Lufia 2 DS: Erim's night out on the town (Alternatively, Curse of the Sinistrals)
Lufia:CotS is an action-RPG style system where you have 6 party members and can actively swap between them on the fly (with only one being present on the battlefield). Every PC has a variety of attacks that I will not be detailing too closely, instead just giving their optimum damage over a ~4 second combo window.
- Stats:
HP: Lose these, and out pops another party member.
IP: The game's MP/TP/SP/whatever. Use it to utilize skills. It always starts full and constantly regenerates, so this is of little consequence in the DL)
STR: Base stat that contributes to Atk and Def
INT: Base stat that contributes to Mag and Mdef
GUT: Base stat that improves IP regen rate, amongst other things.
CRT: Critical hit rate in %. Critical hits deal 1.5x damage. I already put this in PC's damages (since everyone does a lot of hits, this averages out pretty smoothly)
Atk: Physical offense stat. More = more physical damage.
Def: Reduces incoming physical damage, 1 pt = 1 less damage.
Mag: Magic offense stat. More = more magic damage
Mdef: Reduces incoming magic damage. 1 pt = 1 pt reduction.
- I will include a 'defense modifier' and relative durabilites for physical/magic damage. I took an enemy attack that would do 140 damage (highest you'll generally see endgame) to the PC's and calculated how much it was increased/decreased. Higher is better for the PC's in this case.
- Elements: Lufia CotS has 5 elements: Fire, Water, Thunder, Ice, and Holy. Characters can resist elements (Subtracts from incoming attack power) and they can have elements attached to their damage. Element defenses/offenses have 'ratings' in increments of 10. For defense a higher value means less damage is taken from that element. For offense it is a little strange. An element rating gives a bonus to attack power/damage for a PC, the higher the better. If a character has any rating in an element, that character's entire attack becomes subject to reduction (down to 0) from enemy elemental defense. So a '10' in fire attack gives a bonus to damage against all enemies, but if an enemy with a huge fire resit shows up, the enemy can make the entire attack tink (rather than just the extra damage). Attacks of multiple elements are subject to reduction from ANY of the elements, as well (so Fire/Thunder is walled by resisting either of those).
Titles: Every PC has several 'titles' that grant specific bonuses. All of these are always active at the same time. I will list any DL-relevant titles and thier bonuses. Bonuses to stats are already factored in.
Equipment: Everyone gets the best storebought armor/weapon they have access to. There are some (very slightly) better weapons around but Dekar can use any weapon so there aren't enough to go around (matters only for the best axe, and only a few Atk points at that).
Mystic Stone Board: The game has a twinking system that is a giant grid. Every PC has their own 'section' with squares that include abilities. The idea is that you place stat-upping tiles ('stones') on this board and the PC's get the stats from these 'stones' and any abilities in their section that is covered by a stone. Since these tend to come in unique cominations I've allowed the ones that aren't common to everyone. I also allowed the Atk/Mag+20% stuff, since the PC's have differing numbers of these skills in their sections and so it helps represent their relative damage better. I'll list what relevant skills/abilities the PC's get from this. These will already be included in damages and elemental defenses and so on.
-Averages up top:
HP: 621
IP: 116
Atk: 325
Def: 219
Mag: 285
Mdef: 204
Damage: 2888 (2.5x kill point of 7221)
Maxim: 4845
Dekar: 2751
Tia: 2720
Artea: 2523
Selen: 2326
Guy: 2165
Let's get this show on the road.
Maxim:
HP: 750 (121%)
IP: 200
Atk: 440
Def: 255 (126% defense modifier)
Mag: 433
Mdef: 228 (117% defense modifier)
STR: 170
INT: 153
GUT: 125
CRT: 15
Physical Durability: 152%
Magical Durability: 142%
Weapon: Dual Blade (260 Atk, 260 Mag, +100 HP, +10 Atk/Def/Mag/Mdef, +20 Str/Int, +10 Gut, +5 Crit, 30 Holy attack)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)
Elemental Attack: 25 Fire, 30 Holy
Elemental Defense: 30 Fire, 10 Ice/Thunder/Water, 20 Holy
Relevant Titles:
Proud Father: If Maxim is above 1 HP and otherwise fatal damage is taken, survive with 1 HP. Does not prevent multi-hit attacks from polishing him off.
