Author Topic: Bravely Default: Where the Fairy Flies  (Read 6172 times)

Pyro

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Bravely Default: Where the Fairy Flies
« on: April 23, 2014, 03:06:27 AM »
Bravely Default, Flying Fairy:

- This stat topic will cover the 24 available jobs as their own PCs, with averages being the averages of the jobs.

- The Norende sidequest gear up to the Bloody Shield for the armor shop was considered as fair game. I am including the compounding shop mixes for Salve-Maker, and used Desert Rose mixes in the averages.

-  Sequipment is considered for the cast. No chests/drops/steals... with the exception of the Giant Axe, of which you are assured to have 5 of by the true ending.

Stats:
HP: Lose these, die in obscurity
MP: Used for physical and magical special abilities.
P.Atk: Physical attack power. (P.Atk-target P.Def) *multiplier = damage
P.Def: Physical defense. See above
M.Atk: Magic attack power. Not as simple as P.Atk
M.Def: Magic defense, not as simple as P.Def
Aim: raw chance to hit, Hit% = Aim - target evade. Note that this only applies to the 'attack' command... all physical special skills ignore evade.
Evade: Same as above! Including the note about all physical skills ignoring it.
Mind: a base stat for deriving M.Def, included because it represents status resistance
Speed: Speed in traditional turn-based fashion.

- Listed attack damage will factor in accuracy.

- Buffs/Debuffs. Bravely Default buffs cap out at +50% stats and debuffs cap out at -25% stats. Durations are 'refreshed' upon using a buff, so a 25% buff that lasts 5 turns will turn into a 50% buff that lasts 5 more turns if it used again on the 5th turn.

- Brave/Default system: Bravely Default is uniqe from other Turn Based games in that it features a Brave Point sytem. Combatants start with 0 BP and gain 1 at the end of every round. Using any action consumes a BP. In a round, a PC can 'default' to store 1 BP, halving damage for that round (a traditional defend command that catches magic too). PCs may also 'brave' to spend a BP to take 2 actions instead of 1, and obviously they can't Brave and Default in the same turn. The catch is that PCs can do this 3 times to quadra-act in a single turn, AND the PCs can go 'negative' on BP... basically borrowing 3 future turns to quadra-act in one turn. The maximum actions/round is 4, and the minimum BP that a PC can go to is -4 (so a PC can not start off by quadra-acting a move that costs 2 BP instead of the normal 1).

- Without some balance this would result in a rather insane dueling cast, so a 3-turn average was constructed, where the jobs attempt to squeeze as much damage in as possible in those 3 turns without regard to resources/recharge turns afterwards.

In general, what this means is that the damage average will be a three turn average where a PC's turns go something like attack->attack->4x attack. Then the PC would have 3 turns where they could take no actions. This doubles the 'nominal' damage average or so, but being able to squeeze out frontloaded damage is probably more than enough to make up for it in the cast.

- Level was taken at 80. Enemy stats used were averaes of optional bosses and final bosses (randoms stop mattering really). These final endgame numbers used are...
90 P.Def
140 M.Def
380 P.Atk (for defense effectiveness).
33 Evade

- Some skills cost BP to use. This price is in addition to the 1 BP that it always costs to use an action. Again the minimum BP that a PC can go down to is -4, so these can't be quadra-acted turn 1 or anything like that.

- Equipment: Every class has a series of 'ranks' in equipment. These result in multipliers to the P.Def and P.Atk stats that the weapon uses. For example someone with an 'E' in Shields will get +45 Pdef from the Bloody Shield, but someone with an 'S' will get 2x that... 90 pdef. So while anyone can equip any weapon, weapon ranks can make even a 'stronger' weapon yield a lower P.Atk.

Sword: (90% hit)
Claymore: 40 P.Atk
Defender: 27 P.Atk, +10 Def

Axes:
Giant Axe: 58 P.Atk, 60% Hit
Heavy Axe: 52 P.Atk, 85% Hit

Spears:
Crimson Spear: 37 P.Atk, 90% Hit

Rods:
Poison Rod: 19 P.Atk, 19 M.Atk, 50% chance to poison on attack
Rod of Ice: 15 P.Atk, 15 M.Atk, 10% more ice/water damage
Rod of Fire: 12 P.Atk, 12 M.Atk, 10% more fire damage

Staves (90% Hit)
Diamond Staff: 38 P.Atk
Yggdrasil Staff: 17 P.Atk, +7 Mind

Daggers (95% Hit):
Gladius: 32 P.Atk
Main-Gauche: 22 P.Atk, +20% Evade

Bows (95% Hit), 2 handed weapons:
Elven Bow: 72 P.Atk, 25% chance of Confuse

Katanas (90% Hit, +15% Crit rate)
Masamune: 39 P.Atk

Knuckles (90% Hit), 2-handed weapons
Divine Fists: 60 P.Atk, Deals Light damage

Shields:
Bloody Shield: 45 P.Def, 23 M.Def, -100 Evade
Adamant Shield: 27 P.Def, 14 M.Def, 26 Evade

Helms:
Adamant Helm: 10 P.Def, 2 M.Def

Hats:
Red Cap: 7 P.Def, 2 M.Def, +5 Str, +5 Agi (speed!)
Adamant Hat: 9 P.Def, 2 M.Def, 5 Evade
Black Cowl: 8 P.Def, 2 M.Def, 10 Evade
Lambent Hat: 5 P.Def, 3 M.Def, 2 M.Atk, +25% Lightning damage
Headband: 6 P.Def, 1 M.Def, +10 Str (P.Atk)

Armor:
Adamant Armor: 36 P.Def, 9 M.Def

Clothes:
Adamant Vest: 29 P.Def, 7 M.Def
Gaia Gear: 25 P.Def, 6 M.Def, 4 M.Atk, +50% Earth damage
White Robe: 22 P.Def, 5 M.Def, 4 M.Atk, +20 Mind (M.Def)
Power Sash: 22 P.Def, 5 M.Def, +5 Strength (P.Atk)
Black Robe: 20 P.Def, 5 M.Def, 3 M.Atk, +20 Int (M.Atk)
Mirage Vest: 19 P.Def, 5 M.Def, 20 Evade
Rainbow Dress: 14 P.Def, 3 M.Def, 3 M.Atk, Confusion immunity
Tabby Suit: 13 P.Def, 3 M.Def, 2 M.Atk, Poison immunity

Accessories of interest:
Hermes Sandals: +10 Agility (Speed)
Adamant Gauntlest: 8 P.Def, 1 M.Def
Adamant Bangle: 2 M.Def, +500 HP
Power Bracers: +10 Strength (P.Atk)
Star Pendant: Immunity to Poison
Silver Glasses: Immunity to Blind
White Cape: Immunity to Silence
Clothespin: Immunity to Sleep
Earthing Rod: Immunity to Paralysis
Peace Ring: Immunity to Confuse
Rebuff Locket: Immunity to Charm
Courage Ring: Immunity to Dread
*Safety Ring: Immunity to Instant Death
* Safety Rings aren't storebought but there are 4 in the game

- Also of note: PCs can dual-wield weapons at half weapon power for each. This tends to be impractical due to subtractive defenses. But mages can get double the M.Atk bonus from rods (+19 M.Atk in the case of the best storebought rod). and some PCs can get away with more damage this way anyway. Shields can't be dual-wielded without a specific (awesome) skill though!

- Bravely Default features a 'passive' skill system, which allows PCs to equip passive skills such as "P.Atk 20% Up" or "Dual Shields" or even "MP free below 20% HP". Each Job has one 'default' skill that is always active when in that job. The PC further has up to 5 points that can be spent to equip other skills, which cost between 1-3 points each. Point values for skills will be listed.

PC averages:
HP: 5756.
MP: 557.
P.Def: 174.
M.Def: 90.
Aim: 101.
Evade: 1
MND: 61.
SPD: 78.33 (stdev 16.78)
Damage: 5966    (Kill point 14915) [5872 (kill point 14696) without compounding ingredients]

-I will list a durability modifier for defense. This is how much the PC divides incoming physical damage by.



Freelancer:
HP:   5652 (98%)
MP:   595
P.Atk:   159
P.Def:   215 (1.25) [1.84 after 1 Endure, 3.57 after 2 Endures]
M.Atk:   61
M.Def:   97
Aim:   96
Evade:   0
MND:   58
SPD:   74
3-turn Damage:   886

Passives:
(Default): Late Bloomer: +1% P.Atk/M.Atk/P.Def/M.Def for each class mastered
Stand Ground (3): 75% chance of surviving with 1 HP when KOd. Does not work at 1 HP.
Poison Immunity (1): Immunity to poison
MP 10% Up (1): Increases MP by 10%

Alternate Passives:
Divining Rod (1): Tells you how many treasures are in a dungeon floor
Dungeon Master (1):  Ignore Dungeon Trap floors
JP Up (1): Increase earned JP by 20%
Lure Enemy (1): Increase field encounter rate by 100%

Equipment:
Heavy Axe
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals

Attack: 443 physical damage

Miscellany:
Examine: Learn enemy weaknesses, stats, and see their HP bar.
Treat: Restore 20% Max HP
Mislead: Less likely to be targetted
Prayer (8 MP): Chance based abilities are 1.5x more likely to succeed for 10 turns
Endure: Raise P.Def and M.Def by 25% for 4 turns
Flee: Run away
Mimic: Repeat the last ally action (including your own) at no cost to BP/MP/HP

Comments: Endure and Treat, hope for a victory over a long, long time. In Light.




Monk:
HP:   8817 (153%)
MP:   368
P.Atk:   520
P.Def:   71 (0.665)
M.Atk:   38
M.Def:   50
Aim:   102
Evade:   3
MND:   50
SPD:   70
Damage: 12016

Passives:
(Default): Knuckle Lore: S rank in Knuckles. Also, when no weapon is equipped, a fist type weapon is assumed with level (80) P.Atk
HP 30% Up (3): Increases HP by 30%
P.Atk 10% Up (1): Increases P.Atk by 10%
Natural Talent (1): When nothing at all is equipped, double P.Atk

Alternate Passives:
Blind Immunity (1): Immunity to Blind status
HP 20% Up (2): Increases HP by 20%
HP 10% Up (1): Increases HP by 10%

Equipment: See that Natural Talent passive? Monk is NAKED!

Attack: 3316

Quigong Wave (12 MP): 6008 physical damage
Hidden Dragon: 6008 physical damage. Acts at end of round.
Inner Alchemy (5 MP): Remove status from self (Poison, Blind, Silence, Dread, Confuse)
Invigorate: Raise P.Atk by 25% for 2 turns. 25% chance of not raising P.Atk and instead doing 20% MHP Self-damage.
Strong Strike: 50% chance of 2x damage, 50% chance of none.
Pressure Point (1 BP): 9999 ITD damage.
Phoenix Flight: Deal Current HP in set ITD damage to foe. Reduce HP to 1 after move is used.

*Alternate Setup: Monk may instead opt for a setup featuring
9699 HP (168%), 266 P.Atk, 135 P.Def (0.839), 85 Speed (+.4 stdevs)...
but Quigong Wave will only do 2936, and Pressure Point 6619

Comments: Monk smash! It's hard to argue with 4x Quigong Waves, or even 2 Pressure Points. Beyond that, Monk may opt to go for more durability/speed but sacrifice half the damage... Except for Phoenix Flight, and if Monk gets the drop on something that can lead to a one-rounding.



White Mage:
HP:   5330 (92.6%)
MP:   653
P.Atk:   78
P.Def:   130 (0.82) [1.936 after 2 Protects]
M.Atk:   115
M.Def:   153
Aim:   99
Evade:   0
MND:   78
SPD:   74 (-.26 stdevs)
3-turn Damage: 4336

Passives:
(Default): Self-Healing: Remove Blind/Silence/Poison at the end of battle
M.Defense 30% Up (3): Increase M.Defese by 30%
M.Defense 10% Up (1): Increase M.Defense by 10%
Angelic Ward (1): 50% chance of halving any attack's damage, regardless of what kind of attack it is (even ITD)

Alternate Passives:
Staff Lore (1): S rank in Staff
Abate Water (1): Take 50% damage from water/ice
Epic Group-Cast (3): Casting spells as MT does not reduce their effectiveness
Conservation of Life (3): Upon dying, White Mage will ressurect any other dead party members, OPB.

Equipment:
Poison Rod
Bloody Shield
Red Cap
Black Robe
Hermes Sandals

Attack: 1

White Magic:
Holy (80 MP): 2168 holy magic damage
Curaga (60 MP): 4204 healing
Arise (80 MP): Fully ressurect a fallen ally
Esunaga (20 MP): Removes status effects from all party members.
Curada (27 MP): 2721 healing
Aeroga (45 MP): 1362 wind magic damage
Reflect (16 MP): Reflects magic back at caster for 4 turns.
Dispel (8 MP): Dispels Buffs/Debuffs.
Aerora (15 MP): 531 wind magic damage
Cura (9 MP): 1935 healing
Raise (18 MP): Revive a fallen ally at low HP.
Esuna (8 MP): Removes all status effects from one
Protect (5 MP): Raises P.Def by 25% for 5 turns
Shell (5 MP): Raises M.Def by 25% for 5 turns
Aero (5 MP): 1 wind magic damage
Cure (4 MP): 1126 healing
Poisona (4 MP): Removes poison from one
Blindna (4 MP): Removes blind from one

*Note: White Mage can twink for ~30% more healing but sacrifices 300 damage off Holy with the White Robe
*Note: Diamond Staff can give White Mage a weak physical (~300) that doesn't take MP!

Comments:
Hopes she can Default ->Heal/Attack until she kills the opponent rather than running out of MP. Angelic Ward is pretty cool! But yeah she's probably running out of damage.




Black Mage:
HP:   5347 (92.9%)
MP:   647
P.Atk:   81
P.Def:   131 (0.825)
M.Atk:   142
M.Def:   99
Aim:   100
Evade:   0
MND:   69
SPD:   74
3-turn Damage:10858

Passives:
(Default): Black Resonance: Raise Black Magic damage when multiple uses of this skill are fighting (1-> +10%, 2->+15% 3-> +20%)
Pierce M.Defense (3): Ignore Enemy M.Def when figuring damage.
M.Attack 20% Up (2): Raise M.Attack by 20%

Alternate Passives:
Rod Lore (1): Raise rod rank to S
Abate Fire (1): Take 50% damage from fire
Damage Dispersion (1): Each ally will take 15% of the damage of a single target attack in user's place (so Black Mage takes 55%, the other 3 take 15%)
Silence Immunity (1): Immunity to silence status
Group-Cast All (3): Makes even single-target only spells group castable (status magic for BM)

Equipment:
Poison Rod
Bloody Shield
Red Cap
Black Robe
Hermes Sandals

Attack: 1 damage


Black Magic: (status rates are listed at 75%, but are closer to ~95%)
Dark (80 MP): 5430 dark magic damage
Kill (16 MP): Kills an enemy, but grants no rewards.
Death (15 MP): Kills an enemy, nominally 60% chance but much higher.
Firaga (45 MP): 4107 fire magic damage
Blizzaga (45 MP): 4107 water magic damage
Thundaga (45 MP): 4107 thunder magic damage
Drain (8 MP): 1962 parasitic healing.
Aspir (1 MP): 53 MP draining
Fear (5 MP): Inflicts Fear. Fear sets BP down to 0, and prevents Brave/Default
Fira (15 MP): 2775 Fire magic damage
Blizzara (15 MP): 2775 water magic damage
Thundara (15 MP): 2775 thunder magic damage
Silence (5 MP): Silences target
Poison (4 MP): Poison targets (poisoned target takes 10% MHP damage/round, can be fatal)
Sleep (5 MP): Puts foe to sleep... 2-5 rounds. Not awoken by magic damage.
Fire (5 MP): 1961 fire magic damage
Blizzard (5 MP): 1961 fire magic damage
Thunder (5 MP): 1961 fire magic damage

Comments: Undurable, but lots of status and plenty of (ITD!) damage to level something with.




