Nothing new here, but just for sake of ease of comparison, here's some tables for the maxed lvl. 2 weapons that Talaysen prepared and only allowing primary roles. (Note that I personally would ideally throw out the off-class stat bonuses and use lvl. 1 items, but the first shouldn't make TOO huge a difference. The second, hard to say.) Nothing wrong with Tal's format, just I like to be able to compare everyone's HP/damage/etc. all at once rather than one-at-a-time + scrolling to the averages, and the averages are slightly different. (Mostly Hope hates not having access to Commando now. Vanille doesn't care as much because Imperil makes Ravager still cool in a duel.)
HP:
1. 10020 Snow (1.25)
2. 8595 Sazh (1.07)
3. 8085 Fang (1.01)
--
8040 Average4. 8005 Lightning (1.00)
5. 7675 Vanille (.95)
6. 5860 Hope (.73)
Speed:
Everyone is the same speed and has 5 ATB. To the extent people are faster, it's that Sazh's ranged attack will go off faster than Snow running up and Froststriking someone, say. If the actions don't add up, there's a slight boost in initiative for the ATB bar unused - i.e. if Sazh opens with Haste / Protect, that only uses 4 ATB bars, and he can do his Bravery / Enwater or whatever "sooner" next turn. Also see "Cut & Keep" below - there's an argument that effects that tie up enemy turns like attacking are effectively "faster" than status / healing.
Turn 1 damage:
1.
Fang (Commando) 5x Attack: 20082 physical damage [21086 w/ Powerchain, i.e. the first time Fang attacks and builds chain]
2.
Snow (Commando) 5x Attack: 16962 physical damage [17800 w/ Powerchain, i.e. the first time Snow attacks and builds chain]
3.
Lightning (Commando) 5x Attack: 16287 physical damage [17101 w/ Powerchain, i.e. the first time Lightning attacks and builds chain]
--
Turn 1 Average 13670
4.
Sazh (Commando) 5x Attack: 12205 physical damage [12815 w/ Powerchain, i.e. the first time Sazh attacks and builds chain]
5.
Hope (Ravager) 5x [Element]: 8812 (lightning/ice/water/fire/air) magic damage--
Snow (Ravager) 5x Alternating [Element]strike: 7950 (ice/water) physical damage
--
Lightning (Ravager) 5x Alternating [Element]strike: 7932 (lightning/ice/water/fire) physical damage
6.
Vanille (Ravager) 5x [Element]: 7672 (lightning/ice/water/fire/air) magic damage--
Fang (Sentinel) 5x post-Entrench attack: ~6540 physical damage
--
Sazh (Ravager) 5x Alternating [Element]strike: 5724 (lightning/fire) physical damage
--
Vanille (Saboteur) Death: 5695 multitarget magic damage [only relevant if not dead]
--
Snow (Sentinel) 5x post-Entrench attack: ~5537 physical damage
--
Fang (Saboteur) 5x status attack pity damage: ~1600 magic damage
Average: 13670 (2.5x killpoint: 34175)
Post buffs / debuffs damage vs. enemies who don't immune the debuffs:
1.
Fang (Commando) 5x Attack [Bravera self, Deprotect enemy]: 75910 physical damage (
Synergist is allowed for Fang) (20082 * 1.8 * 2.1)
--
Fang (Commando) 5x Attack [Deprotect enemy]: 42172 physical damage (
No Synergist allowed for Fang) (20082 * 2.1)
2.
Vanille (Ravager) 5x [Element] [Deshell + Imperil enemy]: 31455 (lightning/ice/water/fire/air) magic damage (7672 * 2.05 * 2)
--
Post buffs / debuffs average ~29000 (Fang SYN) / ~23500 (no Fang SYN)
3.
Sazh (Commando) 5x Attack [Bravery self]: 17087 physical damage (12205 * 1.4)
4.
Snow (Commando) 5x Attack: 16962 physical damage5.
Lightning (Commando) 5x Attack: 16287 physical damage6.
Hope (Ravager) 5x [Element] [Faith, En-Element self]: 16038 (lightning/ice/water/fire/air) magic damage (8812 * 1.4 * 1.3)
--
3 Turn Average ~15000
--
Turn 1 Average 13670
--
Hope (Ravager) 5x [Element] [Faith self]: 12337 (lightning/ice/water/fire/air) magic damage (8812 * 1.4)
3 turn damage average:
I am ignoring paradigm shifting speeding up characters who repeatedly switch between paradigms for this (which makes things very weird if taken into account). As a reminder, this is not necessarily realistic for buffers / healers who probably don't want open like this. I am also not bothering to exactly compute the damage bonuses from the repeated attacks here, so numbers are estimated.
