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Author Topic: Final Fantasy Dimensions (Jobs/PCs)  (Read 7721 times)

DjinnAndTonic

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Final Fantasy Dimensions (Jobs/PCs)
« on: June 14, 2015, 01:00:44 PM »

Final Fantasy Dimensions is an old school Final Fantasy game that would be right at home on the SNES... except that it was released in chapters on mobile devices roughly 20 years after its predecessor. The game is essentially FF5, complete with Job System nearly copy-pasted from it, except with TWO sets of Crystal Warriors, Light and Dark, and a rotating cast of Temps a la FF3/4 in your fifth party slot until endgame where your parties merge.

Similar to FF5, characters can use a number of Jobs and level them up to mix and match skill sets. Unlike FF5, the PCs are a little more distinct from each other. Only mild stat differences (a total of about 15 pts shuffled around) but with different starting equipment and skills, plus over half of the Jobs themselves are exclusive to either one party or the other, and some of the basic jobs get boosts depending on the party.
These factors combined to suggest that each of the 8 main characters has their own claim to each of the 8 starting Jobs. You could make some weaker arguments for the ten advanced jobs as well and make a topic akin the FF5/BD twink setups topics. However, I think most people would prefer a Neutral Job-based topic, so I'm mostly going to approach this topic as one, with the jobs assigned to the characters to get around some issues inherent to the Neutral Jobs.
Conveniently, the 8 main PCs plus the 10 Temps all correspond to each of the 8 starting and 10 advanced Jobs, so this topic will look an awful lot like a straight Neutral Job topic. I will be making notes where the Character assigned to the Job makes a difference. I will be scaling all Temps to endgame (due to how stats are almost completely dependent on Job and static, this was trivial to calculate).
The goal is to make the topic more reflective of in-game performance overall. The major differences between this method and a Neutral Job topic are the representation of some temp-only skills, and the lack of two DL-useless Jobs, Memorist and Jobless. Memorist is FFD's Mime-type job with customizable stats and some luck elements that gets absolutely no skillset without a character to base it on. Luckily the game gives you the Temp Argy, who has both a designated stat build AND a basic skillset to pull from, making the class actually resemble how a Memorist would be used.
Jobless, as the name implies, is the base Job with no skillset whose claim to fame is having more skill slots to put skills it doesn't have any claim for. Instead of Jobless, the seven actual jobs are distributed one each to the 8 mains except for White Mage being handed out twice. This is due both to starting skills (Dusk and Diana both start with the White Magic skill) and because there is a significant difference between a White Mage (and Black) from the Light Warriors side and one from the Dark Warriors side. Dark side White Mages do NOT get access to the final level of White Magic (which notably includes their only damage spell Holy). This helps reflect this limitation that is a major component of the game AND represents likely in game performance perfectly. A player is almost certain to need a White Mage in both parties, but the Dark side White Mage is always going to be inferior to the Light side one and sit around uselessly endgame. Their lack of damage also reflects the expected damage of a Jobless character in a Neutral Job stat topic but still makes the character a viable DL duelist due to the lower levels of the White Mage skillset. But fortunately the averages should still look the same.

Status:
*Disclaimer* Status rates (and damage in some cases, even) are not 100% accurate. A lot of this information was gleaned from online sources and casual in game testing but I am still not 100% sure of the inner mechanics of everything. Take everything with a grain of salt but this should be close enough for hand grenades and horseshoes and online forum battles.
In general, status accuracy for Spells/Skills seems to hover between 2/3 and 3/4. I suspect it is in fact 100% base accuracy but modified by enemy MEvade (something else woefully underdocumented). Status accuracy attached to weapons is roughly 1/3 to 1/2.

Durability:
*Disclaimer* Durability figures are taken using the imperfect damage formulas available to me, so they may not be 100% accurate. Also notably, since defensive stats are subtractive AND used as multipliers, they can be a little unusual at high or low values. So take these numbers with a grain of salt, but again, they're close enough and seem to resemble in-game performance to my experience and corroborated with others who've played the game. Big thanks to those in chat who helped out with this.

Magic Casting Time:
Most attacks and skills resolve once they are selected, so turn speed is the indicator of how fast a character is. However, spells in this game have an additional short casting time that occurs once a spell is selected. For most spells, this is negligible. But for upper-end magic, it can add an additional .3 to a half-turn to the resolve time. This is why most of the Mages can only use 2 of their best spells in the 3-turn damage averages.

Stats:
HP: it is a mystery
MP: mystery points
STR: base stat for physical dmg, added to weapon attack in the Menu, so it essentially counts double in damage formulae that use both STR and ATK.
SPD: Linear speed, very potent.
VIT: defensive stat that subtracts from STR in the main physical damage formula
INT: base multiplier for magical damage
MND: subtractive defense from INT in magical formulae, main multiplier for Holy magic damage and Healing skills, notably less potent than VIT as a defensive stat

ATK: taken from equipment + STR + Lvl/2. Factors into physical damage.
DEF: taken solely from equipment, unlike ATK. Subtractive defense that subtracts directly from ATK in the physical damage formula.
RES: taken solely from equipment. Nearly useless due to a bug that divides it by 16 (likely the routine intended for ITD type spells like Flare). Subtracts from spell power.
ACC: physical accuracy, modified by evasion
EVA: taken solely from equipment. Subtracts from ACC to determine actual percent hit rate of physical attacks
MEV: taken solely from equipment. Magic evade that subtracts from spell accuracy to determine actual percent hit rate. Also works on magical status attacks.
JL: Job Level, functions in some damage formulae, also increases all base stats by 1% per level. 20% boosts all around for this topic which is max JL.

Damage Cap:
Several classes run into the 9999 damage cap in the game. If this happens, I'll be listing the true damage as well so it's known how much defense would be needed to actually reduce it below 9999 dmg.

Row:
Like in other Final Fantasies, if a character is placed in the Back Row, they take 1/2 damage from physical attacks, but their own physical attacks do 1/2 damage. Most melee classes are assumed Front Row while any classes that can deal normal damage without Back Row penalty are assumed to be in the Back Row and have roughly double physical durability from their listed stat against non-ranged physical attacks. The melee classes can also opt for a damage penalty and sit in the Back Row as well. The classes assumed Back Row are White Mage, Black Mage, Summoner, Bard, Dancer, Dark Knight, Seer, Magus, and Ninja.

Fusion Abilities:
One thing I wasn't able to really represent in this topic were the F-Abilities. Basically if a character mastered two specific skills from different jobs they can learn a new skill that they can use in ANY job. (This is how you make Jobless not suck.) These are usually the most powerful and cost efficient skills in the game but there's basically no legal claim to any of them due to requiring two Jobs. There are a handful that require spells that can be gotten in a single class (like Magic Bomb requiring a low level white spell and black spell so Red Mage can get it!) and a few others that just require leveling up one Job and then class changing to another just long enough to learn the F-Ability (don't even have to gain any job levels!) and then switching back. This second class could be considered in this topic but most of them are from advanced Jobs and all the advanced Jobs in this topic are Temps who can't change class.

Equipment:
Mostly Storebought equips only all around. The only exceptions were when there were only one or two classes that could use a certain weapon type and there were enough copies of the weapon (or better options) to go around. This mainly applies to the Murasame katana, the Misty Whip, and the Blood Lance. None of these are the best weapon of their class and there are only small number of classes that can use them. Notably, Holy Swords and Dark Swords are truly unique to a single class each, so I allowed their second-strongest option to Paladin and Dark Knight.

Six Weapons of Note:
Rising Sun: Only 2 in the game, and there are 2 better Boomerangs available, plus only a small number of classes can use them. Literally only one class has any use for it since storebought bows are better.
Dark/Holy Swords: Only one class in the game each can use these kind of weapons, so their unique status makes all of them legal. However, since technically multiple PCs can be the same class, I'm only allowing the second-best of each class, the Valhalla and the Ragnarok. (Also Graham's Will because it is technically the Dark Knight's starting weapon.)
Murasame: Only 3 classes can use Katana (and one of them is Memorist who has better options). There are 2 of this weapon in the game, and only two users. Also, there are 4 better Katana in the game should your party be full of Ninja/Thieves.
Misty Whip: Only 4 classes can use Whips (one is Memorist), and none of them particularly care about this weapon, but it's a backup Paralysis option that doesn't suck for magic stats. It's also not the best Whip in the game, so I'm allowing it as a possibility but it's no one's default weapon.
Blood Lance: Only 3 classes can use it (one is Memorist), only one of them cares, and it's only the fourth-best Lance in the game. Allowing it to Dragoon to throw her an option that doesn't suck.

Storebought Equipment Options:
Axes:
Crystal Axe: 100 Atk 10 Acc 2xDmg to Plant-types
Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Sledgehammer: 88 Atk 10 Eva ~50% Confuse 2x Dmg to Machines

Katana:
Murasame: 93 Atk 20 Acc 2 Spd 2x Dmg to Humans & Constructs
Osafune: 65 Atk 20 Acc 2x Dmg to Humans & Demons
Kotetsu: 72 Atk 20 Acc 2x Dmg to Humans & Beast-types
Kiku-ichimonji: 80 Atk 20 Acc 2x Dmg to Humans & Plant-types
Sasuke Blade: 87 Atk 20 Acc 1 Spd 2x Dmg to Humans & Machines

Claws:
Crystal Claws: 90 Atk 20 Acc 2 Str
Tiger Fangs: 81 Atk 20 Acc 2 Str 2x Dmg to Beast-types

Swords:
Stoneblade: 83 Atk 20 Acc ~50% Petrify
Enhancer: 77 Atk 20 Acc 5 Int 5 Mnd

Knives:
Triton's Dagger: 68 Atk 20 Acc 5 Int Water-element Itemcast Flood

Rods:
Crystal Rod: 50 Atk 10 Int
Amphibian Rod: 31 Atk 8 Int Itemcast Toad

Staves:
Crystal Staff: 60 Atk 15 Acc 10 Mnd
Cypress Pole: 31 Atk 15 Acc 7 Mnd Itemcast Confuse
Rune Staff: 39 Atk 15 Acc 8 Mnd Itemcast Silence

Bows:
Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Sagittarius Bow: 77 Atk 15 Acc Wind-element Ignore Back Row, 2x Dmg to Demons & Plant-types
Dark Bow: 43 Atk 5 Acc Wind/Dark-element Ignore BackRow ~50% Blind

Whips:
Star Whip: 76 Atk 15 Acc Ignore Back Row ~50% Paralyze

Harps:
Crystal Harp: 65 Atk 20 Acc Ignore Back Row ~50% Silence
Dream Harp: 33 Atk 10 Acc Ignore Back Row ~50% Sleep
Marchen Harp: 40 Atk 15 Acc Ignore Back Row ~50% Mini
Orpheus' Harp: 45 Atk 20 Acc 2 Spd 2 Int 2 Mnd Ignore BackRow ~50% Curse
Muse's Harp: 55 Atk 20 Acc Ignore Back Row ~50% Frog

Shields:
Crystal Shield: 12 Def 42 Eva
Dragon Shield: 11 Def 37 Eva 50% Fire resistance 2x dmg to Dragons

Armor:
Crystal Mail: 26 Def 5 Res
Dragon Mail: 25 Def 5 Res 50% Water resistance 2x Dmg to Dragons

Vests:
Blackbelt Vest: 19 Def 9 Eva 6 Res 3 Str 3 Vit
Vishnu Vest: 23 Def 13 Eva 8 Res
Scholar's Gown: 18 Def 8 Res 5 Mev 2 Int 2 Mnd Immune Silence
Red Jacket: 21 Def 10 Eva 7 Res 50% Fire resistance
Ninja Gear: 19 Def 15 Eva 6 Res 3 Spd

Robes:
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Daybreak Robe: 17 Def 16 Res 17 Mev -2 Int 5 Mnd
Twilight Robe: 17 Def 16 Res 17 Mev 5 Int -2 Mnd
Gold-spun Robe: 12 Def 11 Res 12 Mev Immune Confuse