Knight:
HP:   6277 (109%)
MP:   421
P.Atk:   78
P.Def:   486 (Immune to defense subject physicals)
M.Atk:   43
M.Def:   122
Aim:   9
Evade:   0
MND:   65
SPD:   64 (-0.85 stdevs)
3-turn Damage: 8665

Passives:
(Default) Protect Ally: Take single-target physical attacks for allies with less than 20% HP
Dual Shields (1): Enables equipping a shield in right and left hands
P.Defense 30% Up (3): Raises P.Def by 30%
P.Defense 10% Up (1): Raises P.Def by 10%

Alternate Passives:
Two-Handed (1): Double a weapon's P.Atk power by using it in both hands
Shield Lore (1): Raise Shield rank to S
Sword Lore (1): Raise Sword rank to S
Chivalrous Spirit (1): Raise P.Def by 25% for 5 turns whenever taking a hit for an ally

Equipment:
Bloody Shield
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals

Attack: Knight can't do a basic physical with 2 Shields!

Chivalry:
Super Charge (1 BP): Double P.Def, add it to P.Atk, and attack. 8665 physical damage. 9999 after defense buffing. Practically ignores defense
Full Cover: Takes hits for selected ally throughout the entire round.
Vengeance (1 BP): Physical attack at 1.5x if 1 KO'd ally, 2x if 2 KO'd allies, 2.5x if 3 KO'd allies
Shield Strike (8 MP): Basic physical attack. Boost P.Def by 25% for two turns.
Ironclad (5 MP): Initiative. Put defense at 1.5x for the round
Stomp: Physical attack at 1.25x. For two round P.Def and M.Def are reduced to 75%. 1 damage.

*Note: If Knight wants, the shields can be foregoed in favor of two-handing a Claymore... but this only leads to 228 P.Def and 1719 damage Stomps

Comments: Does not take physical damage, is magically durable enough, and can one-round. Knight is rather awesome.




Thief:
HP:   5347 (92.9%)
MP:   511
P.Atk:   96
P.Def:   178 (1.02)
M.Atk:   39
M.Def:   69
Aim:   107
Evade:   0
MND:   37
SPD:    150 (+4.27 stdevs ...)
3-turn Damage: 6666

Passives:
(Default) Master Thief: Doubles the success rate of stealing skills (Including Life Thief)
Speed 30% Up (3): Raises Speed by 30%
Speed 20% Up (2): Raies speed by 20%

Alternate Passives:
Abate Wind (1): Take 50% damage from wind elemental attacks.
Speed 10% Up (1): Raises Speed by 10%
Raid (1): Raise party's BP by 1 when party triggers First Strike or 1BP at start of combat bonus.
Dagger Lore (1): Raises Dagger rank to S
Rob Blind (2): Takes two items instead of 1 when stealing
Burgle and Buff (1): Increases P.Atk by 25% for 5 turns after a successful steal (including Life Thief!)

Equipment:
Defender
Bloody Shield
Red Cap
Adamant Vest
Hermes Sandals

Attack: 1

Thievery:
Steal: 25% (50%) chance of stealing an item
Life Thief (8 MP): 75% (100%) chance of draining HP equal to a basic physical attack
Mug (16 MP): Deal a regular physical attack with a 25% (50%) chance to steal an item.
Godspeed Strike (2 BP): 9999 (10708) physical ITD damage.

*Alternate Setup: Ancient Bow for weapon, Speed 10% Up and Burgle&Buff in place of Speed 20% Up)
P.Def: 123 (0.799), M.Def: 46, Aim: 112, Speed: 137 (+3.5 stdev)
God Speed Strike: 9845 ITD damage,
Life Thief: 1385 parasitic healing [2056 after 1 Bugle&Buff] <2726 after two>

Comments: Amazing speed! That doesn't help KO things much faster. Default twice and then unleash two God Speed Strikes, hoping that proves fatal. The alternate setup is less durable but has competent parasitic healing.




Merchant:
HP:   5347 (92.9%)
MP:   511
P.Atk:   96
P.Def:   168 (0.969)
M.Atk:   71
M.Def:   90
Aim:   102
Evade:   0
MND:   58
SPD:   74 (-0.26 stdev)
Damage: 10667

Passives:
(Default) More Money: +50% money per fight. (This does not stack with itself)
White Knight (1): An ally with the most HP takes an ST physical attack when below 20% HP

Optional Passives
Speculate (1): 50% chance to deal double damage and 50% chance to do 0

Equipment:
Defender
Bloody Shield
Red Cap
Adamant Vest
Hermes Sandals

Attack: 1 damage

Commerce:
Pay to Play: Spend 4000 pg to raise crit rate by 300%
Salesman: Sell an item to an enemy at 2.4x the selling price
Pharmacy: Purchase a recovery item and use it instantly.
X-Potion (1500 pg): 1500 HP healing
Remedy (800 pg): Removes status
Turbo Ether (5000 pg): Recovers 150 MP
Hedge Risk: For 5 turns, suffer 50% damage by paying half the damage that would have been done.
Takeover: Spend 4000 pg to do 4000 damage
BP Drink: spend 1000 pg to increase BP for an ally by 1 (10000 pg for 2, 100000 for 3)
Big Pharma: Restore enemy HP to full, and receive that much HP in pg.
Full Leverage: For 5 turns, all ally/enemy damage/healing will be doubled, and the costs in BP/MP/HP (and pg!) are doubled.
Low Leverage: For 5 turns, all ally/enemy damage/healing will be halved, and the costs in BP/MP/HP are doubled.
Payoff: Pay2Win (Wouldn't consider this seriously... takes >100k to win a RANDOM encounter!)

Comments: Hedge Risk an X-Potion allow for poor healing if allowed, but really it's all about quadra-acting High Leverage->Takeoverx3 for 24000 fixed damage. That's hard to argue with.




Spell Fencer:
HP:   5805 (101%)
MP:   557
P.Atk:   152
P.Def:   224 (1.32)
M.Atk:   63
M.Def:   97
Aim:   101
Evade:   0
MND:   63
SPD:   74 (-0.26 stdev)
3-turn Damage: 2068

Passives:
Passives:
(Default) Anti-Magic: When hit by a magic attack of any kind, raise M.Defense by 50% for 4 turns
Phantom Weapon (3): Damage from currently equipped weapon is added to magic attack.
Sword Magic Amp (1): Doubles MP cost of Sword Magic but damage done is x1.25
Firewall (1): 50% chance to counter an ST physical attack with Fire (1350 damage with Phantom Weapon, 1 otherwise)

Alternate Passives:
Auto-Aspir Blade (1): Start battle with Sword Magic Aspir active.
Magic Armor (1): When an elemental Sword Magic is cast, damage from that element is halved for 4 turns.
Memento (3): Upon dying, other allies have 50% MP restored.
M.Def Specialize (1): Reduce P.Def by 25%, Increase M.Defense by 50%

Equipment:
Claymore
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals

Attack: 448

Sword Magic: Imbues physical attacks with magic for 10 turns, status odds are nominally 75%
Holy (160 MP): Imbues weapon with holy damage. Physical does 1241 after this.
Dark (160 MP): Imbues weapon with dark damage. Physical does 951 after this
Death (30 MP): Imbues weapon with an Instant Death chance. 560 physical damage after this.
Firaga/Thundaga/Blizzaga (90 MP): Imbues weapon with Fire/Ice/Thunder. 783 damage after this.
Drain (16 MP): Imbues sword with drain, making all physical attacks parasitic healing. 560 damage after this.
Aspir (2 MP): Imbues sword with Apsir, making all physical attacks do 10% MP parasitic heailng.
Fear (10 MP): Imbues sword with Fear chance.
Silence (10 MP): Imbues sword with Silence chance
Poison (8 MP): Imbues sword with poison chance
Sleep (10 MP): Imbues sword with sleep chance.

Comments: Status whore and that's really all folks. Not going to be winning with damage, and the draining is laughable... but that status game isn't too bad. Turn 1 Instant Death for starters.




Time Mage:
HP:   5330 (0.926)
MP:   653
P.Atk:   64
P.Def:   130 (0.821)
M.Atk:   171
M.Def:   103
Aim:   99
Evade:   0
MND:   73
SPD:   74 (-0.26 stdev)
Damage: 18028

Passives:
(Default) Time Slip: If the party is defeated in battle, Return back to the start of the battle instead of game-overing.
M.Attack 30% Up (3): Increases M.Attack by 30%
M.Attack 10% Up (1): Increases M.Attack by 10%
Slow Parry (1): 50% chance to counter a single target physical attack with Slow

Alternate Passives:
Stop Immunity (1): Immunity to Stop status
Save TM MP (2): Reduce Time Magic MP costs by 25%
Slow World (2): At the end of every other round, reduce all combatant's BP by 1.
Hasten World (2): At the end of every round, increase all combatants BP by 1.

Equipment:
Poison Rod
Bloody Shield
Red Cap
Black Robe
Hermes Sandals

Attack: 1 damage

Time Magic:
Graviga: 50% chance to deal 75% HP damage to a target (max 9999)
Reraise (80 MP): Revive with low HP upon being Kod.
Meteor (99 MP): 9014 non-elemental magic damage over 4 hits. Targets random enemies (focuses in a duel)
Quick (20 MP): Raise Attack Hit# by 50% (Max 16, so this doesn't do much)
Stop (10 MP): 75% chance to inflict Stop status on target
Quaga (45 MP): 2523 earth magic damage
Hastega (32 MP): Raise party's Speed by 50% for 4 turns
Veilga (24 MP): Raise party's Evade by 50% for 4 turns
Gravity (12 MP): 50% chance of dealing 50% MHP damage to a target (max 9999)
Veil (8 MP): Raise target's evade by 50% for 4 turns
Slowga (16 MP): Lower all enemy's speeds by 25% for 4 turns
Haste (8 MP): Raise one target's speed by 50% for 4 turns
Teleport (20 MP): Escape a dungeon or battle.
Slow (4 MP): Reduce target's speed by 25% for 4 turns.
Regen (5 MP): Restore 3% of HP to one target at the end of each turn

*Time Mage can change out the Bloody Shield for a Poison Rod to hit 9999 with Meteor, at the cost of going down to 85 Pdef (0.696 pdur mod), and 80 Mdef
* Time Mage can equip a Main Gauche, Adamant Shield, Mirage Vest, and Black Cowl for 73 Evade, and then buff it up to perfect with Veil.

Comments: Drop Meteors and kill the foe. The evade buff gimmick isn't likely to see much use but when you dump that much damage in a single turn you don't generally worry. Heavy/Godlike.




Ranger:
HP:   5360 (93%)
MP:   501
P.Atk:   216
P.Def:   125 (0.805)
M.Atk:   49
M.Def:   59
Aim:   218
Evade:   4
MND:   50
SPD:   86 (+0.457)
3-turn Damage: 5834

Passives:
(Default) Hawkeye: Aim +100
Precision (2): Damage up 3% for every hit in a conventional attack (60.5%)
Bow Lore (1): Sets Bow Rank to 'S'
Paralyze Immunity (1): Immunity to paralysis

Equipment:
Elven Bow
Red Cap
Adamant Vest
Hermes Sandals

Attack: 2917 physical damage

Hunting:
Targeting (12 MP): 2273 physical damage to one.
Slayer* (8 MP): Regular physical attack. 2727 physical damage if species weakness hit.
(Species include Plants/Aerial/Dragon/Demon/Bug/Beast/Aquatic/Undead)
Multiburst (1 BP): 4363 physical damage over 4 attacks that hit random enemies.

Comments: A unique fighter in the cast! Because no one else has that good of a basic physical. It doesn't really HELP too much with the poor durability and damage that isn't one-rounding or even 2-rounding much of anything! But hey, a powerful basic physical is kind of cool.




Summoner:
HP:   5347 (92.9%)
MP:   694
P.Atk:   62
P.Def:   91 (0.711)
M.Atk:   138
M.Def:   76
Aim:   101
Evade:   3
MND:   69
SPD:   64 (-0.854 stdev)
3-turn Damage: 6705

Passives:
(Default) Convert MP: Converts 1% of damage taken into MP.
Summoning Amp (2): MP Costs and damage for summon x1.25 (factored in)
Summoning Surge (3): Every time summoning is used, damage x1.1

Alternate Passives:
Abate Lightning (1): Take 50% from Lightning damage
Friendship (1): Raise friendship level when summoning friends
Summon Substitute (1): Use a random Summon when KO'd (useless in duel)
Summon in Pinch (2): Use a random summon when placed below 20% HP
Amp Friends (1): Summoning Friends is increased in power/duration/etc

Equipment:
Poison Rod
Poison Rod
Red Cap
Black Robe
Hermes Sandals

Attack: 1 damage

Summoning: (All summons are MT, but do not focus)
Susano-o (75 MP): 2607 non-elemental magic damage.
Deus Ex (50 MP): 2014 lightning damage.
Promethean Fire (50 MP): 2014 fire damage
Ziusudra's Sin (50 MP): 2014 water damage
Hresvelgr (50 MP): 2014 wind damage
Girtablulu (50 MP): 2014 earth damage

Note: Can twink for 2400 Earth damage with Girtablulu and Gaia Gear
Note: Can get 45 more Def (136, 0.842 mod) in exchange for 20% less damage

Comments: Summoner hopes to fight someone frail and without much damage. You can find lots of that in Light/Middle!




Valkyrie
HP:   5805 (101%)
MP:   466
P.Atk:   152
P.Def:   224 (1.32)
M.Atk:   43
M.Def:   77
Aim:   101
Evade:   0
MND:   43
SPD:   80 (+0.1 stdevs)
3-turn Damage: 2289

Passives:
(Default) Soul Mates: P.Atk and M.Atk up 25% for 5 turns whenever an ally is Kod
Aerials (1): Increase number of turns in the air by 1 for jumps. Increase BP cost by 1 (excepting Sky High), and increase damage by 1.5x [Factored in!]
Sky High (2): Start the battle in the air and come diving down to attack on turn 1 (2 with Aerials), does 2x damage or 3x with a spear
Pierce Default (2): Ignores damage reduction from Defaulting/Defending. Ha-ha.