--
Fang vs. vulnerable to status: 1x SAB debuffs, 2x COM ~86000
1.
Fang-with-SYN vs. status immunity: 1x SYN: Bravera (slightly accelerated next turn), 2x COM ~75000--
Vanille vs. vulnerable to status**: ~1x SAB status, 2x RAV magic ~65000 (if both Deshell and Imperil connected)
--
Fang-no-SYN vs. status immunity: 3x COM ~62500
2.
Snow: 3x COM ~520003.
Lightning: 3x COM ~50000-- 3 turn average: ~45000
4.
Sazh*: 3x COM ~380005.
Hope: 1x SYN: Faith / En-element, 2x RAV magic ~320006.
Vanille vs. status immunity: 3x RAV magic ~23000Average: ~45000 (1 turn damage: 15000. 2.5x killpoint: ~37500)
Not actually that much different from the one-turn average, unless you use Vanille's debuffs in the average. Don't think debuffs should be held against the cast as full-status immunity is more common in the DL than FF13. As another note, Fang's 4 turn damage average would be insane, not that she needs it since she tends to 2HKO most people anyway.
* This set is totally ludicrous, as Sazh does almost as much damage with SYN:Bravery + (any buff) -> damage [Sazh], and he wants that extra buff. Like, uh, Haste, for example. The above works for simplicity; Haste+Buff + 2x turns of damage + credit for the .4 of an extra turn or whatever probably comes close enough to the above "spam damage" anyway.
** Vanille: If she only cares about damage (and not, say, Fog / Pain), then she opens with Deshell / Deshell / Imperil / Imperil / Imperil, at 53% / 40% odds of hitting each attempt. They will probably both hit but it's not guaranteed; she can go back for another shot. (Fang can theoretically do 5x Deprotect which will pretty much hit, although in real-life she does something more like 2x Deprotect / 3x Slow.)
Some more random comments:
*
Doom. Apparently most bosses will cast Doom on the party if you dally for a long time. Since FF13 does not have MP, this is the equivalent of resource exhaustion, basically, and is the incentive to not set Sentinel / Sentinel / Medic then walk away from the PS3 for 3 hours while you counter a boss to death. While by default this would be seen as a property of the boss, you can use this to argue that Snow / Fang shouldn't win vs. bosses using a strategy like "turtle with Sentinel until Summon."
*
Chain bonuses. Nobody is getting staggered in the DL, sorry. While you can stagger people fairly fast with a Relentless Assault combo while buffed up in-game, "fairly fast" is still like 4-8 turns depending on resistance. Maybe 2-3 for those with the worst stagger resistance, but those enemies are not common. To see staggers as being reasonable to get, you also have to scale stagger resistance just like HP, as trying to stagger someone solo unscaled is going to take awhile. And worst, as Tal notes in the wiki, a solo Ravager, the best class for getting staggers, will see the chain gauge reset by their next turn. The only characters who can realistically stagger are Lightning, Snow, and Sazh - I think the boost from Powerchain means that they can open their damage with Commando, then switch to Ravager, then eventually stagger somebody. Except their damage is worse in Ravager form, so they might not be maintaining a heal lock anymore if they do this. Yeah. I guess Stagger does come up in the occasional infinite stally fight against someone slightly faster who's hoping to win on rare doubles - just Commando heal-lock them until a Stagger 40 turns later or whatever before they've gotten enough doubles to matter. About the only other case is a boss with monstrous HP but terrible damage (BoF1 Sara?!) - there might theoretically be time to get a Stagger when just Commando attacking wouldn't kill in such a situation, and once Stagger starts Launch juggling fun begins.
*
Cut & Keep. Much like Action RPGs, characters can be stun-locked, and have different resistance to this based on the move they're using. I suspect most of the DL throws this out, lest characters like Raine / Jade / etc. be Punies who can't realistically use their spells ever. If you do consider this, Medic notably gets much, much worse - try surviving as a solo Medic sometime vs. enemies, it doesn't work. Hope & Vanille also hate this for having spell-Ravager defanged. If you want to get fancy, you can consider moves likely to disrupt an enemy as "faster" - they keep the enemy locked down and not taking actions, while stuff like buffs / debuffs / healing doesn't, and thus gives an enemy more actions in a duel. This makes regular attacks (especially from Sazh) "fast", offensive spells "medium," and Synergist / Saboteur / Sentinel / Medic all "slow."
