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Author Topic: The Last Story  (Read 1268 times)

Pyro

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The Last Story
« on: January 24, 2014, 10:49:23 PM »
The Last Story:

- The Last Story is an RPG with a real-time combat system in which only one player (normally Zael, the main character) is controllable. Movement is in real-time and AI controls the other party members. The game is kind of messy to stat topic due to the system, but I gave it a shot.

- The PCs have 5 'stock' per fight, which is the number of times they can be killed. They automatically revive some time after being killed, but I ignore this for the purposes of this topic.

- Spells have a charge time associated with them. I have included the charge time in speed averages, but I don't consider the mages being knocked out of their spellcasting. For reason's sake, I consider two physicals a 'turn' and one spell... physicals are still faster. Note that I am including an average 'AI time' to account for the characters to move in to attack/start casting a spell. This makes it more realistic and doesn't give physicals an even grosser edge than they deserve. Note that Zael has a move that reduces ally casting times, but this was not considered in their spellcasting times.

- The main character, Zael CAN be faster at attacking then other PCs when he is under player control, but other PCs benefit just as much when they themselves are under player control, so I consider his speed no better than anyone else using physicals. I don't give him an advantage with is crossbow, either. Restricting that to 10 arrows/round.

- There is a "Command Gauge" that fills up automatically from the start of combat (takes ~12.5 seconds, and always starts empty). When this gague is full, one of 4 commands can be issued to every PC.
1. Super Spirit move (requires full Spirit Gauge)
2. {Fighters: Specific offense-oriented buff} [Mages: Rapid-cast Spell #1]
3. {Fighters: Specific defensive-oriented moves} [Mages: Rapid-cast Spell #2] {Lowell: Berserker: +30% physical damage, take 10% more damage}
4. Retreat: Gets away from the enemy. Useless in a duel, obviously.

There is a special note about this for mages (including Lowell). Mages always cast their default spell (Spell #1) until ordered to do otherwise. This means that they must Rapid-Cast a spell before they can use it regularly. Lowell must user Berserker before he will attack physically at all.

'Rapid-Casting' means that when a spell is cast from the command menu, it takes only 5 seconds to get it out.

- The "Spirit Gauge" is a meter that builds up by performing attacks and taking damage. It carires over from battle to battle (so it can start at anywhere from empty to 100% full). This is only likely to be useful in longer matches.

- Levels were taken at 64 (65 for Zael, who is forced for some fights that let him be higher). This is in the epilogue so that all 6 PCs can be considered. Levels are a bit lower (62) for the final boss.

- I included fully upgraded Hunter armor for everyone. Hunter Armor is the best choice at full upgrade because a set of it increases HP by 50%. 12 Fully upgraded armors are probably out of reach at the normal endgame, but since everyone benefits equally this doesn't have much of an effect.

- Rune Blades and Sorceror (+5)s were the weapons considered. At endgame one may not have 3 Rune Blades, but there are a large variety of weapons that reach it's attack power or slightly lower. The Sorceror is storebought and just decent at what it does.

- Recovery Circles: Recovery Circles are area-effect healing zones created by casting a healing spell. These remove negative statuses heal HP at ~20%/sec. Standing in one makes it very difficult to be killed, and it is impossible to be statused while standing inside one. Healers will always cast a recovery spell as soon as they are able (assuming they aren't going on offense) so these are faster than the offense spells, which have a cooldown associated with them. Quick-casting them is the same. Healing circles last for 25 seconds.

- Stats:
HP: Hit Points. Lose these and the PC is downed.
Atk: Physical attack stat.
Def: Physical defense. Not too effective but worth noting.
M.Atk: Magical attack stat.
M.Def Magic defense. Not too effective but worth noting (especially for Syrenne)
Agi: Agility. Helps to determine attack speed and casting speed. Not to be taken literally.

-Averages:
HP: 10531
Def: 970
M.Def: 1325

Damage (3-turn with Power Chains): 3218
[2.5x kill point: 8045]


Zael:
HP: 12676
Atk: 2115
Def: 1072
M.Atk: 687
M.Def: 1029
Agi: 769

Weapons:
Rune Blade: 890 Atk, 5% chance of doing double damage.
Sniper Crossbow: Fires Arrows. 30% chance of doing 12x damage, failing that 3x damage for headshots

Attack: 2832 damage, 9 seconds [132% speed]
Crossbow shot: 85 damage (30% chance of x12 damage). x10 = 3655 damage per 12 seconds. This damage does not benefit from Power Chain.
Wizard Slayer (99 shots): An arrow with x25 damage vs. spellcasters [healers included]...
Paralysis Arrow (99 shots): 0 damage, Paralyzes enemy. This can be reapplied, so anyone vulnerable to paralysis is done for. Only requires one hit to apply, Guarding against the arrow does not prevent paralysis.