Alternate Passives:
Spear Lore (1): Raises Spear rank to S
BP Skill Amp (3): Increase BP cost of skills by 1, but raise damage by 1.5x

Equipment:
Crimson Spear
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals

Attack: 445

Acrobatics:
Crescent Moon (1 BP):  654 physical damage, MT
Jump (2 BP): Jump at end of turn. Come down two turns later and deal 2943 damage
Judgement (2 BP): 1962 physical damage to one
Spirit Barrier (10 MP): For 10 turns, take damage from MP instead of HP
Soul Crush (16 MP):  Deal 65 MP damage.
Decimate: Field Effect: any with 10% or less HP will be Kod (or take 9999).
High Jump (3 BP): Jump into the air. Come down two turns later and deal 4415 physical damage
Super Jump (4 BP): Jump into the air. Come down 3 turns later and deal 2943 damage to all.

(In case you were wondering what the 3-turn is, it's Come down turn 2 from Aerials, then Judgementx2 on turn 3)

Comments: Rather anemic on damage sadly, so not very good. Can't quadra-act damage like other classes can. That said, Spirit Barrier helps as a kind of second lifebar, and jumping at least helps somewhat... Not enough to get out of Light though.
« Last Edit: June 03, 2014, 10:10:09 PM by Pyro »

Pyro

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Re: Bravely Default: Where the Fairy Flies
« Reply #1 on: April 23, 2014, 03:06:45 AM »

Red Mage:
HP:   5820 (101%)
MP:   602
P.Atk:   147
P.Def:   168 (0.969) [1.21 after Protect] <1.61 after two>
M.Atk:   75
M.Def:   119
Aim:   97
Evade:   0
MND:   89
SPD:   80 (+0.1 stdevs)
3-turn Damage: 842

Passives:
(Default) Revenge: 25% chance to gain 1 BP whenever damage is taken (not poison)
BP Recovery (1): Raise BP by 2 when hit with a status ailment
An Eye for an Eye (1): Raise Crit rate by 900% for 5 turns when reduced below 20% HP
Revival (2): 75% chance to raise BP by 2 when reduced to <20% HP
In the Red (1): Increase damage when going negative on BP... (-1: x1.2, -2: x1.3, -3: x1.4, -4: x1.5)

Alternate Passives:
MP 20% Up (2): Raises Max MP by 20%
Turn Tables (1): Increase BP by 1 when evading an attack
MP Free in a Pinch (2): All MP costs for anything are reduced to 0 when HP is <20%
Adrenaline (1):  Raise BP by 1 when user kills an enemy
Save Magic MP (3): Reduce Black/White/Time MP costs by 25%

Equipment:
Heavy Axe
Bloody Shield
Red Cap
White Robe
Hermes Sandals

Attack: 421

Black/White Magic:
Reflect (16 MP): Reflects magic back at caster for 4 turns.
Dispel (8 MP): Dispels Buffs/Debuffs.
Aerora (15 MP): 1 wind magic damage (783 rod/rod/BlackRobe) <445 Rod/Shield/Black Robe>
Cura (9 MP): 2146 healing (<1717 without White Robe)>
Raise (18 MP): Revive a fallen ally at low HP.
Esuna (8 MP): Removes all status effects from one
Protect (5 MP): Raises P.Def by 25% for 5 turns
Shell (5 MP): Raises M.Def by 25% for 5 turns
Aero (5 MP): 1 wind magic damage
Cure (4 MP): 1293 healing <(1034 w/out White Robe)>
Poisona (4 MP): Removes poison from one
Blindna (4 MP): Removes blind from one

Drain (8 MP): 1 draining damage
Aspir (1 MP): 1 MP drain
Fear (5 MP): Inflicts Fear at 75% rate
Fira (15 MP): 1 fire damage (691 rod/rod/BlackRobe) <419 Rod/Shield/BlackRobe>
Blizzara (15 MP): 1 ice damage (691 rod/rod/BlackRobe) <419 Rod/Shield/BlackRobe>
Thundara (15 MP): 1 thunder damage (691 rod/rod/BlackRobe) <419 Rod/Shield/BlackRobe>
Silence (5 MP): Inflicts Silence at 75% rate
Poison (4 MP): Inflicts Poison at 75% rate
Sleep (5 MP): Inflicts Sleep at 75% rate
Fire (5 MP): 1 fire magic damage
Blizzard (5 MP): 1 ice magic damage
Thunder (5 MP): 1 thunder magic damage

Comments: A mage without Pierce M.Def wants the high level spells to deal damage. As Red Mage does not have them...  go for a setup that has greater survivability and healing... and then try to win by poisoning the foe and watching them die over ten turns. Seriously, that's the game. POIZN. And lackluster healing. That said Sleep and Silence help too, and Reflect/Dispel/Protect still exist. So it's not like this is completely unworkable!




Salve-Maker:
HP:   5330 (92.6%)
MP:   516
P.Atk:   95
P.Def:   165 (0.956) [247 and 1.55 after 50% def buffing]
M.Atk:   71
M.Def:   104
Aim:   101
Evade:   0
MND:   73
SPD:   74 (-0.26 stdevs)
Damage: 6750

Passives:
(Default) Healing Lore: All healing actions, including HP healing, are doubled in effectiveness for any source (items/magics/non-typed)
Attack Item Amp (1): Attack items do 1.5x damage (including Compounding)
Auto-Potion (1): Automatically use a basic potion when taking damage (only  a basic potion for 300, no Hi-Potions/X-Potions)
Shorten Ailment (1): Chance of status ailments that wear off based on chance rises 50% higher than normal.
Auto-Phoenix (2): If any allies are Kod, automatically revive one of them with a Phoenix Down at the end of your action.

Alternate Passives:
Feel no Pain (3): For the first two rounds take no damage. At the end of the second round, take all damage that WOULD have been taken at once

Equipment:
Defender
Bloody Shield
Gaia Gear
Red Cap
Hermes Sandals

Medicine:
Compounding: Combine two items to get an effect.
Quarter Elixer: Restores 5000 HP and 500 MP [1150 pg]
Half Elixer: Restores 9999 HP and 999 MP [6500 pg]
Resurrect: Revives target with 9999 HP [120 pg]
Auto-Life: Inflicts Auto-Life. Being KOd does not allow you to complete action for that turn. [1650 pg]
Any status restorative: Heals 150 HP in addition to healing status

With Compounding Items...
Elemental Mixes: 2250 elemental damage of Fire/Water/Lightning/Wind/Earth/Light/Dark [400 pg] *3375 Earth damage with Gaia Gear
Elemental Bane: Force target to become vulnerable to an element for 4 turns (50% weakness). Overwrites any resistance/immunity/absorption [400 pg]
Beast Vim: Raises P.Atk by 30% for 4 turns [400 pg]
Demon Aura: Raise M.Atk by 30% for 4 turns 1000 pg]
Ghost Coat: Raise P.Defense by 30% for 4 turns [700 pg]
Demon Soul: Raise M.Defense by 30% for 4 turns [1000 pg]
Resist Element: Grant immunity to one element for 4 turns [700 pg]

Dragon Fang Mixes...
Element Boost: Boost all elemental attacks by 1.5x for 5 turns [5500 pg]
Dark Breath: Damage equal to lost HP [5500 pg]
Shadowflare: 7500 dark damage [5500 pg]
Dragon Breath: Does damage equal to current HP [10000 pg]
Giant's Draft: Doubles max HP on target and cures 9999 [5200 pg]
Turtle Split: Reduce target's P.Def to 75% for 4 turns [5200 pg]
Haste Brew: Increase speed to 150% for 4 turns [5500 pg]
Dragon Vim: Increase P.Atk by 50% for 6 turns [5200 pg]
Dragon Aura: Increase M.Atk by 50% for 6 turns [5500 pg]
Dragon Coat: Increase P.Def by 50% for 6 turns [5200 pg]
Dragon Soul: Increase M.Def by 50% for 6 turns [5500 pg]

First Aid: At the end of the round, heal the PC with the lowest HP for
2043
Experiment: Turn a consumable into an attack item
Inoculate: Use a storebought item that cures status to gain immunity to that status for 6 turns. Does not CURE the status.
Widen Area (1 BP): Use an item as MT (not compounding mixes, mind you)
Turn Toxic: Use a restorative item to harm an enemy and poison them (75%). X-Potion is 2250 damage [1500 pg], Hi-Ether is 225 MP damage [5000 pg]
Collect: Collect compounding items from the field (based on where you are)
Ressurect: Revive all KO'd allies with 25% HP.

Comments: Let's set aside Dragon Fangs for a moment. Salve-Maker would have the option to Feel-No-Pain -> Debuff Earth res -> Lots of earth damage, or to take a traditional heal->poke strategy aided by Default. Heavy and maybe a good one. Godlike with Dragon Fangs.




Performer:
HP:   5330 (92.6%)
MP:   516
P.Atk:   129
P.Def:   166 (0.96) [249 and 1.57 after PDef +50%]
M.Atk:   72
M.Def:   94
Aim:   101
Evade:   0
MND:   62
SPD:   86 (+0.46 stdev)
3-turn Damage: 1237

Passives:
(Default) Save Singing MP: Reduce MP cost of Singing by 50%
Prolong Support (1): Double the number of turns that stat-raising effects have on yourself.
Support Amp (1): Add 10% to stat-raising effects received. Subtract 10% from stat-lowering (25% becomes 35%, -25% becomes -15%)
Buff Up (2): At the end of every turn, buff P.Atk/M.Atk/P.Def/M.Def by 5% for 5 turns (refreshes so that's 5 turn limit is moot)
Charm immunity (1): Immunity to Charm status

Equipment:
Diamond Staff
Bloody Shield
Adamant Vest
Red Cap
Hermes Sandals

Attack: 280 (742 after Love Power)

Singing:
My Hero (2 BP): Raise party's BP by 1 (including Performer)
Zero Sum (15 MP): Lowers BP to 0 for target that has >0 BP (MT)
Catch Me (6 MP): Raises likelihood of being targeted for 5 turns
Little Devil (12 MP): Raises M.Atk by 25% for 4 turns (MT)
Key to Your Heart (12 MP): Raises M.Def by 25% for 4 turns (MT)
Got Your Back (12 MP): Raises P.Def by 25% for 4 turns (MT)
One More For You (13 MP): Raises BP by 1 for a single target
Love Rush (12 MP): Raises Speed by 25% for 4 turns (MT)
Love Power (15 MP): Raises P.Atk by 25% for 4 turns (MT)

Comments: Performer's stats can get quite good quite fast! Toooo bad about the damage. Horrible Light. This is truly a pity for a job with such an amazing support skillset.




Pirate:
HP:   6309 (109%)
MP:   412
P.Atk:   250
P.Def:   216 (1.25) [2.98 after Defang!]
M.Atk:   38
M.Def:   71
Aim:   67
Evade:   0
MND:   39
SPD:   74 (-0.26 stdev)
3-turn Damage: 6427

Passives:
(Default) Adrenaline Rush (2): P.Atk and P.Def rise by 50% for 5 turns when HP falls below 20%
P.Attack 20% Up (2): Raise P.Atk by 20%
Axe Lore (1): Raises Axe affinity to S

Equipment:
Giant Axe
Bloody Shield
Red Cap
Adamant Vest
Hermes Sandals

*Pirate may want to opt for two axes instead of the shield. This increases damage by 12.5%, but allows for one-rounding and the defense debuff is more effective in this setup. Reduces P.Def to 135 (0.839, 1.37 after Defang). Reduces M.Def to 42.

*Adrenaline increases damage by 78% with one axe, and 100% with 2 axes.

Attack: 534 (846 with Heavy Axe)

Piracy:
Double Damage (103 MP): 3140 damage (always takes 25% Max MP)
Provoke: Increases chances of being targetted
Shell Split: 1570 damage, Reduce target P.Def by 25% for 4 turns. [14% damage boost 1-axe, 25% boost with 2 axes]
Scale Strip: 1570 damage, Reduce target M.Def by 25% for 4 turns.
Shin Smash: 1570 damage, Reduce target Speed by 25% for 4 turns.
Mass Attack (1 BP): Attack and all HP critical allies also attack.
Berserk: Increase P.Atk by 50%, but berserk status (only uses basic physicals)
Defang: 1570 damage, reduce target P.Atk by 25% for 4 turns
Skull Bash: 1570 damage, reduce target M.Atk by 25% for 4 turns.
Torrent (2 BP): 5652 water damage.
Amped Strike (206 MP): 6280 damage (always takes 50% Max MP)

Note:
With 1-axe, highest turn 1 damage would be...14097 (Shell Split->Amped Strike->Double Damage->Defang
With 2 axes, highest turn 1 damage would be... 17494 (same combo)

Comments: Can one round or act as a good tank. Can also lead off with Shin Smash to lap a foe for a bit of extra damage before unleashing heck on them. Other than that, can store BP to try and use Torrent as a winning strike, though this will likely involve keeping debuffs up. Adrenaline is not something to toy with. Debuffs in general are good, and Pirate brings them to the table while doing damage. Maybe a Heavy of some flavor. If Adrenaline kicks in and Defang is up, the foe will have to wait 5 turns before continuing to damage pirate with physicals.




Ninja:
HP:   5360 (93%)
MP:   501
P.Atk:   150/148
P.Def:   101 (0.736)
M.Atk:   54
M.Def:   62
Aim:   110
Evade:   4
MND:   55
SPD:   86 (+0.46 stdev)
3-turn Damage: 4362

*Note, Ninja can sacrifice 18% damage for +10 Agi, bringing it up to +1.05 stdev)

Passives:
(Default) Dual Wield: Wield a weapon in both hands at full attack power
Comeback Kid (1): Raise P.Atk and M.Atk by 25% for 3 turns after dodging an attack
Transience (1): Attack with a basic physical (perfect accuracy) when an attack is dodged.
Frentic Fighting (2): Raise max hits from 16 to 32 (makes Ikkisei useful)
Evade 10% Up (1): Raise Evade by 10%. Note that this is current evade x 1.1, not +10% evade

Alternate Passives:
Evade 20% Up (2): Raises Evade by 20%
Evade 30% Up (3): Raises Evade by 30%
Cleave (1): Chance to deal another attack when killing an enemy with a basic physical attack.

Equipment:
Masamune (Less atk boost than Gladius, but a +15% crit rate)
Gladius
Red Cap
Power Sash
Power Bracers
*Crit rate is 30%, considerable enough to be included in damage (crits are 2x damage)

*Alternate equip setup is Main-Gauche, Main-Gauche, Black Cowl, Mirage Vest, Hermes Sandals, Evade Up Passives for 117 evade prior to using an evade buff

*After 1 Comeback Kid, damage increases by 62.5%, after 2 it increases by 125%.

Attack: 1670 physical damage

Ninjitsu:
Ninjitsu:
Shippujinrai (16 MP): Attack with an initiative attack (2181 average dmg). Note that in a brave string, even if this is used last it still goes off first before the other actions
Utsumemi: Grants Utsumemi status, which will evade the next physical attack and be dispelled. Lasts until used up. Gets EVERYTHING physical. Very inclusive
Ikkikasei (1 BP): Double hit count for the the rest of the turn. Not useful with Shippujinrai because Shippujinrai will go before this.
Shunshin: Raise evade to 1.5x base for 6 turns.
Kairai: All enemy single-target attacks will be redirected to a PC selected by this move for 1 turn.
Kakuremi: Lower chances to be targetted by ST attacks for 5 turns.