*
Elemental weaknesses. Probably bears noting that the vast majority of the cast can smash these pretty good. Fang can't, but Hope / Vanille hit everything, Lightning hits everything but Air, Sazh hits Fire and Lightning immediately but can hit Water & Ice too with the En-spells, and Snow hits Water & Ice.
Also. General character thoughts, how they work in the DL to me (bearing in mind this is primary class only, 45% status resist items allowed):
Lightning: In-game, Lightning's healing is fine... until the final dungeon, where your HP leaps up massively with the last Crystarium level and Light's healing doesn't really catch up. Still, ~40% spammable infinite healing would still clean too much of Light (the division)'s clock, so
Middle she is. Elemental variety + hitting MDEF without too big a drop in damage helps too even if she's ultimately an averageish stat spammer of averagish damage ultimately.
Sazh: Opens Haste + (Protect / Shell) your best damage, can cast the other defensive buff next turn + Bravery / Faith as needed. So nice and versalite. Lack of healing does mean he doesn't have time to buff forever, but his offense is pretty decent post (BRavery / Faith) and can hit whatever defense is worse, and can hit any elemental weakness he likes too. Bar[element] for halved damage nicely screws over one-element wonders, which is a lot of the DL. Moderately tanky to survive throwing up the buffs, too.
Low Heavy - good blitzers still ruin him, especially if they have variety in their attack types. So he's not that great in Heavy, but he's too good for Middle.
Snow: If you ignore the "Doom" note above, Sentinel turtling -> Shiva smashes a large amount of the DL that can't buff their damage / status him out. Even ignoring that, he's an okay slugger anyway. He's a Middle if you ignore Sentinel, but smashing through Sentinel is hard enough that I'd say make him a
Low Heavy anyway. There are probably cases where Snow can quickly chip some damage, then switch back to Mediguard spam, then chip some more once at full health. Challenge is also hilarious vs. enemies with no infinitely spammable attack - watch as FE characters are taunted into breaking all their weapons, for example.
Hope: Is like Sazh in that he can open Haste + (Protect / Shell / Barelement). Also has Veil, which makes him sort of okay vs. multi-status whores, though still not good. Just... that HP is bad. A lot of Hope fights will go Haste + (defensive buff), heal a lot, wait for double, cast more buffs, etc. Still, faster blitzers can just smash through, and blitzers with physical / magical variety can hit whatever defense Hope didn't buff, so Hope really doesn't survive in Heavy much. Another
Middle.
Vanille: Eeeeeeevil status. Move block is not commonly immuned so Pain/Pain/Pain/Pain/Pain screws over a lot of the physical sluggers in the DL, as it even turns off "Fight." Fog/Fog/Fog/Fog/Fog of course still messes with pure spellcasters, though Silence is a more common immunity. This is another case where different interp definitions are important- Pain doesn't stun-lock an enemy, so you can argue that a slightly below average speed character can still start beating up Vanille if they survive the first Pain or two? But whatever. OHKOing Vanille is non-trivial even if she's a bit below average HP. She's not totally lost against bosses - a fair number of bosses I'd see as immuning stuff like Fog, but not Deshell, so she can still try Deshell / Imperil -> (heal up) -> damage. It won't work that often in Heavy as Heavy bosses should be able to heal-lock her, but it's something. Plus she has Dispel to ruin negative-status immune PC buffers. Far too evil for Middle, she's definitely a
Heavy.
Fang: Hey look it's Vanille's status package + Slow + game-best damage. Allowing SYN doesn't even matter that much, as Fang generally wants to open Deprotect/Deprotect/Slow/Slow/Slow vs. people who immune Fog / Pain anyway, then unleash smash. Without Mediguard, her Sentinel game is useless, but it totally doesn't matter. Fang lacks the variety the rest of the cast has - her Commando Ruin game is notably worse than her physical game, and she doesn't hit elements - so she can be spoiled by physical tanks. But a lot of those tanks die to her status onslaught anyway.
Heavy / Godlike border, she doesn't like Godlike much due to average speed + average health still instantly dying a lot to Godlike, but she's definitely Heavy champ material.
Dhyerwolf has his thoughts
in this thread for another take on the cast.
EDIT: Changed the calculations to use 2.10 as the multiplier for Deprotect and 2.05 as the multiplier for Deshell, based off Talaysen's figures of 19% average physical resistance and 14% average magical resistance. (The 1.89 figure assumed no damage resistance whatsoever). If you want to be hyper-correct it'd be 2.03 as the multiplier for Deshell, but since the resistance scores trend up in the final dungeon anyway, will round up to a multiple of 5.