Helmets:
Crystal Helm: 16 Def 6 Res
Dragon Helm: 15 Def 5 Res 50% Thunder resistance 2x Dmg to Dragons

Caps:
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Scholar's Hat: 9 Def 7 Res 1 Int 1 Mnd Immune Silence
Black Cowl: 11 Def 8 Res 3 Spd Immune Blind

Hats:
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Cleric's Hat: 6 Def 8 Res 3 Mev 3 Mnd Immune Sleep
Gold-spun Hat: 7 Def 9 Res 4 Mev Immune Paralyze
Lamia's Tiara: 9 Def 11 Res 5 Mev 1 Int 1 Mnd Immune Confuse


Averages up top
4721   HP
439   MP
47   STR
45   SPD
47   VIT
40   INT
42   MIND
165   ATK
39   DEF
23   RES
114   ACC
17   EVA
14   MEV

7657   3-turn avg dmg
19142.5   2.5x kill point

w/o Dark Knight's Valhalla:
7147   3-turn avg dmg
17867.5   2.5x kill point

« Last Edit: June 14, 2015, 04:08:09 PM by DjinnAndTonic »

DjinnAndTonic

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #1 on: June 14, 2015, 01:28:49 PM »
Light Warriors

Sol
Warrior

LV:   70
JL:   20
HP:   6625
MP:   140
STR:   82
SPD:   36
VIT:   62
INT:   11
MND:   7
ATK:   217
DEF:   54
RES:   11
ACC:   110
EVA:   42
MEV:   0
3-turn avg dmg:   13332
P.Dur:   2.482
M.Dur:   1.18

Equip Swords, Spears, Axes, Bows, Shields, Helmets, Armor
STR+20% (1slot)
Battle Arts (2slots, Strike, Bash, Enrage, War Cry, Assault, Double Attack)
Counter (1slot)

Default Equips:
Crystal Axe: 100 Atk 10 Acc 2xDmg to Plant-types
Crystal Shield: 12 Def 42 Eva
Crystal Helm: 16 Def 6 Res
Crystal Mail: 26 Def 5 Res

Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Stoneblade: 83 Atk 20 Acc ~50% Petrify
Sledgehammer: 88 Atk 10 Eva ~50% Confuse 2x Dmg to Machines

Attack-5969 dmg      
Strike - ST Guaranteed Critical (1.5x ITD)- 8954 dmg - 4MP
Bash - ST Damage + 70% Confuse -5074 dmg - 5MP
Enrage - User's ATK+50%, but DEF-50%-5MP
War Cry - MT ATK+50% - 24MP
Assault - ST Damage based on user's mHP, brings user's HP to 1/8 mHP   -6625 dmg-28MP
Double Attack - ST Attack Twice - 11938 dmg-16MP

3-turn best damage:
Double Attack x 3 - 35814
War Cry - Double Attack x 2 - 39996
         
Comments:         
Warrior hits things hard and can take a beating. STR is potent stat and War Cry buffs it directly for ~3 turns, making his massive damage even stronger. He automatically Counters all regular physicals with his standard attack, which can really pressure some fighters. He has some ITD in Strike and Assault, but Double Attack is his main source of damage. He can also equip the Ogrekiller Axe for double damage against humans, though he's already hitting the damage cap with War Cry (and getting around it somewhat with Double Attack for a high 2HKO). As a nice bonus, he has turn 2 Petrify if he nerfs his damage a bit. Sol adds 20 HP, 5 MP, 3 STR, 3 SPD, 2 VIT to the package. Sol's starting ability was the Warrior's Counter passive.         


Aigis
Red Mage

LV:   70
JL:   20
HP:   5009
MP:   407
STR:   41
SPD:   40
VIT:   40
INT:   58
MND:   58
ATK:   153
DEF:   45
RES:   34
ACC:   120
EVA:   42
MEV:   28
3-turn avg dmg:   4600
P.Dur:   1.024
M.Dur:   1.165

Equip Knives, Swords, Staves, Rods, Bows, Shields, Caps, Pointed Hats, Vests, Robes
HP+20% (1slot)
Red Magic Lv4 (innate, 2slots)
Attune Blade (1slot) Until next turn, stops the next spell used and converts it to MP
Chain Magic - Doublecast (2slots)
Magic Blade (2slots, elemental/statusing physical slashes, learned by buying assoc. spell)
Cover (1slot, innate to Aigis)

Default Equips:
Enhancer: 77 Atk 20 Acc 5 Int 5 Mnd
Crystal Shield: 12 Def 42 Eva
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd

Crystal Sword: 95 Atk 20 Acc
Crystal Staff: 60 Atk 15 Acc 10 Mnd
Crystal Rod: 50 Atk 10 Int
Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row

Attack -1533 dmg      
Cure - VT Heal   - 696 HP - 4MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -3MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -7MP
Silence - ST 75% Silence, Afflicted cannot cast spells -5MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -6MP
Cura - VT Heal -1972 HP -14MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -8MP
Raise - ST Revival and Heal to 50% -22MP
Basuna - ST Restore Sleep/Confuse/Para/Berserk/Curse -10MP
Confuse - ST 75% Confuse, Afflicted physically attacks random targets, physical damage removes status, lasts roughly 5 turns -7MP
Teleport - Escape from battle or dungeon! -15MP
Magic Bomb 2 - ST NE magic damage - 1072 HP -16MP
Fire - VT Fire magic damage -12dmg -5MP
Blizzard - VT Ice magic damage -12dmg -5MP
Thunder - VT Thunder magic damage -12dmg -5MP
Poison - ST 75% Poison, 15% mHP damage per turn -2MP
Sleep - ST 75% Sleep, Afflicted cannot act for roughly 4 turns, damage removes status -7MP
Toad - ST 75% Toad, Afflicted's ATK to 1, cannot use spells other than Toad, toggles the status -8MP
Fira - VT Fire magic damage -1010dmg -10MP
Blizzara - VT Ice magic damage -1010 dmg -10MP
Thundara - VT Thunder magic damage -1010dmg -10MP
Drain - Magic damage to target, heals user for same amount -823dmg -15MP
Break - ST 70% Petrify, ends battle as if target died -18MP
Bio - VT magic damage, inflicts Poison 15% mHP damage per turn -1259dmg -20MP
Burning Slash - ST Fire physical attack -2300dmg -8MP
Freezing Slash - ST Ice physical attack -2300dmg -8MP
Arcing Slash - ST Thunder physical attack -2300dmg -8MP
Putrid Slash - ST physical attack, inflicts Poison -1533dmg -8MP
Muted Slash - ST physical attack, inflicts Silence if attack hits -1533dmg -8MP
Drowsy Slash - ST physical attack, inflicts Sleep if attack hits, can be reapplied -1533dmg -8MP
Draining Slash - ST physical attack, heals user for damage inflicted -767dmg -10MP
Osmotic Slash - ST physical attack to target's MP, heals user's MP for 20% of MP damage inflicted -307dmg -10MP
Curative Slash - ST healing to target, based on the damage a regular physical attack would do, doesn't miss -1840HP -8MP
Stoning Slash - ST physical attack, inflicts Petrify if attack hits -1533dmg -20MP

3-turn best damage:
Chain Magic: Burning/Freezing/Arcing Slash x 3 - 13800
         
Comments:         
Red Mage's low 4HKO isn't winning many damage wars, but his multitude of status options and versatility are a nice package. Turn 1 Break is probably his key skill, but for those who block it, he's got many more turn 1 status options. Decent speed/durability combo helps ensure he will get to use them, and he's got good healing/buffing to stall plus some Draining options. Equipment-wise, I have him using the best all around option that boosts physical and magical stats equally. His best damage is from the chain-cast physical Magic Blades so he might want to opt for the Crystal Sword for ~1000 more damage per cast at the cost of less potent magic and healing. Alternately if he focuses on chain-casting magic, helping want the Crystal Rod and probably wants to hang out in the Back Row for double his durability. Attune Blade is Runic and just as useless in FFD as it is in FF6. Aigis is the PC with the best claim for Red Mage, being the only one to start with Red Magic. He also starts with Cover from the paladin job but that's not a basic job option. Aigis brings 10 HP/MP, 3 STR/VIT, and 1 INT/MND to the Red Mage stat set.          

Sarah
Summoner

LV:   70
JL:   20
HP:   3208
MP:   751
STR:   20
SPD:   35
VIT:   29
INT:   71
MND:   61
ATK:   105
DEF:   33
RES:   34
ACC:   100
EVA:   0
MEV:   28
3-turn avg dmg:   5738
P.Dur:   0.468
M.Dur:   0.759

Equip Knives, Staves, Rods, Whips, Pointed Hats, Robes
MP+20%
Call (2slots, 0MP Randosummon)
Summon lv7 (2slots)

Default Equips:
Crystal Rod: 50 Atk 10 Int
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd

Misty Whip:  85 Atk 5 Acc 8 Int Holy-element Ignore Back Row ~50% Paralyze
Cypress Pole: 31 Atk 15 Acc 7 Mnd Itemcast Confuse
Rune Staff: 39 Atk 15 Acc 8 Mnd Itemcast Silence
Amphibian Rod: 31 Atk 8 Int Itemcast Toad

Attack (Crystal Rod) - 50dmg         
Call - Summon Random Eidolon -3639 avg dmg -0MP
Sylph - ST Wind magic damage and MT ally healing -610dmg -12MP
Chocobo - ST magic damage -1220dmg -12MP
Ramuh - MT Thunder magic damage -1522dmg -29MP
Titan - MT Earth magic damage -2275dmg -39MP
Shiva - MT Ice magic damage -1899dmg -34MP
Ifrit - MT Fire magic damage -1899dmg -34MP
Phoenix - MT Fire magic damage and MT ally revival -1746dmg -99MP
Odin - MT 100% (?) Instant Death or ST magic damage if immune -3481dmg -54MP
Unicorn - MT healing and MT restore Sleep/Confu/Para/Berserk/Curse -2806HP -42MP
Leviathan - MT Water magic damage -3481dmg -56MP
Alexander - MT Light magic damage -6949dmg -64MP
Diabolos - MT Dark magic damage -6949dmg -64MP
Argy - MT Healing + random buffing effect -3782HP -56MP
Bahamut - MT non-elemental magic damage -8607dmg -78MP
Attack (Misty Whip, back row, Holy-typed, 25% chance of Paralyze) - 167dmg      

3-turn best damage:
Bahamut x 2 - 17214

Comments:
Summoner has slow 100% ID, a slow 3HKO and awful durability. Luckily they can sit in the back row for double durability to melee range physical attacks but they are still below average. Apart from elemental damage, she does have great healing and some turn 2 status options on her weapon selection. Call is also a nice backup should she run out of MP somehow. Sarah is the PC with the most (only) claim to the Summoner class, starting with a Whip (of the basic jobs only summonses can use whips), and also having heavy plot ties to three different summon beasts when none of the other PCs have any, the intention is clear. Sarah adds 2 HP, 14 MP, 2 SPD, and 3 INT/MND for an ideal Summoner stat spread.


