, but the damage options really likely limit to Heavy. 4.4
Rabbit- 220% Pdur, 253% Mdur, 7% Regen, 1.23 SD, but the same damage limitations as PzKwV (although having a little bit more could goa long way). I think probably about even with PzkwV, so 4.4
ZEKE- 218% Pdur, 251% Mdur, 1.63 SD, 56% Physica Damage (Only 5 shots) or 34% ITE Physical Damage (Only 6 shots). Gut though is that this does work for low Godlike since ZEKE can rack up damage much more quickly than the above two. 4.6
Cotton- 83% Pdur, 90% Mdur, 18% Status Resistant, -0.77 SD and a whopping 7% damage. However, 70% infinite initiative healing covers a lot of flaws. Still a Light, but goodfor the division. 2.9
Kylin- ~91% Pdur, 80% Mdur, -1.17 Speed, 15.6% Damage, a little bit of Regen. Wins or loses on the skin of its teeth turn 2 ID. 3.1?
Riki- 125% Pdur, 293% Mdur, -49% to Status, -1.17 SD and 11% Damage. I allow the itemcast from his starting ring, which gives him 251% PDur and 943%! Mdur. Throwing in Cotton's infinite healing trick. The stone rate is sad, but it's like turn 5 to me so given the durability and 80% infinite healing it's effective enough. It's wacky, but given the status resistance and the durability options, it's hard to see him as even a Middle...so...4...Which needless to say, feels very weird to write.
Sei- ~107% Pdur, ~114% Mdur, 19% Phys Evade, 35% Magic Damage Evasion, lots of status immunity, some regen, but 19% damage adn -0.97 SD. HP Drain is also an option...except he might only get 1/4 of the healing there. Well, assuming he gets it all, that's 51% healing and he'd be a definite Middle.Not big on healers. 3.25
Slime- Last and least. 75% Pdur, 85% Mdur, 5% Damage, -1.07 SD. Heals 37% of its HP off its best damage which is the only thing it has going for it, but it's fragile and slow enough that it will get doubled and might just be killed. Still, beats sad Lights. 2.5