Insensitive: Immunity to Paralysis
Mystic Stone skills: Fire Atk +10, Atk Dmg + 20% (2), Fire Res +10, Mag Dmg +20%
Attack Chain: 3-Hit Combo->C.Atk L2 -> Aerial extension combo: 4845 Fire/Holy physical damage.
TIME BREAK: Gaining the dual blade gives Maxim the ability to stop time (even if he is actively equipping a different weapon). Time is stopped for a set period before Maxim's IP starts to drain. Once it hits 0, Time starts again and whatever damage Maxim did when Time stood still is instantly applied to any targets in one lump sum. 9999 is the highest displayed value, but actual damage can exceed this. Once time starts flowing, Maxim can't stop time for another 20 seconds (~5 turns). Utilizing Time Break does not take any IP itself. While Time is stopped, all of Maxim's attacks auto-critical (at slightly stronger than normal critical power as well).
Time Break combo: (Attack String -> Cross Shot)x3, Attack String ->C.Atk L1 -> Attack String:
28006 Fire/Holy damage.
If Maxim wanted to drop the Holy element from his Time Break combo, he would instead do 14326 non-elemental physical damage with the Zircon Sword.
Comments: Oh hey look ma, OVERKILL. And to top it off if you want to stop him before he gets it off you have to be fast and have either status or VERY impressive multi-hit overkill. Yeah stopping time has always been good to duelers who can do it, and Maxim is no exception. With great defensive stats to back up his power and the ability to completely negate evade, Maxim isn't to be taken lightly. Unless you immune fire, in which case he is completely and utterly F*****. Too bad about that. Still,
Godlike.
Tia:
HP: 496 (80%)
IP: 100
Atk: 271
Def: 177 (70%)
Mag: 243
Mdef: 188 (89%)
STR: 117
INT: 123
GUT: 120
CRT: 10
Physical Durability: 56%
Magical Durability: 71%
Weapon: Sabatour Glove (154 Atk, 120 Mag, 10 Water Atk, double damage to Machine type enemies)
Armor: Elven Cloak (60 Def, 65 Mdef, Halves status duration)
Element Attack: 30 Water
Element Defense: 20 Water
Relevant Titles:
Frugal Type: If Tia uses an item on herself, the item only has a 50% chance to actually be consumed. One could construe this to allow her some items, but I doubt most would consider it.
Machine Freak: Double damage to machiens. Stacks with her weapon skill.
Tasteless: Immunity to poison.
Mystic Stone Skills: Water Atk+10 (2), Mag Dmg +20%, Water Res +10, Atk Dmg +20%
Attacks:
Fatal Shot -> C. Atk -> Fatal Shot: 2721 Water physical damage.
Comments: Tia is still kind of bad, what with the horrendous durability. Some things never change, no matter how dramatic your character design shift is. But hey, at least she beats Worker 8 now! And if you are kind enough to let her use items thanks to her unique ability to conserve them upon use, she probably even wants this over her L2 form (items in L2DS are a free action usable even when otherwise incapacitated i.e. sleeping). That'd make her an OHKO-or outheal type.
Light or Middle, depending on the item allowance (that durability is still too horrid for anything above Middle even if she DID have 18 shots of free-action full healing).
Guy:
HP: 700 (113%)
IP: 100
Atk: 365
Def: 260 (129%)
Mag: 241
Mdef: 156 (66%)
STR: 185
INT: 91
GUT: 115
CRT: 8
Physical Durability: 146%
Magical Durability: 74%
Weapon: Zircon Axe (180 Atk, 140 Mag)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)
Element Attack: 10 Thunder
Element Defense: 10 Fire/Water/Ice/Holy, 20 Thunder
Relevant Titles:
Cornered: Attack improves as HP falls. I'll give a few reference points for what this does.
Commando: Reduce 'explosion' damage to 1.