Dusk
White Mage

LV:   70
JL:   20
HP:   3978
MP:   592
STR:   24
SPD:   36
VIT:   35
INT:   32
MND:   97
ATK:   119
DEF:   32
RES:   32
ACC:   115
EVA:   0
MEV:   25
3-turn avg dmg:   6095
P.Dur:   0.625
M.Dur:   1.176

Equip Staves, Bows, Pointed Hats, Robes
MND+20%
Mental Discipline (1/2MP cost in battle)
White Magic Lv 7(8*) - Light-side WHM get Lv8 Wh.Magic automatically in Ch4

Default Equips:
Crystal Staff: 60 Atk 15 Acc 10 Mnd
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Daybreak Robe: 17 Def 16 Res 17 Mev -2 Int 5 Mnd

Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row

Attack -213dmg      
Cure - VT Heal -1164HP -2MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -1MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -3MP
Silence - ST 75% Silence, Afflicted cannot cast spells -2MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -3MP
Cura - VT Heal -3298HP -7MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -4MP
Raise - ST Revival and Heal to 50% -11MP
Basuna - ST Restore Sleep/Confuse/Para/Berserk/Curse -5MP
Confuse - ST 75% Confuse, Afflicted physically attacks random targets, physical damage removes status, lasts roughly 5 turns -3MP
Teleport - Escape from battle or dungeon! -7MP
Curaja - VT Heal -7178 HP -13MP
Blink - ST Blink, an 'image' of the unit avoids two physical attacks completely -3MP
Shell - VT Shell, damage from magical attacks is reduced 50% -5MP
Berserk - ST Berserk, Afflicted can only use basic physicals, but has +50% ATK -7MP
Regen - ST Regen, Restores 15% mHP per turn, lasts roughly 5 turns -6MP
Haste - ST Haste, SPD goes to 133%, lasts roughly 5 turns -8MP
Curaga - VT Heal -10670HP -18MP
Esuna - ST Restore all status -7MP
Reflect - ST Reflect, bounces back all spells aimed at target -11MP
Dispel - ST Removes all magic effects from target, including Reflect -8MP
Holy - ST Light Magic damage -9143 dmg -21MP
Araise - ST Full Revival -27MP

3-turn best damage:
(Haste) - Holy x2 - 18286

Comments:
The White Mage of the Mysidia twins is more effective than he first appears. His low physical durability is easily offset by both Back Row for melee physicals and his myriad of buffing options like Protect and Blink. Toss in a few Turn 1 status options like Mini, Silence, Confuse, and Slow, and you've got a solid stalling package. Of course, he also sports a slow 3HKO Holy. If he's forced to using physicals for some reason, he can swap to the Perseus Bow for a bit better damage there, but it's a losing proposition. Dusk himself is outright a White Mage from Mysidia in-game and starts with White Magic as his ability. As a Light Warrior, Dusk as a White Mage can learn the highest level of White Magic, a distinct in-game advantage over any Dark Warrior White Mages. Dusk adds 6 HP, 12 MP, 3 INT, and 5 MND (highest starting MND!) to the White Mage job.

DjinnAndTonic

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #2 on: June 14, 2015, 01:47:11 PM »
Dark Warriors

Nacht
Thief

LV:   70
JL:   20
HP:   4424
MP:   242
STR:   48
SPD:   74
VIT:   52
INT:   25
MND:   23
ATK:   176
DEF:   34
RES:   19
ACC:   120
EVA:   9
MEV:   0
3-turn avg dmg:   2696
P.Dur:   0.967
M.Dur:   0.852

Equip Knives, Katana, Bows, Boomerangs, Caps, Vests
SPD+10%
Flee (1slot)
Mug (2slots)
Pickpocket (1slot)
Steal (2slots)

Itemfinder (1slot, inc droprate)
Treasure Hunter (1slot, inc rare item droprate)
Vigilance (1slot, prevent backattacks)

Default Equips:
Murasame: 93 Atk 20 Acc 2 Spd 2x Dmg to Humans & Constructs
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Blackbelt Vest: 19 Def 9 Eva 6 Res 3 Str 3 Vit

Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Triton's Dagger: 68 Atk 20 Acc 5 Int Water-element Itemcast Flood
Osafune: 65 Atk 20 Acc 2x Dmg to Humans & Demons
Kotetsu: 72 Atk 20 Acc 2x Dmg to Humans & Beast-types
Kiku-ichimonji: 80 Atk 20 Acc 2x Dmg to Humans & Plant-types
Sasuke Blade: 87 Atk 20 Acc 1 Spd 2x Dmg to Humans & Machines

Attack (Murasame, 2x dmg vs Constructs or Humans) -2696dmg
Mug - Basic physical attack and steal an item! -2696dmg
Flood - MT Water damage -387dmg
Attack (Perseus Bow, backrow, Wind) -2445dmg

3-turn best damage:
Physical x 3 - 8088

Comments:
Thief is primarily a utility class and it shows. Below average durability and a 8HKO that's evadable melee physicals. His best option is to use the species-weakness storebought Katanas to double that damage output. His strongest option deals double damage to Humans and Constructs (golems, not robots). Note that I'm not including any species-weakness effects in the averages here. If he absolutely MUST, there's the Triton Dagger to itemcast Flood for magic damage but I doubt that's winning him any matches. If he wants the durability boost against melee physicals from the Back Row (he might), He can opt for the Perseus Bow for about 300 less damage. Nacht starts the game with the Flee ability, making his basic class the Thief, though plot wise he's more suited to the Dark Knight job. His starting stats do complement the Thief's strengths though. Nacht adds 20 HP, 5 MP, 2 STR, 5 SPD, and 1 VIT.


Glaive
Monk

LV:   70
JL:   20
HP:   6828
MP:   170
STR:   83
SPD:   42
VIT:   96
INT:   7
MND:   11
ATK:   208
DEF:   34
RES:   19
ACC:   120
EVA:   9
MEV:   0
3-turn avg dmg:   14160
P.Dur:   5.115
M.Dur:   1.246

Equip Claws, Caps, Vests
VIT+20%
Focus(1slot, up to 3x stored power for next ability)
Martial Arts (2slots, Kick, Lotus Strike, Aurablast, Chakra, Vacuum Wave, Dropkick, Raging Fist, Earthshatterer)
Riposte (1slot, chance to null&counter normal physical for 1 turn)

Default Equips:
Crystal Claws: 90 Atk 20 Acc 2 Str
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Blackbelt Vest: 19 Def 9 Eva 6 Res 3 Str 3 Vit

Tiger Fangs: 81 Atk 20 Acc 2 Str 2x Dmg to Beast-types

Attack -5664dmg      
Kick - Split basic physical damage to MT, divide by # of targets -5664dmg -1MP
Focus - Next Attack does 1.3x damage, can store up to 3 times -0MP
Lotus Strike - 75% accuracy ST 1/4 chance to inflict Sleep, Paralysis, Slow, or Instant Death -8MP
Aurablast - ST Light physical damage -9062dmg -14MP
Chakra - ST heal and status heal -616HP -24MP
Vacuum Wave - ST 50% target's cHP damage -18MP
Dropkick - ST damage and 70% Confuse -10478dmg -29MP
Raging Fist - ST physical damage over 4-6 hits -14160dmg -30MP
Earthshatterer - MT earth physical damage -8496dmg -28MP

3-turn best damage:
Raging Fist x 3 - 42480

Comments:
Monk is a solid class ingame, but here without the twinkling options to compete with, Monk really shines. VIT is a powerful defensive stat and as a result Monk sports ridiculous physical durability. He sports middling speed, light healing, some turn 1 status, some MT and elemental options, and a very high 2HKO. Should he need it, he also has Focus to break stallers and can equip the Tiger Fangs for double damage to beast type enemies. Glaive starts the game with the Monk's signature Focus ability and stats complementing the job's strengths. Glaive brings 30 HP, 4 STR, 1 SPD, and 3 VIT to the job's stats.


Alba
Black Mage

LV:   70
JL:   20
HP:   3444
MP:   600
STR:   22
SPD:   34
VIT:   31
INT:   97
MND:   32
ATK:   107
DEF:   32
RES:   32
ACC:   100
EVA:   0
MEV:   25
3-turn avg dmg:   12184
P.Dur:   0.51
M.Dur:   0.7

Equip Knives, Rods, Bows, Pointed Hats, Robes
INT+20%
Magic Font (Magic Damage +50%)
Black Magic Lv7(8*) - Dark warrior BKM automatically get Bk.Magic Lv8 in ch4

Default Equips:
Crystal Rod: 50 Atk 10 Int
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Twilight Robe: 17 Def 16 Res 17 Mev 5 Int -2 Mnd

Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row

Attack - 91dmg      
Fire - VT Fire magic damage -29dmg -5MP
Blizzard - VT Ice magic damage -29dmg -5MP
Thunder - VT Thunder magic damage -29dmg -5MP
Poison - ST 75% Poison, 15% mHP damage per turn -2MP
Sleep - ST 75% Sleep, Afflicted cannot act for roughly 4 turns, damage removes status -7MP
Toad - ST 75% Toad, Afflicted's ATK to 1, cannot use spells other than Toad, toggles the status -8MP
Fira - VT Fire magic damage -2462dmg -10MP
Blizzara - VT Ice magic damage -2462dmg -10MP
Thundara - VT Thunder magic damage -2462dmg -10MP
Drain - Magic damage to target, heals user for same amount -2005dmg -15MP
Break - ST 70% Petrify, ends battle as if target died -18MP
Bio - VT magic damage, inflicts Poison 15% mHP damage per turn -2005dmg -20MP
Osmose - ST damage to MP, heals user's MP for 10% of damage -953dmg -1MP
Stop - ST 75% Stop, Afflicted does not act for roughly 5 turns -11MP
Tornado - ST 70% chance to lower target's HP to 10% mHP -50MP
Firaga - VT Fire magic damage -7023dmg -32MP
Blizzaga - VT Ice magic damage -7023dmg -32MP
Thundaga - VT Thunder magic damage -7023dmg -32MP
Quake - MT Earth magic damage -6111dmg -40MP
Death - ST 70% Instant Death -39MP
Comet - ST magic damage -12194dmg -40MP
Flare - ST magic damage -15235dmg -45MP
Meteor - Random-target 4x hits of non-elemental magic damage -18276dmg -58MP
Ultima - MT magic damage -17060dmg -80MP

3-turn best damage:
Meteor x 2 - 36552

Comments:
The Black Mage of the Mysidia twins is a glass cannon. Awful durability (somewhat mitigated by Back Row halving melee physical damage) but with a very high 2HKO, it is like 1.1HKO, anyone under average magical durability is biting it to Meteor. Of course, she also has two flavors of Turn 1 ID. Unfortunately her high end spells add an extra .3-.5 casting time to her already-slow speed. A faster option is to rely on her other Turn 1 statuses (Toad, Sleep) or playing a parasitic healing game with the almost-fullhealing Drain. She also has Stop, HP-1, and elemental damage of all stripes to round out her slower-casting options. Of note, thanks to the Magic Font ability, her other upper-end spells ram into the damage cap so she's definitely relying on the multihit Meteor to get around that. Mysidia is home to Alba the Marvetastical and other less-important people and she is a born Black Mage starting with the a Black Magic ability and Mage stats. As a Dark Warrior she has the distinct ingame advantage of learning the highest level Black Magic spells that her Light counterparts just can't access. The polar opposite of her twin Dusk, Alba adds 15 MP, 5 INT, and 3 MND to the job.