Comments: Hopes the enemy is physical. Even otherwise high accuracy or Evade-ignoring physicals will run into Transience/Utsumemi. Ninja generally has enough speed to where the Power Bracers are better than the Hermes Shoes... Helps to overcome defense by a higher percentage.




Swordmaster:
HP:   5805 (101%)
MP:   466
P.Atk:   156
P.Def:   230 (1.37)
M.Atk:   43
M.Def:   82
Aim:   104
Evade:   0
MND:   48
SPD:   74 (-0.26 stdev)
3-turn Damage: 1527

Passives:
(Default) Counter: 60% chance to counter an ST physical attack with a physical attack of your own (100% accuracy)
Slow and Steady (1): Boost speed to 150% for 2 turns when Default is used
Multitask (2): 25% chance to do an additional basic physical attack whenever a basic physical is used.
Counter Amp (1): Raise counter damage by 50% (whatever it would be x1.5, a 2x counter becomes a 3x). Already factored into damage shown for counter skills.
Confuse Immunity (1): Immunity to confuse status

Alternate Passives:
Abate Earth (1): Reduce Earth damage by 50%
Katana Lore (1): Raise Katana rank to S
Redoubled Effort (2): Raise physical damage based on BP: 0- no bonus, 1- x1.1, 2-x1.21, 3-x1.33, 4-x1.46 (can't get to 4)

Equipment:
Masamune
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals
*~20% crit rate factored into damage

Attack: 509

Bushido:
Nothing Ventured: Initiative stance. Halve physical damage for the round, and counter with a 2x attack if hit with a physical [2148]
Squeaky Wheel (1 BP): Reduce target's BP by 1. 30% chance of working vs. bosses
Before Swine: Initiative stance. Halve magic damage for the round, and counter with a  3x attack if hit with magic. [3222]
Know Thine Enemy: Initiative stance. Pick an enemy. If that enemy attacks Swordmaster with a  single-target attack, counter for 4x damage [4296]
The Worm Turns: Initiative stance. Counter with a 7.5x attack if hit with any attack below 20% HP. [8055]
Free Lunch: Set MP costs to zero for 2 turns.

Comments: I hope you allow counter stance whoring, as otherwise Swordmaster is horrible and Light.




Spiritmaster:
HP: 5330 (92.6%)
MP: 699
P.Atk: 133
P.Def: 133 (0.832)
M.Atk: 78
M.Def: 142
Aim: 101
Evade: 0
MND: 89
SPD: 70 (-0.5 stdev)
3-turn Damage: 708

*Note: Spiritmaster can sacrifice 25% damage for 10 Agi (80 agi, +0.1 stdev)

Passives:
(Default) Save WM MP: Reduce MP cost of White Magic by 75%
M.Defense 20% Up (2): Raise M.Defense by 20%
Auto-Shell (1): Start battle under Shell status (+25% M.Def) and remain under shell for 10 turns.

Alternate Passives:
Holy One (2): Increase healing magic potency by 150% (That's 2.5x effect). P.Atk reduced by 25%
Maximize HP (3): Start battle with Double HP status, which doubles max HP (exceeds 9999). Useless without healing!

Equipment:
Diamond Staff
Bloody Shield
Red Cap
Power Sash
Power Bracers

Attack: 236 physical damage

Spiritism:
Spirit Ward (16 MP): All elemental damage is nullified for 4 turns on the target.
Fairy's Aid (1 BP): All target's elemental attacks deal 1.5x damage for 5 turns.
Convert BP (174 MP): Sacrifice 25% MP to gain 2 BP (+1 net BP gain)
Adaptation (32 MP): Target absorbs all elements for 4 turns.
Stillness (2 BP): Damage to all allies and enemies is nullified for two turns (Does NOT have initiative)
Greater Spirit Ward (2 BP): All elemental damage to all allies is halved for 4 turns.
Fairy Ward (2 BP): Make all allies immune to all statuses for 5 turns.
Moderation (2 BP): All allies or enemies with 1 or more BP are reduced by 1 BP. All allies or enemies with less than 0 BP gain 1 BP.
Enigma (3 BP): Nullify elemental damage for all allies for 4 turns.

Comments: Prays that the foe uses nothing but elemental damage and is slow. In Light.




Arcanist:
HP: 5347 (93%)
MP: 693
P.Atk: 57
P.Def: 81 (0.687)
M.Atk: 149
M.Def: 81
Aim: 102
Evade: 4
MND: 74
SPD: 80 (+0.1 stdev)
3-turn Damage: 6989

Passives:
Passives:
(Default) Absorb M. Damage: Recover damage equal to ¼ of damage taken from a magic attack (assuming you survive the attack)
Zero (1): Increase magic damage by 1.5x if MP ends in '0'
Convergence (3): Increase damage of magic that is MT by 50%, but it becomes single-target
Status Ailment Amp (1): Boosts chance of status landing on enemies

Alternate Passives: Note: Ritualism does not count as Black Magic!
Black Magic Amp (1): Increase Black magic MP costs by 1.5x and damage by 1.25x
Save BM MP (2): Reduce MP costs for Black Magic by 25%
Max Black Magic (3): MP cost of Black Magic doubles, but it does 1.5x damage.

Equipment:
Poison Rod
Poison Rod
Red Cap
Black Robe
Hermes Sandals

*Can change out a Poison Rod for a shield to get 126 P.Def (0.809) and 104 Mdef, but -19 M.Atk.

Attack: 2 damage (thanks to Status Ailment Amp, this has a very near 100% chance to poison a target)

Arcanism:
Corpse (4 MP): Places target in Doom state, killing them at the end of the next round (so enemy will always get 2 actions if this connects round 1)
Exterminate (4 MP): 5839 dark magic damage to any ally or enemy poisoned on the field
Twilight (9 MP): Instantly slay all allies and enemies under the sleep status.
Sacrifice: Take 25% Max HP damage to raise M.Atk by 50% for 3 turns (can't be used if it would be fatal) Practical effect is to raise damage to 1.4x
Annihilation (4 MP): 4559 Dark damage on all targets with -1 BP or lower (i.e. anything that acted before Arcanist in the round or is suffering a recharge turn). Deals 50%/100% more to those with -2/-3 BP
Inquity (4 MP): 4559 Dark magic damage to all allies and enemies with 1 BP or more (deals 50%/100% more to those with +2/+3 BP)
Internment (173 MP): 5241 Dark magic damage to a single target (MT at 66% damage without Convergence). Cost is always 25% Max MP

Comments: Will generally want to roll out Interment*4 for a KO. Other than that could try for Corpse and Default (considering the durability this isn't likely to work) or attacking along with Exterminate to go for a more efficient damage/MP route... but generally just wants to blitz ASAP and hope to kill before being killed thanks to the very poor durability.




Templar:
HP: 6277 (109%)
MP: 421
P.Atk: 158
P.Def: 291 (2.31) [218 and 1.27 after Desperation]
M.Atk: 37
M.Def: 103
Aim: 101
Evade: 0
MND: 69
SPD: 59 (-1.15 stdev)
3-turn Damage: 5746

Passives:
(Default) BP Limit Up: Can store up to +4 BP instead of +3 BP.
Default Guard (1): Quarter damage while Defaulting instead of halving it
Critical Amp (2): Critical hits do 2.5x instead of 2x damage
P.Defense 20% Up (2): Increase P.Defense by 20%

Alternate Passives:
Abate Light (1): Reduce Light damage by 50%
Magic Critical (1): Gives magic a 15% chance of a critical hit
Item Critical (1): Gives items a 15% chance of a critical hit
Armor Lore (1): Raises Armor rank to S.

Equipment:
Claymore
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals

Attack: 411

Holy Arts:
Heart Strike (1 BP): 1513 damage in a guaranteed critical hit.
Giant Slayer (16 MP): 908 damage vs foe with higher HP. 606 otherwise.
Rampart (2 BP): Grants Rampart status to all allies, which will block the next physical attack they are hit with
Radiant Blast (40 MP): 908 Light physical damage. Ignores Default..
Desperation: 3197 damage (adds P.Def to atk stat for damage). P.Def is reduced to 75% for the remainder of that turn. Subsequent uses of Desperation in the same turn will deal 2549 damage.
Heaven's Gate (3 BP): Damage based on BP when used. Higher = better
(0 BP: 10 hits, 310 damage)
(1 BP: 20 hits, 620 damage)
(2 BP: 50 hits, 1550 damage)
(3 BP: 70 hits, 2170 damage)
(4 BP: 99 hits, 3069 damage)

Comments: Default and Desperation. Thats what Templar is all about. Defaulting quartering damage makes for default->default->default->Brave String a more efficient means of attacking while reducing incoming damage. Desperation outdoes everything else for offensive effectiveness that it isn't funny. The fact that Templar is so slow mitigates the danger of being hit while the defense debuff from it is in effect, too!




Dark Knight:
HP: 5835 (101%)
MP: 457
P.Atk: 210
P.Def: 218 (1.27) [3.88 after Life or Death]
M.Atk: 49
M.Def: 73
Aim: 102
Evade: 0
MND: 39
SPD: 80 (+0.1 stdev)
3-turn Damage: 8993

Passives:
(Default) Adversity: P.Atk, M.Atk, P.Def, and M.Def rise by 10% for 3 turns each time DK accumulates damage equal to 25% Max HP. Note that no 'spillover' is allowed, and taking >50% HP will only activate it once as well.
P.Attack 30% Up (3): Raise P.Atk by 30%
Gloom (1): Raise dark elemental damage dealt by 25%
Abate Dark (1): Reduce dark elemental received damage by 50%

Alternate Passives:
See You in Hell (1): Whenever DK is KO'd, deal 4x damage to all enemies. Doesn't kick in if last in party to die.
Helm Lore (1): Raise Helmet rank to S

Equipment:
Claymore
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals

*May also opt for Masamune/Claymore vs. dark immunity. This would reduce def to 137 (0.846 modifier), with Life or Death bringing it up to 203 (1.18 modifier), and redue M.Def to 50.

Attack: 967 (1814 after Life Or Death) <2830 with 2 weapons post Life Or Death>

Note: Adversity improves damage by 17.5% for +10% P.Atk, 35% for +20% P.Atk, and 52.5% for +30% P.Atk... +50% P.Atk improves damage 87.5%, but is of course capped at 9999

Dark Arts:
Dark Bane: Sacrifice 20% MHP to deal 2191 dark damage to one target
Demon Master: Charm all demon-type enemies on the field
Minus Strike (16 MP): Deal set damage equal to Max HP – Current HP
Black Bane: Sacrifice 30% MHP to deal 2629 dark damage to all enemies
Absorb Magic: Initiative. Absorb all magic damage that round as MP (absorbs casting cost). Doesn't absorb status magic. Can be used in a brave chain.
Dark Nebula: Sacrifice 20% HP to deal a 4x dark damage attack to all, 7011 dark damage. This does 1 to DK because P.Def > P.Atk!
Life or Death: Inflict 5 round doom. P.Atk, M.Atk, P.Def, M.Def +50% for 5 rounds.
Rage (2 BP): Use Dark Bane 5 times in a row or until HP hits 1 (last Dark Bane can be used below 20% HP)

3-turn damage is kind of a misnomer. Dark Knight wants to spit out as much damage to convert HP to damage.... here are the strategies, where 3-turn damage for average purposes is average of these.
Stragems: (assuming Minus Strike is used at ~10% HP)
>80% HP: Dark Nebula x 4 for 30497 (Adversity kicks in)
60-80% HP: Life or Death -> Dark Nebulax3 for 29997 damage
40-60% HP: 2 Dark Nebulas, 2 Minus Strikes: 26978 damage
20-40% HP: Dark Nebula, 3 Minus Strikes: 23992 damage
<20% HP: 4 Minus Strikes, 21006 damage.

Comments: Lots of dark damage! Beyond that, Minus Strike is ITD/set non-typed damage to help with dark resistance, Absorb Magic can be used in a finisher turn to prevent magic KOs... Dark Knight is mostly just about putting out damage to hurt the foe and then either winning or dying... dancing on the razor's edge between Life and Death. Heavy/Godlike?




:Vampire:
HP: 6309 (109%)
MP: 546
P.Atk: 109/109
P.Def: 125 (0.806) <206 (1.18) with Bloody Shield>
M.Atk: 70
M.Def: 70
Aim: 102
Evade: 4
MND: 61
SPD: 85 (+0.4 stdev)
Damage: 6490

Passives:
(Default) Genome Drain: Learn enemy skills when they are used on Vampire (Skills must be in the Genome set)
Absorb P.Damage (1): Recover 30% of physical damage done if the physical attack is survived
Monster Ability Up (1): Genome abilities to 25% more damage
Drain Attack Up (1): Attacks that drain HP/MP are 50% more effective
Self-Restore (1): Recover all HP at the end of battle
Rise from Dead (1): 50% chance to revive with 25% HP if dead at the end of round. BP recovers normally if revived in this fashion.

Alternate Passives:
Bloodlust (1): Buff P.Atk/M.Atk/P.Def/M.Def by 25% when Vampire kills an enemy.

Equipment:
Diamond Staff
Diamond Staff <Bloody Shield>
Red Cap
Adamant Vest
Hermes Sandals

*Note: Can sub in the second Diamond Staff for a Bloody Shield. This will reduce Fireball damage to 2188, but will boost all other attacks... I'll include a table for the two options below. Note that for 'offense multiplier', just multiply listed damage by the number to get damage with that setup/buff combo. Note that Fireball damage is ITD and so is just straight proportional to P.Atk, +50% P.Atk = +50% Fireball damage.

2-Weapons:
Durability after P.Atk Down: 1.28
After that + P.Def up 25%: 1.60
After that + P.Def up 50%: 2.11
Offense multiplier: 1
After P.Atk +25%: 2.4
After P.Atk +50%: 3.9
After Def Debuff too: 5.05

1-Wepaon setup:
Durability after P.Atk Down: 2.6
After that + P.Def Up 25%: 7.47
After that + P.Def up 50%: nulls physicals
Offense Multiplier: 1.5
After P.Atk +25%: 2.5
After P.Atk +50%: 3.4
After Def Debuff too: 4.0

Confusing, I know.
Attack: 312 damage

Vampirism:
Blood Thirst: 680 physical damage with parasitic healing.
Charm: 75% chance to place one target in the charm state
Magic Thirst: Siphons 68 MP from target
Battle Thirst (16 MP): Absorb 1 BP from target (2 BP with Drain Attack Up!). Note that a target at -4 BP can not take actions. Doesn't work vs. bosses
Absorb Stats (20 MP): Reduce one of a target's stats by 25% and buff Vampire's corresponding stat by 25%. Choice of P.Atk, P.Def, M.Atk, M.Def for 3 turns
Subvert (20 MP): 50% chance to charm all enemies

Genome Abilities: (these all do PHYSICAL damage)
Curse (12 MP): Lowers P.Atk and P.Def by 25% for 4 turns
Spray (5 MP): 566 Water based damage. Ignores default
Venom (6 MP):  566 Attack with 75% chance to poison
Wing Scales (8 MP): 566, Attack with 75% chance to cause confusion
Firestorm (24 MP): 566, MT fire attack. Lowers P.Def by 25% for 3 turns
Tornado (16 MP): 566, Wind attack, MT
Blizzard Blast (16 MP): 566, Water attack, MT
Dual Attack: 736 damage total over 2 hits at 65% power. Strikes random enemies.
Chomp (10 MP): HP-1, 50% chance. Does no more than 9999 dmg.
Blaster (20 MP): 50% chance of paralysis, MT
Paralyzing Pollen (12 MP): 566, Attack, 75% chance to cause paralysis
Fireball (16 MP): 3245 ITD fire attack
Bone Crush (2 BP): MHP-CHP damage to all enemies. Max 9999. Fails vs. bosses.
Withering Silence (8 MP): 566 and 75% chance to cause silence
Earthquake (30 MP): 679 MT Earth attack
Sandstorm (20 MP): 566 MT Earth attack, 50% chance of blind
Gastric Juisces (20 MP): 566 MT attack, lowers P.Def by 25% for 3 turns
Rock Storm (16 MP): 566 Earth attack vs. all enemies
Toxic Whirl (12 MP):  425 Attack against all with 50% chance of poison
White Wind (40 MP): Restores HP equal to current HP.
Lullaby (12 MP): 50% chance to put each foe to sleep
Hellfire (30 MP):  708 MT Fire attack
Deep Freeze (30 MP): 708 MT Ice attack
Aqua Regia (24 MP): 425 Attack & reduce target P.Def by 25% for 4 turns
Energy Burst (1 BP): 849 physical MT damage.


