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Author Topic: Trails of Cold Steel 2 Stat Topic - 100% Rean x Towa OTP Shipping Inside - DONE!  (Read 4488 times)

Tide

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Welcome to the actual stat topic of this game! I'm in the process of getting some numbers (namely multipliers on crafts) and will hopefully have a completed spreadsheet at some point that will become available so people can play around with the numbers as they see fit.

These are the base assumptions and interps that I will be taking into this topic. If you need a frame of reference for some of the stuff in this topic, go here: http://www.rpgdl.com/forums/index.php?topic=6832.0

1) PC Levels are taken at the Epilogue dungeon and are between 140-142, with Rean being about Level 144. Each level is worth about 100-150 HP, 6-7 Strength, 2-4 Defense, 11-13 ATS and 11-13 ATD. Speed goes up irregularly, but about once every 3 levels.
2) Starting CP is assumed to be 100
3) Chrono Burst is allowed after some discussion with Pyro. It doesn't have a huge effect as originally anticipated due to the large EP cost, so there doesn't seem to be further reason to restrict it.
4) Physicals/Crafts that can stagger are assumed to be going up against an enemy with average vulnerabilities in the final dungeon. A phantom copy of the PC is assumed to be involved for link attacks. No other link functions are assumed otherwise.
5) Standard Delay Value for now is assumed to be 2500. This is the approximate average delay of all available commands in-game (2598). It also reflects more closely to an in-game "turn" which is usually used with crafts or spells that have a greater delay value than 2000.
6) Master Quartz (MQ) levels are assumed to be all Mastered and each PC is equipped with his/her starting MQ.
7) Secret characters are not assumed into the averages for now due to the cost prohibition and additional interp issues.
8) Other than Toval and Angelica, all other PCs are assumed not to have any accessories. This gives them 2 free slots for status blocking.

As a reminder, here's some of the stuff that I'm porting over so you don't have to swap back and forth between topics:

Gameplay Overview
Game is essentially divided into separate Chapters and in each chapter, there's also a few different phases. There's the introductory phase, which often deals with getting to the location or reaching the first objective at the start of the chapter. Following that is a free phase, where you're allowed to explore the map/area you're allowed to go. This is the period where you usually have side quests, which can involve solving riddles to beating up bonus monsters. Once you manually decided that the Free Phase is done, you go into the Operation phase, or the main goal/objective of the Chapter. There is usually a boss at the end of each Operation and once that plays out, you go to the last phase, which is the Bonding Phase. There's no combat here; just talking to NPCs/your party members to get more character development. When you manually declare this to be done as well, then the game moves onward to the next Chapter. In total, there are about 10 Chapters, with 2 Gaiden Chapters. Other than the guest PCs in one of the Gaiden Chapters, I believe its best to take the PCs in the Last Chapter where everyone is available. This avoids issues such as scaling temp PCs since at this point they all become playable. Thanks to Trails' EXP scaling, it's not too difficult to keep everyone within the same ball park either, so should make gathering data easier too.

When you're in a map area, random enemies will be walking around the field. Making contact with one initiates a fight, where PCs are positioned on a field shaped like a circle. While positioning is important as attacks have different area of effects, there are no terrain penalties or bonuses. There is however, an event wheel that can offer different bonus/penalties on specific turns. Battles works on a CTB system, so players can smartly place their characters along the turn order to gain the best advantage. The event wheel by and large benefits the players(and therefore the PCs) over the enemies since the enemies won't actively try to line up their turns properly. Since it's a Trails game, it has 3 bars for each character: HP, MP (called EP) and CP. CP stands for Craft points but are basically the currency you use for using special techniques or abilities. It works the exact same way as in previous Trails games (so it increases when you attack/take a hit and goes down when consumed), so do check out Pyro/Snowfire's Skies topics. I'll be going some specifics afterwards, but again, by and large, its the same thing. Once combat is initiated, characters take turn according to the turn order and the fight goes on until one side is completely incapacitated.