Diana
White Mage

LV:   70
JL:   20
HP:   3976
MP:   593
STR:   24
SPD:   38
VIT:   35
INT:   37
MND:   85
ATK:   144
DEF:   33
RES:   34
ACC:   115
EVA:   0
MEV:   28
3-turn avg dmg:   396
P.Dur:   0.633
M.Dur:   1.086

Equip Staves, Bows, Pointed Hats, Robes
MND+20%
Mental Discipline (1/2MP cost in battle)
White Magic Lv7 (2slots)

Default Equips:
Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd

Attack -396dmg      
Cure - VT Heal -1020HP -2MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -1MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -3MP
Silence - ST 75% Silence, Afflicted cannot cast spells -2MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -3MP
Cura - VT Heal -2890HP -7MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -4MP
Raise - ST Revival and Heal -11MP
Basuna - ST Restore Sleep/Confuse/Para/Berserk/Curse -5MP
Confuse - ST 75% Confuse, Afflicted physically attacks random targets, physical damage removes status, lasts roughly 5 turns -3MP
Teleport - Escape from battle or dungeon! -7MP
Curaja - VT Heal -6290HP -13MP
Blink - ST Blink, an 'image' of the unit avoids two physical attacks completely -3MP
Shell - VT Shell, damage from magical attacks is reduced 50% -5MP
Berserk - ST Berserk, Afflicted can only use basic physicals, but has +50% ATK -7MP
Regen - ST Regen, Restores 15% mHP per turn, lasts roughly 5 turns -6MP
Haste - ST Haste, SPD goes to 133%, lasts roughly 5 turns -8MP
Curaga - VT Heal -9350HP -18MP
Esuna - ST Restore all status -7MP
Reflect - ST Reflect, bounces back all spells aimed at target -11MP

3-turn best damage:
Physical x 3 - 1188

Comments:
FFD has the interesting conundrum of giving you 8 PCs to fill a 5-member endgame party. And by design, some PCs are better at certain roles than others due to Job availability throughout the two sides of the story. The White/Black Mage split is a microcosm of these design decisions whereby one side makes good Black Mages while the other makes good White Mages. Unfortunately for at least one character at endgame, they are likely to be obsoleted due to the necessity of needing a White Mage on both teams, but only the Light side White Mage being useful endgame. Such is the case here with Diana. She gets -nearly- all of the White Mage's tricks (fullhealing, status, buffing, back row), but she loses out on the highest level of White Magic, which is where the class's damage comes from (Holy). So she is stuck stalling for turns and plinking away at the enemy with her 48HKO arrow physicals. Diana, Oracle of the Crystals, starts the game with the White Magic ability and nothing else, plot claim or otherwise for another job. You could make an argument for her to be Jobless, but honestly isn't being a damage less White Mage bad enough? Diana has the following for her base stats: 4 HP, 13 MP, 2 SPD, 2 INT, 4 MND.
« Last Edit: June 14, 2015, 03:43:25 PM by DjinnAndTonic »

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #3 on: June 14, 2015, 02:26:05 PM »
Dark Warriors-side Temps/Jobs

Freyr
Ranger

LV:   70
JL:   20
HP:   5450
MP:   292
STR:   65
SPD:   51
VIT:   44
INT:   24
MND:   28
ATK:   200
DEF:   40
RES:   21
ACC:   110
EVA:   13
MEV:   0
3-turn avg dmg:   9900
P.Dur:   1.108
M.Dur:   1.076

Equips Knives, Axes, Bows, Whips, Boomerangs, Caps, Vests
Aim (2 slots)
Alchemy (1 slot) - Use two items in one turn
Backup (1 slot) - Until next turn, automatically followup any ally's basic physical with a free basic physical
Recover (1 slot) - MT Auto-restore 10% mHP/MP after every battle
Sixth Sense (Freyr innate) - Accuracy unaffected by Blind

Default Equips:
Crystal Axe: 100 Atk 10 Acc 2xDmg to Plant-types
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Vishnu Vest: 23 Def 13 Eva 8 Res
Battle Boots (starting equip): 2 Def 2 Str 2 Spd 2 Vit

Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Star Whip: 76 Atk 15 Acc Ignore Back Row ~50% Paralyze
Dark Bow: 43 Atk 5 Acc Wind/Dark-element Ignore BackRow ~50% Blind

Attack -3300dmg      
Alchemy - Use two items in one turn               
Backup - Until next turn, automatically followup any ally's basic physical with a free 0.5 dmg basic physical -1650dmg      
Precise Shot - ITE physical dmg -3300dmg -3 MP
Aim: Mouth - ST physical dmg + Silence -2805dmg -4 MP
Aim: Legs - ST physical dmg + Stun -2805dmg -4 MP
Aim: Heart - ST physical dmg + Confuse -2805dmg -6 MP
Quick Shot - ST physical dmg, next turn comes at 2x speed -2805dmg -9 MP
Attack: Vitals - ST physical dmg + 70% ID -2805dmg -16 MP
Spreadshot - Four randomly-targetted physical attacks -9900dmg -19 MP
Potion: 100 HP Healing, 30g               
Hi-Potion: 500 HP Healing, 150g               
X-Potion: 2000 HP Healing, 3000g               
Ether: 50 MP Healing, 1500g               
Dry Ether: 150 MP Healing, 5000g               
Phoenix Down: Revival with 15% mHP, 200g               
Remedy: Full Status restoration, 1000g               

3-turn best damage:
Quick Shot x 5 - 14025
Spreadshot x 3 - 29700

Comments:
Rangers are great, possibly one of the best in the series. Solid durability, a 4HKO, healing by Items, and turn 1 ID. He rocks Axes normally for best damage and species-weakness, but he can move to the Back Row and use Bows for a hit to damage output. He also has some back row status options in Dark Bow and Star Whip, along with his standard set of Aim statuses. Quick Shot is notable for doubling the speed of his next turn, so if he needs to attack/heal a lot, this is a great option to do it in the span of one standard turn. His healing is dependent upon items, so I listed all the storebought consumables. They aren't particularly expensive, so he shouldn't really be limited there. Backup is an interesting option for team matches, though useless in a duel. Freyr is a temp who is locked into the Ranger class, but levels and changes equipment normally. The old man is scaled to endgame levels here and doesn't change much from the neutral Ranger. He comes with the ability Sixth Sense, which makes him functionally immune to the Blind status (since he is already Blind yet still an accomplished Archer). He also starts with a pair of Battle Boots for minor stat boosts. Freyr's stat adjustments are a -42 HP loss, 16 MP, 1 STR/VIT/INT, and 2 SPD/MND.


Matoya
Dancer

LV:   70
JL:   20
HP:   3599
MP:   517
STR:   33
SPD:   60
VIT:   36
INT:   41
MND:   33
ATK:   153
DEF:   33
RES:   18
ACC:   115
EVA:   20
MEV:   27
3-turn avg dmg:   2828
P.Dur:   0.582
M.Dur:   0.726

Equips Knives, Bows, Harps, Whips,  Caps, Pointed Hats, Vests, Robes
Dance (2 slots)
Third Eye (Matoya innate) - Sense Weakness - ST informs of elemental weakness (if any) and Dispels buffs

Default Equips:
Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Red Shoes (starting equip): 7 Eva 7 Mev 5 Spd, Immune Confuse/Paralyze

Dancing Knife (starting equip): 45 Atk 20 Acc 2 Spd 1 Int Itemcast Random Dance
Misty Whip:  85 Atk 5 Acc 8 Int Holy-element Ignore Back Row ~50% Paralyze
Dream Harp: 33 Atk 10 Acc Ignore Back Row ~50% Sleep
Marchen Harp: 40 Atk 15 Acc Ignore Back Row ~50% Mini
Orpheus' Harp: 45 Atk 20 Acc 2 Spd 2 Int 2 Mnd Ignore BackRow ~50% Curse
Muse's Harp: 55 Atk 20 Acc Ignore Back Row ~50% Frog
Crystal Harp: 65 Atk 20 Acc Ignore Back Row ~50% Silence
Dark Bow: 43 Atk 5 Acc Wind/Dark-element Ignore BackRow ~50% Blind
Triton's Dagger: 68 Atk 20 Acc 5 Int Water-element Itemcast Flood

Attack -1029dmg      
Cure Waltz - MT Healing -1254HP -34 MP
Drain Samba - ST Draining Magic dmg -1824dmg -20 MP
Osmose Dance - ST MP-Draining Magic MP dmg, heals user's MP for 10% of dmg -1461   dmg -5 MP
Frailty Polka - MT 50% STR debuff for duration of dance -26 MP
Heal Waltz - ST status restore (removes Sleep, Confuse, Paralysis, Berserk, Curse) -19 MP
Slow Minuet - MT 50% SPD debuff for duration of dance -28 MP
Wonder Step - MT randomly-chosen 100% status effect (1/4 chance of Sleep, Paralysis, Slow, ID) -44 MP
Trance - Self-target, use all MP to increase all stats by 10% of MP consumed for 3 turns -10+ MP
Dance of Veils - MT Image status, creates a shadow clone that nulls one physical attack -36 MP
Saber Dance - ST physical dmg -2264dmg -34 MP
Tranced Physical Attack -4242dmg      

3-turn best damage:
Saber Dance x 3 - 6792
Trance - Physical x 2 - 8484

Comments:
Dancer isn't a top contender, but has some surprisingly solid options all around. Despite her fraility, she can always hang out in the Back Row. Her equipment options give her no less than 7 Turn 2 status options, plus a 1/4 chance of ID from Wonder Step. She can play a defensive game with Drain Samba healing roughly half her health every turn while churning out 11HKO damage. She can also toss in some 9HKO Saber Dances for a little more damage. And she can keep her MP topped up with Osmose or whittle away her opponent's resources. Her most interesting option is trading away all of her MP for a 10% of that MP increase to her base stats, massively increasing her damage output to a 5HKO. Without her MP, she might actually have a use for the Dancing Knife, which randomly selects any of her Dances at no cost. Notably, the Dancing Knife is the starting equipment of the Dancer Matoya, who also gets the Red Shoes for some status protection and minor stat boosts. Matoya is also a fortune teller and is able to use her Crystal Eye ability to detect elemental weaknesses of foes and also dispel any buffs they may have had as she does so. She has innately high MP and Matoya offsets the job with 9 HP, 92 MP, -2 STR, 3 SPD/INT, and 1 VIT/MND.


Graham
Dark Knight

LV:   70
JL:   20
HP:   6154
MP:   230
STR:   83
SPD:   37
VIT:   54
INT:   32
MND:   16
ATK:   228
DEF:   26
RES:   8
ACC:   120
EVA:   0
MEV:   0
3-turn avg dmg:   19185
P.Dur:   1.269
M.Dur:   1.138

Equips Swords, Dark Swords, Axes, Shields, Helmets, Armor
Dark Blade (2 slots)
Draw Attacks (1 slot) - For duration of turn, all enemies focus attack on user
Backliner (1 slot) - Can attack from the back row with no loss in dmg
Absorb HP (1 slot) - Heal self for 10% of dmg dealt
Promised Battlegear (Graham innate) - Cannot change equipment

Default Equips:
Graham's Will: 110 Atk 20 Acc 4 Str
Sigurd's Armor: 16 Def 5 Res 50% Dark resistance, Immunes Curse
Gold Helm: 10 Def 3 Res

Valhalla: 115 Atk 20 Acc 4 Str Break Damage Cap
Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Stoneblade: 83 Atk 20 Acc ~50% Petrify
Sledgehammer: 88 Atk 10 Eva ~50% Confuse 2x Dmg to Machines

Attack (Dark-elemental) - 6624dmg      
Draw Attacks - For duration of turn, all enemies focus attack on user               
Darkness - User consumes 1/4mHP to deal ST physical dmg -11261dmg -1 MP
Curse - 75% ST Curse (50% base stats) and Sap (5%mHP dmg every tick) statuses -15 MP
Onyx Wave - User consumes 1/3mHP to deal MT physical dmg -6624dmg -1 MP
Last Resort - User's stats +50% but inflicted with Doom status (50-tick countdown ITE Instant Death) -10 MP
Final Assault - ST dmg equal to user's mHP. Accuracy increases as cHP decreases. At 100% HP, accuracy=1%, at 1% HP, acc=100% -16 MP
Ebony Slash - ST Dark physical dmg -15434dmg -28 MP
Last Resort Physical -12351dmg      
Last Resort Darkness -20997dmg      
Last Resort Ebony Slash -28778dmg      

3-turn best damage:
Last Resort - Ebony Slash x2 - 57556
Ebony Slash x3 - 46302
Damage Capped Ebony Slash x3 - 29997

Comments:
Dark Knight is one class where the neutral and the character diverge a bit. All thanks to one thing: Promised Battlegear. Graham himself is a lingering soul in a suit of armor, so he's tied to his equipment and thus can't change equips freely. He's stuck with the starting "Graham's Sword". Fortunately for him, this auto-upgrades to the endgame weapon "Graham's Will" as part of the storyline. However, Dark Knight's main claim to fame is the Valhalla, one of only two weapons in the game that can break the damage cap, an the only class-unique one. This gives Dark Knight fantastic OHKO damage (after using one buff, super-high 2HKO without). But Graham himself is stuck with damage-capped output. The topic is going to take neutral Dark Knight in the averages to better reflect endgame, though I'll list the average with Graham as well. As a fighter, he's pretty one-dimensional. Somewhat durable Dark-element-reliant physical powerhouse. Backliner lets him sit in the Back Row for more durability. He can inflict Curse (stats down) and Sap, and buff his own stats immensely with Last Resort, though this puts him on a Doom timer. Graham himself adds his middling defensive gear, and 26 HP, 6 MP, 5 STR, -1 SPD, 2 VIT, and 1 INT.