Comments: Parasitic healing, more status than you can shake a stick at, including the absolutely brutal Battle Thirst, stat buffing/debuffing at once, ITD damage... Vampire has one heck of a skillset. The fact that it's neutered a bit in a duel by having Rise From The Dead be of little use is a little mind boggling really. Heavy/Godlike.




Conjurer:
HP: 5330 (92.6%)
MP: 967
P.Atk: 189
P.Def: 122 (0.796)
M.Atk: 89
M.Def: 82
Aim: 106
Evade: 3
MND: 73
SPD: 74 (-0.26 stdev)
3-turn Damage: 4097

Passives:
(Default) Post-Battle MP: Recover 25% of maximum MP at end of battle
Steady MP Recovery (1): Recover 30 MP at the end of every turn
MP 30% Up (3): Raise maximum MP by 30%
Critical MP Recover (1): Recover 200 MP when HP falls below 20%

Alternate Passives:
Obliterate (4): At the start of battle (before actions are taken), instantly kill any enemies 20 or more levels lower. Rewards ARE kept. At L80 this works against the harmless final dungeon randoms but not against the still-dangerous bonus dungeon randoms.
Save SM MP (2): Lower MP cost of summoning by 25%
Max Summoning (3): MP cost of Summoning doubles, but summons do 1.5x more damage
Experience Up (1): Earn 1.5x normal exp (for the PC with this skill only)

Equipment:
Elven Bow
Red Cap
Adamant Vest
Hermes Sandals

*can use a Heavy Axe in place of bow for 57.5% damage listed (140% after P.Atk boost) but 167 P.Def (0.964 mod) <251 and 1.59 after buff>

*Conjurer can use a Main Gauche, Adamant Shield, Black Cowl, Mirage Vest, for evade that is boosted into perfect after Hresvelgr, but sacrifices damage. With Steady MP recover the evade can be kept up forever.

Attack: 786 (1536 with Promethean Fire) [1572 with Susano-o] <3073 with both>

Invocation:
Girtablulu (90 MP): Raise P.Def by 50% for 10 turns
Hresvelgr (90 MP): Raise Spd and Evade by 50% for 10 turns
Ziusadra's Sin (90 MP): Raise M.Def by 50% for 10 turns
Promethean Fire (90 MP): Raise P.Atk by 50% for 10 turns
Deus Ex (90 MP): Raise M.Atk by 50% for 10 turns
Susano-o (90 MP): Raise Critical hit rate by 500% for 10 turns.

Comments: Buff and hope that can finish it. An alternate strategy may be to twink for evade and spam Hresevelgr forever, which would give >100% evade.
« Last Edit: May 06, 2014, 02:31:29 AM by Pyro »

Pyro

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Re: Bravely Default: Where the Fairy Flies
« Reply #2 on: April 23, 2014, 03:07:04 AM »
PC averags for Barras and Holly (face 2 PCs):
HP: 231
Damage: 15
Speed: 10

Monk Barras Lehr:
HP: 300
Pdef/Mdef: 5 (Average)

Attack: 22 damage.
Brave->Invigorate->Physical: 30 damage. 1 turn recharge.

Below half HP, Invigorate has a 25% chance of failing and doing 80 damage to everything on the field.

Comments: Scrub. Light.


White Mage Holly Whyte:
HP: 250
Pdef/Mdef: 5 (average)

Attack: 16 damage.
Aero: 44 wind magic damage.

Usable below 50% HP:
Cure: 73 healing

Comments: The game's way of introducing you to the idea of brave-blitzing a boss at low HP. You will run out of healing items and die if you don't brave up and take her down quickly because her healing will be too hard to break. While theoretically MP limited it isn't reasonable to see that limit. Not difficult when you can borrow 3 future turns but the Healing will wall some fighters from other games, interestingly.



PC averages for Ominas Crowe:
HP: 302
Damage: 37.5
Speed: 11.75

Black Mage Ominas Crowe:
HP: 1800
P.Def: 10 (cuts damage by 16%)
Speed: 9

Attack: 22

Black Magic:
Poison : Inflicts Poison at 75% rate, MT. [Poison takes 10% MHP off at the end of every round]
Sleep: Inflicts Sleep, 75%. [Sleep keeps the foe asleep for 2-3 rounds, is not broken by magic]
Silence: Inflicts Silence, 75% [Silence bars the use of magic and magic only, permanent]
Fire: 158 magic fire damage.

Below 50% HP:
Brave->Fire->Fire: 316 fire magic damage. Normally the first Fire is MT'd to do half damage, but in a duel it focuses.

Comments:  Burninate the villagers with good durability and plenty of status effects to make people  uncomfortable. Probably a Heavy.



PC averages for Heinkel:
HP: 363
P.Def: 27
Damage: 100 (Thanks, Ominas!)
Speed: 13 (1.8 stdev)

Knight Argent Heinkel
HP: 2400
P.Def: 20 (cuts damage by 32%, 65% after two Shield Strikes, 17% when Stomping)
M.Def: 20 (Cuts damage by 32%, 17% when Stomping)
Speed: 14
50% weakness to Lightning.

Attack: 112

Shield Strike: 112 physical damage, buffs Heinkel's defense by 25% for two turns.

Below 50%:
Stops using Shield Strike.
Gains:
Stomp: 150 physical damage to one (reduces defense to 15).
Brave: Can doubleact Stomps/physicals with a one turn recharge.

Comments: Durable boss who can put out a finisher below 50% HP. Middle/Heavy?



PC averages for Jackal:
HP: 522
P.Def: 36.5
Spd: 14.5 (stdev: 3)
Damage: 150

Note: The Jackal fights with Khint, another boss who retreats when either boss is reduced below 50% HP.

Thief The Jackal:
HP: 5000
P.Atk: 75
P.Def: 35 (cuts physical damage by ~45%)
M.Def: 13 (~average)
Aim: 92
Evade: 30
Speed: 11 (this is enhanced by some passive ability The Jackal has, his usually goes first)

Brave: Double-act with a one turn recharge.

Attack: 109 damage over 3 hits.

Steal: Steal a potion
Potion: 500 healing

Below 50% HP:
Bravex3: Quadra-act with a 3 turn recharge.

Comments: Durable! But he is not exactly damaging... except for the quadra-act finisher. Middle/Heavy? Probably does not deserve credit for his partner because of the partner leaving when EITHER drops below 50% HP.




PC Averages for Profiteur:
HP: 634
P.Def: 64.25
Evd: 12.75
Damage: 260
Speed: 19.25 (7 stdev)

Note: Since Profietuer is optional, I took him after the trip to Yulyana rather than right after The Jackal. You can just bump up the Jackal stats a tad if you feel he should be scaled against when he first becomes available.


Merchant Chairman Profiteur:
HP: 6000
P.Atk: 85
P.Def: 26 (cuts physicals by 12.5%)
M.Def: 17 (average)
Spd:  14

Takeover: 300 ITD damage.
Pay-to-Play: Quadruples Critical HIt rate. Profiteur doesn't care.

Default: Halve damage, +1 BP. Alawys used as a charge turn for...
Brave->Takeover->Takeover: 600 ITD damage. (is not reduced by Default)

Comments: Default->Takeoverx2. Repeat until foe is dead. This is a fairly effective strategy. And this becomes even more horrifying if you take him when he first becomes available to fight.



PC averages for Khamer&Khint:
(L19)
HP: 717
P.Def: 63
M.Def: 29
Spd: 20.75 (stdev: 6.65)


Time Mage Khamer VIII
HP: 6000
P.Atk: 120
M.Atk: 55
P.Def: 50 (reduces physicals by ~42%)
M.Def: 20 (~average)
Aim: 94
Evade: 20
Speed: 16

Attack: 191 physical damage.
Quara: 385 earth magic damage (uses MT, focuses).
Veilga: Evade up 50% (to 30%) for 4 turns, MT.
Stop: 75% chance of inflicting Stop. Stop negates Actions/BP generation for 2-3 turns.

Below 50% HP:
Default:
Brave->Quara->Stop.

Comments: His earth magic damage isn't bad, and Stop can let him get around some healers? He isn't very impressive really. Heavy?



Spell Fencer Cigma Khint:
HP: 6000
P.Atk: 120
M.Atk: 50
P.Def: 55 (~49% reduction)
M.Def: 20 (~average)
AIm: 94
Evade: 20
Speed: 16

Attack: 200

Sword Magic Silence: physical attacks inflict silence at a 75% rate for 10 turns.
Sword Magic Fire: Attack turns fire elemental and deals an additional 72 damage.

Brave: Double-act with a 1 turn recharge time.

Comments: Silence Sword can let him own some mages. Otherwise he is a mediocre at best slugfester.



PC Averages for Artemia:
HP: 778
P.Def: 70
Speed: 24.25 (5.8 stdev)
Damage: 550
Speed: 24.25 (stdev 5.8)


Ranger Artemia:
HP: 15000
P.Atk: 150
M.Atk: 48
P.Def: 36 (~14% reduction)
M.Def: 24 (~average)
Aim: 94
Evade: 31
Speed: 20
50% weakness to fire.

Default: Halve damage for one turn. +1 BP

Attack: 277 physical damage.
Targetting: 346 physical damage. Ignores default (not defense)
Multiburst: 1396 damage over 4 hits. Takes 1 BP (so has a recharge turn unless Default is used before it)

Below 50% HP:
Brave->Multiburst->Multiburst: 2792 physical damage over 8 hits. Takes 4 BP...

Comments: She has damage. Lots and lots of damage. Godlike.




PC Averages for Mephilia:
HP: 918
P.Def: 72
M.Def: 34.75
Speed: 25.25 (3.8 stdev)
Damage: 700

Summoner Mephilia
HP: 9999
P.Atk: 144
M.Atk: 48
P.Def: 50 (cuts physicals by ~28%)
M.Def: 24
Hit: 94
Evade: 31
Speed: 20

Attack: 250 physical damage.

Girtablulu: 666 earth magic damage, MT. She only uses this every 3rd turn.

Summon Soldiers: Summons a Legion Archer and a Legion Impaler (who do not act the summon turn)

Legion Impaler:
HP: 1000, P.Atk: 144, M.Atk: 48, P.Def: 24, M.Def: 24, Aim: 94, Evade: 11, Speed: 20
Execution: 384 physical damage.

Legion Archer:
HP: 2200, P.Atk: 155, M.Atk: 62, P.Def: 31, M.Def: 31, Aim: 96, Evade: 11, Speed: 25
Chaos Arrow: 530 physical damage. 75% Chance of confusion.


Comments: She's honestly kind of a scrub! Which is so weird to me. Anyways if you let her use Summon Soldiers she can do well. Otherwise she is in danager of being a rather bad slugger.



PC Stats for Einheria:
HP: 1125
P.Def: 75
M.Def: 37.5
P.Atk: 134
Damage: 950
Speed: 34.25 (stdev 5.2)

Valkyrie Einheria:
HP: 20000
P.Atk: 186
P.Def: 62 (Reduces physicals by ~30%)
M.Def: 20 (Takes ~10% more from magic)
Evade: 31
Speed: 25

Attack: 600 physical damage.

Crescent Moon: 625 physical damage, MT. Costs 1 BP.

Jump: Jump in the air at the end of a round. Come down next round dealing 1397 physical damage. This also has a 1-turn recharge time in addition to the charge time in the air.

Below 50% HP:
Spirit Barrier: Divides incoming damage by 10 and applies the damage to Einheria's MP, which is ~500. 'Overkill' damage to the barrier does not spill over into Einheria's HP.

Comments: Strong physical attacks. Mad ups! But that is only useful as a finisher vs. something that doesn't defend, really. Heavy boss.



PC Stats for DeRosa:
HP: 1179
P.Def: 75
M.Def: 38
Damage: 1050
Speed: 35 (5.4 stdev)

Red Mage Fiore DeRosa:
HP: 20000
P.Atk: 170
M.Atk: 100
P.Def: 30 [~average]
M.Def: 60 [Reduces magic damage by ~38%]
Evade: 31
Speed: 24
Revenge: 25% chance of getting +1 BP anytime DeRosa takes damage.

Attack: 519 physical damage.

Fear: Inflicts Fear, MT, 75% [Fear negates Brave and Default options, lasts ~4 turns]
Cura: 1171 healing
Thundara: 916 lightning magic damage (always uses MT)
Captivating Cologne: Inflicts Charm, 75% rate. [Charmed targets will use actions favorable to Derosa, but can not physically attack themselves. Damage cancels Charm.]. Lasts 2-3 turns.

Anytime DeRosa has 1 or more BP above 50% HP:
Bravex2->Cura->Thundara->Physical.

Anytime DeRosa has 1 or more BP below 50% HP:
Bravex2->Thundara->Thundara->Physical

Comments: Has decent thunder magic damage. If he gets a BP from Revenge he can do something quite nasty with a triple-act. Charm status is kind of nasty v mages. Heavy/Godlike.



PC Stats for Qada:
HP: 1567
P.Atk: 154
P.Def: 98
M.Def: 49
Damage: 1350
Speed: 39.75 (6.2 stdev)

Qada:
HP: 40000
P.Atk: 250
M.Atk: 74
P.Def: 54 (reduces physicals by ~14%)
M.Def: 67 (reduces magic by ~24%)
Speed: 30

Attack: 936 physical damage.

Poison Hi-Potion: 1000 ITD damage, inflicts Poison 75%
Water of Life: Grants 1200 HP Regen to Qada.

Default: Halve damage for a round, +1 BP. Used as a charge turn for...
Bravex2->Dark Breath->Physical->Poison Hi-Potion [1 turn recharge]

Dark Breath: Deals Qada's (MHP - CHP) in damage (max 9999). Used only during the Brave chain above. No this isn't very fair.

Comments: Dude that is cheating. Godlike. Seriously that is gratuitious overkill damage after he is so much as tapped.