CP Gain
For the most part, this is the same as in FC/SC. Note that for a PC to gain CP, they must actually hit their target. These gain rates are on a 'per hit' basis. So someone like Sharon who has multi-hitting crafts will actually generate a little more CP from it than the others. CP doesn't tend to generate super quickly without the use of items/accessories and the Impassion spell, but one can certainly do stall type tactics and build it as enemies hit them. One way not noted below for PCs to generate CP in-game is with Linked Attacks. These count as a base physical, and the advanced commands will get other characters to join in. If you do this against a group, then you can hyper generate CP since hitting a group of 6-7 enemies means it multiplies the rate 6-7 times and is actually the fastest way to gain CP. The CP gain rate seems to also be multiplied by a bonus/penalty based on the enemy level difference compared to the attacker. So go hype them against Ness?
- Base physical attacks - 10 CP
- Casting offensive magic - 10 CP
- Crafts - 5 CP
- Taking damage - 10 CP
- Taking lots of damage - 50 CP (Unsure. This feels similar to Wild ARMS FP in that the amount gained is prorated against a maximum allowable which is probably 50. Taking a particularly strong hit increases CP by a notable chunk).
- Killing an enemy - 5 CP
- Using buffs/defensive magic/items - 0 CP
- Event Wheel Bonus - 10/50/100 CP or CP-0, based on the draw.

Linked Attacks/Bonuses
Characters in battle can be linked together. Physical attacks in this game have the effect of staggering enemies based on how vulnerable they are and the character's proficiency at that physical type. If an enemy is staggered, then the linked character can join in and add a base physical hit as well. There are advanced versions of these linked attacks where you can get 2 PCs attacking a small group or the entire party to attack all enemies at once. You can swap links between characters freely with no penalty, so it is possible in-game to be always linked to the strongest physical PC if you so wish.

S-Breaks
Like in previous Trails games, when a player character has 100 CP stocked, he/she can utilize their S-craft, which is basically a technique that hits much harder, often with a big multiplier and has a greatly increased rate at inflicting status. Some S-crafts do not deal damage. However, all S-crafts share the ability to cut into the turn order immediately at any point, which is called an S-break. You can use S-Breaks to snipe useful event wheel icons such as the Guaranteed Critical or +50 CP. Note that using a S-break doesn't increase the recharge normally associated with S-crafts, however, you are *locked* into using the S-craft. So even if it means you can  instant turn, it doesn't mean you can instant turn and do something freely. If a PC manages to get to 200 CP, the S-craft receives a 1.5x damage bonus.

Quartz
Each PC in CS2 has an ARCUS system which has 9 nodes in total. These nodes are used to slot in quartz, which are equippable items that can provide stat boosts, spells and other effects. 1 Node is meant for the MQ, so there are 8 nodes available. Of these 8 nodes, every character has 3 nodes that are elementalized, meaning that they can only be equipped with quartz of the corresponding element. These are different for every PC, so of course we should use them for PC differentiation!

There are several ways you can take quartz as noted in the other discussion topic. You can choose to ban all quartz period (the purist view), or you can try to do what Pyro/Snowfire have done and allow PCs access to spells in the schools that have access to. You can also assume PCs have the starting quartz they are equipped with. For this topic though, the stance that I'm basically taking on this is to allow only the elementalized nodes as customizable. Every other slot is upgraded, but assumed to be locked or affixed with something that is also equipped by every member of the cast (thereby creating no change in the average). This differentiates the PCs and provides as much of a in-game feel as possible. PCs with nodes of a certain element can often gain a specialty to that element because they won't be bogged down with irrelevant nodes compared to other cast members.

It is assumed that all purchasable quartz that do not require U-materials are available to the cast (since U-materials are rarer and are used for many other things). This provides them with the choice of stat bonuses or spells and creates some interesting trade offs. Certainly, the best "build" may be in question, but I like this idea because it means PCs have to give up certain things to access certain other choices that they may want. In many ways, it feels akin to say Pokemon move sets (where they have to choose 4 moves) or equipment (where equipping say the Judo Outfit versus the Black Costume is a trade in Str/Death Immunity for more HP/Stop Immunity).  YMMV of course, so I will list the stats/quartz I'm using. Once the Excel is uploaded, you can play around with the pieces for the modified numbers as you like and recalculate the average to your liking.
 
Note that quartz of the same effect can stack together. So Defense 2 and Defense 3 being equipped means your Defense increases by 130. Cast 1 and Cast 2 equipped means that casting time is reduced to 3/4*4/5 or 60%. However, the same quartz cannot be equipped more than once. Status infliction quartz and stat down quartz can only be equipped once per line. For the most part, this is largely irrelevant because the elemental nodes are often spread across a PC's ARCUS. However a couple of characters only have 1 line (Emma comes to mind), I will note this for the character as it comes up. Buffs/Debuffs also kick in only at the beginning of the next turn. For the most part, this isn't significant except in the case of Speed, since it means the slow effect isn't applied until after the target takes his next turn. Finally, some spells have fixed targeting (meaning it must be cast cast on a target), while others have free targeting (meaning you can cast it in empty positions). This may matter for things like FE counters since many spells are often GT, but I would certainly see free targeting ones as bypassing them (since enemies can in theory, walk out of the targeting zone).