Jinnai
Ninja

LV:   70
JL:   20
HP:   5203
MP:   436
STR:   59
SPD:   61
VIT:   45
INT:   40
MND:   19
ATK:   187
DEF:   46
RES:   21
ACC:   120
EVA:   23
MEV:   0
3-turn avg dmg:   8768
P.Dur:   1.178
M.Dur:   0.986

Equips Knives, Katana, Claws, Boomerangs, Caps, Vests
Ninjutsu (2 slots)
Dual Wield (innate) or One-Handed (Jinnai innate) - Equip two weapons that deal .75 dmg each (or 1 weapon at 1.5x dmg)
Throw (1 slot) - Throw a weapon for Attack power-based dmg, lose weapon

Default Equips:
Murasame: 93 Atk 20 Acc 2 Spd 2x Dmg to Humans & Constructs
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Vishnu Vest: 23 Def 13 Eva 8 Res
Ninja Armlet (starting equip): 8 Def 10 Eva 1 Str

Osafune: 65 Atk 20 Acc 2x Dmg to Humans & Demons
Kotetsu: 72 Atk 20 Acc 2x Dmg to Humans & Beast-types
Kiku-ichimonji: 80 Atk 20 Acc 2x Dmg to Humans & Plant-types
Sasuke Blade: 87 Atk 20 Acc 1 Spd 2x Dmg to Humans & Machines
Crystal Claws: 90 Atk 20 Acc 2 Str
Tiger Fangs: 81 Atk 20 Acc 2 Str 2x Dmg to Beast-types
Rising Sun: 65 Atk 20 Acc Wind-element Ignores BackRow

Shuriken: 2000g 80-Atk Throwing item
Happo Shuriken: 20000g 120-Atk Throwing item
Fuuga Shuriken: 50000g 200-Atk Throwing item

Attack -8065dmg      
Flame - MT Fire magic dmg -585dmg -18 MP
Flood - MT Water magic dmg -585dmg -18 MP
Blitz - MT Thunder magic dmg -585dmg -18 MP
Healing Pill - 30% mHP ST healing -15 MP
Noxious Gas - ST 75% Toxify status (20% mHP per turn dmg) -12 MP
Flash - MT Blind -23 MP
Tremor - MT Earth magic dmg -585dmg -18 MP
Gale - MT Wind magic dmg -585dmg -18 MP
Smoke Bomb - Escape from battle -10 MP
Stunner - ST 70% Stop -19 MP
Restorative Pill - 60% mHP ST healing -26 MP
Image - Self-target Image status, creates a shadow clone that absorbs 2 physical hits -6 MP
Assassinate - ST 70% Instant Death -36 MP
Throw - Throw a weapon for ST physical dmg               
Shuriken - Physical dmg, back row -7075dmg      
Happo Shuriken - Physical dmg, back row -8768dmg      
Fuuga Shuriken - Physical dmg, back row -12155dmg      

3-turn best damage:
Physical x 3 - 24195
Happo Shuriken x3 - 26304
Fuuga Shuriken x3 - 29997

Comments:
Ninja has fast turn 1 ID. Let's get that out of the way because that alone is enough for Heavy. He also has a myriad of species-hitting weapons that will give him a 2HKO against Humans, Demons, Beasts, Machines, Plants, and Constructs. He also has turn 1 Blind, Stop, and Toxify, plus 60% healing. He also has Image for two turns of refreshable physical immunity. Adding to all of that, if you allow Throw, he has varying levels of Back Row physical damage, high 3HKO and low 2HKO. A great package with two different variations. The neutral Ninja will be using Dual Wield, thus getting the benefits of two weapons hitting species weakness each at .75x power, though one of the katana will be weaker than his default. Jinnai, the one-armed temp Ninja, has the One-Handed ability that allows him to use his strongest weapon at 1.5x power but without the extra effects of a second katana. None of which matters if you allow the storebought Fuuga Shuriken which hit the damage cap from the Back Row, or the Happo Shuriken which is cheaper and still outdamages his physical. Jinnai starts with the Ninja Armlet and 31 HP, 109 MP, 1 STR/VIT, 3 SPD/INT, and MND -1.


Elgo
Magus

LV:   70
JL:   20
HP:   3257
MP:   702
STR:   19
SPD:   36
VIT:   30
INT:   93
MND:   37
ATK:   104
DEF:   33
RES:   34
ACC:   100
EVA:   0
MEV:   28
3-turn avg dmg:   7802
P.Dur:   0.482
M.Dur:   0.679

Equips Knives, Rods, Pointed Hats, Robes
Black Magic lv 8 (innate, 2 slots)
Clarity (innate, 1 slot) - MT MP healing
Boost Element (2 slots) - 50% damage increase for next attack that is of the correct element
White Magic lv 5 (Elgo innate)

Default Equips:
Crystal Rod: 50 Atk 10 Int
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Peace Ring (starting equip): Immune Silence/Confuse

Platinum Bangle (starting equip): 7 Def 8 Res 8 Mev Immune Poison
Amphibian Rod: 31 Atk 8 Int Itemcast Toad

Attack -33dmg      
Clarity - MT MP Healing, 25% chance to miss -74MP      
Enfire - 50% damage increase to next Fire attack -18 MP
Enblizzard - 50% damage increase to next Ice attack -18 MP
Enthunder - 50% damage increase to next Thunder attack -18 MP
Enaero - 50% damage increase to next Wind attack -18 MP
Enstone - 50% damage increase to next Earth attack -18 MP
Enwater - 50% damage increase to next Water attack -   18 MP
Enlight - 50% damage increase to next Holy attack -22 MP
Endark - 50% damage increase to next Dark attack -22 MP
Fire - VT Fire magic damage -18dmg -5MP
Blizzard - VT Ice magic damage -18dmg -5MP
Thunder - VT Thunder magic damage -18dmg -5MP
Poison - ST 75% Poison, 15% mHP damage per turn -2MP
Sleep - ST 75% Sleep, Afflicted cannot act for roughly 4 turns, damage removes status -7MP
Toad - ST 75% Toad, Afflicted's ATK to 1, cannot use spells other than Toad, toggles the status -8MP
Fira - VT Fire magic damage -1576dmg -10MP
Blizzara - VT Ice magic damage -1576dmg -10MP
Thundara - VT Thunder magic damage -1576dmg -10MP
Drain - Magic damage to target, heals user for same amount -1284dmg -15MP
Break - ST 70% Petrify, ends battle as if target died -18MP
Bio - VT magic damage, inflicts Poison 15% mHP damage per turn -1284dmg -20MP
Osmose - ST damage to MP, heals user's MP for 10% of damage -992dmg -1MP
Stop - ST 75% Stop, Afflicted does not act for roughly 5 turns -11MP
Tornado - ST 70% chance to lower target's HP to 10% mHP -50MP
Firaga - VT Fire magic damage -4498dmg -32MP
Blizzaga - VT Ice magic damage -4498dmg -32MP
Thundaga - VT Thunder magic damage -4498dmg -32MP
Quake - MT Earth magic damage -3913dmg -40MP
Death - ST 70% Instant Death -39MP
Comet - ST magic damage -7808dmg -40MP
Flare - ST magic damage -9756dmg -45MP
Meteor - Random-target 4x hits of non-elemental magic damage -11703dmg -58MP
Ultima - MT magic damage -10924dmg -80MP
Cure - VT Heal -684HP -4MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -3MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -7MP
Silence - ST 75% Silence, Afflicted cannot cast spells -5MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -6MP
Cura - VT Heal -1938HP -14MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -8MP
Raise - ST Revival and Heal to 50% -22MP
Basuna - ST Restore Sleep/Confuse/Para/Berserk/Curse -10MP
Confuse - ST 75% Confuse, Afflicted physically attacks random targets, physical damage removes status, lasts roughly 5 turns -7MP
Teleport - Escape from battle or dungeon! -15MP
Curaja - VT Heal -4218HP -26MP
Blink - ST Blink, an 'image' of the unit avoids two physical attacks completely -7MP
Shell - VT Shell, damage from magical attacks is reduced 50% -10MP

3-turn best damage:
Meteor x2 - 23406

Comments:
Magus is a Black Mage with slightly more focused glass cannon stats but no Magic Font, so still loses out on damage! Clarity is nice for MP restoration should he get MP busted so he'll have enough to cast a proper Osmose. The En-element spells are mildly useful for stallers but generally not worth the turn to cast them. His best damage is the slow high 2HKO Meteor but he's also got a full complement of turn 1 statuses to back that up plus two flavors of turn 1 ID. His Drain game is respectable enough too. Really he's just sunk by that awful durability. Elgo is THE temp of FFD, showing up in your party several times under different classes and even getting a boss form. Though technically not all of these forms are actually him even though are. Spoilers. His final temp form is already at endgame level and could be considered a full party member on his own technically. He starts with level 5 White Magic, giving him MORE turn 1 status, a great buffing game with Protect, Blink, and Shell, and competent healing for stalling. He also comes with the Peace Ring AND the Platinum Bangle for Silence immunity or better stats. An overall nice black magic package, Elgo's base stat offsets are 3 HP, 87 MP, 1 STR, 2 SPD, 10 INT, and 4 MND.
« Last Edit: June 14, 2015, 03:45:55 PM by DjinnAndTonic »

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #4 on: June 14, 2015, 02:49:12 PM »
Light Warriors-side Temps/Jobs

Barbara
Dragoon

LV:   70
JL:   20
HP:   5993
MP:   289
STR:   66
SPD:   55
VIT:   61
INT:   18
MND:   18
ATK:   202
DEF:   53
RES:   10
ACC:   120
EVA:   37
MEV:   0
3-turn avg dmg:   5525
P.Dur:   2.149
M.Dur:   1.12

Equip Swords, Spears, Shields, Helmets, Armor
Jump (1 slot)
Dragon Arts (2 slots)

Default Equips:
Blood Lance: 101 Atk 20 Acc Wind-element Absorb 10% Dmg as HP
Dragon Shield: 11 Def 37 Eva 50% Fire resistance 2x dmg to Dragons
Dragon Helm: 15 Def 5 Res 50% Thunder resistance 2x Dmg to Dragons
Dragion Mail: 25 Def 5 Res 50% Water resistance 2x Dmg to Dragons
Battle Boots (starting equip): 2 Def 2 Str 2 Spd 2 Vit

Enhancer: 77 Atk 20 Acc 5 Int 5 Mnd
Stoneblade: 83 Atk 20 Acc ~50% Petrify

Attack, 2x dmg vs Dragons, Wind-element, absorb 10% dmg as HP healing -5525dmg      
Jump - User leaps into air for one turn, becomes untargettable, and attacks on next turn for 2x dmg (Blood Lance effect applies) -11050dmg      
Fire Breath - MT Fire Magic dmg -183dmg -10 MP
Blizzard Breath - MT Ice Magic dmg -183dmg -10 MP
Thunder Breath - MT Thunder Magic dmg -183dmg -10 MP
Healing Breath - MT Healing -396dmg -18 MP
Lancet - ST HP/MP-Draining physical dmg -1105dmg -8 MP
Roar - MT Stun, resets enemy wait time -19 MP
Holy Breath - MT Holy Magic dmg -1168dmg -48 MP
Dragon Soul - Kill user to full-revive/restore other allies -64 MP

3-turn best damage:
Physical x 3 - 16575

Comments:
The Dragoon's skillset is actually a great magical skillset. Too bad it's on Dragoon where it is useless. Even Healing Breath is pretty weak healing. Luckily, Dragoon is the only class with any use for Spears, so she gets the Blood Lance for some minor parasitic healing. Her regular attack is a respectable 4HKO that absolutely murders dragons, though is locked as Wind-element damage. Also, if she can afford telegraphing her attacks, Jump does double her physical damage at the cost of one turn so it evens out, plus she can use it from the Back Row to up her durability. Jump's damage is also not dependent on equipping Spears this time around so she can use the other weapon options with it as well. Apart from that, she can equip the Enhancer sword to increase her pitiable magic output by about a third, or go for the Turn 2 Petrify off of Stoneblade (possibly her best option). Barbara is a temp and thus locked into the Dragoon class, though she can level up and change equips as normal. Levelled up to endgame here, she doesn't look very different from a neutral Dragoon. Barbara adds 11 HP, 27 MP, 3 STR/SPD, 1 VIT/MND, and drops INT -1. She also brings the starting equipment Battle Boots along for some minor stat boosts.