PC stats for Barbarossa:
HP 1979
P.Def: 102
M.Def: 57
Speed: 48 (8.4 stdev)
Damage: 1600

Barbarossa
HP: 45000
P.Atk: 200
M.Atk: 62
P.Def: 50 (~7% reduction in damage)
M.Def: 31 (~7% increase in damage)
Aim: 91
Evade: 21
Speed: 25
50% weakness to Lightning. 50% resistance to Ice/Water.

Double Damage: 1050 physical damage.

Shell Split: 525 physical damage. Reduces target's P.Def by 25% for 4 turns (increases Barbarossa's damage by 25%)

Defang: 525 physical damage. Reduces target's P.Atk by 25% for 4 turns (Barbarossa will take ~40% less from physicals after this.

Brave: Shell Split -> Double Damage: ~1837.5 physical damage, factoring in the pdef down. One turn recharge time.

Comments: He is much better on Hard Mode! As it stands, he can 2HKO with some degree of durability and has a finisher for 2HKOing the durable/OHKOing the frail. And he can make himself more durable in a physical throwdown with Defang. Heavy?



PC Stats for Praline A La Mode:
HP: 2047
P.Def: 103
M.Def: 58
Speed: 48 (8.4 stdev)
Damage: 1650

Diva of the Battlefield: Praline A La Mode:
HP: 40000
P.Atk: 200
M.Atk: 64
P.Def: 32 (Takes ~5% more)
M.Def: 52 (Takes ~10% less)
Aim: 96
Evade: 21
Speed: 26
Immune to Light/Holy

Attack: 502 physical damage

Love Power: +25% P.Atk  for all allies for 4 turns. (Increase in damage is 51%/casting)

One More For You: Gives an extra BP to an ally of Praline's, who will then doubleact the next turn.

Bodyguards: summons a Black Blade and Black Axefighter who do not act that turn.

Black Blade:
HP: 2800, P.Atk: 185, M.Atk: 74, P.Def: 37, M.Def: 37, Aim: 97, Evade: 11, Speed: 30
Edge of Madness: 336 physical damage vs. one target. 75% chance of confusion

Black Axefighter:
HP: 3000, P.Atk: 195, M.Atk: 78, P.Def: 43, M.Def: 39, Aim: 97, Evade: 11, Speed: 32
Shell Split: 580 physical damage. Reduces P.Def by 25% for 4 turns (~25% increase in damage, stacks additively with any Praline Love Powers).

Praline, below 50% HP:
Pass Turn: Pass a turn to get 1 BP (not Defaulting... okay!)
Brave->Love Power->Physical:

Comments: The only thing in the game that passes a turn without Defaulting... Anywho, Praline is all about her fanclub. She herself isn't very good, but vs. those without MT she can do some nastiness by calling in the fanclub and buffing them and herself into meanness. Those with MT... did I mention she's locked into calling Bodyguards whenever she doesn't have them out? Yeah. Middle?


PC Averages for Kamiizumi:
HP: 2161
P.Atk: 207
P.Def: 116
M.Def: 62.75
Damage: 1940
Speed: 51.5 (stdev 9.29)

Kamiizumi
HP: 60000
P.Atk: 380
M.Atk: 86
P.Def: 70 (~16% reduction)
M.Def: 43 (~average)
Aim: 98
Evade: 21
Speed: 35

Attack: 1805 physical damage.

Nothing Ventured: Kamiizumi halves physical damage the turn this is used and counters with a 2x physical attack if hit by anything physical.

Before Swine: Kamiizumi halves magical damage the turn this is used and counters with a 3x physical attack if hit by anything physical.

Know Thine Enemy: Kamiizumi picks a single target (unannounced). Any attacks from that target are countered with a 4x physical attack.

Bravex2->Physicalx3: Triple-act's Kamiizumi's physical for 5415 damage. Two turn recharge.
Below half HP Kamiizumi does nothing but this.

Comments: His counter techs are of questionable value... but his physical is not. That he can triple-act it as a finisher is just ugly, ugly business. If you allow him to use the counter abilities intelligently against other bosses they could prove quite devastating.



PC Averages for Kikyo:
HP: 2250
P.Atk: 207
P.Def: 118
M.Def: 65
Aim: 94.33
Speed: 54.175 (stdev 8.2)
Damage: 1950

Konoe Kikyo:
HP: 60000
P.Atk: 280
M.Atk: 86
P.Def: 70 (~16% reduction)
M.Def: 43 (~average)
Aim: 98
Evade: 61
Speed: 35

Attack: 1128 physical damage.

Shippujnrai: 1128 physical damage. Has initiative.

Utsumemi Technique: Allows Konoe to completely evade the next physical attack sent her way. Unlike normal evade this is rather all-encompassing in what it affects.

Transience: Counters any evaded attack with 1128 physical damage.

Default: Halve damage for a round and store a BP.

Brave->Shippujnraix2: 2256 physical damage. Has initiative.
Note that Kikyo does NOT have to use Default prior to Braving.

Comments: Brave->Shippujnraix2 can probably KO some things before they move. Beyond that she can slug it out by alternating Default and Shippujnraix2. Utsumemi is a nasty trick vs. physical foes. Heavy/Godlike...



PC Averages for Victor&Victoria:
HP: 2564
P.Def: 120
M.Def: 58.5
Damage: 2100
Speed: 54.75 (stdev 5.5)

Victor S. Court
HP: 80000
P.Atk: 260
M.Atk: 122
P.Def: 49 (average)
M.Def: 49 (average)
Aim: 99
Evade: 32
Speed: 40
50% Weak to dark, 50% resist to Light.

Fairy's Aid: All elements boosted 50% for 4 turns. Costs 1 BP.
Holy: 1355 holy magic damage
Attack: 1161 physical damage.
Curada: 3100 healing.


Victoria:
HP: 70000
P.Atk: 245
M.Atk: 123
P.Def: 49
M.Def: 49
Aim: 99
Evade: 22
Speed: 40
50% weakness to Light. 50% resistance to Dark.

Corpse: 75% chance of inflicting Doom, which kills at the end of 4 turns including the one it is cast on.

Attack: 1036 physical damage.

Poison: 75% chance of Poison, MT.

Exterminate: 2512 dark damage to any poisoned allies or enemies.

Dark: 1355 dark magic damage.

Below 50% HP,
Brave->Dark->Dark.


Comments: Victor and Victoria both are durable and have 2HKOs. Victoria can Brave for an OHKO below 50% HP, and has some status gimmicks to go with. Victor has a little bit of healing that isn't worthwhile. Heavy for both?



PC Averages for Braev Lee:
HP: 2956
P.Atk: 192
P.Def: 122
M.Def: 68.75
Damage: 2380
Speed: 55 (stdev 7.2)

Braev Lee:
HP: 35000 (With 2 auto full-heals upon being reduced to 0 HP)
P.Atk: 300
M.Atk: 98
P.Def: 49
M.Def: 49
Aim: 99
Evade: 22
Speed: 40
50% weakness to Dark. Resists Light 50%

Default: Quarters damage for the turn. +1 BP

Radiant Blast: 2125 light-elemental physical damage. Ignores default.
Heart Strike: 2870 physical damage (auto-crit). Costs 1 BP to use. (Braev will only use this if he has 1 or more BP stored).
Attack: 1435 physical damage.

When he has enough BP (2 or more), he can Brave->Radiant Blast->Heart Strike

At any point at low HP (below 25% or so on any one of his 3 lifebars) Braev can do the following regardless of his BP level:
Brave->Giant Slayer->Heart Strike->Radiant Blast

Giant Slayer: 1435 physical damage. x1.5 if Braev's HP is lower than target (hah!)

Comments: Default until he wants to put out an offense string, then go ahead and do so. Since he quarters damage while Defaulting his effective durability while doing this strategy is somewhere between nuts and mind-boggling. He does not 'call'  his shots either, so you can't predict when he will go ahead and unleash the double or triple-act. Godlike.



PC Averages for Alternis Dim:
HP: 3140
P.Atk: 201
P.Def: 125
M.Def: 72
Damage: 2600
Speed: 57 (stdev 10)

Alternis Dim:
HP: 100000
P.Atk: 312
M.Atk: 104
P.Def: 52 (average)
M.Def: 52 (average)
Aim: 105
Evade: 32
Speed: 42
Immunes Darkness.

Attack: 1744 physical damage.

Dark Bane (Costs 1000 HP to use): 2048 dark-elemental physical damage to one.
Black Bane (Costs 2000 HP to use): 2048 dark-elemental physical damage to all.

Below 50% HP, Alternis can use the following:
Minus Strike: 9999 ITD damage to one target.


Comments: Durable and with a weakish 2HKO, Alternis isn't an impressive dueler until below half HP, at which point he ends the duel. Godlike.
« Last Edit: April 24, 2014, 01:14:13 AM by Pyro »

Pyro

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Re: Bravely Default: Where the Fairy Flies
« Reply #3 on: April 23, 2014, 04:31:57 AM »
Spoiler bosses: To be referred to under obvious monikers for those in the know.

PC Stats for Vamp:
HP: 3562
P.Atk: 244
P.Def: 150
M.Def: 88
Damage: 4500
Speed: 69

Vamp:
HP: 150000
P.Atk: 360
M.Atk: 160
P.Def: 100
M.Def: 160
Aim: 102
Evade: 23
Speed: 60
50% resistance to Dark

Attack: 2730

Bone Crush: Deals damage equal to missing HP of all enemies.
Graviga: 50% chance of doing 75% of target's max HP in damage, MT
Battle Thirst: Drains 1 BP from target.
Energy Burst (1 BP): 4095 MT physical damage. Only used after Battle Thirst.

Comments: Defaulting into Energy Burst would make so much more sense. Anyways, the MT damage is very solid and the durability is good.



Conjurer is taken when it first becomes available in Chapter 6.
PC stats for Conjurer
HP: 4000
P.Def: 200
M.Def: 90
Damage: 5500
Speed: 68.25

Conjurer:
HP: 150000
P.Atk: 250
M.Atk: 205
P.Def: 70
M.Def: 156
Aim: 101
Evade: 32
Speed: 56

Attack: 1907

Promethean Fire: +50% P.Atk for 10 turns
Meteor: 9419 magic damage over 4 hits that hit random foes.
Amped Strike: 7632 physical damage (9999 after Promethean Fire)

Below 50% HP:
Deus Ex Machina: +50% M.Atk for 10 turns. Makes Meteor damage skyrocket but hits the damage cap vs 1 foe

Comments: Gross overkill damage and competent durability. The 9999 cap mattering for him is amusing! But yeah, the damage is obnoxious. Godlike obviously.



PC Stats for penultimate boss forms 1/2:
HP: 5237
P.Def: 214
M.Def: 90
Damage: 6500
Speed: 76.25

Penultimate Boss Form 1:
HP: 150000 (fight ends when reduced below 15000, so 135K effectively)
P.Atk: 420
M.Atk: 140
P.Def: 100
M.Def: 170
Aim: 109
Evade: 33
Speed: 70
50% weakness to fire.

Attack: 2270

Slaughter (1 BP): 9999 (13615) physical damage over 10 hits that strike random foes.
50% chance of poison when struck with this.
Poison Punisher: 6000 non-elemental magic damage to anyone poisoned.
Spike Guard: Halves physical damage and counters all single target physical attacks with a basic physical attack.
Release Guard: Cancels Spike Guard
Tight Bind: Inflicts Stop, 50% MT

Comments: Slaughter is mean. Other than that Poison Punisher could be brutal. This form is followed by a fight with no chance to recuperate...

Penultimate Boss, Form 2:
HP: 99999 (with a counter free action fullheal below 50K HP, this is truly 150K HP)
P.Atk: 420
M.Atk: 270
P.Def: 100
M.Def: 170
Aim: 109
Evade: 73
Speed: 70
50% weakness to fire

Attack: 2270

Firaga/Blizzaga/Thundaga/Aeroga/Quakega: 6898 damage of appropriate element. Unfocuses to half damage vs. a full party
Dark: 7147 Dark elemental magic damage. Unfocuses to half damage when facing multiple foes.
Flare: 8113 Fire magic damage. Unfocuses to half damage vs. multiple foes
Acedia: MT Dispel. Inflicts 50% weakness to all elements for 4 turns. Note that this overwrites innate resistances/immunities and those granted by equipment.
Irritate: Inflicts Berserk, 75% ST
Luxuria: Inflicts Charm, 50% MT

Comments: A very powerful magic form with dispel and plenty of OHKO damage. Some status besides. If given the formchain this is quite the nasty dueler!



PC Stats for Penultimate Boss, Form 3
HP: 5843
P.Def: 240
M.Def: 102
Damage: 7000
Speed: 76

Penultimate Boss, form 3:
HP: 99999 (Gets a counter free-action fullheal upon being reduced to 0 HP twice, so 300000 in truth)
P.Atk: 440
M.Atk: 275
P.Def: 100
M.Def: 175
Aim: 110
Evade: 33
Speed: 75
50% weakness to fire

Attack: 1865

Slaughter (1 BP): 9999 (14303) physical damage over 10 random hits. 50% chance of poison.
Dark Abyss: Inflicts Dread, 100% MT
Plague: Inflicts Instant Death on anyone with a status ailment
Acedia: MT Dispel. Also inflicts 50% weakness to all elements on targets...  overwrites all resistances/immunities.
Zeta-Flare: 8886 fire magic damage. Unfocuses to half damage when facing multiple enemies.

Default: Store a BP and halve damage for the round. Always used as a charge turn for...
Acedia->Zeta Flare: Ow.

Comments: Durable. Status including Instant Death. Not slow, OHKO damage of both varieties. Dispel (that inflicts weakness to one of the big damages)... This boss is not nice.



Finale: Note: All forms are fought sequentially, but theya re each their own fight.. HP/MP/death don't get fixed but BP is reset to 0.
Form 1:
HP: 120000 (Nominally 150000 but fight ends at 120000 damage done)
P.Atk: 500
M.Atk: 279
P.Def: 100
M.Def: 179
Aim: 110
Evade: 33
Speed: 79

Attack: 3404

Skillset depends on PC Jobs, except for...

Below 50% HP:
Brave->Multiburst->Attack: 8197 over 4 hits vs. random foes, and 3404 physical damage.

Comments: Nasty below half HP, but isn't going to last too long if you know when to blitz... but...


Form 2:
HP: 50000 (Nominally 100K, but fight ends when you deal 50K cumulative damage)
50% weakness to Ice/Water

Attack: 3404 physical damage
Zero Dimension: Perfect accuracy Instant Death

Comments: Undurable form but Instant Death is there.

Form 3:
HP: 150000 (Fight ends when at 75K HP or less)
50% weakness to Ice/Water

Attack: 3404 physical damage (6728 under Celestial Touch)
Zero Dimension: perfect accuracy Instant Death
Demonic Touch: Reduce BP by 1, MT
Celestial Touch: Raise P.Atk and M.Atk by 50% for 4 turns

Comments: Can buff damage to frightening levels. Still very susceptible to blitzing...