For magic tiers, as a general rule of thumb, the higher the tier of magic, the more effective that magic is at inflicting damage per clocktick. This means that even though they take longer to charge, they are more damaging for Damage per turn. What they lose out on though is EP efficiency. In this case, PCs want to cast the lowest tiers of magic as they are more effective at doing damage per point of EP. If a PC doesn't want to burst out his/her damage, they will actually want to use lower tier magic although the nature of the battle may mean they don't have the time for it. Some PCs really can't afford the tier 5s in magic because of their low EP pool and how prohibitively high the cost becomes (it effectively shuts down their other spell casting).

The list of available quartz is as follows:

Earth
- Defense 1/2/3, which raise Defense by 20/50/80 points respectively
- Needle Shot: Tier 1 Earth Magic. Single target. 20% chance to Petrify.
- Earth Lance: Tier 2 Earth magic. Free target. 20% chance to Petrify.
- Grand Press: Tier 3 Earth Magic. Free target. 100% Chance to inflict Move-50%
- Yggdrasil: Tier 4 Earth Magic. Free target. 30% chance to Petrify.
- Ancient Glyph: Tier 5 Earth Magic. Free target. 20% chance to Petrify.
- Adamantine Shield: Nullifies one physical attack (includes Multi-hitting)
- Crest: Adds Defense+25% for 5 turns. If cast a second time, becomes Defense+50% and refreshes duration.
- La Crest: Same as above, but GT.
- Earth Pulse: 20% Regen for 5 turns
- Poison: 10% Chance to inflict Poison with physicals/crafts
- Petrify: 10% Chance to inflict Petrify with physicals/crafts
- Shield Breaker: 10% chance to inflict Defense-25% with physicals/crafts

Fire
- Attack 1/2/3, which raise Attack by 15/30/50 points respectively
- Fire Bolt: Tier 1 Fire Magic. Single target. 20% chance to inflict Burn.
- Heatwave: Tier 2 Fire Magic. Fixed target. 30% chance to inflict Burn.
- Flame Tongue: Tier 3 Fire Magic. Fixed target. 20% chance to inflict Burn.
- Volcanic Rain: Tier 4 Fire Magic. Fixed target. 30% chance to inflict Burn.
- Flare Bomb: Tier 5 Fire Magic. Fixed target. 20% chance to inflict Burn.
- Purgatorial Flame: Tier 6 Fire Magic. Fixed target. 50% chance to inflict Burn.
- Forte: Adds Attack+25% for 5 turns. If cast a second time, becomes Attack+50% and refreshes duration.
- La Forte: Same as above, but GT.
- Impassion: Restores 20 CP at the end of each turn for 5 turns
- Heat Up: Recovers from Stat-Downs and restores 10 CP
- Burn: 10% chance to inflict Burn with physicals/crafts
- Seal: 10% chance to inflict Seal with physicals/crafts
- Sword Breaker: 10% chance to inflict Attack-25% with physicals/crafts

Water
- HP 1/2, which increase max HP by 1000/2000 points respectively.
- Shield 1/2/3, which raise ATD by 20/50/80 points respectively. More importantly, adds Magic evasion at 10%/15%/25% respectively
- Aqua Bleed: Tier 1 Water Magic. Single target.
- Frost Edge: Tier 2 Water Magic. Fixed target. 20% chance to inflict Freeze.
- Hydro Cannon: Tier 3 Water Magic. Line Fire. Free target.
- Crystal Flood: Tier 4 Water Magic. Line fire. Free target. 20% chance to inflict Freeze.
- Maelstrom: Tier 5 Water Magic. Multi-target.
- Tear: Restores a low amount of HP, exact formula unknown. Influenced by ATS.
- Teara: Restores a medium amount of HP, exact formula unknown. Influenced by ATS.
- Tearal: Restores a large amount of HP, exact formula unknown. Influenced by ATS.
- Thelas: Small HP Revival, exact formula unknown. Influenced by ATS. Can be used to heal HP regularly too.
- Athelas: Large HP Revival, exact formula unknown. Influenced by ATS. Can be used to heal HP regularly too.
- Curia: Restores status condition to Normal (single target).
- Mute: 10% chance to inflict Mute with physicals/crafts
- Freeze: 10% chance to inflict Freeze with physicals/crafts
- Spirit Breaker: 10% chance to inflict ADF-25% with physicals/crafts

