Author Topic: Celestian Tales: Old North  (Read 1357 times)

Pyro

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Celestian Tales: Old North
« on: February 18, 2016, 03:29:11 AM »
Celestian Tales: Old North

- A game on Steam that is quite good. While it is ostensibly the first of a 3-part series, it may be a while before other games come out, and if they never do then here you have a stat topic for the 6 PCs.

- The game's combat system is turn-based where PC's actions are determined at the time of their turn and turn order is not re-randomized after the first turn. There is an 'Initiative' stat that is used to determine who goes first. This is randomized to some degree.

- It is worth noting that both PC and enemy skills seem to ignore blocking/evasion techs.

- The PCs' get access to several 'passive' skills that are automatically active. They can only take 2 into battle at a time.

- The game's resource system is 'Stamina'. Each PC starts with 3 Stamina and gains 1 stamina by making an attack, or 2 stamina by defending. Stamina is used for skills in combat. Each PC has several (~6) skills for use in combat, but can only bring in 4 to any one battle. Using an attack skill does not get 1 stamina as does using a basic attack.

- Stats:
HP: Standard
Power: Base stat used to calculate Attack
Technique: Base stat used to calculate Pierce
Vitality: Base stat used to calculate HP/Def
Dexterity: Base stat used to calculate Def/Initiative
Attack: Physical damage stat.
Pierce: Physical damage stat part 2 (explained below)
Defense: Reduces incoming damage
Initiative: Stat that dictates who goes first in combat (randomized with +0-9)
Critical: Critical hit % chance. Critical hits are only for basic physicals and are 1.5x damage
Durability: A number I calculated to compare PCs' ability to take defense-subject damage. Higher is better. 1.5x = can take 50% more damage than average, 0.5 = Can only take half as much

- Damage is calculated as (4xAtk - 2xDef) + 4xPierce. 4xAtk-2xDef can't be <0, but this almost never is a concern. Special moves are multipliers on this.

- Accessories: Old North allows PCs to equip one of 3 weapons unique to each PC, an armor (storebought armors are only +40 Def), and 2 accessories. These accessories are fairly important to the characters' strategies because at endgame there is a +1 starting stamina accessory. I've allowed the 3 most important ones to be included in the PCs' setups, and listed what each setup will do. This helps PCs use their stronger moves turn 1 or turn 2 instead of having to build up to them, at the cost of damage optimization. It is easy to use the storebought ones and makes things more like how the PCs actually fight.
  - Willpower Amulet: +1 Starting Stamina
  - Enhanced Gauntlet: +3 Power (+22 Atk)
  - Jade Earring: +3 Technique (~+10 Pierce)

- Enemy stats used were 625 for enemy 'base damage' in regards to defense effectiveness, and 150 Def to compare to the PCs' attacks.

- I'm discounting one PCs' initiative+ passive skill on account of being kind of insanely ridiculous (as in, makes all 5 other PCs below avereage). The skill just guarantees she goes first, much like initiative in other games that isn't taken into a speed average ala FFX/Saga Frontier

-Averages up top:
HP: 1181.7
Def: 192.8
Initiative: 5.333333 (2.16 stdev) [8.6666 and 9.2 if you take Ylianne's +20 as default and literally...)
Damage: 1434.1 (2.5x kill point of 3585)

On with the Show:



Issac Goldenlake:
HP: 1025 (86.7%) [1165 (98.6%) with Kukri]
Power: 23
Technique: 17
Vitality: 15
Dexterity: 10
Attack: 270
Pierce: 52
Defense: 164 (80.58% modifier)
Initiative: 4 (-.62 stdevs)
Critical: 19
Durability: 69.9% [79.5% with Kukri]

Equipment:
Misericorde: +72 Atk, -140 HP
Gambeson: Def+40
Enhanced Gauntlet: +3 Power (+23 Atk)
Willpower Amulet: +1 Stamina at start of battle

Alternate Equips:
Dagger: +48 Atk, 25% chance of regular attacks inflicting 3-turn Poison
Kukri: Attack + 48, Critical Hit damage x 1.25

Attack: 1235   
      
Skills:      
Shatter (1): 618 damage, Halves enemy Def for 3 turns (Increases damage by ~15.2%)
Pointed Thrust (1): 1544, 70% chance of inflicting Poison
Burst Attack (3): 2779   
Enmity (4): 2470 (3705 damage vs. Humanoids)
Sudden Strike (6): 3705 damage or 25% chance of Instant Death   
Toxic Touch (2): Grants basic physicals a 70% chance to inflict poison for 3 turns.
Crouch (4); Reduces aggro. For 1 turn Issac's basic physical has a 100% crit rate.
      