Form 4:
HP: 200000
50% weakness to Ice/water

Attack: 3404 physical damage (6728 under Celestial Touch)
Demonic Touch: Reduce BP by 1, MT
Celestial Touch: Raise P.Atk and M.Atk by 50% for 4 turns

Armageddon: Fully heal self and deal 6450 (8713 under Celestial Touch) magic damage to party. Usable below 66% HP. Battle ends after this is used 3 times (you must survive all 3). If HP is reduced to 0 (i.e. in one shot) then this can be avoided.

Comments: Now we're talking nasty. There is a gameover waiting to happen right here if Celestial Touch goes undispelled, and even then Armageddon hurts immensely and is MT just to add insult to injury. At least it can't be spammed.


Form 5:
HP: 200000
50% weakness to ice/water

Attack: 3404 physical damage (6728 under Celestial Touch)
Zero Dimension: Perfect accuracy Instant Death
Demonic Touch
Celestial Touch
Disaster: 6585 MT Non-elemental magic damage (8818 under Celestial Touch).
Divergence: Seals all commands of one PC except Default and Summon Friend for 3 turns (including casting turn) . Can be reapplied...

Comments: No frills for form 5. Bring the HP to 0 or die trying. Divergence is nasty, as is Disaster. And of course Celestial Touch leads to overkill. Demonic Touch can help wear out the buffs of a foe. Not sure how much respect the formchain gets but Godlike regardless... Just yikes.
« Last Edit: April 24, 2014, 01:17:36 AM by Pyro »

Dark Holy Elf

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Re: Bravely Default: Where the Fairy Flies
« Reply #4 on: April 23, 2014, 07:31:52 AM »
Hooray! Just need stats for the final boss(es) now.

Also, I'm sure everyone saw this coming:

Salve-Maker damage 3-turn with storeboughts: 4500
Modified average: 5905 (kill point 14762)

This also raises their Def slightly due to not needing Gaia Gear any more. +4 def and +1 mdef I with Adamant Vest I assume? This raises their pdur to around 0.83, eyeballing things. The effect on the averages is a negligible.

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Jo'ou Ranbu

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Re: Bravely Default: Where the Fairy Flies
« Reply #5 on: April 23, 2014, 12:10:07 PM »
Another note on Salve-Maker: they can also use Ether/Hi-Ether with Toxic Item for MP-busting. It also inflicts Poison like all other Toxics. EDIT: Also, there's an auto-life effect granted by Hi Potion+X-Potion (or something involving storeboughts+Phoenix Down), no? Does BD auto-life work like FFT auto-life for it not to be listed?

EDIT: You'll need to split the job post into two, Pyro. PC Conjurer's entry is partially eaten. Besides that, good job! The averages are remarkably lower than I expected, go figure.
« Last Edit: April 23, 2014, 01:50:33 PM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Dark Holy Elf

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Re: Bravely Default: Where the Fairy Flies
« Reply #6 on: April 23, 2014, 09:41:20 PM »
I should note that Ninja will sometimes want to equip Hermes Sandals for +10 agi, which will get her to +1.05 SDs or so speedwise. The damage probably tanks some this way, but making it harder for physical opponents to doubleturn her and punch through Utsusemi seems potentially very valuable.

Good work documenting Dark Knight's strategies at various HPs. There's really no escape from high damage, is there... I should work out how they handle dark halving/immunity. (Although things are more complex then since they'll usually want their opponent's help chipping them down... or for them to waste enough time for Rage -> Minus Strike x3 to become viable.)

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hinode

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Re: Bravely Default: Where the Fairy Flies
« Reply #7 on: April 23, 2014, 09:42:06 PM »
I'm not sure exactly how much pg I allow per battle, but it'll definately be way less than 24000, even for Merchant with it's More Money passive. Most likely less than the ~16000 they need to KO average HP with Takeover alone.

Might be worthwhile to just omit Merchant from the damage average, since I doubt there's going to be an overwhelming consensus on how much they can spend.

Pyro

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Re: Bravely Default: Where the Fairy Flies
« Reply #8 on: April 23, 2014, 10:58:26 PM »
Note that if you do not allow compounding shop, Salve maker is no better.

Dark Holy Elf

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Re: Bravely Default: Where the Fairy Flies
« Reply #9 on: April 23, 2014, 11:08:30 PM »
While I'll admit to twitching some at Merchant being good, I don't think that the amount Merchant would need to spend (considering it has a passive which boost Pg by 1.5x, which is amazing and I absolutely give it credit for) is that egregious. Even 24k (16k after pro-rating for More Money) is probably less of an upkeep cost than allowing FF5 ninja even one fuma per fight, certainly two.

I can see being pretty harsh on money-eating skills in general of course. Props to Pyro for listing the Pg costs of everything.

EDIT: White Mage probably wants to have Diamond Staff listed just to have a way to win fights without her damage eating into her MP.
« Last Edit: April 23, 2014, 11:17:41 PM by Dark Holy Elf »

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hinode

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Re: Bravely Default: Where the Fairy Flies
« Reply #10 on: April 23, 2014, 11:47:35 PM »
Snowfire mentioned this in the ideas topic, but Norende has a lot of high priced money sinks if you actually complete it like I did, so cash was a lot tighter lategame for someone like me. Unlike in FF5 I did not reach the point of "well, only need cash for consumables from hereon out" until well after I started grinding for pure completionism, despite BD being a significantly longer game if you do all the sidequests. It doesn't help that asterisk bosses yield no cash at all, nor that I turned off random encounters for purely redundant dungeon trips eventually (C6 onwards so randoms didn't update anymore, not counting the two new dungeons).

Edit: Phoenix Flight needs to be mentioned in Monk's skillset. It's a minor boost for even the Natural Talent set provided she goes first, and gives the fully equipped Monk a noticably strongest full burst damage output - quite significant, considering the latter is also faster.
« Last Edit: April 23, 2014, 11:57:13 PM by hinode »

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Re: Bravely Default: Where the Fairy Flies
« Reply #11 on: April 24, 2014, 12:32:41 AM »
Oh, there's one more thing: the best storebought bow is actually the Elven Bow - 72 Attack instead of 70 (whoopdedo) and causes confuse instead of paralysis. From what I'm glancing here, Ancient Bow actually isn't storebought, though it's a fairly affordable steal from C5+ randoms.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
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Pyro

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Re: Bravely Default: Where the Fairy Flies
« Reply #12 on: April 24, 2014, 01:36:27 AM »
Think I addressed the issues that have arisen. Added in the finale bosses... which are nasty!

As far as bosses go, I think their durability could, if you were looking for a way to factor in the ability to finish them by having 4 PCs quadra-act, be calculated as (HP - N*4*Damage)/dmg/N/2.5 + 0.4... where N is 4 or however party members you normally scale against. This would give you durability based on number of turns survived assuming the party goes full out on offense to finish them off. This tends to make 300000 HP more than 1.5x durable than 200000 HP, but this is kind of accurate to how it goes in-game if you are aware of when to blitz em down to nothing. This makes the final boss formchain less impressive, which is rather fair.

Thoughts?
« Last Edit: April 24, 2014, 01:52:20 AM by Pyro »

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Re: Bravely Default: Where the Fairy Flies
« Reply #13 on: April 24, 2014, 04:04:50 AM »
I'm considering making a five-turn average involving three turns of defaulting and two brave blitzes in a row, which kinda does match up with how I played the game. This already does have an interesting effect in boss durability, but I haven't truly mucked with it yet.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

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Re: Bravely Default: Where the Fairy Flies
« Reply #14 on: April 24, 2014, 05:49:14 AM »
Pyro very nicely shared his spreadsheet with me.  Some cast charts based off Pyro's figures:

Agility
1.  150  Thief
__ 96 Thief (no passive)
__ 96  Ninja (w/ Hermes Sandals)
2.  86  Ranger
2.  86  Performer
2.  86  Ninja
5.  85  Vampire
6.  80  Valkyrie
6.  80  Red Mage
6.  80  Arcanist
6.  80  Dark Knight
__ 80 Monk w/ Hermes Sandals
__ 80 Spiritmaster w/ Hermes Sandals
__ 78.3 Average
__ 76.0 Average, Thief (no passive)
10.  74  Freelancer
10.  74  White Mage
10.  74  Black Mage
10.  74  Merchant
10.  74  Spell Fencer
10.  74  Time Mage
10.  74  Salve-Maker
10.  74  Pirate
10.  74  Swordmaster
10.  74  Conjurer
20.  70  Monk
20.  70  Spiritmaster
22.  64  Knight
22.  64  Summoner
24.  59  Templar

Average: 78.3 (76.0 w/ Thief no Passives)
Std. dev: 16.8 (8.2 w/ Thief no Passives)* 


Raw HP
1.   8817  Monk (1.53 PCHP)
2.   6309  Pirate, Vampire (1.10 PCHP)
4.   6277  Knight, Templar (1.09 PCHP)
6.   5835  Dark Knight (1.01 PCHP)
7.   5820  Red Mage (1.01 PCHP)
8.   5805  Spell Fencer, Valkyrie, Swordmaster (1.01 PCHP)
11.  5652  Freelancer (0.98 PCHP)
12.  5360  Ranger, Ninja (0.93 PCHP)
14.  5347  Black Mage, Thief, Merchant, Summoner, Arcanist (0.93 PCHP)
19.  5330  White Mage, Time Mage, Salve-Maker, Performer, Spiritmaster, Conjurer (0.93 PCHP)

Average: 5760

Raw HP by in-game documentation ****
1. 1.53 PCHP: Monk (HP A w/ Passives)
2. 1.10 PCHP: Pirate, Vampire, Knight, Templar (HP A)
6. 1.01 PCHP: Dark Knight, Red Mage, Spell Fencer, Valkyrie, Swordmaster, Freelancer (HP B)
12. .93 PCHP: Ranger, Ninja, Black Mage, Thief, Merchant, Summoner, Arcanist, White Mage, Time Mage, Salve-Maker, Performer, Spiritmaster, Conjurer (HP C)

Physical Defense (Divisor vs. 380 incoming power = normal mode, divisor vs. 460 incoming power = hard mode)
1.   486  Knight (∞, HM: ∞)
__  322  Freelancer w/ 2x Endure  (3.60, HM: 2.07)
2.   291  Templar (2.35 , HM: 1.69)
__  252  Red Mage w/ 2x Protect  (1.63, HM: 1.37)
3.   230  Swordmaster (1.39 , HM: 1.24)
4.   224  Spell Fencer (1.34 , HM: 1.21)
5.   224  Valkyrie (1.34 , HM: 1.21)
6.   218  Dark Knight (1.29 , HM: 1.18)
7.   216  Pirate (1.27 , HM: 1.17)
8.   215  Freelancer (1.27 , HM: 1.16)
__  195  White Mage w/ 2x Protect (1.13 , HM: 1.08)
__  183  Conjurer w/ Giratablulu (1.06 , HM: 1.03)
9.   178  Thief (1.03 , HM: 1.01)
___ 175  Average Defense
10.  168  Merchant (0.99 , HM: 0.98)
11.  168  Red Mage (0.99 , HM: 0.98)
12.  166  Performer (0.98 , HM: 0.97)
13.  165  Salve-Maker (0.97 , HM: 0.97)
___ 135  Monk w/ Equipment (0.85, HM: 0.88)
14.  133  Spiritmaster (0.85 , HM: 0.87)
15.  131  Black Mage (0.84 , HM: 0.87)
16.  130  White Mage (0.84 , HM: 0.86)
17.  130  Time Mage (0.84 , HM: 0.86)
18.  125  Ranger (0.82 , HM: 0.85)
19.  125  Vampire (0.82 , HM: 0.85)
20.  122  Conjurer (0.81 , HM: 0.84)
___ 102  Red Mage w/ 2 Rods (0.75 , HM: 0.80)
21.  101  Ninja (0.75 , HM: 0.79)
22.    91  Summoner (0.72 , HM: 0.77)
___   85  Time Mage w/ 2 Rods (0.71, HM: 0.76)
23.    81  Arcanist (0.70 , HM: 0.75)
24.    71  Monk (0.68 , HM: 0.73)

Average: 175

Physical Durability [(HP/Average HP) / PDef divisor]
1.  ∞  Knight (HM: ∞)
2.  2.56  Templar (HM: 1.84)
3.  1.40  Swordmaster (HM: 1.25)
4.  1.39  Pirate (HM: 1.28)
5.  1.35  Spell Fencer (HM: 1.22)
6.  1.35  Valkyrie (HM: 1.22)
7.  1.31  Dark Knight (HM: 1.20)
__ 1.30  Monk w/ Equipment (HM: 1.35)
8.  1.25  Freelancer (HM: 1.14)
9.  1.04  Monk (HM: 1.12)
10.  1.00  Red Mage (HM: 0.99)
11.  0.96  Thief (HM: 0.94)
12.  0.92  Merchant (HM: 0.91)
13.  0.91  Performer (HM: 0.90)
14.  0.90  Salve-Maker (HM: 0.90)
15.  0.90  Vampire (HM: 0.93)*****
16.  0.79  Spiritmaster (HM: 0.81)
17.  0.78  White Mage (HM: 0.81)
18.  0.78  Black Mage (HM: 0.81)
19.  0.78  Time Mage (HM: 0.81)
20.  0.76  Ranger (HM: 0.79)
___ 0.76  Arcanist w/ Bloody Shield (HM: 0.79)
___ 0.75  Thief w/ Bow (HM: 0.79)
21.  0.75  Conjurer (HM: 0.78)
22.  0.70  Ninja (HM: 0.74)
23.  0.67  Summoner (HM: 0.71)
___ 0.66  Time Mage w/ 2x Rods (HM: 0.70)
24.  0.65  Arcanist (HM: 0.70)

Magic Defense (multiplier vs. incoming Firaga-esque spell vs. average, durability: PCHP * multiplier]
1.  153  White Mage (0.54, MDur: 1.72)
2.  142  Spiritmaster (0.62, MDur: 1.50)
3.  122  Knight (0.77, MDur: 1.42)
4.  119  Red Mage (0.79, MDur: 1.28)
5.  104  Salve-Maker (0.90, MDur: 1.03)
6.  103  Time Mage (0.91, MDur: 1.02)
7.  103  Templar (0.91, MDur: 1.20)
8.    99  Black Mage (0.94, MDur: 0.99)
9.    97  Freelancer (0.95, MDur: 1.03)
10.  97  Spell Fencer (0.95, MDur: 1.06)
11.  94  Performer (0.97, MDur: 0.96)
___ 91  Average Magic defense
12.  90  Merchant (1.00, MDur: 0.93)
13.  82  Swordmaster (1.06, MDur: 0.95)
14.  82  Conjurer (1.06, MDur: 0.88)
15.  81  Arcanist (1.07, MDur: 0.87)*****
16.  77  Valkyrie (1.10, MDur: 0.92)
17.  76  Summoner (1.11, MDur: 0.84)
18.  73  Dark Knight (1.13, MDur: 0.89)
19.  71  Pirate (1.15, MDur: 0.96)
20.  70  Vampire (1.15, MDur: 0.96)
21.  69  Thief (1.16, MDur: 0.80)
22.  62  Ninja (1.21, MDur: 0.77)
23.  59  Ranger (1.24, MDur: 0.75)
24.  50  Monk (1.30, MDur: 1.18)
Average: 91