Wind
- Evade 1/2, which increase Evade rate by 5%/10% respectively.
- Move 1/2/3, which improves movement range. Numerically, it goes 5, 10, 15.
- Air Strike: Tier 1 Wind Magic. Single target.
- Spark Arrow: Tier 2 Wind Magic. Line fire, free target. 20% chance to inflict Seal.
- Aerial: Tier 3 Wind Magic. Free target.
- Judgment Bolt: Tier 4 Wind Magic. Line fire, free target. 50% chance to inflict Seal.
- Ragna Vortex: Tier 5 Wind Magic. Multi-target.
- Breath: Restores a low amount of HP to a group, exact formula unknown. Influenced by ATS.
- Holy Breath: Restores a medium amount of HP to a group, exact formula unknown. Influenced by ATS.
- Recuria: Restores status condition to Normal (large group target).
- Blind: 10% chance to inflict Blind with physicals/crafts
- Sleep: 10% chance to inflict Sleep with physicals/crafts
- Leg Breaker: 10% chance to inflict Move-25% with physicals/crafts

Time
- Impede 1/2, which adds AT Delay to physicals by 2/4 Delay respectively. Also provides a 30%/60% chance to cancel spell charging with physicals/crafts.
- Cast 1/2, which improves casting speed by 20%/25% respectively. Can be stacked together.
- Action 1/2/3, which raise Speed by 4/8/12 points respectively.
- Soul Blur: Tier 2 Time Magic. Single target. 30% chance to inflict Faint
- Demonic Scythe: Tier 3 Time Magic. Fixed target. 30% chance to inflict ID
- Grim Butterfly: Tier 4 Time Magic. Fixed target. 50% chance to inflict Nightmare
- Shadow Blade: Tier 5 Time Magic. Fixed target. Drains 5% of damage as HP.
- Chrono Drive: Adds Speed+25% for 5 turns. If cast a second time, becomes Speed+50% and refreshes duration.
- Chrono Break: Hits the target with Speed-25% for 5 turns (if not a boss) and adds 15 Delay. If cast a second time, becomes Speed-50% and refreshes duration.
- Chrono Burst: Allows user to take an extra action. Stackable.
- Nightmare: 10% chance to inflict Nightmare with physicals/crafts
- Speed Breaker: 10% chance to inflict Speed-25% with physicals/crafts

Space
- EP Cut 1/2, which reduces spell cost by 20%/25% respectively.
- Hit 1/2, which improves DEX by 50%/100% respectively.
- Golden Sphere: Tier 2 Space Magic. Free target. 30% chance to inflict Blind
- Dark Matter: Tier 3 Space Magic. Free target. 100% chance to inflict Mov-50%
- Cross Crusade: Tier 4 Space Magic. Multi-target.
- Altair Cannon: Tier 5 Space Magic. Multi-target. 100% chance to inflict ATS-25% and ADF-25%
- Seraphic Ring: Full healing + 3 turns of 20% Regen
- Fortuna: Adds ATS/ADF+25% for 5 turns. If cast a second time, becomes ATS/ADF+50% and refreshes duration.
- Shining: Adds Insight status to the target, boosting Hit and Evade by 50%. If cast a second time, refreshes duration.
- Vanish: 10% chance to inflict Vanish with physicals/crafts
- Voice Breaker: 10% chance to inflict ATS-25% with physicals/crafts

Mirage
- EP 1/2, which increases Max EP by 100/200 respectively.
- Mind 1/2/3, which raise ATS by 15/30/50 points respectively.
- Luminous Ray: Tier 2 Mirage Magic. Line fire, free target.
- Silver Thorn: Tier 3 Mirage Magic. Fixed target. 40% chance to inflict Confuse
- Phantom Phobia: Tier 4 Mirage Magic. Fixed target. 100% chance to inflict a random stat down.
- Claimoh Solaris: Tier 5 Mirage Magic. Multi-target.
- Analyze: Scans enemies. Gdlk.
- Saintly Force: Adds Attack/Defense/Speed+25% for 5 turns. If cast a second time, becomes Attack/Defense/Speed+50% and refreshes duration.
- Crescent Mirror: Adds ATS/ADF+25% and will reflect one Magic based attack back to the attacker (even Magic based physicals!). Casting it a second time strengthens the buff but does not add anything to the reflect portion of the spell.
- Confuse: 10% chance to inflict Confuse with physicals/crafts