Passive Skills:      
Early Wyrm: Increases damage by 25% the first 4 actions in battle, after which it decreases it by 10% for the remainder of the battle
Swift Steps: 20% chance to evade an attack      
Life Leech: Issac regenerates 10% of max HP when he uses a basic physical.
Exploit: Increases critical hit-rate by +33% when enemy is inflicted with Poison/Bleed/Stun      
      

Notes:      
Damage with Kukri: 90.28%   
Damage with 2x Gauntlets: 108.91%   
Damage with 2x Willpower Amulets: 91.09%   
Damage with Kukri, 2x Gauntlets: 99.60%   
Damage with Kukri, 2x WPAs: 80.97%   
HP With Kukri: 98.59%   
Durability with Kukri: 79.45%   
      
      
Optimum Turn 1 damage...      
Misericorde+E.Gauntlet+Willpower Amulet      
vs. Humanoid: 3705   
vs. Other: 2977   
      
Optimum 2-turn damage:      
Misericorde+E.Gauntletx2      
vs. Humanoid:
Attack + Enmity: 5380   
Vs. Other:
Attack + Burst Attack: 4371   
      
Optimum 3-Turn Damage:      
Vs. Humanoid:
Misericorde + E.Gauntletx2
Attack + Enmity + Attack: 6725
Vs. Other:
Misericorde+W.Amuletx2      
Attack+Burst Attackx2: 6188   
            
For averages he'll use Kukri (Gets more % HP than %Damage)      
Kukri+W.Amuletx2      
Attack+Burst Attackx2: 5500   

Comments: Issac can certainly put out decent damage, but he lacks the speed, durability, or status resistance to capitlize on this. If a foe can waste Issac's first 4 turns somehow his damage becomes significantly worse. Still, the damage is great. High Middle? Being so frail and not fast... it's a good thing his one big damage is so big.



Aria:
HP: 1215 (102.82%)
Power: 13
Technique: 20
Vitality: 17
Dexterity: 15
Attack: 170   
Pierce: 60   
Defense: 195   (101.84% modifier)
Initiative:   5 (-0.15 stdev)
Critical: 19%   
Durability: 104.7%   

Equipment:
Flamberge: Attack+48, Deus' Wrath damage +25%
Breastplate: +40 Def
Willpower Amulet: +1 Stamina at start of ocmbat
Enhanced Gauntlet: +3 Str (+22 Attack)

Alternate Equips:
Longsword: Attack+48, Extra +1 Stamina when defending below 40% HP
Ritual Blade: Attack+30, Healing skills +25%

Attack: 620

Skills:         
Deus' Wrath (4): 1938 Damage and Silence for 3 turns.   
Heal (1): 475 healing      
Protection (2): Grants Aria a shield which absorbs 3 hits or up to 50% of her HP. Overflow damage on the hit that destroys the shield is dealt to Aria. Status attached to damage that is fully blocked is stopped. Status attached to damage that has some portion go through still gets through.      
Remedy (2): Removes Poison/Bleed/Blind/Silence from 1 target.       
Benediction (3): Heals 475 to all allies.      
Awaken (4): Revives Ally with 50% HP.       
Divine Intervention (6): Restores 945 HP to all allies and removes status.      
         
Passives:         
Caregiver: Boosts healing skills by 25% (This + Ritual Blade is x1.5625)         
Early Protection: Aria (and allies) start with a shield that will take one hit or 50% HP (overflow damage affects Aria)
Crystal Affinity: Crystals heal 25% more HP         
Sparks of Life : Allies revived with Awaken gain 2 Stamina instead of 3.
         
