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Author Topic: Legend of Heroes: Trails in the Sky  (Read 10432 times)

Pyro

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Legend of Heroes: Trails in the Sky
« on: May 07, 2011, 09:54:46 PM »
Legend of Heroes: Trails in the Sky

- Level taken at 35.

- The stats:

HP: Hit points. If a PC runs out of them then they are KO'd and can not take action until revived. If all PCs are KO'd then the fight ends in a loss for the player.
EP: Ether Points that are expended to perform Arts. Arts being this game's form of magic spells.
CP: Charge Points. This resource ranges between 0 and 200, and is expended to utilize 'Crafts' or physical skills. When above 100 points, the PC can utilize an S-Craft, which is a 'super skill' that consumes all CP. This is restored by performing attacks (+10/enemy hit), or being attacked (~+10 per hit). A Craft usage itself gets the attack CP bonus, but halved to +5. It is also restored through the use of certain consumable items. I'll list a damage average with 50 CP (no supers) and a damage average assuming 100 CP (damage average is a three-turn with the super used with the third turn).

Str: Strength. Physical attack. The game uses a subtractive system.
Ats: Arte attack strength. Magical attack power.
Spd: Speed. Linear CTB speed. All moves have individual charge/recharge times, though.
Agl: Agility. Is an evasion stat.
Def: Defense. Reduces incoming physical damage. (Assumed enemy Str of 400 for durability)
Adf: Arte Defense. Reduces incoming magic damage (Assumed enemy Ats of 150 for durability)
Dex: Dexterity. The game's accuracy stat. (Note that spells don't miss in Trails)
Pdur: Physical durability. HP/Average HP * defense effectiveness vs. enemy attack stat. Higher = better.
Mdur: Same as with Pdur but for Arte attacks.

-Orbments: The game utilizes a system where every character has 7 'slots' for 'Quartz'. Quartz are gems that are used in these slots that grant certain bonuses like "Def+10%" or "10% chance for attacks to Mute enemies". These Quartz also grant element levels. If a PC has a requisite number of element levels, they gain access to an Arte. For example "HP 1" gives a single Water element level, which grants the use of a healing Arte and a water attack Arte.

For PC's who are not Joshua/Estelle, I used their endgame default Orbments. These setups were generally rather decent and worked (with the possible exception of Oliver). For Joshua and Estelle, I had to improvise. Fortunately the game provides a starting point. Joshua and Estelle MUST equip Action 1 (Joshua) and HP 1 (Estelle) early in the game. For the purposes of this topic I scaled them up to Action3/Cast 2 (Joshua) and HP3/Mind 2 (Estelle). This essentially "scales up" their stat leanings/magic spells with their starting Orbments. I feel this works better than shanking them completely because they aren't given an endgame default setup. Certainly leaves them less versatile than the rest of the cast, though. Fair enough.

- Damages were tested against enemies with 305 Def and 60 Adf.

- As mentioned above, S-Crafts are very powerful skills that consume all CP and are only usable above 100 CP. S-Crafts are unevadable. Also, if a PC builds up 200 CP, then the S-Craft will get a special 25% damage bonus. It ALSO bears mentioning that these skills are usable at *absolutely any point in the battle regardless of turn order* (with the exception of the very first turn in the battle) through a system referred to as S-break. S-break allows a PC who has 100 CP or more to 'hijack' the turn order and unleash their S-Craft. The downside being that these moves have longer recharge times than normal. For damage average purposes, since I am assuming CP starts at 100, I used a 3-turn average of 3 attacks followed by an S-Craft on that 3rd turn.

- All moves have their own recharge rates. Since I still have some semblance of sanity, I didn't measure every single move exhaustively. Rather, I grouped them into generalities. Most moves have a 1x recharge (default attack command, most attack magic spells). Faster or slower moves/spells will be noted. Spells have a 'charge time' associated with them, which normally means that someone using them gives up the first turn to someone who isn't. I'm ignoring this to make things easier.

- All stats are with Orbment/equipment considered.

- EVERYONE is using the same armor ( Shield Coat, 100Def/6Adf, and Composites: 30 def). All weapons have 120 Attack power. I'm not bothering to list the equipment, then!

- Status blocking. Every PC has two accessory slots. The game has storebought status blockers that stop one status, and includes the following:
- Poison (take ~10% damage/turn)
- Freeze (no actions and take ~10% damage/turn)
- Petrify (no actions and Instant Death if attacked)
- Sleep ( no actions until woken up by an attack)
- Mute (no Artes)
- Confuse (basic physical random ally or enemy, or do nothing. Does not target self)
- Blind (Hit rate and evade reduced)
- Seal (stop physical skills)
- Faint [disable/paralysis]
- Instant Death

- One last thing: This game is the 'First Chapter'. These PCs make appearances in a sequel game that has not yet been released stateside.

- Averages up top:
HP: 2043
EP: 366
Spd: 17.25
Agl: 6.63
Def: 227
Adf: 24.75
Dex: 23
'100 CP 3-turn' damage average: 797 (2.5x kill point of 1992)
['50 CP' damage average: 478 (2.5x kill point of 1196)]




Estelle Bright, The Genki:
HP: 2175 (106%)
EP: 290
Str: 272
Ats: 145
Spd: 16 (93%)
Agl: 6
Def: 231 (102% modifier)
Adf: 21 (97% modifier)
Dex: 18
Pdur: 109%
Mdur: 103%

Orbments:
HP 3: HP +15% , 5 Water element
Mind 2: Ats +10%, 3 water element

Attack: 233 damage

Artes:
Teara (20 EP): 1000 healing. 1.2x speed factor
Tearal (40 EP): 2000 healing.
Blue Impact (20 EP): 516 water element damage to one.

Crafts:
Morale (20 CP): Str +20%
Hurricane (30 CP): 250 damage to an area
Comet (20 CP): 280 damage to a line.
Taunt (20 CP): Enemy focuses on Estelle.
Hard Break (20 CP): 304 damage to one target. Cancels any charging magic spell.
Barrage (S-Craft): 1474 physical damage to one. 75% speed factor.

'3-turn' damage: Blue Impactx3 + Barrage... 3003 damage, 1001 average.

Comments: Decent healing and the threat of a Barrage is quite nasty. Blue Impact is good damage for what it is.




Joshua Bright, The Smooth Operator:
HP: 2081 (102%)
EP: 360
Str: 279
Ats: 145
Spd: 23 (133%)
Agl: 6
Def: 221 (97% modifier)
Adf: 21 (97% modifier)
Dex: 18
Pdur: 99%
Mdur: 99%

Orbments:
Action 3: Speed +30%, 5 Time Element
Cast 2: Casting time reduces significantly (normal spells become ~135% speed factor). 3 Time Element

Attack: 253 damage.

Artes:
Clock Up (10 EP): Speed +25% buff. Lasts about 5 turns.
Anti-Sept (20 EP): Inflicts Mute on target 100%. Permanent
Shadow Spear (20 EP): 422 Dark element damage. 20% chance of inflicting Instant Death.
Soul Blur (10 EP): 380 dark element damage. 20% chance of inflicting Faint.

Crafts:
Dual Strike (20 CP): Attack twice for 506 damage. Makes one accuracy check. 80% speed factor.
Flicker (30 CP): Attack a line for 338 damage. This also inflicts a notable delay on all targets it hits. 85% recharge time. As long as the target is not about to get it's turn immediately after Joshua and he doesn't miss, he can spam this 5 times or more in a row (CP allowing).
Taunt (20 CP): Enemy focuses on Joshua.
Cloak & Dagger (20 CP): 362 physical damage, 20% chance of Instant Death. 85% speed factor.
Evil Eye (40 CP): 300 physical damage to an area, inflicts delay. 80% speed factor.
Black Fang (S-Craft): 1010 damage to every enemy on the field. 75% speed factor.