Weapons / Armor
As is the case for Trails games, weapons is easy. Just take the penultimate for every character. The best weapon is limited to 4 the first game, but the last one you don't even get before the final boss, so in practice, its 3 at most. As a result, the most fair way is to just take the 2nd best one, which is available at the last shop in the last dungeon. These can be bought for money and are relatively affordable.

Armor is trickier. Like in the case of SC, DEF/ADF are not terribly great stats from experience. In general, these are the equipment available that characters would be interested in (and are universal):

Genderless
Armor
Red Jumper - +25 Str, +800 Def, +540 ADF, 10% EVA
Patterned Shirt - +350 Def, +150 ADF, 20% EVA
Gorgeous Gown - +30 ATS, +500 Def, +800 ADF

Footwear
Red Boots - +400 Def, +7 Speed, +3 Move
Jeweled Boots - +250 Def, + 15 ATS, +3 Move

Males Only
Armor
Platinum Jacket - +45 Str, +880 Def, +590 ADF

Females Only
Body
Crystal Dress - +30 Str, +30 ATS, +870 Def, +600 ADF

Footwear
Crystal Heels - +15 Str, +15 ATS, +435 Def, +4 Move

tl;dr version: By default, pretty much all fighters want the Red Jumper. It provides strength and gives them a little bit of evade. For Fie and Sharon, their default is likely the Patterned Shirt, since they have great base evade and the extra 10% Evade is likely more meaningful to them than increases to Strength/Defense. Gaius and Toval may opt to use the Patterned Shirt depending on the situation. Mages are similar. By default, they probably want the Crystal Dress (if female) or the Gorgeous Robe (if male). Footwear though is easy and assumes everyone is equipped with the Red Boots. +7 Speed is no joke when Speed is like the DL god stat.

Status Blocking
There is a nice plethora of status blocking equipment that is available. I know recent DL trend has been to make the characters give up other default accessories for the blockers as a trade off. Cold Steel 2 is a little messy in this regard because most of the status blockers have an upgraded version that provides stat boosts! So, is there really a trade off then if you can equip the blocker that boosts the stats anyway? Well, in fact, yes. While these stat boost blockers are available, in my experience from playing the game, they aren't a high priority buy or exchange item because there are better things you can get. What's the more realistic in-game picture?

Typically, you can get one of the colored pendulums which will block a group of status effects. This is what you typically use in-game for  status blocking. There are upgraded versions of these of course, but the line is easier to draw because the upgraded versions are much rarer and take more materials than the standard blockers to improve. Obviously, the upgraded versions in this case are illegal. As for what you give up to equip a pendulum? The in-game cost is about 5000 Mira, which is an improved basic blocker. So the stat cost is easy - just use the stats on the improved basic blocker. A second alternative is to default to the Warrior Badge. This costs 150 Fishing Points in-game, but is reasonably quick. It provides 1000 HP/15 STR/15 ATS, which is actually surprisingly close to the first level improvements on basic blockers.

For reference, here's a list of status that can occur in-game:

Poison - Lose ~10% MHP every round
Blind - ACC and EVA - 50%
Seal - Cannot use physical abilities (Attack or Crafts)
Mute - Cannot use magical abilities (Arts)
Sleep - Target cannot act until damaged or duration is over. All hits on the target (phys/mag) are guaranteed crit (crits are 50% more damage and guaranteed stagger) until target wakes up.
Burn - Lose ~20% MHP every round
Freeze - Lose ~15% MHP every round. Target cannot act until the duration is over.
Petrify - Target cannot act. If attacked, 30% chance for the target to be instantly incapacitated.
Faint - Target cannot act until duration is over. All attacks on this target are guaranteed critical hits.
Confuse - Target will attack any allies in range. If no allies in range, than move about randomly
Nightmare - Target cannot act until damaged or duration is over. All hits on the target are guaranteed crits. Adds a random status effect that is not ID, Vanish or Delay when target wakes up.
Instant Death - What it says on the tin. Target is incapacitated
Vanish - Target is ejected.  Can return after a period of time with 0 EP, but is functionally dead until return
Delay - Target takes additional clockticks for his next turn, where the number of clockticks is equal to the Delay value. If a PC can receive a turn faster than the Delay inflicted, they will be able to act again. Most notably, the Delay inflicted is cumulative, meaning net gains in Delay stack and can allow a PC to perform other actions safely before the target recovers. Success rate can be increased with more Speed.
Stat Down - Target is debuffed in the corresponding stat.