Notes: (compared to Default)         
Damage with 2x E. Guantlets: 114.84%      
Ritual Blade Damage: 88.39% (70.7% damage on Deus' Wrath)
Ritual Blade + 2x E Gauntlets: 102.58% (82.06% damage on Deus' Wrath)
         
Optimum Turn 1 Damage:   1938      
Default Setup         
         
Optimum Turn 2 Damage:   2937      
E.Gauntletx2         
Physical + Deus' wrath         
         
Optimum Turn 3 Damage:   3649      
E.Gauntletx2         
Physical*2 → Deus' Wrath         


Comments: Aria is a non-frail infinite healer. That's something to celebrate, and she also brings a perfect silence attack that doubles as her best damage. She wishes she had status immunity, but hopefully she can beat status-slingers to the punch, and if it is attached to damage she can null it out that way for turn 1. Generally solid. High Middle?




Reynard:
HP: 1365 (115.5%)
Power: 31
Technique: 7
Vitality: 25
Dexterity: 5
Attack: 306   
Pierce: 22   
Defense: 176 (87.7% modifier)
Initiative: 2 (-1.54 stdevs)
Critical: 16%   
Durability: 101.3%

Equipment:
Hunter's Axe: Atk+48, +25% damage vs. Beasts
Breastplate: +40 Defense
Enhance Gauntlet: +3 Power (+23 Atk)
Enhance Gauntlet: +3 Power (+23 Atk)

Alternate Equips:
Hatchet: +42 Atk (+60 on normal attacks)
Greataxe: +72 Atk, - 48 Defense

Attack: 1012

Skills:   
Wild Axe (2): 2024 (Only has a 70% hit-rate)
Rage (3): Raises attack 50% and reduces Def 25% for 3 turns (Reynard gets 3 actions at +50% Atk)   
Frantic Charge (4): 2024 damage,  and deals 62.5% of Reynard's current HP. Reynard's current HP is then halved.
Adrenaline Rush (3): Reynard's HP can not be reduced below 1 in the next 3 turns. REFRESHABLE. But with a hole: Poison and Bleed damage can kill him.   
Wide Swing (5): 1012 to all foes.
Provoke (5): Lowers all enemy defense by 50% for 3 turns, increases Aggro to Reynard (~15% more damage)
Berserk (6): Normal attack deals double damage for 3 turns. Reynard takes 2x damage for 3 turns...   

Passive Skills:
Combat Inertia: Reynard gains bonus damage of 25% when Stamina is 7 or greater.
Tempered In Combat: Reduces damage from Beast type enemies by 25%
Slow Burn: Reynard's Max HP is reduced by 10%. Staring on his 5th turn, Reynard deals 25% more damage
Trophy Collector: No stamina gain for attacking. Killing gives Reynard 3 Stamina

Notes:   
Damage compared to Default:   
While under Rage: 164.8%
Greataxe: 109.49%
Willpower Amulet + Enhanced Gauntlet: 91.30%
Greataxe + Amulet + Gauntlet: 100.79%
Phys. Durability with Greataxe: 74.92%
Phys. Durability under Rage: 76.58%
Phys Durability, Rage+Greataxe: 64.75%

Best turn 1 Damage:   2040 (Plus half of remaining HP * 1.25)
Greataxe + Amulet + Gauntlet      
            
Optimum 2 turn Damage: 3324 (Plus half of remaining HP * 1.25 on turn 2)
Greataxe      
Attack + Frantic Charge   
      
Optimum 3 turn Damage: 4048 (Plus half of remaining HP * 1.25 on turn 3)
Default      
Attack+Attack+Frantic Charge      

Comments: Reynard can make himself basically immune to damage, and can refresh it indefinitely by Adranline Rush -> Defend -> Attack -> Repeat. Some passives to improve his damage late-fight work well with this vs. infinite healers and the like. Unfortunately he has no answer to status, and is rather slow. Heavy. Also hates even the weakest of poizns.