'3 turn' damage average: Shadow spearx2, Dual Strike, Black Fang: 2357... 785 average

Comments: Joshua is blazingly fast with this setup. Shadow Spear spam lets him quickly position himself for a fatal Black Fang (or Flicker chain) while putting out a chance of Instant Death that adds up.




Scherazard Harvey, The Silver Streak:
HP: 1986 (97%)
EP: 360
Str: 302
Ats: 145
Spd: 16 (93%)
Agl: 9
Def: 199 (86% modifier) [234/102% without Attack 3 Orbment]
Adf: 51 (127% modifier)
Dex: 33
Pdur: 84% [99% without Attack 3]
Mdur: 123%

Orbments:
Evade 3: Agl+3, 5 Wind
Hit 3: Dex+15, Mirage 5
Sleep: All attacks/spells have a 10% chance of inflicting sleep. 3 Wind
Move 2: More MOVEMENT RANGE. Space+3
Shield 3: Adf+30, Wind+5
Attack 3: Str+15%, Def-15%. Fire 5

Attack: 351 damage to one.

Artes:
Sylphen Guard (10 EP): Grants ~60% evade for 5 turns.
Chaos Brand (10 EP): Inflicts Confuse 100%.
Flare Arrow (20 EP): 481 fire damage to one.
Spiral Flare: (30 EP): 516 fire damage to an area. 85% speed factor.
Air Strike (10 EP): 403 wind damage.
Aero Storm (40 EP): 525 wind damage, 85% speed factor.
Lightning (20 EP): 457 wind damage, 20% chance of inflicting Seal.

Crafts:
Sylphen Whip (20 CP): 360 damage to an area. 85% speed factor.
Bind Whip (20 CP): 439 damage to one. Cancels charging spells. 85% speed factor
Heaven's Kiss (20 CP): Grants a turn to allies in range.
Sadist Whip (S-Craft): 1028 damage to one. 75% speed factor.

'3 turn' damage: Flare Arrowx3 -> Sadist Whip: 2471 (824 average)

Comments: Schera has an interesting array of skills, but doesn't really bring to bear the stats needed to make them awesome. That said she's still pretty decent due to a competent amount of versatility.




Oliver Lenheim, the FABULOUS Bard:
HP: 1702 (83%)
EP: 583
Str: 259
Ats: 159
Spd: 16 (93%)
Agl: 6
Def: 244 (111% modifier)
Adf: 21 (97% modifier)
Dex: 28
Pdur: 92%
Mdur: 81%

Orbments:
EP2: Max EP +10%, Time 2, Space 2, Mirage 3
Hit 2: Dex+10, Mirage 3
Defense 2: Defense + 10%, Earth 3

Attack: 227 damage, ranged.

Artes:
Earth Guard (10 EP): Grants immunity to the next attack that would hit Oliver.
Clock Up (10 EP): SPeed +25% for 5 turns.
Chaos Brand (10 EP): Inflicts Confuse, 100%
Petrify Breath (30 EP): 469 earth damage. 20% chance of Petrify.
Soul Blur (10 EP): 455 Dark/Time damage. 20% chance of Faint.

Crafts:
Quick Draw (20 CP): 231 damage to an area. 85% speed factor.
Sniper Shot (20 CP): 268 damage to one. Cancels charging spells. 85% speed factor.
Happy Trigger (20 CP): 800 healing to an area. 150% speed factor.
Howling Bullet (S-Craft):  826 damage to an area. 75% speed factor.

"3 turn" damage: Petrify Breathx3, Howling Bullet: 2266 (755 average)

Comments: Happy Trigger is decent thanks to the recharge, but other than that he is rather mediocre. Nothing to stand out on.




Kloe Rinz, The Requisite Swordgirl:
HP: 1849 (90%)
EP: 609
Str: 261
Ats: 174
Spd: 16 (93%)
Agl: 6
Def: 248 (114% modifier)
Adf: 21 (97% modifier)
Dex: 18
Pdur: 103%
Mdur: 88%

Orbments:
HP 3: HP +15%, Water 5
Heal: Regen HP outside battle, Water 3, Time 2
EP 3: Max EP + 15%, Time 3, Space 3, Mirage 5
Mind 2: Ats+10%, Water 3
EP Cut 2: EP Cost -25%, Time 2, Space 3, Mirage 2
Defense 2: Defense +10%, Earth 3

Attack:  208 damage.

Artes:
Teara (15 EP): 1000 healing. 1.2x speed factor
Tearal (30 EP): 2000 healing.
Revive (8 EP): Revives with 100 HP.
Curia (8 EP): Remove all abnormal status.
Earth Guard (8 EP): Grants immunity to next attack that would hit Kloe.
Clock Up (8 EP): Grants +25% speed for 5 turns.
Chaos Brand (8 EP): Inflicts Confuse, 100%
Anti-Sept (15 EP): Inflicts Mute, 100%. Permanent.
Petrify Breath (23 EP): 539 earth damage, 20% chance of inflicting Petrify
Blue Impact (15 EP): 626 water damage.
Shadow Spear (15 EP): 528 Time/Dark damage, 20% chance of inflicting Instant Death.

Crafts:
Impose (20 CP): 250 damage to one. Reduces Atk/Ats/Def/Adf of taget by 50% until shortly before Kloe's next turn (target's damage tinks, and they take more damage although Kloe can't take advantage of that in a duel). 85% speed factor
Encroach (20 CP): 250 damage to one. Cancels charging spells. 85% speed factor.
Radiant Plash (S-Craft): All allies recover 1500 HP and are revived. If CP=200, this also buffs defense by 50%. 75% speed factor.

"3 turn" damage average: Blue Impact x 3... 626

Comments: Kloe has one hell of a skillset. Too bad about not having an S-Craft that is good to go with it. On the OTHER hand she has Impose, which if it connects means the enemy can't really hurt her as long as she can keep it up (which she should be able to as long as her enemy doesn't outspeed her too gratuitously). This gives her a mean way to blow 100 CP, since 6 Imposes makes for a pretty nice substitute for one of those fancy attacks.




Tita Russel, the cute-as-a-button gungirl:
HP: 1456 (71%)
EP: 270
Str: 299
Ats: 132
Spd: 16 (93%)
Agl: 6
Def: 200 (87% modifier) [222/96% without Attack 2]
Adf: 21 (97% modifier)
Dex: 33
Pdur: 62% [68% without Attack 2]

Orbments:
EP Cut 2: EP cost -25%, Time 2, Space 3, Mirage 2
Mute: Attacks/spells have a 10% chance of inflicting Mute, Earth 3
HP 2: HP +10%, Water 3
Move 2: Move +2, Space 3
Hit 3: Dex +15, Mirage 5
Attack 2: Str+10%, Def-10%, Fire 3

Attack: 344 damage to an area.

Artes:
Earth Guard (10 EP): Grants immunity to next attack that would hit Tita.
Clock Up (10 EP): Grants +25% speed for 5 turns.
Chaos Brand (10 EP): Inflicts Confuse, 100%
Petrify Breath (30 EP): 360 Earth damage, 20% chance of inflicting Petrify
Aqua Bleed (10 EP): 357 water damage to one.
Flare Arrow (20 EP): 444 fire damage to one.
Soul Blur (10 EP): 336 Time/Dark damage, 20% chance of inflicting Faint.