Here's the list of Pendulums and what they block:

Red Pendulum - Petrify, Stat Downs, Freeze
Yellow Pendulum - Seal, Mute
Blue Pendulum - Blind, Poison, Burn
Green Pendulum - Sleep, Nightmare, Confusion
Black Pendulum - AT Delay, Instant Death, Vanish

I need to check the amount of HP lost from the various poison type status, but the rest should be accurate. Also take note of the following. While PC status blocking is 100% immunity, boss status resistance is divisive/multiplicative. Meaning that if an attack has a 70% chance at inflicting something but the boss is susceptible to it only 20% of the time, it means that in practice, there is a 14% chance for the status to land (70% * 20%) instead of 0 (70% - (100%-20%)). I don't know if we'll ever get around to getting boss stats due to the complications noted above, but its worth mentioning. This is why there are attacks in game that have say 300% chance at something. Typically this means it awards high status resistance and penalizes lower status resistance. How you want to take this against PCs with status attacks is up to you. Personally, I would just take it as addition/subtraction for the sake of ease. But maybe someone else has a better idea of how to get the better representation.

Most status effects are rarely blocked against weaker monsters. Stronger monsters usually have some resistance (~50%) to certain lethal statii (like Petrify) while bosses tend to have heavy resistances across the board. The only thing that bosses tend to be unanimously vulnerable to are AT Delay and Stat Downs. Remember that status resistance in this game works on a multiplicative basis, so it tends to work better against randoms (who even if they have resistance, tends to be lower) than on bosses (although bosses may still be effected). Enemy damage tends to be quite high across the board, so even weenies can still do quite a bit if you leave them unchecked. Status effects are typically about 3-5 turns, but large monsters/bosses will tend to recover in 1.

Stats
HP - Lose these and get rekt
EP - Used for casting Arts/Magic. Stands for Energy Points
CP - Used for utilizing crafts/S-crafts. Stands for Craft Points. Max for every PC is 200. Assumed to be at 100 for this topic.
Atk - Increases the amount of damage dealt by physicals
Def - Reduces the damage taken from physicals. Each point of defense reduces 1.25 points of damage
ATS - Increases the amount of damage dealt by magic/arts
ADF - Reduces the damage taken from magic. Each point of ADF reduces 1.25 points of damage.
DEX - Influences Hit. Presumably, used to determine base Accuracy
Hit - The bonus modifier to DEX presumably. So 100% Hit = double the DEX score. A high score here means you are more accurate.
AGI - Influences evade. Presumary, used to determine enemy's base Accuracy
Eva - Effective Physical Evade. From experience, likely subtracted directly from accuracy and can be taken as a literal evade percentage.
Move - The amount of ground that a PC can cover. You need about 16 move to move from one end of the field to another. Most PCs have 9 move.
Range - The attack range on basic physicals. Note that magic has infinite range and some crafts effectively have infinite range (the PC doesn't have to move). Other crafts have their own range / area of coverage and may require a PC to move first before executing.
Threat - The numerical value of how much effective ground a PC can reach across the field with basic physicals. So the higher this is, the more distance they can be away from the opponent (lets them kite more effectively if you're into that).
Speed - Determines how fast a PC gets a turn and how fast PCs recover from every action. Used also for spell casting. Linear if all PCs are using the same move.

In case it wasn't obvious, defense and magic defense stats are not very good. You need to increase them in large chunks for them to make any real difference. A +50% defense boost only raises effective P.dur by about 30%. So PCs will rarely if ever want to trade in other stats just for defense values. In terms of range, the game is pretty clear cut on this thanks to the weaponry used by the PCs. You can effectively summarize this into 3 areas, which can then be translated to other games:

Short - Swords/Knives/Rods/Fists (1-2)
Middle - Spears/Staves (3-4)
Long - Guns/Bows (5-6)


Formulas
Special thanks to Random for pulling / deciphering some of these for me. We have both the base damage formula as well as the speed formula, so its a good start to figuring out damage values without needing to completely test everything (hopefully).

