Author Topic: Fortune Summoners  (Read 2214 times)

Pyro

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Fortune Summoners
« on: March 09, 2012, 02:04:21 AM »
Fortune Summoners:

HP: Lose these and you're grounded.
MP: Use these to do magicy things.

Attack: Arche knows this one! It makes her hit things harder!
Defense: Arche learned this one from dad. It's why she can laugh off the boy's attempts to hurt her when she pounds their bullying faces in.
Spirit: Arche wonders what this is for. She thinks the teacher mentioned it once. It seems to let Stella blast things with fire harder.
Resist: Arche isn't sure what this is for but is pretty sure her having a low score in it is why it hurts so much when something blasts her with fire.

- Fortune Summoners is a side-scrolling ARPG.

- I'm assuming a 'turn' is a quick three-roll combo for Arche, and a spell for Stella/Sana.

- I got physical/magical durability modifiers testing against Org Champions and Ghost casters in the final dungeon.

- This isn't a detailed stat topic. Mostly just duel-relevant stuff. No matter how awesome Inferno is, it isn't a valid spell for Stella since she has better fire stuff.

Averages:
HP: 310.33
Def: 132
Resist: 102.33
Damage: 408.33 (1020 kill point)


Arche Plumfield:
" No problem! Leave it to Super Arche! "
HP: 351 (113%)
MP: 74
Attack: 179
Defense: 155 (122% durability mod)
Spirit: 65
Resist: 62 (60% Durability mod)

Physical Durability: 138%
Magical Durability: 68%

Equips:
White Sword (80 Atk)
Iron Armor (48 Def)
Iron Gauntlets (20 Def)
Saint's Broach: (+8 all stats, Immune confuse, sleep, poison)

Attack sequence:
Wheel-Slash->Wheel-slash->Twirling Slash: 225 physical damage.

Wind Magic:
Unison (10 MP): Turns Arche into SUPER ARCHE (actually combines her with her pet Wind Elemental). Makes her immune to all status, allows access to Buster Tornado, and lets her fly. Lasts much longer than Arche will in any duel ever.

Buster Tornado (3 MP): 370 wind elemental damage over three hits. Very, very, VERY fast casting (as in, 200% speed fast).

Comments: Arche is meant to be a front line fighter against physical enemies while her allies take on damage. Sadly her physical capabilities, while cool to watch, just don't get the job done when it comes to actually putting things down. Fortunately she can take a turn and put out nonstop windy goodness with Buster Tornado. Unfortunately ARCHE NO LIKE MAGIC so that isn't going to happen too often.



Sana Poanet:
" ... "
HP: 281 (91%)
MP: 327
Attack: 95
Defense: 119 (88% modifier)
Spirit: 132
Resist: 121 (120% modifier)

Physical Durability: 80%
Magical Durability: 109%

Equips:
Star Rod (40 Atk, 24 Spirit)
Magician's Outfit (50 Defense, 24 Resist)
Heroic Cape (8 Def, 16 Resist)
Magic Bracelet (20 Spirit)

Staff smack: 16 (40 fully buffed):

Water Magic:
Water Blow (8 MP): 454 water damage over 4 hits to a large area.
Diamond Dust II (6 MP): 440 ice damage over 4 hits. 47% chance to freeze target (target loses one turn).
Shield II (5 MP): Halves damage and grants immunity to status for a prolonged duration (10+ turns)
Heal Water II (6 MP): 300+ healing (i.e. full for Sana)
Turbid Squall (3 MP): Reduces enemy defense.
Antidote (4 MP): Removes Poison
Force Field (5 MP): Increases Attack.
Sleep Mist (3 MP): Puts a group of enemies to sleep. 75% accuracy. When sleeping, a target takes 50% more damage but wakes up when attacked.
Heal Water (4 MP): 130 healing.

Comments: Sana is a pretty boring character. She makes people fall asleep. Then she buffs/heals and murders them dead. It isn't an interesting strategy but it works. She can also freeze things.



Stella Mayberk:
" My magics are the punishing fires of hell, here to burn you all to ash! "
HP: 299 (96%)
MP: 304
Attack: 117
Defense: 123 (90% modifier)
Spirit: 127
Resist: 124 (120% modifier)

Physical Durability: 86%
Magical Durability: 115%

Equips:
Magic Dagger (38 Atk, 10 Spirit)
Magician's Outfit (50 Defense, 24 Resist)
Heroic Cape (8 def, 16 Resist)
Celebrity Ring (30 Spirit, 15 Resist)

Stab: 35 damage

Fire Magic:
Explosion (9 MP): 445 damage in two hits over a large area to a group.
Fire Wall II (6 MP): 150 damage. Creates a barrier around Stella that enemies and projectiles (barring magic) can not pass through. Lasts 1 'turn'
Life Force (4 MP): 140 HP restoration
Blade (3 MP): Creates 3 rotating fireballs that deal damage to enemies near Stella. Lasts ~4 'turns'. This isn't quite melee immunity, but it makes it hard for physical enemies to approach her.
Chaser II (8 MP): 546 damage over 4 hits.
Disintegrate (3 MP): Eliminates low-level enemies. Have to be significantly lower leveled to work.

Comments: Well, Stella hurts things. It's what she always does best in-game and she does it best here. She also has some healing and a Fire Wall spam game to play in order to punish melee/archers. But mostly she just revels in roasting whatever gets in her way.