Commands:
Accelerate (requires full Spirit gauge): Entire party's speed is doubled. Applies to all actions except crossbow shots.
Power Strike: +30% Melee for 20 seconds
Gale: Does 60 non-elemental magic damage and diffuses any magic circles.

Gathering: Zael can instantly activate this mode at any time (essentially free action). Under it, enemies are very slightly slowed, and all enemies who can target Zael. Any spellcasting allies of Zael have their casting times halved. Zael heals for 20% of any damage he does in this mode.

Gathering Burst: If Zael cancels Gathering after having taken 3 hits, he will unleash slight MT damage and significantly slow all enemies for ~10 seconds. If he takes 6 hits and cancels Gathering he will do slight MT damage and very nearly stop all enemies for ~10 seconds. Most major bosses immune this, although not all do.

Comments: Zael has excellent speed (being one of only 2 fighters). His Paralysis arrows are a free win vs. anyone vulnerable to paralysis (and those are fast too). Wizard Slayer arrows make mincemeat out of spellcasters so badly it's almost comical. His parasitic healing isn't really worth much but it could swing a fight. Mostly a PC killer.



Syrenne:
HP: 10878
Atk: 2048
Def: 1022
M.Atk: 425
M.Def: 789
Agi: 775

Weapons:
Rune Blade: 890 Atk, 5% chance of doing double damage.
Rune Blade: 890 Atk, 5% chance of doing double damage.

Attack: 6672 damage, 9 seconds [132% speed]

Commands:
Shadow Stitch (requires full Spirit gauge): 3792 damage to an area, inflicts Paralysis.
Power Chain: Makes it easier to establish damage chains on an enemy. Mostly a team feature.
Full Guard: Assume a defensive stance until Commanded otherwise.


Comments: Syrenne is really straightforward. Hurt things fast until they die. She's rather good at this course of action, being the group's resident damage cannon. High Middle? Fun fact: Syrenne dual-wields but when she strikes the enemy she gets 3 hits in.



Callista:
HP: 9825
Atk: 527
Def: 916
M.Atk: 2326
M.Def: 1567
Agi: 770

Weapons:
Sorceror (+5): +20% casting speed.

Spell 1: Shining. 2356 light magic damage, 15 seconds. [79% speed]
Spell 2: Recover. Creates a healing circle, 10 seconds [119% speed]

Commands:
Ancient Barrier (Requires full spirit gauge): Creates a barrier that reduces damage to 20% of normal, and grants significant regeneration [Targets Zael in-game].

Comments: Throw out a Shining spell, Rapid-cast a Recover circle, and then alternate between the two until she or the enemy is dead. Low Middle?



Yurick:
HP: 9824
Atk: 607
Def: 916
M.Atk: 2426
M.Def: 1567
Agi: 770

Weapons:
Affection Dagger: +80% spellcasting speed.

Spell 1: Prominence. 2451 fire magic damage, 12 seconds [99% speed]
Spell 2: Reverse. Turns enemy heal circles into damage circles, cancels their damage circles.

Commands:
Meteor (Requires full spirit gauge): 4852 fire magic damage. Inflicts Guard Break (enemy can not defend/block)

Comments: Rar fire mage. He's pretty good in-game where he can be boosted further by Zael's Gathering and you can use his fire circles to Guard Break enemies. Not so much in a duel. Light.



Mirania:
HP: 9824
Atk: 527
Def: 916
M.Atk: 2326
M.Def: 1567
Agi: 770

Weapons:
Sorceror (+5): +20% casting speed

Spell 1: Recover. Creates a healing circle, 10 seconds [118% speed]
Spell 2: Forest. 2356 Nature magic damage, 15 seconds [79% speed]

Commands:
Revive (Requires full spirit gauge): Removes all status, revives, fully heals, and restores one stock if any was lost. MT.

Comments: The dedicated healer of the group. She's just like Callista in a fight, except she leads off by casting Recover instead of going for damage first. Low Middle?



Lowell:
HP: 10157
Atk: 839 (1684 with Rune Blade)
Def: 977
M. Atk: 2115 (1875 with Rune Blade)
M.Def: 1432
Agi: 678

Weapons:
Sorceror (+5): +20% casting speed
[Alternate: Rune Blade: 890 Atk, 5% chance of double damage]

Spell 1: Blizzard, 2078 ice magic damage, 15 seconds [79% speed]

Commands:
Glacier (Requires full spirit Gauge): 4441 magic ice damage, and inflicts Slip on enemy (makes them slip continously, making them easy prey).
Berserker: +30% physical damage, +10% damage taken. Allows Lowell to start using physicals.

Berserk Physical: 1945 physical damage, 9 seconds [132% speed]

Comments: Lowell can try out a Glacier spell and then switch to physicals, as this may give him a damage/time edge over a fight. Either way he's just not going to cut it against anyone competent. Light.
« Last Edit: January 25, 2014, 02:16:27 PM by Pyro »