For the most part, CS2 uses the same formula as CS1 and from the sounds  of it, Azure and Zero (the Crossbell arc games). Only difference is, the multiplier stacking can get really silly, which also explains why the damage numbers are larger. Oh, and speaking of stacking, you can stack stuff that normally isn't stackable in the older games. That also probably explains why the later entries are a little easier (more broken being handed out? Hell yes).

Base damage formula:
<+RandomKesaranPasaran> ((Atk * 5 * mult) - (Def * 2.5)) / 2

Note that Towa, Alfin, Elliot and Emma have base physicals that use Magic and hit M.Def instead of Def. The formula above is the exact same for magic, except swap out Atk for ATS and Def for ADF.


Base speed formula:
Delay value / Speed = CT until next turn.

A note regarding this. Since every action in this game has a delay value, I'll be directly translating this into the Delay (CTs) needed for the PC to take their next turn after that action. The game doesn't note how much delay a "normal turn" is, so if you change what you consider to be the standard, it will universally effect all the PCs. For the purposes of this topic, as noted above, a standard turn is considered to take 2500 Delay. The PC speed average (after quartz) ends up at 97.44. Taking this into the formula means a normal turn is 25.6 CT. Delay values are truncated (since you can't have half a clocktick) in-game, so for the purposes of a 3 turn average, I have assumed the same thing. Keep this in mind as you are reading about CTs. If you want to know how fast/slow something is relative to normal, just divide the CT of the move by 25.


Evade and Accuracy
No notes on these other than personal experience unfortunately. From many other players and in-game performance though, Evade is very much what the stated number translates to. My current assumption is that DEX and AGI values are used to determine the base accuracy of the character, and then evade is subtracted directly afterwards. This means that evade is very potent at dodging Evadeable attacks, which is certainly the feel in-game. This is likely the same street for enemies, so enemies that do have evade are likely to feel much more evasive. Unfortunately, there are are no enemy Dex/Agi stats that I can test against, but suffice to say, in order to hit reliably with physicals, PCs will want to boost Hit. With even a single Hit Boost of 100%, enemy dodging is greatly reduced.

Magic evasion works the same way and is additive. By default, Toval and Emma are the only two characters who have Magic Evasion (50%/75% respectively). The Shield series (a regular Water Quartz) also provides some minor Magic evasion as well as M.Def if you allow those for the PCs with Water nodes. Generally though, they will probably want HP over it unless they can stack the Magic Evade. Unlike physicals, Magic is always 100% accurate barring forms of evade on a PC. Note that CS2 doesn't have any elemental resistances on the PC end, so Magic Evasion is the best that they get. 

The Insight status adds +50% Hit, +50 Evade and +10% Unbalance chance. This is added to the raw score by the way, so a PC with Insight gets to take their base evasion and add it to the boost provided. Alisa/Angelica/Gaius can all cast Insight due to their MQs, and in Gaius' case, he starts with Insight beginning every battle.

Evade is still active while PCs are charging spells. The main disadvantage from that though is that they will not counter attack as long as they are charging. Note that Counterattacks in this game are similar to Suiko5 in that they do not occur unless the PC evades and when countering, the counterattack is unevadeable. Counterattacks can only be launched if a PC can reach the attacker with his/her attack range. The exceptions to this are Sara and Fie, who will have a counter attack range of 6, despite regular attack ranges of 1.

Elements
Not too complicated for the most part. There are the 4 basic elements in game: Fire, Water, Earth and Wind. Fire and Earth spells are self explanatory. Water and Wind spells house 2 elements based on flavour (Ice and Lightning respectively). The game also has what it refers to as Higher elements. This comprises of the 3 more advanced schools: Time, Space and Mirage. How you want to treat this is up to debate. Many areas in the game do not have higher elements functioning so for all intents and purposes, the majority of the time, these spells are non-elemental. If  you go by flavor arguments though, Time is most closely associated with Darkness (Colouring, ID type spells as well as names and animations of their spells) while Mirage is most closely associated with Light (Colouring, many attacks focus on brightness and are light themed). This leaves Space which doesn't really have an analogous element. It has attacks that use gravity and light and is probably the one true non-elemental typing. YMMV of course on how you want to take this. For the purposes of this topic, it is assumed that Time = Dark, Mirage = Light and Space = Non-Elemental.