Crafts:
Smoke Canister (30 CP): 369 damage to a large area. Inflicts Blind 100% (Blind reduces enemy accuracy to ~20% and lasts 3-5 turns), 85% speed factor.
Vital Cannon (20 CP): Heals 500 HP to a large area.
Cannon Impulse (S-Craft): 977 damage to an area. 75% speed factor.

'3 turn' damage: Flare Arrowx3 -> Cannon Impulse:

Comments: Either a) pray the enemy has a pathetic basic physical or b) BLIND BLIND BLIND and pray. Tita is pretty straightforward in how she can win. In Light.




Agate Crosner, The Heavy Blade:
HP: 2392 (117%)
EP: 240
Str: 327
Ats: 106
Spd: 16 (93%)
Agl: 8
Def: 226 (99%)
Adf: 21 (97%)
Dex: 18
Pdur: 116%
Mdur: 114%

Orbments:
Attack 3: Str+15%, Def-15%, Fire 5
HP 2: HP+10%, Water 3
Defense 2: Def +10%, Earth 3
Evade 2: Agl+2, Wind 3
Seal: 10% chance of inflicting Seal with attacks/spells. Fire 3

Attack: 414 damage.

Artes:
Earth Guard (10 EP): Grants immunity to next attack that would hit Agate.
Sylphen Guard (10 EP): Grants ~50% evasion for 5 turns.
Petrify Breath (30 EP): 287 earth damage, 20% chance of inflicting Petrify
Aqua Bleed (10 EP): 250 water damage
Napalm Strike (40 EP): 467 fire damage, 85% speed factor
Flare Arrow (20 EP): 341 fire damage
Air Strike (10 EP): 243 wind damage

Crafts:
Wild Rage (0 CP): CP+50, Max HP -30%
Flame Smash (20 CP): 456 damage to an area, (physical not fire), 85% speed factor.
Draguna Edge (20 CP): 478 damage to a line, cancels charging spells, 85% speed factor.
Spiral Edge (20 CP): 502 damage to one. Has a rather minor delay effect. 80% speed factor.
Final Break (S-Craft): 1207 damage to an area. 75% speed factor

"3 turn' damage average: Attackx2->Spiral Edge-> Final Break: 2537 (845 average)

Comments: Durable, hits hard enough to be competent and has a trick or two. Not too bad.




Zane Vathek, the Immovable:
HP: 2704 (132%)
EP: 220
Str: 311
Ats: 79
Spd: 19 (110%)
Agl: 6
Def: 246 (112% modifier) [216% under Distend]
Adf: 21 (97% modifier)  [101% under Distend]
Dex: 18
Pdur: 149% [285% under Distend]
Mdur: 128% [133% under Distend]

Orbments:
Defense 2: Def+10%, Earth 3
HP 2: HP +10%, Water 3
Attack 2: Str+10%, Def-10%, Fire 3
Action 2: Spd + 20%, Time 3

Attack: 341 [490 under Distend]

Artes:
Earth Guard (10 EP): Grants immunity to next attack that would hit Zane.
Clock Up (10 EP): Grants +25% speed for 5 turns.
Anti-Sept (20 EP): Inflicts Mute on target 100%. Permanent.
Petrify Breath (30 EP): 170 earth damage, 20% chance of inflicting Petrify
Aqua Bleed (10 EP): 150 water damage
Flare Arrow (20 EP): 240 fire damage
Soul Blur (10 EP): 144 time/dark damage, 20% chance of inflicting Faint.

Crafts:
Taunt (20 CP): Makes enemies target Zane.
Distend (20 CP): Buffs attack and defense (physical/magic) by 30% for 5 turns.
Composure (20 CP): Heals 800 HP and removes all negative status.
Smite (30 CP): 428 damage to one [629 with Distend], 50% chance of inflicting Confuse. 85% speed factor.
Aural Blast (S-Craft): 1207 damage to an area. 75% speed factor.

'3 turn' damage: Attack*2 -> Smite -> Aural Blast: 2314 (771 average)

Comments: Zane's stats compliment a decent skillset to make for a rather formidable dueler. Mute can force an enemy to play the physical game with him, and with Distend and Composure that is not really a winning game. Besides that he is decently fast and can use Earth Guard to force some doubles if he wants to burn the EP. "The Immovable" indeed.
« Last Edit: July 31, 2012, 01:16:25 AM by Pyro »

SnowFire

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Re: Legend of Heroes: Trails in the Sky
« Reply #1 on: May 07, 2012, 02:35:18 AM »
Great work on the topic, Pyro.  A few extra comments.

* Olivier is offended, positively offended, that you could confuse his fine vaguely-French name with a base English name lacking an i.  Why do you wound our Herald of Love with such grave besmirchment?  Has he not chiseled his name into your essence with his soulful melodies?

* What enemy did you test on?  305 DEF / 60 ADF sounds a little high.  Checking the monster notebook...  The final boss has DEF 240 and ADF 16(1st form) -> ADF 80 (2nd form), and the penultimate boss has DEF 260 / ADF 50.  Various chest-guarding minibosses seem to have worse DEF than that (M-Series Doom being 200 DEF / 35 ADF for example).  Barrage is already pretty horrifying, but I recall 100 CP Barrage being 1700-1800 damage by endgame, not 1400.  (Of course, everyone else's damage goes up a bit too with lower DEF, but perhaps Barrage has some multihit damage formula and is especially helped by it.)

* Elements: All Orbments have an element attached - Fire, Water, Earth, Air, Time, Space, & Mirage.  Space & Mirage are odd ones out; they don't really have spells of their own, but rather modify other element's spell sets.  Most notably space makes a bunch of elements go from single target to area-of-effect - Teara is 1000 ST healing off 4 Water, La Teara is 1000 area healing off 5 Water / 2 Space.  Some of the notable support orbments give all of Time / Space / Mirage, so it's pretty easy to get some if you want your spells to spread out - just toss EP Cut 2 on someone.  (There is one exception - Chaos Brand, the confuse spell, is straight up Mirage.)

Anyway, moving on, but while Time orbments are absolutely flavored as Dark in the game - Shadow Spear, Hell Gate, White Gehenna, etc. - they're functionally non-elemental.  Resistance only exists to Fire / Water / Earth / Air, and enemies with "resist Arts" description often have "take 80% damage from all elements" as their schtick.  Shadow Spear & friends bypass this and hit for full damage.  So...  decent argument to be made that the spell family should bypass "resist all elements" hype in other games of the DL, and possibly even bypass explicit dark immunity.  (Although probably not explicit time immunity, if such thing exists!)  YRMV.

** Elements, Part II: I like Pyro's use of the default orbment for non-Joshua / Estelle types, but should probably be mentioned that another potential interp is to give characters all spells from "their element," possibly including that element + Mirage / Space.  "Their element =" the locked orbment slots that can only accept one element.  Using this, Joshua has two locked Time slots, Schera 2x Wind, Olivier 1x Mirage, Kloe 3x Water, Agate 2x Fire, Tita 2x SPACE (ugh), and Zane 2x Earth.