Eduardo
Bard

LV:   70
JL:   20
HP:   3676
MP:   482
STR:   26
SPD:   46
VIT:   37
INT:   38
MND:   45
ATK:   146
DEF:   33
RES:   18
ACC:   115
EVA:   13
MEV:   20
3-turn avg dmg:   523
P.Dur:   0.604
M.Dur:   0.787

Equips Knives, Bows, Harps, Caps, Pointed Hats, Vests, Robes
Bardsong (2 slots)
Witch's Curse (Eduardo innate) - Stats and abilities unaffected by transformed statuses

Default Equips:
Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
White Cape (starting equip): Immune Mini/Frog

Dream Harp: 33 Atk 10 Acc Ignore Back Row ~50% Sleep
Marchen Harp: 40 Atk 15 Acc Ignore Back Row ~50% Mini
Orpheus' Harp: 45 Atk 20 Acc 2 Spd 2 Int 2 Mnd Ignore BackRow ~50% Curse
Muse's Harp: 55 Atk 20 Acc Ignore Back Row ~50% Frog
Crystal Harp: 65 Atk 20 Acc Ignore Back Row ~50% Silence
Dark Bow: 43 Atk 5 Acc Wind/Dark-element Ignore BackRow ~50% Blind
Triton's Dagger: 68 Atk 20 Acc 5 Int Water-element Itemcast Flood

Attack -523dmg      
Aiding Anthem - MT Regen for song's duration -22 MP
Magic Madrigal - MT Ally INT/MND+50% for song's duration -22 MP
Brave Ballad - MT Ally STR+50% for song's duration -22  MP
Lovely Lullaby - MT 75% Sleep -16 MP
Restful Refrain - MT 75% Stop -28 MP
Runic Requiem - MT damage, only effects undead -5539dmg -34 MP
Swift Shanty - MT Ally SPD+50% for song's duration -22 MP
Angelic Aria - MT HP/MP Regen for song's duration -54 MP
Dire Dirge - MT damage to enemies based on mHP-cHP -44 MP
Heroic Hymn - MT Ally STR/INT/MND/SPD+50% for song's duration -55 MP

3-turn best damage:
Physical x 3 - 1569

Comments:
Bard is once again the damageless wonder, but at least he has a few status tricks. He has middling speed and a myriad of back row status weapons that can disable his opponent. His skillset also includes Turn 1 Sleep and Stop, which he'll need to get anything done off his pitiful durability. If he can get some turns, he can whittle away at his opponent with his 38HKO physical, or try to restore some health with his regenerating songs, which require him to use his whole turn to receive the benefits of. He can regen roughly 15% mHP with a whole turn and a half that songs usually last, during which he can't act. His other damage options are a solid 4HKO against undead only or to hope he's hurt enough to deal mHP-cHP ITD damage from Dire Dirge. Of note, he's amazing in team battles for Heroic Hymn, which sacrifices his turn to buff his teammates speed 50% while their offensive output goes up roughly double. Eduardo (sublte homage Squeenix) is a temp who is locked into the Bard class but levels and changes equips normally. He's taken here at endgame levels and doesn't look too different from a neutral Bard. Eduardo has the innate ability Witch's Curse which causes his stats to remain normal even when transformed into a Frog or other transmogrification. Arguably since the curse is broken at the end of his stay as a temp, one might not allow it to him endgame but it doesn't matter as his starting equipment is the White Cape which outright immunes transformation statuses anyway. Eduardo adjusts the neutral stats by -6 HP, 36 MP, 1 VIT, 5 INT, and 6 MND.


Gawain
Paladin

LV:   70
JL:   20
HP:   6440
MP:   335
STR:   66
SPD:   35
VIT:   72
INT:   14
MND:   37
ATK:   219
DEF:   63
RES:   11
ACC:   120
EVA:   49
MEV:   0
3-turn avg dmg:   9999
P.Dur:   3.901
M.Dur:   1.317

Equips Swords, Holy Swords, Axes, Shields, Helmets, Armor
Holy Blade (2 slots innate)
Cover (1 slot innate) - Takes damage for allies in critical health
Doublehand (2slots) - 1.5x attack by holding weapon with both hands
Damage > HP (1 slot) - Recovers 10% of damage suffered each time attacked
White Magic lv 3 (2slots, Gawain starting)

Default Equips:
Ragnarok: 118 Atk 20 Acc 5 Vit 3 Mnd
Crystal Shield: 12 Def 42 Eva
Crystal Helm: 16 Def 6 Res
Crystal Mail: 26 Def 5 Res
Knight's Armlet (starting equip): 9 Def 7 Eva 1 Vit

Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Stoneblade: 83 Atk 20 Acc ~50% Petrify
Sledgehammer: 88 Atk 10 Eva ~50% Confuse 2x Dmg to Machines

Attack -6364dmg      
Charge - ST physical dmg, other enemies take 33% splash dmg -9546dmg -28 MP
Pommel - ST dmg + 70% Paralyze -6364dmg -15 MP
Mighty Guard - MT buffing that decreases physical and magical dmg by 30% -48 MP
Guard - Until next turn, immune physical dmg -10 MP
Wide Slash - MT physical dmg -7637dmg -35 MP
Ivory Slash - ST Holy physical dmg -14828dmg -28 MP
Cure - VT Heal -444HP -4MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -3MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -7MP
Silence - ST 75% Silence, Afflicted cannot cast spells -5MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -6MP
Cura - VT Heal -1258HP -14MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -8MP
Raise - ST Revival and Heal to 50% -22MP

3-turn best damage:
Ivory Slash x3   -   29997

Comments:
Paladin is a defensive powerhouse. His 2HKO damage runs into the damage cap, so in practice, it is very difficult to knock him under a 2HKO with defenses. His signature ability Doublehand is actually extraneous, but should he come across someone with incredible defenses, he can actually increase his damage 1.5x. His durability is excellent, and he can buff it much higher with Mighty Guard. He even has some turn 1 status with Pommel's paralysis. If he can nerf his damage, he can also get turn 2 Petrify and Confuse on his weapons. Gawain is a temp who adds a lot to his neutral job, starting with 3 levels of White Magic. This gives access to some minor healing as well as 3 mean turn 1 statuses. He also starts with the Knight's Armlet for some minor stat buffs and an impressive 65 HP, 93 MP, 2 STR/VIT/MND, and -1 INT.


Sophia
Seer

LV:   70
JL:   20
HP:   3553
MP:   692
STR:   20
SPD:   37
VIT:   31
INT:   37
MND:   93
ATK:   115
DEF:   40
RES:   42
ACC:   115
EVA:   0
MEV:   36
3-turn avg dmg:   5855
P.Dur:   0.586
M.Dur:   1.03

Equips Staves, Pointed Hats, Robes
White Magic lv 8 (innate, 2 slots)
Benediction (innate, 1 slot) - MT Healing
Resist Element (2 slots)
Black Magic lv 6 (Sophia innate)

Default Equips:
Crystal Staff: 60 Atk 15 Acc 10 Mnd
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Platinum Bangle (starting equip): 7 Def 8 Res 8 Mev Immune Poison

Cypress Pole: 31 Atk 15 Acc 7 Mnd Itemcast Confuse
Rune Staff: 39 Atk 15 Acc 8 Mnd Itemcast Silence

Attack -83dmg      
Benediction - MT Healing, 25% chance to miss -465HP      
Barfire - MT Barrier that halves next fire attack -24 MP
Barblizzard - MT Barrier that halves next ice attack -24 MP
Barthunder - MT Barrier that halves next thunder attack -24 MP
Baraero - MT Barrier that halves next wind attack -24 MP
Barstone - MT Barrier that halves next earth attack -24 MP
Barwater - MT Barrier that halves next water attack -24 MP
Barlight - MT Barrier that halves next holy attack -28 MP
Bardark - MT Barrier that halves next dark attack -28 MP
Cure - VT Heal -1356HP -4MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -3MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -7MP
Silence - ST 75% Silence, Afflicted cannot cast spells -5MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -6MP
Cura - VT Heal -3842HP -14MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -8MP
Raise - ST Revival and Heal to 50% -22MP
Basuna - ST Restore Sleep/Confuse/Para/Berserk/Curse -10MP
Confuse - ST 75% Confuse, Afflicted physically attacks random targets, physical damage removes status, lasts roughly 5 turns -7MP
Teleport - Escape from battle or dungeon! -15MP
Curaja - VT Heal -8362HP -26MP
Blink - ST Blink, an 'image' of the unit avoids two physical attacks completely -7MP
Shell - VT Shell, damage from magical attacks is reduced 50% -10MP
Berserk - ST Berserk, Afflicted can only use basic physicals, but has +50% ATK -14MP
Regen - ST Regen, Restores 15% mHP per turn, lasts roughly 5 turns -12MP
Haste - ST Haste, SPD goes to 133%, lasts roughly 5 turns -16MP
Curaga - VT Heal -12430HP -36MP
Esuna - ST Restore all status -15MP
Reflect - ST Reflect, bounces back all spells aimed at target -   22MP
Dispel - ST Removes all magic effects from target, including Reflect -16MP
Holy - ST Light Magic damage -8782dmg -42MP
Araise - ST Full Revival -54MP
Fire - VT Fire magic damage -8dmg -5MP
Blizzard - VT Ice magic damage -8dmg -5MP
Thunder - VT Thunder magic damage -8dmg -5MP
Poison - ST 75% Poison, 15% mHP damage per turn -2MP
Sleep - ST 75% Sleep, Afflicted cannot act for roughly 4 turns, damage removes status -7MP
Toad - ST 75% Toad, Afflicted's ATK to 1, cannot use spells other than Toad, toggles the status -8MP
Fira - VT Fire magic damage -670dmg -10MP
Blizzara - VT Ice magic damage -670dmg -10MP
Thundara - VT Thunder magic damage -670dmg -10MP
Drain - Magic damage to target, heals user for same amount -546dmg -15MP
Break - ST 70% Petrify, ends battle as if target died -18MP
Bio - VT magic damage, inflicts Poison 15% mHP damage per turn -546dmg -20MP
Osmose - ST damage to MP, heals user's MP for 10% of damage -422dmg -1MP
Stop - ST 75% Stop, Afflicted does not act for roughly 5 turns -11MP
Tornado - ST 70% chance to lower target's HP to 10% mHP -50MP
Firaga - VT Fire magic damage -1911dmg -32MP
Blizzaga - VT Ice magic damage -1911dmg -32MP
Thundaga - VT Thunder magic damage -1911dmg -32MP

3-turn best damage:
(Haste)- Holy x2 - 17564

Comments:
Seer is a White Mage variant with less damage and durability. She also gets the useless-in-a-duel Bar-element spells and the weak free healing Benediction (that misses ~25% of the time). Seer has healling for days, a slow, high 3HKO and can hang out in the Back Row and cast Blink for more physical durability. She can also sling turn 1 status all day. Sophia is the game's temp Seer, who shows up at endgame and is basically ready right out of the box, bringing along 6 levels of the Black Magic skillset to add MORE turn 1 status/petrify and the ever-useful Osmose to her game. Sophia starts with the Platinum Bangle and 11 HP, 86 MP, 1 SPD, -1 VIT, 4 INT, and 10 MND.