Lucienne:
HP: 1265 (107.1%)
Power: 18
Technique: 10
Vitality: 20
Dexterity: 17
Attack: 220   
Pierce: 30   
Defense: 215 (122.7% modifier)
Initiative: 6 (+0.31 stdevs)
Critical: 15%
Durability: 131.4%

Equipment:
Trident: +60 Atk, +20% Counter Chance (Duelist Stance)
Breastplate: +40 Def
Willpower Amulet: +1 Stamina at start of combat
Enhanced Gauntlet: +3 Power (+22 Atk)

Alternate Equips:
Guisarme: +48 Atk, 25% chance of Stun on regular attack
Voulge: +30 Atk, +5 Vit ( +100 HP, +17 Def)

Attack: 700

Skills:      
Impale (1): 1225   
Power Surge (4): 1575 And reduces target Stamina to 0
Shield Bash (5): 1400 And Stuns target for 1 turn.
Body Perfection (3): Removes Poison/Bleed/Blind from Self. Heals 25% HP      
Battlefield Tyrant (3): Raises Lucienne's Def by 25% for 3 turns. Raises enemy Aggro      
Realm Protector (5): For 3 turns, half of damage dealt to allies is redirected to Lucienne      
Stand Your Ground (6): Raises all allies' Def by 50% and grants 183 HP regen for 3 turns      
      
Passives:      
Duelist Stance: 40% chance of countering an attack with a basic physical (20% w/o Trident)      
Shield Mastery: 20% chance of blocking a basic attack with her shield, where X is 0% because of a bug      
Defensive Stance: Additional damage reduction while Defending (+25% Def)   
Aggressive stance: Doubles enemy aggro gain towards Lucienne

Notes:   
Damage, 2x Gauntlets: 112.6%
Damage, 2x Amulets: 87.4%
Damage, Voulge: 82.9%
Damage, Volgue/2x Amulets 70.3%
Damage, Voulge/2x Gauntlets: 95.4%
Durability at +25% Def: ~270%
Durability at +50% Def: ~300% (Capped by enemy Pierce)
HP% of Average with Voulge: 115.5%
Durability with Voulge: 171.7%

Optimum Turn 1 Damage:   1575
Default Setup   
Power Surge   
   
Optimum 2 Turn Damage:   2758
2x Gauntlets/Trident   
Impale x 2   
   
Optimum 3 turn Damage:   4137
2x Gauntlets/Trident   
Impale x 3   


Comments: She'll usually want to open up a fight with Power Surge to make her foe resourceless, and she has better than average initiative. Beyond that her damage isn't impressive at all, but her durabilty can get quite excellent. A good Middle/Heavy. Setting enemy resources to 0 is very powerful in a duel...




Ylianne:
HP: 1065 (90.1%)
Power: 21
Technique: 15
Vitality: 10
Dexterity: 22
Attack: 230   
Pierce: 45   
Defense: 202 (108.3% modifier)
Initiative: 7 (+0.77) [27/Initiative with Dawn Treader]
Critical: 18%   
Durability: 97.6%
   
Equipment:
Composite Bow: +48 Atk, Power Shot/Volley damage +25%
Gambeson: +40 Def
Enhanced Gauntlet: +3 Power (+22 Atk)
Enhanced Gauntlet: +3 Power (+22 Atk)

Alternate Equipment:
Elven Bow: +48 Atk, 25% chance to gain 2 stamina instead of 1 on regular attack
Recurve Bow: +60 Atk, +25% damage on regular attack if regular attack was used the previous turn

Attack: 800

Skills:      
Power Shot (5): 3000 Damage to a row
Regeneration (2): Regenerates 233 HP every turn for 3 turns.      
Mark Enemy (6): All allies get +50% Atk for 3 turns. After the buff, all allies (but not ylliane) get an instant attack on the enemy targetted that does not consume their turns.      
Stamina Boost (2): Give 3 Stamina to an ally      
Volley (4) 1000 Damage to all enemies
Nature's Caress (5): Revives fallen ally and gives 20% HP regen for 3 turns      
Cleanse (1): Removes Poison and Bleed from target      

Passive Skills:
Dawn Treader: +20 Initiative. This is just “Always go first no matter what” so I haven't used it in the averages (Precedent: FFX, Saga Frontier)
Nature's Blessing: All allies (including Ylianne) start with +1 Stamina
Offspring of the Tree: Ylliane regenerates 68 HP per turn (Stacks with Regeneration skill)
Purity: Grants immunity to Poison and Bleed.