I'd definitely throw Joshua a bone and give him all storebought Time (and probably Mirage / Space support too).  This means less than you'd think, as the only storebought Time orbment he's missing in the current topic is Blind for a whopping 10% chance of blind attached to his physical / crafts / S-Break.  It does knock him up to 9 Time, so he gets Clock up EX for a +50% Speed boost for 5 turns.  He also gets Hell Gate (= area Soul Blur roughly) and White Gehenna ( = area Shadow Spear, with a subtly slower recharge time he doesn't care about thanks to Cast 2).  That said, getting White Gehenna is useful - it has a 20% chance of Faint rather than 20% chance of ID.  Against enemies who resist ID but don't resist Faint / Stun, Joshua would rather spam White Gehenna than Shadow Spear.  (Especially deadly in team matches, since a 20% chance scattered across 3-4 targets is pretty good.)  Notably there are decent number of bosses that don't resist Faint....  (Asterisk: White Gehenna targets an area, not a character, so if the casting time is too long, the opponent can theoretically walk out of the area of effect.  If that'd happen, Joshua just casts Shadow Spear instead, of course.)

As for Estelle...  eh.  I'm not sure leaving her less versatile than the rest of the cast is fair, since she is the most versatile spellcaster in the game!  Estelle has 0 locked slots and can use whatever elemental combination you like.  (Olivier is close, he's just got 1 locked slot.)  I'd want to give her some kind of bonus for this, although not sure what since giving her full choice of all storebought elements makes her rather non-intuitive.  That said, don't feel too bad for her since Water Mage Estelle kind of has a OHKO just from the stat topic as is.  (Well.  Functional OHKO, it's two actions in a row.)  I'm not sure if the use of Mind 2 was intentional or not, but Mind 3 is storebought from Professor Russel at the end of the game if the intent was to give Estelle all storebought Water orbments.  This means an extra +5% ATS from Mind 2, so Estelle OHKOs a little more solidly.  (There's also uh FREEZE for a crappy chance of Freeze on her attacks / crafts.)  Granting her Mirage / Space support gives her La Tear, La Teara, Curia, and La Curia as well - area healing for team matches and status-healing.

* Turn bonuses: Some points on the turn gauge are "good times to act."  Think Xenosaga, where certain turns have a boost / crit bonus and the like.  The frequency of how often these bonuses appear is variable, and seems to change by the enemies you fight - EP draining enemies tend to have a bunch of EP restore panels on the turn count, for example, and it might be my imagination, but EP recover shows up very rarely when your EP is mostly maxed, and more frequently if everyone is low on EP.  These boosts help whoever's turn it is - that includes enemies, in other words.   I'd estimate that the rate of such bonuses varies from 1/6 of the turns to 1/10 of the turns.  The three most notable and common ones are Str +10% (Str/Mag +10%), HP Heal 10% (heal 10% max HP - annoying when bosses grab this one), and critical up (= +50% damage, guaranteed critical, although you can still miss.  As a reminder attacks, magic, Crafts, and S-Breaks can all critical.)  Of lesser importance are Sepith up (more rewards at end of battle!!1!), Charge EP +10%, and CP Up +10%.  There's also +50% versions of HP / EP / CP Str Up, although they're quite rare.

Also note that these turn bonuses can be manipulated.  One way is casting a spell vs. attacking.  Magic's Charge Time uses an additional "slot" so can push all the turns down by one if the Trails character doesn't like where the bonuses currently stack up.  The other is just to S-Break in and steal that critical slot, just like Boosting into a crit bonus in Xenosaga.  Basically this all favors Trails characters in a long fight.  I'd probably assume that the first ~6 turns are usually empty of bonus slots to keep your average slugfest resolving the same way, but in heal-lock situations, the Trails character can steal the crit bonus slot and smash through for the win.  (Of course, the rest of the cast is annoyed at Joshua breaking the speed curve, relegating almost everyone to be below-average speed which makes heal-locks trickier than usual, but can't have everything.)

--

I've got saves before almost all the major boss fights, and the game is nice enough to give full write-ups in the bracer notebook afterward that show status immunities & the like, that I might try and add some boss stats.  (For all that I think playership is too small for them to show up even in CK's tournies.)  On the bright side, no need to recall starting Orbment setups for the bosses, although a few die too quickly to really sample their skillset.
« Last Edit: May 07, 2012, 02:37:16 AM by SnowFire »

Niu

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Re: Legend of Heroes: Trails in the Sky
« Reply #2 on: May 10, 2012, 05:34:58 AM »
Regarding the element, for Trail series as a whole, resistance for Time/Space/Mirage do exists.
It just hadn't got implemented yet by the first game.

SnowFire

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Trails in the Sky: Bosses!
« Reply #3 on: May 17, 2012, 05:54:16 AM »
Niu: Interesting, thanks for the note.

Pyro: As another note, Kloe's Radiant Plash cures status as well.

Bosses!  I randomly decided to write-up the bosses anyway.  SPOILERS below, you were warned, etc.

General boss notes: All bosses discussed Damage has some random variance.  The ranges you see are from observation in-game, and are roughly listed as high defense -> low defense; so an attack listed as 250-350 damage would do ~300 damage to average defense, 250 to high Trails defense, and 350 to low Trails defense, but variance could see it do 350 to normal defense occasionally too, say.  YRMV, Defense +15% / Shield Art Defense +30 Orbments exist and I used 'em, but you don't want them on everyone, so this is the main determinant of who's a tank and who isn't. In general once numbers get high enough I round to the nearest multiple of 50, don't want to give misleading precision when there isn't any and it makes the numbers easier.  I've stuck the average damage in PCHP figures in as well.

Also, I can't be sure if it was just charge times messing with things, but speed didn't feel straight-linear to me; there's a fair amount of variance.  I suspect there's some random component added a la FF6 speed, especially on turn 1 where who goes first clearly favors the faster characters, but is in no way guaranteed.  Toss in charge-time abilities and things get even crazier.  I suspect that a 120% speed person will take more turns than a 100% character on average, but when that double comes is in no way reliable; it might happen in 3 turns, it might happen in 10 turns.

Boss durability is somewhat clouded by the existence of S-Breaks.  It's similar to the issue of being able to walk into most FFX boss fights with a full Overdrive gauge.  You're definitely expected to use your CP meter, but food that recharges CP out of battle is quite rare so it's a gauge that just naturally fluxes up & down.  Needless to say, if you hold walking into some of these battles with 200 CP and unloading against bosses, you aren't going to see the bosses as surviving long in the DL.  Also, the more durable a boss is, the more CP the PCs will get and the more S-Crafts and good Crafts they can throw at the boss, so it's possible that 2x the HP doesn't mean 2x the durability in the DL, depending on interp.

While on the note of S-Breaks, it should be noted that boss S-Breaks (all two of them) don't take advantage of the "steal a turn" ability PCs can use.  In other words, they don't get to accelerate their next turn to right now when using one.

Defense & Art Defense are a bit weird.  There's some kind of subtractive-esque part to the formula.  In other words, good defense can help totally wall basic physicals, but doesn't seem to do very much at all vs. a big damage S-Craft.  Your call on if this means Defense is irrelevant, or if its usefulness against Agate / Zane / (Schera?) matters.

You'll see that most physicals have a 95% hit rate, which is admittedly a guess.  This seems to be the default when you don't twink for evasion.  I'd guess the hit rate drops to more like 60% if you do, but trying to twink for evasion is generally dumb in Trails since regular physicals aren't what you fear.

Anyway.

..

..

..

..

..

Not listed: The Sky Bandits nor the Ravens (aka the Chapter 1 & 2 patsy villains).  Sky Bandits are memorable enough and I have a save before the final fight with 'em if people are interested.  The Ravens, meh, they're kind of unmemorable despite fighting them a bunch.