Argy
Memorist

LV:   70
JL:   20
HP:   4169
MP:   436
STR:   56
SPD:   51
VIT:   56
INT:   51 (67)
MND:   51 (57)
ATK:   191
DEF:   46
RES:   19
ACC:   110
EVA:   51
MEV:   0
3-turn avg dmg:   8244
P.Dur:   1.18
M.Dur:   0.922

Equips All except Holy and Dark Swords
Proto-Recollect (1 slot) / Recollect (3 slots) - Grants stat boosts based on Memories, Argy gets 40 in all stats from Proto-Recollect, neutral Memorists can freely reorganize their stat point distribution as they choose, up to 235 stat points of Memories can be collected in the game
Memorandum (3 slots) - Chooses 3 Random commands from all learned commands that can be reselected, effectly giving access to all learned commands at once, though selection is slightly slowed down due to how the skill works
Argy's Skills:
White Magic Lv 5
Black Magic Lv5
Battle Arts (Strike, Bash, Enrage, War Cry)
Martial Arts (Kick, Lotus Strike, Aurablast, Chakra)

Default Physical Loadout:
Crystal Axe: 100 Atk 10 Acc 2xDmg to Plant-types
Crystal Shield: 12 Def 42 Eva
Blackbelt Vest: 19 Def 9 Eva 6 Res 3 Str 3 Vit
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Memorist Ring (starting equip): All Stats +3

Default Magical Loadout:
Crystal Rod: 50 Atk 10 Int
Crystal Shield: 12 Def 42 Eva
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse
Memorist Ring (starting equip): All Stats +3


Argy's Equips (aka best equip options overall)
Crystal Axe: 100 Atk 10 Acc 2xDmg to Plant-types
Ogrekiller: 69 Atk 10 Acc 2x Dmg to Humans & Plant-types
Sledgehammer: 88 Atk 10 Eva ~50% Confuse 2x Dmg to Machines
Murasame: 93 Atk 20 Acc 2 Spd 2x Dmg to Humans & Constructs
Osafune: 65 Atk 20 Acc 2x Dmg to Humans & Demons
Kotetsu: 72 Atk 20 Acc 2x Dmg to Humans & Beast-types
Kiku-ichimonji: 80 Atk 20 Acc 2x Dmg to Humans & Plant-types
Sasuke Blade: 87 Atk 20 Acc 1 Spd 2x Dmg to Humans & Machines
Crystal Claws: 90 Atk 20 Acc 2 Str
Tiger Fangs: 81 Atk 20 Acc 2 Str 2x Dmg to Beast-types

Crystal Rod: 50 Atk 10 Int
Crystal Staff: 60 Atk 15 Acc 10 Mnd
Enhancer: 77 Atk 20 Acc 5 Int 5 Mnd

Cypress Pole: 31 Atk 15 Acc 7 Mnd Itemcast Confuse
Rune Staff: 39 Atk 15 Acc 8 Mnd Itemcast Silence
Amphibian Rod: 31 Atk 8 Int Itemcast Toad
Triton's Dagger: 68 Atk 20 Acc 5 Int Water-element Itemcast Flood

Perseus Bow: 85 Atk 15 Acc Wind-element Ignore Back Row
Sagittarius Bow: 77 Atk 15 Acc Wind-element Ignore Back Row, 2x Dmg to Demons & Plant-types
Dark Bow: 43 Atk 5 Acc Wind/Dark-element Ignore BackRow ~50% Blind
Star Whip: 76 Atk 15 Acc Ignore Back Row ~50% Paralyze
Crystal Harp: 65 Atk 20 Acc Ignore Back Row ~50% Silence
Dream Harp: 33 Atk 10 Acc Ignore Back Row ~50% Sleep
Marchen Harp: 40 Atk 15 Acc Ignore Back Row ~50% Mini
Orpheus' Harp: 45 Atk 20 Acc 2 Spd 2 Int 2 Mnd Ignore BackRow ~50% Curse
Muse's Harp: 55 Atk 20 Acc Ignore Back Row ~50% Frog
Stoneblade: 83 Atk 20 Acc ~50% Petrify

Crystal Shield: 12 Def 42 Eva
Dragon Shield: 11 Def 37 Eva 50% Fire resistance 2x dmg to Dragons

Crystal Mail: 26 Def 5 Res
Blackbelt Vest: 19 Def 9 Eva 6 Res 3 Str 3 Vit
Vishnu Vest: 23 Def 13 Eva 8 Res
Shining Robe: 18 Def 18 Res 20 Mev 4 Int 4 Mnd
Daybreak Robe: 17 Def 16 Res 17 Mev -2 Int 5 Mnd
Twilight Robe: 17 Def 16 Res 17 Mev 5 Int -2 Mnd

Dragon Mail: 25 Def 5 Res 50% Water resistance 2x Dmg to Dragons
Scholar's Gown: 18 Def 8 Res 5 Mev 2 Int 2 Mnd Immune Silence
Red Jacket: 21 Def 10 Eva 7 Res 50% Fire resistance
Ninja Gear: 19 Def 15 Eva 6 Res 3 Spd
Gold-spun Robe: 12 Def 11 Res 12 Mev Immune Confuse

Crystal Helm: 16 Def 6 Res
Dueling Mask: 15 Def 13 Res 2 Str 2 Vit, Immune Berserk
Mystic Veil: 15 Def 16 Res 8 Mev 2 Int 2 Mnd Immune Curse

Dragon Helm: 15 Def 5 Res 50% Thunder resistance 2x Dmg to Dragons
Scholar's Hat: 9 Def 7 Res 1 Int 1 Mnd Immune Silence
Black Cowl: 11 Def 8 Res 3 Spd Immune Blind
Cleric's Hat: 6 Def 8 Res 3 Mev 3 Mnd Immune Sleep
Gold-spun Hat: 7 Def 9 Res 4 Mev Immune Paralyze
Lamia's Tiara: 9 Def 11 Res 5 Mev 1 Int 1 Mnd Immune Confuse



Attack -3973dmg      
Strike - ST Guaranteed Critical -5960dmg -4MP
Bash - ST Damage + 70% Confuse -3377dmg -5MP
Enrage - User's ATK+50%, but DEF-50% -5MP
War Cry - MT ATK+50% -24MP
Kick - Split basic physical damage to MT, divide by # of targets -3973dmg -1MP
Lotus Strike - 75% ST 1/4 chance to inflict Sleep, Paralysis, Slow, or Instant Death -8MP
Aurablast - ST Light physical damage -6357dmg -14MP
Chakra - ST heal and status heal -2856HP -24MP
Fire - VT Fire magic damage -13dmg -5MP
Blizzard - VT Ice magic damage -13dmg -5MP
Thunder - VT Thunder magic damage -13dmg -5MP
Poison - ST 75% Poison, 15% mHP damage per turn -2MP
Sleep - ST 75% Sleep, Afflicted cannot act for roughly 4 turns, damage removes status -7MP
Toad - ST 75% Toad, Afflicted's ATK to 1, cannot use spells other than Toad, toggles the status -8MP
Fira - VT Fire magic damage -1155dmg -10MP
Blizzara - VT Ice magic damage -1155dmg -10MP
Thundara - VT Thunder magic damage -1155dmg -10MP
Drain - Magic damage to target, heals user for same amount -941dmg -15MP
Break - ST 70% Petrify, ends battle as if target died -18MP
Bio - VT magic damage, inflicts Poison 15% mHP damage per turn -941dmg -20MP
Osmose - ST damage to MP, heals user's MP for 10% of damage -727dmg -1MP
Stop - ST 75% Stop, Afflicted does not act for roughly 5 turns -11MP
Tornado - ST 70% chance to lower target's HP to 10% mHP -50MP
Cure - VT Heal -852HP -4MP
Libra - Reveal HP/Weakness -1MP
Poisona - ST Restore Poison -3MP
Slow - ST 75% Slow, Afflicted's SPD to 67%, lasts roughly 5 turns -7MP
Silence - ST 75% Silence, Afflicted cannot cast spells -5MP
Mini - ST 75% Mini, Afflicted's ATK to 1, toggles the status -6MP
Cura - VT Heal -2414HP -14MP
Protect - VT Protect, damage from physical attacks reduced 50%, lasts roughly 4 turns -8MP
Raise - ST Revival and Heal to 50% -22MP
Basuna - ST Restore Sleep/Confuse/Para/Berserk/Curse -10MP
Confuse - ST 75% Confuse, Afflicted physically attacks random targets, physical damage removes status, lasts roughly 5 turns -7MP
Teleport - Escape from battle or dungeon! -15MP
Curaja - VT Heal -5254HP -26MP
Blink - ST Blink, an 'image' of the unit avoids two physical attacks completely -7MP
Shell - VT Shell, damage from magical attacks is reduced 50% -10MP

3-turn best damage:
War Cry - Aurablast x2 - 24733

Comments:
Memorist is FFD's take on a Mime type class.  It can use all weapons and armor, except Holy/Dark Swords, and grants access to all skillsets previously learned by the character. However. It also has the unique ability to completely adjust its stat build with collectables called Memories. These Memories are found in limited number throughout the game world and can only be seen if an active Memorist is in the party. Once a Memory is used, the stat points can be allocated to any of the five base stats, and also reset on the party's airship so that a new build can be made. Due to how these points can be allocated, they are a DL-nightmare, though in-game they can be built in several interesting ways. The other major difference from something like Mime is that they access their previously-learned skillsets through a command ability called Memorandom, which randomly displays 5 of the characters active skillsets (Item/BlackMagic/BardSong/Alchemy/Memorandom/etc) for the player to choose from. If the skillset the player wanted didn't appear, they can select Memorandom -again- for a new set of five, though if the player has too many active skillsets, it's possible that Memorandom itself won't appear and they won't be able to roll again. This action of needing to roll for the desired outcome slows down the Memorist's action time significantly compared to the other classes, ESPECIALLY since skills from Memorandom can't be queued with autobattle. It also encourages the character to severely limit the number of Active Skillsets they pick up before  becoming a Memorist so as to cut down on unneeded options in the rolls. Overall still a great versatile class, but requires a lot of planning to make an efficient one. Also, still a skillsetless wonder in the DL. So let's talk about Argy, the perfectly-made preallocated Memorist temp that the game gives you right out of the box! Argy starts with a locked even stat spread across the board, skillsets from Warrior, Monk, Black Mage, and White Mage, and a Memorist Ring that boosts all her stats +3. This means she can easily play a physical, magical, or stalling-healing game with her game-wide selection of equips. She has a ton of species-weakness-hitting weapons to double her physical damage, plus all the turn 2 status weapon options. She can itemcast a bunch of turn 1 status as well as block nearly all statuses in the game with -something- storebought. Her best damage comes from buffing up with War Cry then pummelling the enemy with Monk's Aurablast, but she can also play a good status game with white and black magic, plus with some equipment rearranging, she gets passable magic damage (her spell damage here is listed as if she's equipped the default magic set). The white magic skillset is probably the most helpful for her physical build though, adding Blink and Protect. Argy brings an innate 6 HP and 82 MP to the Memorist build in addition to her other starting skills.
« Last Edit: June 14, 2015, 04:10:18 PM by DjinnAndTonic »

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #5 on: June 14, 2015, 03:36:09 PM »
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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #6 on: June 14, 2015, 08:15:52 PM »
By endgame you should have five slots for abilities (I believe?), so Red Mage can equip both Double Cast and Magic Blade at the same time, for all it's damage input will never be impressive.
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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #7 on: June 15, 2015, 02:28:02 AM »
Oh yeah, Double Cast/ Dualcast is called Chain Magic in this one technically. Sorry if I mislabelled it, but he's totally using that as his best damage.