Notes:         
Damage Amulet+Gauntlet: 89.00%      
Damage Recurve:   106.00%   (84.8% damage on Power Shot/Volley though)
Damage Amulet+Amulet: 78.00%      
         
Optimum Turn 1 Damage: 2670      
Gauntlet + Amulet         
Power Shot         
         
Optimum 2-turn Damage: 3800      
Attack → Power Shot         
         
Optimum 3-turn Damage: 4600      
Attackx2 → Power Shot         


Comments: Well, she can pull out a decent amount of initiative damage (~75%) to instagib the frail. Besides that she'll probably just try for a light 2HKO. Her regeneration game probably won't see much use against competent foes. A good Middle, and can be awesome in a team fight.



Camille:
HP: 1015 (85.90%)
Technique: 25
Vitality: 7
Dexterity: 25
Attack: 92   
Pierce: 99   
Defense: 205 (111.3% modifier)
Initiative: 8 (+1.23 stdev)
Critical: 20
Durability: 95.6%   

Equipment:
Arbalest: Atk+30, Pierce+24
Gambeson: Def+40
Willpower Amulet: +1 Starting Stamina
Willpower Amulet: +1 Starting Stamina

Alternate Equips:
Crossbow: Atk+60, 25% chance to inflict -50% def to target of regular attack for 3 turns
Lockbow: Atk+60, 25% Chance to remove status buffs from target

Attack: 464

Skills:      
Aim Shot (5): 2376 Defense ignoring damage
Sharpened Bolt (1): 990 Defense ignoring damage + 70% chance of inflicting Bleed for 3 turns.
First Aid (3): Restores 25% HP, reduces Aggro      
Purge (2): Removes positive buffs from target      
Observation (1): Reveals enemy HP/stamina for remainder of battle      
Explosive Bolt (6): 812   to all foes +70% chance to inflict Bleed for 3 turns.
Foist (5): 928 (+1188 defense ignoring damage if target is bleeding)

Camille's Bleed inflicts 122HP at the start of target's turn.

Passive Skills:
Physiology Study: Add 1 turn to all inflicted status (4 instead of 3)
Projectile Study: Increases status odds by 20% (90% rate)
Peacekeeper: 100% Success on run attempts for every party member.
Persevarance: Camille is immune to Blind and Silence when this is equipped.


Notes:   
Damage, Crossbow: 105.2%
(Pierce skills, Crossbow): 75.8%
Damage, Crossbow/Gauntlets: 143.1%
Damage, Amulet/Gauntlet/Crossbow: 124.1%
Damage, 2x Gauntlets: 137.9%
Damage, 2x Jade Earrings: 115.5%
Pierce skills, 2x Jade Earring: 118.2%
Damage, Jade Earring/Amulet: 107.8%
Pierce skills, Jade Earring/Amulet: 109.1%

Optimum Turn 1 Damage: 2376
Aim Shot   
   
Optimum 2-turn damage: 3092
Jade Earring/Amulet   
Attack->Aim Shot   
   
Optimum 3-turn damage: 3880
Jade Earringsx2   
Attack->Attack->Aim Shot   
   
Default' 3-turn damage: 3830 (In practice +366 for Bleed damage, hence default)
Sharpened Bolt → Attack → Aim Shot   
   
Best damage in a single turn: 2808
Jade Earringx2 Aim Shot:   

Comments: The cast's scrub, unfortunately. Camille's selling point is her damage ignoring defense, but it just isn't all that impressive. Her best hope is to face down foes she can 2 or 3HKO down in Light. Too bad, as she's quite cool.
« Last Edit: March 26, 2016, 08:53:42 AM by Pyro »