3-turn damage
1.   54080  Time Mage (6x Meteor)
__  50000  Salve-Maker w/ infinite cash (Element Boost -> 5x Shadowflare)
2.   36050  Monk (6x Qigong Wave)
3.   32570  Black Mage (6x Dark)
4.   32000  Merchant w/ infinite cash (2x Takeover -> High Leverage + 3x Takeover)
__  29200  Arcanist vs. poison vulnerable*** (Attack -> 5x Exterminate)
5.   26980  Dark Knight (trainwreck)
6.   26000  Knight (3x Super Charge)
__  25310  Salve-Maker, exploiting weakness (Earth Bane -> 5x Earth Mallet)
__  23240  Pirate w/ 2 axes (Shell Split -> Amped Strike -> Double Damage -> Torrent)
7.   20960  Arcanist vs. poison immune (4x Internment)
8.   20250  Salve-Maker, no Dragon Fang, no weakness exploiting (6x Earth Mallet)
9.   20120  Summoner (6x Susano-o)
10.  20000  Thief (2x Godspeed Strike)
___ 20000  Merchant w/ 20000 pg (5x Takeover)
___ 19860  Monk w/ Equipment (3x Pressure Point)
11.  19470  Vampire (6x Fireball)
12.  19280  Pirate w/ 1 axe (Amped Strike x2 -> Torrent -> 2x Attack)
___ 17900 Average 3-round damage
13.  17500  Ranger (6x Attack)
14.  17240  Templar (Desperation -> Desperation -> 4x Desperation)
___ 13500  Salve-Maker w/ no Norende (6x Toxic X-Potion)
15.  13090  Ninja (6x Shippujinrai)
16.  13010  White Mage (6x Holy)
___ 13000  Merchant w/ 12000 pg** (3x Takeover -> 3x Diamond Staff Attack )
17.  12290  Conjurer (Susano-o -> Promethean Fire -> 4x Attack)
18.   6870  Valkyrie (Jump -> 2x Judgment)
19.   6200  Spell Fencer (Holy -> 5x Attack)
20.   4580  Swordmaster (6x Attack)
21.   3710  Performer (Love Power -> 5x Attack)
22.   2660  Freelancer (6x Attack)
23.   2530  Red Mage (6x Attack)
24.   2120  Spiritmaster (3x Convert BP -> 9x Attack)

Average: 17900 (2.5 killpoint: 14920)
Average without Salve-Maker: 17800 (2.5 killpoint: 14830)
Average with neither Salve-Maker nor Merchant: 17150 (2.5 killpoint: 14290)

* Note this means that strictly by standard deviation, the slugs in the cast get faster when Thief is allowed passives and the average rises, because the Standard deviation balloons out even more.  Zuh.  But per Elf, maybe a tight speed band is fine for this cast anyway.
** Arguably Salesman x2 -> Takeover x4 is legal and would do more damage than grabbing a Diamond Staff for some horrible beatdown.  I'd only let the Merchant "gain" the profit, of course - just they can start with some of their starting money in saleable X-Potions / Turbo Ethers if they like!  Note that Salesman can fail, so YMMV.
*** Arcanist's poison vulnerable damage doesn't include the poison itself, which I'd certainly allow as legal (Status Amp), for all the good it'll do Arcanist - how often will its fights last long enough for Poison to do much?
**** Pyro's figures have some very subtle differences, but checking his spreadsheet, they're due to different characters - e.g. Edea's [Spell Fencer, Valkyrie, Swordmaster] all have the same HP, but Ringabel's Red Mage, also with a B in HP, has 15 more HP.  Freelancer's the only stand-out not explained by character differences, so dunno what's up with that, but probably just a typo / level difference, I bet his HP is the same as the other B'ers.
***** Vampire & Arcanist's durability are slightly better than they look thanks to Absorb P. Damage & Absorb M. Damage.
« Last Edit: April 26, 2015, 07:57:21 PM by SnowFire »

Dark Holy Elf

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Re: Bravely Default: Where the Fairy Flies
« Reply #15 on: April 24, 2014, 07:15:44 AM »
Quote
* Note this means that strictly by standard deviation, the slugs in the cast get faster when Thief is allowed passives and the average rises, because the Standard deviation balloons out even more.  Zuh.

I am highly in favour of keeping the speed standard deviation as high as possible for this game, because
(A) you have a great deal of control over the speed of your PCs in Bravely Default, via Hermes Sandals and Red Caps and (in-game) Speed+ passives.
(B) it keeps Templar/etc. from looking like total slugs, which is good since they don't feel as slow as some other TB slugs (mostly due to point A, of course)

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superaielman

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Re: Bravely Default: Where the Fairy Flies
« Reply #16 on: April 30, 2014, 11:08:52 PM »
Braev revives with 50k HP at his final revival unless I'm crazy.
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SnowFire

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Re: Bravely Default: Where the Fairy Flies
« Reply #17 on: May 02, 2014, 02:58:30 AM »
I have edited in some slightly different defense numbers in the charts above.  I feel that Pyro's given defense multipliers are too harsh, at least given his assumptions of incoming 380 P. Attack damage.   For example, Thief, who has 178 P. Def to a 175 defense average, is listed as having a .86 divisor, aka below average defense in Pyro's numbers?  Pyro appears to have used 175 as the incoming damage amount when that's actually the defense average, so it's close, but too harsh.

Here's my formula for those who want to double-check: Take (380 - PDef) for each character, or 0 for Knight, and average it.  That is 210 incoming damage on average.  Now divide actual damage by 210, and there's your multiplier.   I'd see this as 210 / (380 - 178) = 1.04 defense divisor, that is, slightly above average defense.  However, this is slightly "too nice" as Knight's overkill defense isn't rewarded this way, but the effect is fairly subtle.  I re-ran the numbers with 205 as the base incoming damage to punish the existence of Knight a tad more, and that's what's above.  205 rather than 175 gives Thief a 1.02 defense divisor, which sounds about right.

(For an example of what I did with a toy cast - take a cast with subtractive defense 49, 40, 40, 31 vs. 50 incoming enemy power.  They eat 1, 10, 10, 19 damage, or 10 damage on average, so 10 / (damage) is their durability.  A random DL attack of .50 PCHP would do .05, .5, .5, .95 damage, which seems right, and is equivalent to games with a nice dividing scale.)

EDIT: Okay, this was just a mistake on Pyro's part rather than some interp split.  In that case no need to hack the numbers downward!  Re-edited the above with 209 as assumed incoming damage - 210 doesn't give Knight overkill defense credit, 206 gives perfect defense credit (e.g. sticks negative damage in the average), 209 seems a good compromise to punish the cast a little for Knight being silly.  Also edited in some common buff'd cases and alternate setups.  Equipping a shield does not really help Arcanist get off Corpse, Freelancer is actually really tanky on NM post 2x Endure.

I also edited in a guesstimated MDurability, but since how exactly MDef works vs. multipliers isn't well understood and varies by spell, I just assumed vanilla division (which isn't true but shouldn't be too far away).  For example, WM has 153 MDef vs. a 91 average, so (153/91) -> she divides magic damage by 1.6?  Should be an okay guess.
« Last Edit: May 02, 2014, 10:44:47 PM by SnowFire »

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Re: Bravely Default: Where the Fairy Flies
« Reply #18 on: May 02, 2014, 03:08:59 AM »
Oh mother*$(*%(&. I just slipped up and used the wrong number for average Pdef. I'll fix it post-haste.

superaielman

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Re: Bravely Default: Where the Fairy Flies
« Reply #19 on: May 03, 2014, 06:43:52 PM »
how does the speed average change with no hermes sandals?
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Dark Holy Elf

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Re: Bravely Default: Where the Fairy Flies
« Reply #20 on: May 03, 2014, 07:22:24 PM »
Everyone is currently equipping them except Ninja, Spiritmaster, and Monk, so the average should drop by 10*21.5/24 = 8.96 (edited for thief, below). Assuming you also remove Ninja/Spiritmaster's power boosters they lose a bunch of damage, too lazy to work out how much. Monk loses nothing and is happy (and even more overrated!).
« Last Edit: May 03, 2014, 10:59:55 PM by Dark Holy Elf »

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SnowFire

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Re: Bravely Default: Where the Fairy Flies
« Reply #21 on: May 03, 2014, 09:51:38 PM »
Slightly more than that, Thief has +50% Speed so he loses 15 speed off no Hermes Sandals and some Godspeed Strike damage.

SnowFire

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Re: Bravely Default: Where the Fairy Flies
« Reply #22 on: May 31, 2014, 12:13:05 PM »
Minor C5 spoilers below.

Kamiizumi / Swordmaster - Know Thine Enemy works just fine against forced MT, at least while Kamiizumi is solo.  Tested this in the C6 fight by using Blizzard Blast / Rock Storm both of which have "All Enemies" as the required targeting.  Rock Storm ate a 9000 damage or so Know Thine Enemy counter...  to a defense-twinked character.  Yeesh.

Also as an AI note, Kamiizumi above half HP only unloads a triple attack once someone is dead (presumably off a counter).  If his counter doesn't kill someone (e.g. thanks to Defang) he keeps his usual single-action or counterstance AI.  Of course, another fair interp of this AI quirk is "Kamiizumi only unloads 3x Attack against 3 enemies or fewer" (since he thinks he can take down the other 3 in 3 strokes) which would render this restriction mostly moot (assuming you let him opt to stick to the counter AI, of course).

Holly - Some advanced Hollyology.  You can't actually use magic or status or elements against her in the C0 fight.  As such I'd take guidance from the C5 refight for these matters (despite normally ignoring the refights).  Short version, based on the C5 fight:
*Holly immunes Death & Silence.
*Holly greatly resists any other status (~turn never) unless debuffed
*Holly has excellent magic defense to the point of nulling all but the most powerful damaging magic that isn't ITD (anywhere from -90% to -100% magic damage).

Long version: In C5, your average enemy on Hard has 68 MND (~50-60 MND on Normal).  However Holly has an amazing 100 MND (200 Magic Defense) on Hard, or 80 MND (180 Magic Defense) on Normal.  This is seriously badass.  Barras has a more common enemy MND/Magic Defense.  Examples:
Spell: Damage to Barras / Damage to Holly
Holy: 1800 / 1
Aeroga: 1200 / 1
Susano-o: 1400 / 1
Quaga (no Gaia Gear): 800 / 1
Meteor (4x hits): 6500 / 400

The very large asterisk is that the Ignore M. Def skill exists which renders the MDef stat moot (9999 damage Meteors incoming), and despite being 3 slots it's a very good investment in general for mages, so it's not like a special Holly-spoiling thing mages would only swap in vs. her, it's good vs. everyone.  To a lesser extent, there's skills like Scale Strip (Pirate) & Black Magic Amp that would probably help some if you're set on magicing out Holly without Ignore M. Def.  Checking randoms with high M. Def and casting Shell on them confirmed that this level of MDef massively reduces PC magic damage in general.  Appropriate enough, since PC White Mage has all the MDef buffs and is the magic tank of the cast.

Black Mage status appears to be about 75% vs. 68 MND randoms (as expected, e.g. Praline's summoned mooks) but dives vs. Holly.  Here are my tests (no Status Amp):

vs. Hard mode Holly:
0/16 Poison
0/7 Sleep
0/1 Dread
0/2 Stop
1/2 Poison post-Withering Ripple w/ Poison Res down debuff attached
(Dread is not relevant unless you're running Hasten World, BD Poison is 1% max HP damage vs. bosses)

vs. Normal Holly:
0/8 Poison

As noted above Holly outright immunes Silence & Death so even resistance-ignoring status a la FF5 Mystic Knight can't inflict those.

(also, for those that care.  C5 Holly's physical damage is scarier - 2000 damage to a 3000 HP average on Hard, so probably 1000 damage to 3000 HP on Normal - but you have more broken defensive tools than in C0.  Her healing is worthless though, 1000 HP out of 60K (N) / 81K (H) total.  Just mentioning for completeness.)
« Last Edit: May 31, 2014, 12:30:36 PM by SnowFire »

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Re: Bravely Default: Where the Fairy Flies
« Reply #23 on: November 17, 2014, 01:36:39 AM »
Just a note, but it seems like there might be a few other minor equip builds a few classes might want (Summoner jumps out as the potential big one). They can generally trade a bit of speed (5 on the default helm) for more MAtk (8 with the Mage's Hat is probably ideal) or for accessories, trade 10 Speed for 10 MAtk.
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SnowFire

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Re: Bravely Default: Where the Fairy Flies
« Reply #24 on: April 26, 2015, 07:58:53 PM »
BD Magic Defense: How does it work?
BD magic runs off a subtractive, hits-based system under the covers, same as physicals.  The game just doesn't show you the hit count.  Did some testing, and I'm quite sure of that now.  More powerful spells have higher base damage (to make it easier to pierce the defense at all) AND a higher multiplier (which gives MDef more shots to kick in). Presumably the base damage scales with M. Attack while the hits don't, but I didn't closely investigate that.

Example: Firaga.  It's, with random variation, ~17 hits of ~224 damage, both of which probably randomly vary a bit.  If you are fighting someone with 0 MDef or have Pierce M. Def equipped, that's ~3800 damage.  Every point of MDef beyond that will roughly reduce damage by 17, until ~225 MDef, where you'll just take 1 damage.  Testing seems to bear this out (rigged to be around 2300 damage to DL average MDefense, where 2300 = .40 PCHP).  Using an average of 4 Firagas vs. the listed MDefenses:

0: 3800
60 ("bad", Ranger): 2945
91 ("average", Merchant): 2250
122 ("good", Knight): 1558
153 ("great", W. Mage): 1116
213 ("excellent", post-buffs): 71

It falls off a bit in places, but holds up very well in general: formula would expect 3800 / 2790 / 2260 / 1730 / 1210 / 190, so I'm probably close.

As an example of a more powerful spell, Dark Amp'd Dark, which appears to be 22 hits of ~227 damage (Although Dark Amp may be doing weird things - not sure if its percentage bonus is applied before or after defense):

0: 5000
60 ("bad", Ranger): 3672
91 ("average", Merchant): 2974
122 ("good", Knight): 2343
153 ("great", W. Mage): 1583
213 ("excellent", post-buffs): 334

For a weaker spell, Fira appears to be 14 hits of 193.  Holy uses the same formula as Dark I suspect.

Conclusions: If you can get your MDef to 200 or above via buffs, you become damn near magic-immune, and ~240 and above and you're definitely magic immune.  Which makes sense, see my notes on C5 boss Holly earlier of the 180-200 Magic Defense herself (albeit a bit earlier in the game) and how she just shrugged off magic like nothing.  Since MDef is subtractive, it's more potent at nulling weaker spells like Fira but also bad MDef can let those weaker spells still matter; MDef still matters vs. more powerful magic because it'll have more hits.

I've reworked my M. Durability chart, using a hypothetical spell that has power of 225 and 19 hits, aka slightly stronger than Firaga but slightly weaker than Dark.  It's pretty similar to my original guess, except both very-high MDef and very low MDef characters look better, and middle-of-the-roaders look worse.  (There isn't that big a difference between crappy MDef & average MDef in practice, basically, but high MDef rocks.  You're still Puny though, Spiritmaster.)