Fearless: Immunity to Fear (silence/skill-sealing)
Mystic Stone Skills: Atk Dmg +20%, Mag Dmg +20%, Lightning Atk +10, Lightning Def +10, Ailment Res +20 (resists status a fair bit)
Attacks:
C.Atk L3 (SPIN DA HAMMER): 2165
(At 50% HP: 3548)
(At 20% HP: 4428) (Doesn't increase below 20% HP near as I can tell)
Comments: Well, he isn't slow anymore! Guy's damage is pretty unimpressive, at least until he gets below a certain HP threshold. Then he stops sucking. Status resistance is nice, although having to give up ~10% of his damage if he wants to drop the lightning element kinda blows. Magic durability is the only thing that really holds him back. Kinda a
Low Middle otherwise? The physical durability and status resilience is certainly worthy of some respect at least.
Selan:
HP: 620 (100%)
IP: 100
Atk: 290
Def: 190 (79%)
Mag: 290
Mdef: 255 (137%)
STR: 130
INT: 185
GUT: 115
CRT: 5
Physical Durability: 79%
Magical Durability: 136%
Weapon: Wing Edge (160 Atk, 100 Mag, Damage up vs. flying targets)
Armor: Elven Cloak (60 Def, 65 Mdef, Halves status duration)
Elemental Atk: 20 Ice
Elemental Def: 20 Ice
Relevant Titles:
Proud Mother: If Selan is above 1 HP and otherwise fatal damage is taken, survive with 1 HP. Does not prevent multi-hit attacks from polishing her off.
Magical Wife: Increases disk skill time. (Not DL useful, but like hell I was gonna leave this out)
Unyielding: Immunity to critical hits.
Mystic Stone Skills: Ice Res +10, Ice Atk +10, Atk Dmg+20%, Mag Dmg +20%
Attacks:
C.Atk L2 -> 2 Hit Combo -> C.Atk L2: 2326 Ice damage. All but 250 of it magical.
Comments: Not sure what to say really. The ability to survive a shot of massive damage could be useful, but the pdef is a huge setback along with the 'meh' damage.
Light.
Dekar:
HP: 620 (100%)
IP: 100
Atk: 300
Def: 221 (101%)
Mag: 249
Mdef: 184 (86%)
STR: 146
INT: 119
GUT: 120
CRT: 5
Physical Durability: 101%
Magical Durability: 86%
Weapon: Sabatour Glove (154 Atk, 120 Mag, 10 Water Atk, double damage to Machine type enemies)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)
Elemental Atk: 10 Water
Elemental Def: 10 all elements
Relevant Titles:
Copycat (enables Dekar to use any weapon but the Dual Blade)
Returning Hero: If Dekar is above 1 HP and otherwise fatal damage is taken, survive with 1 HP. Does not prevent multi-hit attacks from polishing him off.
Easygoing: Immunity to Fear (silence/skill-sealing)
Mystic Stone Skills: Mag Dmg +20%, Resist Disease +20%, Atk Dmg +20% (2)
Attacks:
4-Hit Physical -> C.Atk L2:
2752 water physical damage.(If He doesn't want a water element)
( Master Blaster combo: 2136 non-elemental damage)
Comments: Dekar doesn't lose a footrace with Ghaleon now! He also lost his massive physical durability and stuff, which blows. Besides that he has damage and a variety of element options in unlisted weapons if he REALLY wanted them. Kind of a...
Light/Middle all told. He's just very average. This is depressing for the STRONGEST MAN IN THE WORLD.
Artea:
HP: 543 (87%)
IP: 100
Atk: 286
Def: 211 (94%)
Mag: 256
Mdef: 211 (105%)
STR: 136
INT: 146
GUT: 115
CRT: 8
Physical Durability: 82%
Magical Durability: 92%
Weapon: Master Blaster (150 Atk, 100 Mag)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)
Elemental Atk: 30 Holy
Elemental Def: 10 Fire/Water/Ice/Thunder, 40 Holy
Relevant Titles:
Forest Defender: Immunity to the sleep status.
Mystic Stone Skills: Holy Res +10 (2), Holy Atk +10 (2), Atk Dmg +20%, Mag Dmg +20%
Attacks:
Attack String -> C.Atk L3:
2523 Holy physical damage.(Artea can sacrifice about 800 damage for a water/Holy physical with a low chance of sleep attached)
Comments: Artea traded in his magic and bow for a gun. Bad trade dude, you need to pay more attention to RPG logic. Anyways his damage isn't too bad and he isn't horrible for durability. Still just a
Light. Depressing but there it is.