Captain Amalthea (1)

"Tut tut, Captain Amalthea.  It looks like your renowned powers of persuasion are not as elegant as they once were."

Fights a fixed 3-person party of Estelle / Kloe / Schera.  (The guys get to trudge through monster-infested sewers, while the girls get to ride around in a stolen airship then invade the Royal Keep.  I see, Trails.)
PC Avg. HP: 1700 (1630/1603/1896)
PC Avg. EP: 420 (290/609/360).  (Note that "EP Cut" Orbments exist (including an EP Cut 2 on Kloe) which don't technically impact this average, but affect the number of spells you can cast with that EP, which is all you care about, so slightly less Absorb hype.)
PC Avg. Spd: 15.3 (15/15/16)  I didn't have Action 2 on any of the girls, but you easily could slap one on and watch your Speed increase 3 points, so can easily see using a higher figure.


HP: 2880
Defense: 150 (Averageish)
Art Defense: 0 (Bad)
Status Immunities: Petrify, Instant Death
Elemental Resistance: Neutral
Speed: 18 (mildly above average)

Attack: 200-350 ranged.  ~95% hit rate.
Poison Spray [Craft]: 230-350 ranged area damage (~.17 PCHP), ~50% chance of Poison.  Poison inflicts between 150-250 damage (~.12 PCHP) with big variance at the end of each turn, lasts for two (!) turns.
Aqua Bleed [Art]: 0 damage, charge time.
Shadow Spear [Art]: 0 damage, 20% chance of instant death, charge time.
Absorb [Craft]: 100 EP damage (~.23 PCEP).

Damage done to her:
Estelle's attack: ~250
Kloe's attack: ~300
Schera's attack: ~350

Estelle's Aero Storm: ~600, huge area
Kloe's Shadow Spear: ~650
Kloe's Blue Impact: ~700
Schera's Spiral Flare: ~750, medium area

S-Crafts:
Estelle's Barrage: ~1500 (100 CP), 1900 (200 CP).
Schera's Sadist Whip: ~1100 (100 CP), ~1400 (200 CP)

Fights with two special ops soldiers.

--
Ahahahahahahahahahaha.  Apparently at the military academy Amalthea & Schwarz were rivals, with Amalthea the smart one while Schwarz the better duelist.  Amalthea is probably worse than her support, since the Special Ops support at least has a ~10% chance of instant death attached to their physical & crafts, while she's unlikely to kill anyone any time soon.  And her HP is barely better than her mooks.  To her mild credit, hers is the first in a 4 battle sequence, so you theoretically have an incentive not to just dump all your CP into killing her.

If you're curious why her arts are so scrubby, according to the Monster Guide she's got 0 Art Strength (!).  Your average monster spellslinger will have 70-100 ATS, so uh.  Yeah.

Anyway, this form is a horrible Low Light.  She goes down fast even with support credit and has a mighty 6HKO against the poison immune.  If everything goes right, she can 4HKO with the poison kicking in!!1!  Yeah, she wants her next form, which will be listed a little later since the damage figures up here are relevant for the next boss, that is...
--


Duke Dunan

"My, my.  I believe you've just gone from stupid to suicidal."

HP: 1010
Def: 110 (bad)
Art Def: 0 (bad)
Speed: 15 (slightly below average)

"Save me, Phillip!" [no effect]
"I... I'm the king!" [no effect]
"I'm not the one at fault here!  It's you!" [no effect]
"A m-medal to whoever defeats them!" [Str up on all allies = double damage, lasts ~2-3 turns]
"H-how about...  a reward!  Hmm?!" [Str up on all allies = double damage, lasts ~2-3 turns]
Item Healing: Heals 500 HP to self, only used if below half health
"I... I..  I'm supposed to be next king..." [on defeat]

Fights with 2 Special Ops Soldiers and 1 Heavily Armed Soldier.  The Soldiers are the usual gun dorks who hit for ~200, the Heavily Armed Soldier is a tank with decent defense and hits for a lot of damage (~700-900) and can also cause faint.  Pretty good, actually.

Damage against Dunan: See Amalthea above, except crank up the regular physical damage by 100-200.  Schera does 550-600 with a whip attack, for example.

--
Dunan has some issues that keep him in Puny, like lacking an attack and also instantly "losing" once he has no support.  You get a BP bonus if you lay off him and don't stab him repeatedly, so you're not even supposed to attack him.  Anyway, no matter how much support credit you give, he's 2HKOed by basic attacks in-game being a civilian and all, rendering him utter OHKO bait in the DL (~.15 PCHP, maybe?).  He can theoretically get draws against the truly damageless by item-healing those who can't chip him to half health, then OHKO, except for the whole battle-ending-when-he's-the-only-one-left thing.  So team match hype?!  His allies can get medals!  People love that.
--


2nd Lieutenant Lorence

You fight Lorence at the big tournament.  Maybe later, not included for now.  On the bright side I'm pretty sure you must win that fight, so less legality issues, but his form is probably worse than his second form.
--


Lorence

"Grand plans...  but what will become of them?"

Estelle gained a level in the two fights between Amalthea & Lorence, but otherwise the same locked party.
PC Avg. HP: 1730
PC Avg. Spd: 15.3 (?  See above, could be a bit higher.)


HP: 6000
Def: 200 (good)
Art Def: 30 (slightly above average)
Speed: 28 (!) (insane)
Status immunity: Blargh I loaded a new file after beating him again with Information Orbment equipped.  I'm pretty sure he's just immune to everything.

Attack: 200-450 melee damage (.20 PCHP).  95% accuracy.  Draws Lorence in close for Demon Flames if opponent is using ranged attacks.
Zero Storm [Craft]: 100-200 damage (.09 PCHP).  "Cancels" all charging arts in a line.  See below.
Demon Flames [S-Craft]: 750-950 damage to all in area nearby Lorence (.49 PCHP).  20% chance of Faint (=skip 3 turns).  Knocks people away from Lorence (usually irrelevant, if you want to melee him you can just walk back in, and it's not enough knockback to be out of range of the next Demon Flames if you were at melee range).   Lorence doesn't start close enough to use this on turn 1 if you care.  Could be my imagination, but Lorence seems to be a a fan of using this on critical turns, in which case the damage becomes more like 1200-1400 (!!).
Earth Guard Mk2 [Art]: Null the next 2 attacks.  He won't recast it if the shield is still up (but nulled one attack already).  See below.
Silver Thorn [Art]: 250-350 damage to a large area (.17 PCHP).  Adds Confuse at 100% (lasts ~2 turns, more like berserk if no allies in range, sometimes pass, sometimes attack nearest enemy.).
Tearal [Art]: Heal 1800 HP (30% of Lorence's max).  This is most definitely *not* OPB, Lorence cheerfully can spam it which will easily keep up with your damage when not using S-Crafts.
Anti-Sept Zero [Art]: 100% Mute to all.  Lasts ~4-5 turns.

All of Lorence's Arts have a fast charge time; it's not common to get a turn in the middle to interrupt them.

Estelle's attack: 100-130
Kloe's attack: 60-110
Schera's attack: 200-230

Estelle's Blue Impact: 500-550
Kloe's Blue Impact: 650
Schera's Flare Arrow: 600-700

Schera's Sadist Whip: 850 (100 CP), 1200(200 CP)
Estelle's Barrage: 1200-1300 (100 CP), 1700-1800 (200 CP)

--
Hey it's resident badass Lorence, aka the guy who gets Silver Will played for him 3 times in game, so you know he means business.  As a comment, this fight is technically optional; you're supposed to win it, but if you don't, Lorence will be disappointed with you and you'll lose a BP bonus, but the game will continue.  YRMV if that makes this form illegal.