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #8 on: June 25, 2015, 08:40:51 PM »
Protect does not lower damage by anywhere near 50%. It's a 25% reduction. Same with Shell.

EDIT: Dancer's Third Eye can inflict Deprotect+Deshell. Not sure on the rate. EDIT: Pretty sure it's 100% outside immunity.

EDIT: I'm not done the game yet so maybe this will change, but I think you've overstated the effect of VIT? Monk is not more physically durable than Paladin against... anything I've seen. But this could change come endgame since it depends on what happens to enemy stats.

Tornado is 100% unless immuned, I'm fairly certain. It also lowers HP to single digits, not 10%.

I think buff duration is undersold some but will test this later.

What's up with Osmose/Osmose Dance's descriptions? In my game the (displayed) MP damage is clearly the same as the MP healed... is the displayed figure wrong or is there a version difference at play here?

Haste is 1.5x speed, not 1.33x. Slow is 0.5x speed, not 0.67x. I can confirm that speed is linear.

The ATK stat listed in the status screen is a useless lie. I'm not sure what the damage formula for this game is (I've seen multiple ones speculated) but they pretty much all agree on this and I've confirmed it myself with some informal tests; weapon ATK matters more than other factors and can result in more damage even if the displayed status screen ATK stats are similar.

Species weakness hits, like elemental weakness, are 1.5x damage. Note that none of the Generals are weak to human-slaying weapons, so it'd be reasonable to respect them somewhat less than, say, FF6's. I don't recall if, say, the Elder is.

I'm near the end now and I'm seeing much lower damage figures than the stat topic generally lists, so the requisite question of "what did you test on" applies here. Assuming its defences are comparably low (and they seem to be?) then it doesn't matter too much, except for some stuff surrounding the damage cap.

According to a FAQ I've hit the final shop, so I will say now that the Fuuga Shuriken is brutally expensive and probably not legal to me. Even the Happo ones are kinda prohibitive, but more comparable to say Fuuma Shuriken in FF4 and FF5; you'll be able to afford a small number at least.

Trance doesn't seem to raise speed by 10% of MP used, at least. Possibly divides the number by 16? Needs more testing. 585 MP Trance -> 40 speed became ~76.

Doom's timer is 10. (Explanation on this later, maybe.) Last Resort's boost appears closer to 2x for speed, other stats not tested yet.
« Last Edit: August 24, 2015, 11:55:41 PM by Dark Holy Elf »

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #9 on: July 25, 2015, 08:30:38 PM »
Charge times, recharge times, and durations for abilities that have them. "None" indicates that using the ability behaves just like using a normal attack or item, i.e. 0 CT and 1x recharge.

Abilities were tested by matching two or more PCs up in speed, and simultaneously having one use a normal attack or item (which seem to have normal recharge time) and the other start charging something, and seeing what % of the normal bar was filled by the time the charge was resolved. There's a slight amount of error because the two events don't happen exactly simultaneously (though they are close) and a larger error in measuring the bars: I used a ruler because it's much faster than screenshotting and counting pixels (though that would yield more precise results) and took all figures to the nearest 0.05% of a turn, with an error of ±0.05.

Strike: 0.9x recharge
Bash: 0.9x recharge
Enrage: None
War Cry: 0.9x recharge
Assault: 1.5 CT (wtf? No, this is not a typo)
Double Attack: 0.15 CT

Kick: None
Lotus Strike: None
Aurablast: 0.15 CT
Chakra: 0.15 CT
Vacuum Wave: 0.25 CT
Dropkick: 0.25 CT
Raging Fist: 0.15 CT
Earthshatterer: 0.5 CT
Focus: 2x recharge
Riposte: 0.5x recharge (2 turn duration)

Pickpocket: None
Flee: None
Steal: None
Mug: None

Cure: 0.1 CT
Libra: None
Poisona: 0.1 CT
Slow: 0.1 CT
Silence: 0.1 CT
Mini: 0.2 CT
Cura: 0.25 CT
Protect: 0.25 CT
Raise: 0.1 CT
Basuna: 0.1 CT
Confuse: 0.1 CT
Teleport: 0.25 CT
Curaja: 0.3 CT
Blink: 0.3 CT
Shell: 0.25 CT
Berserk: 0.35 CT
Regen: 0.1 CT
Haste: 0.35 CT
Curaga: 0.35 CT
Esuna: 0.25 CT
Reflect: 0.35 CT
Dispel: 0.45 CT
Holy: 0.4 CT
Araise: 0.35 CT

Fire (etc.): 0.1 CT
Poison: 0.1 CT
Sleep: 0.25 CT
Toad: 0.25 CT
Fira (etc.): 0.25 CT
Drain: 0.35 CT
Break: 0.5 CT
Bio: 0.25 CT
Osmose: 0.25 CT
Stop: 0.25 CT
Tornado: 0.35 CT
Firaga (etc.): 0.45 CT
Quake: 0.5 CT
Death: 0.4 CT
Comet: 0.5 CT
Flare: 0.45 CT
Meteor: 0.8 CT
Ultima: 0.8 CT

Attune Blade: None (lasts until next action inputted)
Doublecast: Either the sum of the CTs of the two component spells multiplied by 0.6, or the CT of the slower spell, whichever is greater. So, for instance: Break+Libra is 0.5 CT, Break+Sleep is 0.5 CT, Break+Break is 0.6 CT.
Magic Blade: None

Sylph: 0.3 CT
Chocobo: 0.3 CT
Ramuh: 0.35 CT
Titan: 0.45 CT
Shiva: 0.4 CT
Ifrit: 0.35 CT
Phoenix: 0.55 CT
Odin: 0.6 CT
Unicorn: 0.35 CT
Leviathan: 0.55 CT
Alexander: 0.7 CT
Diabolos: 0.7 CT
Argy: 0.4 CT
Bahamut: 0.9 CT
Call: 0.7 CT (doesn't matter what summon is used)

Fire Breath: None
Blizzard Breath: None
Thunder Breath: None
Healing Breath: None
Lancet: 0.4 CT
Roar: 0.25 CT
Holy Breath: 0.2 CT
Dragon Soul: 0.25 CT
Jump: 0.25 CT on ground + 1 CT in the air

Lovely Lullaby: None
Aiding Anthem: 0.33x recharge (3 turn duration)
Magic Madrigal: 0.33x recharge (3 turn duration)
Brave Ballad: 0.33x recharge (3 turn duration)
Restful Refrain: 1 CT
Runic Requiem: None
Swifty Shanty: 0.25x recharge (4 turn duration)
---Note: I am assuming Swift Shanty affects the caster. It's also possible that it's a ~33% speed boost to allies only and a 0.33x recharge.
Angelic Aria: 0.25x recharge (4 turn duration)
Dire Dirge: 0.5 CT, then 0.33x recharge (3 turn duration)

Charge: 0.9x recharge
Pommel: 0.9x recharge
Mighty Guard: 1 CT
Guard: 0.75x recharge (1.33 turn duration)
Wide Slash: 0.67x recharge
Ivory Slash: 0.3 CT

Benediction: 0.1 CT
Res. Element: None

Precise Shot: 0.9x recharge
Aim- Mouth: 0.9x recharge
Aim- Legs: 0.9x recharge
Aim- Vitals: 0.9x recharge
Quick Shot: 4x recharge
Attack- Vitals: None
Spreadshot: 0.1 CT
Backup: 0.5x recharge (2 turn duration)
Alchemy: None

Darkness: None
Curse: 0.25 CT
Onyx Wave: None
Last Resort: 0.25 CT
Final Thrust: 1.67 CT (again, wtf?)
Ebony Slash: 0.35 CT
Draw Attacks: None (lasts until next action inputted)

Cure Waltz: None
Drain Samba: None
Osmose Dance: None
Frailty Polka: 0.25x recharge (4 turn duration)
Heal Waltz: None
Slow Minuet: 0.25x recharge (4 turn duration)
Wonder Step: None
Trance: None
Dance of Veils: 0.5 CT
Third Eye: 2x recharge

Flame: 0.9x recharge
Flood: 0.9x recharge
Blitz: 0.9x recharge
Healing Pill: 0.9x recharge
Noxious Gas: 0.9x recharge
Flash: 0.9x recharge
Tremor: 0.9x recharge
Gale: 0.9x recharge
Smoke Bomb: None
Stunner: 0.9x recharge
Restorative Pill: 0.9x recharge
Image: 0.9x recharge
Assassinate: 0.5x recharge
Throw: None

Clarity: 0.1 CT
Boost Element: None
« Last Edit: August 25, 2015, 12:39:49 AM by Dark Holy Elf »

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Re: Final Fantasy Dimensions (Jobs/PCs)
« Reply #10 on: September 09, 2015, 04:03:19 AM »
Physical damage formula: (Str*3 + Lv) * (ATK*1.2 - DEF) * (256 - Vit) / 4096

Not 100% sure on this, but it fits all the data really well.

Other notes:
-The ATK stat listed here is the weapon's ATK, not the one which appears on the status screen (again, the status screen ATK is misleading, and not actually used by the game as far as I can tell).
-My suspicion is that random variance is +/-1/32 (3.125%), applied to ATK before DEF. Random variance certainly gets relatively higher the larger DEF is relative to ATK. It's hard to be certain exactly how random variance works, though, for obvious reasons.
-Enhancer appears to have slightly higher ATK than the game says (83 instead of 77?) That or it has some sort of special formula, possibly factoring in magical stats?
-If a PC with an "effective vs. dragons" weapon attacks a PC with a "strong vs. dragons" armour, damage is halved. Presumably the same is true if you substitute dragons for any other species. This is largely not relevant though it does strongly suggest that "Strong vs. species" equipment halves appropriate damage.
-Based on some tests I found on the FFD board, it's possible Vit is capped at either 150 or 156 in the above formula. I lack the means to get high enough Vit to test this myself, and it is not relevant at DL stats anyway.


Magic damage formula: (Int*2 + Lv + 10) * Spell Power / 20

The "/20" constant is purely arbitrary and it could be almost anything. Still, it's a possibility. Here are some spell powers to go with it, assuming there is some slight error would be a good idea:
Fire, etc. = 33
Fira, etc. = 91
Drain = 54
Bio = 108
Firaga, etc. = 204
Quake = 199 (no split damage)
Comet = 354
Flare = 410
Meteor = 122 (4 hits = 488 total)
Ultima = 454 (no split damage)

Nothing about the target's stats appear to affect PC-side magic, aside from elemental affinities of course. Enemy-side magic is affected by Mind, but the exact amount has yet to be determined.

Spells against 2 targets do 2/3 damage... or perhaps 21/32?
Spells against 3 targets do 53-54% damage... perhaps 8/15 or 17/32?
Spells against 4 or 5 targets do 50% damage.
Spells with "no split damage" do not lose damage in this way, of course.

Magic damage formula, when cast by enemies:
(Int*2 + Lv + 10) * Spell Power / 20 * (256 - Res) / 256 * (480 - Int - Mind) / 480

I'm assuming the (Int*2 + Lv + 10) thing is unchanged from the PC version; since I can't actually check enemy stats this could be an incorrect assumption. The 480 is a weird constant and it's possible it comes from somewhere else, but it fits all the data I have notably better than, say, 512.

Here's the formula with defensive stats working! They're still less potent than their physical equivalents. This is only tested using one enemy so far, but it's one that I'd be pretty okay with using to judge DL durability (first stage of the final boss). Incidentally, said boss seems to have an attack stat of around 150, for determining physical durability, assuming the enemy physical formula is unchanged from the PC one (and from the data I have, this seems to be the case).
« Last Edit: August 22, 2016, 03:49:24 PM by Dark Holy Elf »

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