Confuse is a bit wacky in a duel.  I think if there is an ally in range, Confused characters prefer attacking the ally, but if there is no ally in range, they'll just attack whoever is nearest - including an enemy.  (And if nothing is in range, they'll just pass the turn.)  As a result, a strict interpretation would say that in the DL, Confusing an opponent just forces them to attack you with a basic physical.  You can reflect that it's better in-game by making Confuse "attack phantom ally 66% of the time, attack enemy 33% of the time," but it's a bit of a hack.  Still, being forced back to a basic physical is pretty punishing to some duelers, and if someone is confuse-vulnerable they're never getting a turn unconfused against DL Lorence.

Zero Storm is not actually very good in-game, and luring him into spamming it helps beat him.  His AI really likes using Zero Storm as a skirmishing move if he sees anyone charging an art.  However, the cancel isn't very good; it just means the character takes their next turn when the art normally would have finished casting.  They don't lose the EP investment, either.  Example: A character gets a turn every 30 clock ticks.  At time 30, they get a turn and start charging a 10-tick art.  Lorence goes at time 35 and Zero Storms.  The character then gets a turn at tick 40 - their art was cancelled, but they can just try again now.  In other words, Lorence traded his entire turn for the charge time of an art.  This is a good trade for the PCs.  (The best way to wear him down is to stand far away at 3 different angles so neither Zero Storm nor Demon Flames can hit 2 people, then spam Arts at him.  He's fast, but not fast enough to lock everyone down, and the Zero Storm damage is negligible.)  In the DL, I guess it's useful against abilities with absurdly long charge times...  owns Emelious's Godslayer?!

Earth Guard Mk2....  meh.  As noted, it's a way of perhaps wearing down your EP in-game (since having everyone close in with physicals to null it is asking to get Demon Flame'd), but it's basically waste-a-turn.  However it is *made of broke* in the DL.  It feels unfair to throw it out entirely, since this kind of strange-to-the-DL transition happens all the time with ST damage moves which are bad in-game vs. great MT moves in-game, and this is the defensive version of the ST / MT DL divide...  but yeah, there's definitely soimething to be said for disallowing it, or saying it only shields 2/3 of the next hit (since Lorence faces 3 PCs).  It's also worth noting that it's not clear how it interacts with multihit attacks; Joshua isn't in this fight, so I don't know what would happen if you Double-Slashed Lorence w/ Earth Guard Mk2.  Probably knock off both shields.  (EDIT: According to Glen below, Double-Slash knocks off just one shield.  Sorry, Claude.  This makes me more inclined to just scale Earth Guard rather than have it be obnoxiously unbeatable.)

Demon Flames, not much to say other than I'm slightly guessing on the faint proc rate (status seems to always be 20-50-80, and the status hit rate felt in the 20-30 range).  I would definitely not let Lorence spam it in the DL, since PCs can't spam their S-Crafts, and I never saw him use it twice in a row.  That said, he's not shy about using it either, so I'd probably let him use it every other turn in the DL.

Anyway.  Lorence is a speed demon with the game-best speed by far; he'll double you a lot.  Wearing Lorence down in-game with magic & physicals is difficult, what with his speed and relevant status you'll have to fix, and the occasional Tearals he tosses in.  Doing the final bit of damage is especially tough, as he'll aggressively cast Tearal at low health (and will still cast it sometime at high health); yay for already having a decent AI?  The main way to beat him is to have 2 200 CP Barrage / Sadist Whips ready to go, and use one of 'em on a critical hit turn.  That can do a good 3500-4000 damage in a shot.  Buffs help too; you have item healing in food, which can both heal you up and give a STR/DEF bonus for the S-Craft.  Good luck figuring out Lorence's DL durability; theoretically it'd take 4 rounds of the entire party casting spells ignoring charge times to take him down, but S-Crafts do exist and this tends to be a long battle, so he probably ends up at around 1 PCHP, better against physicals with his good defense.  Still feels weirdly low since at that range his healing doesn't keep up with average damage, and his durability gets worse if you hold the S-Crafts strongly against him.

Anyway, will full Earth Guard Mk2 hype, unrankable Ubergodlike, you need some kind of multi-hit attack or chain to deal with it, and it may not matter considering Lorence's speed.  If you disallow Earth Guard Mk2 or nerf it but have HP respect, High Heavy - the damage is suspect, but 2 100% status options off great speed and decent durability deals with a fair number of PCs, the speedy healing game with decent defense comes up against characters with limited resources, and the rarely immuned Faint gives him an option for Silence-immune healers, though he fears silence-immune mages with good damage.  If you don't respect the HP, then he's Low Heavy, now he's a straight status-whore who can't slugfest since Attack-> Demon Flames-> Attack is unlikely to kill many duelers before he gets 2HKO'd.


--
While the above 3 bosses were fought in a 4-battle sequence, the next bosses come during the final dungeon, which hands out level-ups and ultimate equipment and the like.  PC averages are a bit wacky, since Estelle/Joshua are required, but everyone else is legal for the last 2 slots, and Orbments can vary their stats a bunch.  I'm just going to list what I personally had, it can change.  This was with Kloe & Agate as the optional slots.  If you include all the PC cast, I don't think it matters; I looked at my figures and the average stats dropped a bit, but that was with Kloe / Agate getting the levels off the final dungeon and everyone else not, and there not being enough of the best stat booster orbments to go around.  If I'd hypothetically swapped better Orbments to people not in my party and levelled them some but froze Joshua & Estelle's stats, the average would be about the same.
--


Captain Amalthea (2)

"Even controlling these Archaisms is easily within our grasp.  I have also hacked the soundtrack to play Silver Will!  This means I am as challenging a foe as Lorence, right?  I outrank him!"

PC Avg. HP: 2200 (1986/2283/1935/2618)
PC Avg. EP: 375? (250/396/609/240) (Yes, it dropped from Amalthea1 since Kloe is a giant well of EP and she was 1/3 the average before.  However EP Cut 3 is definitely attainable by now for -50% EP costs, so.)
PC Avg. Spd: 18.75 (16/23/16/20) (Agate has an Action 2, Joshua an Action 3)


HP: 6880
Def: 210 (slightly above average)
Art Defense: 30 (average)
Spd: 22 (above average)
Status immunity: Petrify, Instant Death

Attack: 200-300 ranged damage (.10 PCHP), 95% hit rate.
Poison Spray: 0-250 damage to an area (.05 PCHP), 50% chance of poison (150-250 damage for ~2 rounds)
Absorb [Craft]: 200 EP damage (.53 PCEP)
Aqua Bleed [Art]: 700-900 damage (.35 PCHP)
Shadow Spear [Art]: 800-1000 damage (.40 PCHP).  20% chance of instant death.

Estelle's attack: 100-200
Joshua's attack: 100-200
Agate's attack: 400-600

Estelle's Blue Impact: 700
Joshua's White Gehenna: 700
Kloe's Blue Impact: 750

Estelle's Barrage: 1400 (100 CP), 2000 (200 CP)
Joshua's Black Fang: 900 (100 CP), 1300 (200 CP), hits all
Agate's Final Break: 1300 (100 CP), 1700 (200 CP), hits a large area


Fights with two Gundoll robots.  These are NOT the same as the Gundolls that can be encountered in the lower floors of the Sealed Area, but rather have been haXX0red to work with Amalthea.  Sort of.  They waste about half of their turns not actually working for her is the thing (not true of the random encounter versions).

Gundoll (x2)
HP: 3866
Def: 210
Art Defense: 25
Spd: 17
Status immunity: Everything except confuse

Attack: 150 ranged damage
Control Function Irregularity: Circuits Shorting! [350-400 damage to self, inflict confuse on self 50%]
Control Function Irregularity: Performing System Maintenance...  [no effect]
Called for backup: Summons an M-Series Doom, a 2680 HP robot with several 500-600 full MT arts - actually decent offense!  And will self-destruct for 700 damage nearby on death.  Only used when low on health - I'll guess <50% HP?  Not guaranteed to be used, he waited until he was at 15% HP or so to actually summon it.

--

Right.  Amalthea is better than her previous incarnation now that her magic stat exists (250 compared to 0 before!  Was she hit on the head?), but still quite scrubby.  Most notable is her status immunity - specifically, she doesn't have it.  Okay, she gets the 2 Instant-Deathy statuses, but she can be paralyzed, she can be Faint'd, she can be sealed, the works.  This is especially horrible in a game where you can easily attach status to your attacks / S-Breaks, and White Gehenna is Joshua's best area damage option that attaches 20% Faint, etc.  Her Arts damage is at least sort of okay this time, for all that she doesn't use it often as she should, and MP drain comes in handy against, uh, duelers slower than her with below average MP that nevertheless rely on it?  And her HP isn't entirely terrible if you give support credit.  Except that her support is just plain bad, with the most dangerous thing it can possibly do being summon more support which actually has competent MT damage, and said summoning is easily chipped around, so she shouldn't get much support credit. 

Anyway, sadly enough she ends up a decent Light, which is probably better than she deserves.  Still, average damage off good speed can collect victories in Light.  She fears reliable status and magic tanks, but some of those magic tanks are themselves mages who might fall prey to her Absorb game.  Maybe.

(As a curious fact, I'm not sure if this means Amalthea is weird or what, but when Sealed her AI doesn't change.  In other words, she'll pass some turns where she was intending to use physical skills, and only take turns where she casts an Art, which isn't common.  Your call on if this is an AI quirk to be dismissed or if it implies some special status weakness where Sealing basically adds turn-skip 75%, and Mute adds turn-skip 25%.)
--


Colonel Richard

"It doesn't matter HOW I got here... just that I'm here now."

PC Avg. HP: 2360 (2178/2504/2022/2734)
PC Avg. Spd: 19 (16/23/17/20) (Agate has an Action 2, Joshua an Action 3)

HP: 11480
Def: 260 (good)
Art Def: 50 (good)
Spd: 26 (good)
Status immunity: Everything


Attack: 350-450 damage (.17 PCHP), ~95% accuracy
Luminous Wheel [Craft]: 200-300 damage to an area (.11 PCHP), "cancels" charging arts.
Luminous Ogre Slash [Craft]: 350-450 damage (.17 PCHP).  20% chance of Faint (= skip 3 turns).
Luminous Divider [Craft]: 350-600 damage (.20 PCHP?).  Evadable (?% accuracy, I did see it miss once which is very rare for crafts).  Seems to only use very rarely - perhaps only under half health?  Seems to be large damage variance as well, could be some kind of "3 hits of 33% accuracy" under the hood.
Afterglow Smasher [S-Craft]: 1200-1400 damage (.55 PCHP).
White Gehenna [Art]: 350-450 damage to an area (.17 PCHP).  20% chance of Faint (= skip 3 turns).  The area is fixed, so if the target gets an intervening turn, they can spend that turn on "Move" to just walk away if they want.

Fights with 2 Photon Judges.  They aren't the same stats as random encounter Photon Judges, but unlike Amalthea's bots, these don't malfunction.

Photon Judge (x2)
HP: 6200
Def: 250
Art Def: 25
Spd: 19
Status immunity: Everything

Donkey Missile: 100-200 damage to an area
AA Canceler: 50-150 damage to one, cancels charging arts.  Will use this move guaranteed if anyone is charging an art.
Atomic Missile: 200-300 damage to a large area

Damage done to them: See Amalthea 2 above.  Richard & the Judges Defense / Art Defense are a bit higher, but you've gained ~two levels and gotten Joshua & Estelle's ultimate weapons, so it doesn't matter very much.  Subtract 100 from Kloe & Agate's physical I guess and maybe 50 from the Arts damage.  (This helps since Agate's best damage is spamming his physical.)

Colonel Richard isn't the final boss (although he is the final opponent with plot); there are 2 more real fights to go (and 1 show-fight) chained immediately after this battle, so preserving some CP and not going all-out has some use.

--

Uh.  Kind of a disappointment in-game, really.  He & his support can actually take a hit from the S-Crafts you throw at him, and his support can sort of lock you out of using arts while the bots are alive, just Colonel Richard can't really take advantage of it with damage worth a damn.  He's got one trick in Afterglow Smasher, and while he does use it aggressively enough in-game - perhaps once every 4-7 turns or so - I personally would be against letting him spam it in the DL.  The flavor of PC S-Crafts are that they're charged up attacks, so meh, I personally would force him to use it every other turn at best (I screwed around for awhile, and 4 turns seemed to be the minimum duration between Smashers for the AI).

See the notes on Lorence for Luminous Wheel's "cancel," it's scrubbier than most cancels.

The Colonel is a Middle off good speed and good durability (nearly twice Amalthea's HP!  Much more relevant support if you give support credit!  A reason to not empty all your CP!) but suspect damage; he doesn't 3:2 average or get particularly close, so he hands most opponents 2 turns before 3HKOing them with Afterglow Smasher-> Something-> Afterglow Smasher.  His other options at least can add the rarely-immuned Faint, which is good for dealing with Middle's various damage-challenged healers he'd otherwise fear.  And oh yes, Faint can be re-applied to someone already Faint'd, not that I expect the need to aim for that will come up too often.  Not really a fan of physical defense tanks, though.  If you let him spam Afterglow Smasher, he might even make Low Heavy on some kind of FF9 Lani-esque argument, but even then he's scrubby in Heavy, mostly preying on status whores while still losing slugfests.
« Last Edit: January 20, 2013, 06:50:35 PM by SnowFire »

Glen Veil

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Re: Legend of Heroes: Trails in the Sky
« Reply #4 on: January 20, 2013, 11:51:11 AM »
Random tidbit of info I found out on randomly deciding to replay the game:  Earth Guard/Wall do block all the hits in multi hit attacks.  There was a monster in the tunnel before Zeiss that uses it and both hits of Joshua's dual strike were canceled when I tried it on said monster.

SnowFire

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Re: Legend of Heroes: Trails in the Sky
« Reply #5 on: January 14, 2014, 06:50:52 AM »
Neph requested this in Dhyer's thread, so robot time.  He's a good fight in game but kind of plotless.

Battle transition is Colonel Richard + 2x Photon Judges -> Reverie 1 + Left Forceps + Right Forceps -> Reverie 2 -> Reverie 3.  Each fight is a direct transition, buffs & the like are wiped, but no going to the menu to heal up.  Reverie 3 grants a 1 HP revive to dead party members but isn't DL-relevant.

For PC damage done, see Amalthea above, except note that Reverie 2's ADef is much better than Amalthea, so incoming damage falls a decent amount.  I'd estimate that regular PC damage is ~500 or so.  S-Crafts aren't affected as much, ~1200 damage or so that doesn't cost a turn except for Kloe (whose instant MT Healing S-Craft is really useful anyway, so I'm not rewarding bosses for her not having damage).

For enemy damage, I'm taking Dhyer's example of leaving the ranges off, but note that variance exist in Trails, so most of these abilities will vary by 100 damage or so even to the same character, and including different character defenses can easily see a 200 damage range.

PC Avg. HP: 2360 (2178/2504/2022/2734)
PC Avg. Spd: 19 (16/23/17/20) (Agate has an Action 2, Joshua an Action 3)

Reverie 1

"All personnel should evacuate the sealed area immediately."

HP: 12000
Def: 240 (good)
Art Def: 16 (bad)
Spd: 12 (terrible)
Status immunity: Everything

All of Reverie's attacks except Arm Spin are infinite range.

Attack: 150
Big missile attack: 300 to an area
Arm spin: 550 damage to the area around Reverie.
Doom Laser [Craft]: 1250 to a narrow line.  Gigantic charge time, ~1 turn or so.  Area is fixed, you can just spend a turn moving to walk out of the way.  AI only used once a Forceps is dead.

Left Forceps
HP: 3000
Def: 900 (lol)
Art Def: 90 (good)
Spd: 20 (a bit fast)
Status immunity: Everything

Immune to physical attacks, Crafts, and…  okay, I didn't try an S-Craft on it, but it'd have done tiny damage if I had most likely at best.

Attack: 300 damage
Healing: 1000 healing, seems to only do this to the Right Forceps

Right Forceps
HP: 6000
Def: 240 (very good)
Art Def: 600 (lol)
Spd: 20 (a bit fast)
Status immunity: Everything

Immune to Arts.

Attack: 150 damage
Spiral Flare [Art]: 250 fire damage to an area
Aerial [Art]: 250 wind damage to an area
Diamond Dust [Art]: 250 ice damage to an area, 20% chance of causing Freeze.  Freeze locks down the next ~2 turns and causes ~12.5% max HP damage a turn.
Stone Impact [Art]: 200 earth damage to an area

--

Reverie 2
"Now resuming extermination activity."

HP: 20000
Def: 240 (good)
Art Def: 80 (good)
Spd: 18 (slightly below avg.)**
Status immunity: Everything

Death Rage [S-Craft]: 2800 damage.  I believe it is an HP limit - Reverie will use it once at the beginning, once after hitting 10,000 HP, and once after hitting 5,000 HP, so 3 times total.**
AA Canceler [Craft]: 400 damage, full MT, "cancels" charging arts.  Can't be used after hitting 12,000 HP.
Laser Spray [Craft]: 550 damage to all nearby targets in a wide cone.  Can't do this after hitting ~5,000 HP.
Summon Alpha Drone: See below.  Can't do this after hitting ~5000 HP.

*Upon hitting 12,000 HP, Reverie will malfunction and the right arm will be damaged, disabling AA Canceler, and unlocking:
Doom Laser [Craft]: 1200 damage to a narrow line, *but* the charge time is way way way faster than Reverie 1's.  1-turn Def Down debuff  to itself afterward (~+50-100 damage or so on physicals?  Not THAT huge.).  Can't be used after ~5000 HP.

*Upon either hitting 10,000 HP, the following moves unlock:
Do Nothing: Nothing happens.**
Annihilation [S-Craft]: 1500 damage, full MT, AI uses on the turn after "Do Nothing" if Reverie wasn't hit below the next malfunction threshold in-between.  1-turn Def Down debuff afterward.

*Upon hitting ~5000 HP, the core is "badly damaged" and the Laser moves are rendered inoperable, but the following unlock:
Fist Smash [Craft]: 750 damage to a huge area nearby.  50% (?) chance of Faint.
Cannon Blast [Craft]: 600 damage to a huge area (possibly even full MT?), turn delay effect.
Summon Beta Drone: See below.

Alpha Drone
HP: 1200
Def: 260 (good)
Art Def: 90 (good)
Spd: 15 (slow)
Status immunity: Everything

Attack: 250 to a narrow line
Earth Lance [Art]: 300 earth damage
Blue Impact [Art]: 200 water damage
Shadow Spear [Art]: 150 time/dark damage, 20% chance of instant death

At low health ( < 25% HP or so?), gains:
Move: Moves near a PC.
Self-Destruct: 350 damage to nearby PCs if any are nearby.  Happens automatically on death anyway if you kill it with a PC nearby.

Beta Drone
HP: 1500
Def: 200 (average)
Art Def: 100 (good)
Spd: 15 (slow)
Status immunity: Everything

Attack: 300 damage, 100% chance of Seal
Anti-Skill Barrier [Art]: Gives Craft Guard = 1 shot of nulling a Craft or S-Craft.  Only will cast on Reverie.
Petrify Breath [Art]: 300 earth damage, 20% chance of Petrify
Spiral Flare [Art]: 300 fire damage to an area
Diamond Dust [Art]: 300 ice damage to an area, 20% chance of Freeze.  See above.
Chaos Brand [Art]: 100% Confusion, ST

** Assorted other comments: Reverie 2's speed feels faster than the monster guide's claimed 18, don't know what's up with that.  He also went first despite Dhyer claiming that bosses are comparatively a tad slower on turn 1, yet Joshua was speed 23, so go figure.  For Do Nothing, it isn't strictly true to call "Do Nothing" a charge turn for Annihilation - there's no prompt and no charging signal and Reverie can't be interrupted out of it with the various "cancel a charging move" abilities.  So it's more just a required move order.  Note: When I interrupted him via hitting him into an HP trigger in the middle, he did use Death Rage instead of Annihilation, thus wasting the charge turn.  Also, I knocked Reverie from 11K to 5 K HP fairly quickly thanks to Barrage, and the AI used 2 Death Rages in fast succession, yet the AI never used Death Rage while I screwed around not attacking, hence my thinking it's an HP limit.

--

Reverie 3
"..."
HP: 5000

Moves: Nope

This is Reverie after Cassius knocked off its arm with a staff.  Dead party members are revived, and everyone is given 200 CP to show off their moves one last time.  You can't lose.  (Although if your Bracer level is >6, which means you've been skipping almost every sidequest, you apparently don't get to do this battle and Cassius just finishes it himself.)

--

Reverie is a Godlike of course.  Reverie 1 sucks in-game, its only damage is trivially evadable barring terrible turn-order luck, but it's okay in the DL.  It's quite tanky (~2 PCHP or so?), and DL bosses might be seen as too dumb to evade the laser beam, and the damage adds up in slugfests; vs. healers who can't quickly kill the arms, there's also Freeze hax.  Reverie 2 smashes up PCs with Death Rage (it'll kill basically anyone except maybe full-HP Zane, ~1.20 PCHP) and actually smashes up most duelers - 3 Death Rages backed by reasonably solid backup damage otherwise and extreme tankiness.  In-game Annihilation is the big threat - you don't have much fast MT healing outside of Kloe, but a Death Rage can be undone with a single full-revive Celestial Balm - but it's merely okay backup in the DL.  If a tanky buffer / healer survives to his final HP stage, nasty Faint hax + turn delay hax open up.  I'd see Reverie 2 as around ~3.5 PCHP or so, which is pretty tricky to screw around the limit phases with.  Anyway, Rev 2 is a Godlike on his own, and I'd grant him the form chain, so he's a pretty nasty Godlike.