EDIT: All character data is up! Special thanks to Snowfire and Pyro for overlooking the topic as it was being drafted and for various suggestions/corrections. Especially the catch on Alfin.

EDIT 2: For frame of reference, enemy averages, based on a total of 40 random monsters at the last dungeon:
Defense: 3532
ADF: 2578
Slash Vulnerability - 1.85 stars
Thrust Vulnerability - 1.68 stars
Pierce Vulnerability - 1.40  stars
Strike Vulnerability - 1.50 stars

RELEVANT AVERAGES -

Damage (3 turn average /w Valimar) - 17971
Kill Point (/w Valimar) - 44926

Damage (3 turn average /w out Valimar) - 16808
Kill Point (3 turn average /w out Valimar) - 42020

Damage (5 turn average per Pyro) ~ 17000
Kill point - ~42500

HP - 18084
Speed - 97

Move - 9
Threat - 12
« Last Edit: November 04, 2016, 02:08:33 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

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<Dreamboum> A bright future awaits us gentlemens
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<Dreamboum> go fuck yourself

Tide

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Re: Trails of Cold Steel 2 Stat Topic - 100% Rean x Towa OTP Shipping Inside
« Reply #1 on: October 21, 2016, 03:13:59 PM »
For how unbalanced some of the stats end up, the PCs are a surprisingly diverse bunch. This is good! It showcases their different niches and gives us a good variety of different styles. A large part of this is due to Master Quartz bonuses, but hey, still cool. For spells, the first number lists how quickly the spell will go off after selected (Casting Delay), while the second number shows how long it takes until they get their next turn (Casting+Recovery Delay). In short, don't add these numbers together. For crafts, I've listed the craft multiplier. Note that due to random variance, the multiplier may not be exact but it should suffice for our purposes. These damage figures were tested on an enemy with average defense in the end game dungeon and the damage comes out to what was calculated, so it should be decently accurate. Anyway, on with the show:

REAN SCHWARZER -

HP: 19255
EP: 780
Atk: 2228
Def: 1685
ATS: 1750
ADF: 1725
Dex: 47
Agi: 37
Speed: 114

Move: 10
Range: 1
Threat: 11
Evade: 10%
Weapon Proficiency - S in Slash, nil everything else.

Effective P.dur: 109%
Effective M.dur: 105%

Weapon: Senbonzakura - +1145 Atk, 5% Crit
Armor: Red Jumper (see above)
Footwear: Red Boots (see above)

Physical - 1492 damage, 17 CT; against average enemy vulnerability, has about a 73.13% chance to stagger the enemy (adds about 1091 on average).

Force Master Quartz Abilities
- Provides +15 CP when an enemy is killed
- +3 CP gained from every turn taken (includes enemy as well as his own)
- +200 CP once per battle if HP is reduced to 20% or lower.

Fire Bolt - 30 EP, 3350 damage. 20% Chance to inflict Burn. Casts in 4 CT to cast. Fully recovers in 20 CT.
Impassion - 60 EP. Gain 20 CP at the end of every turn for 4 turns. Casts in 4 CT, recovers in 20 CT.
Heat Up - 60 EP. Removes all stat debuffs, restores 10 CP. Casts in 4 CT, recovers in 20 CT.

Quartz (Set) - 2 Time, 1 Fire
Action 3 - +12 Speed
Chrono Burst - 400 EP, Takes an extra turn upon casting. 0 CT. This is FF style Quick and can be chained onto itself. Since spells have two parts, it will only reduce casting to 0, and recovery delay still applies.
Flare Bomb - 200 EP, 9913 damage. Casts in 10 CT. Fully recovers in 29 CT.

Other Quartz Options
Impede 2 - +4 AT Delay on Attack/Crafts. Adds 60% chance to Cancel spell charging.
Action 2 - +8 Speed
Chrono Drive - 50 EP. Boosts Speed by 25% on first cast (147%), 50% on the next (176%). Casts in 4 CT, recovers in 20 CT.
Chrono Break - 50 EP. Reduces target speed by 25% on first cast. 50% on the next. Target's turn is also delayed by 15 CT. Effect is equal the stated percentage reduction. Casts in 4 CT, Fully recovers in 20 CT.
Soul Blur - 50 EP. 4006 damage. Casts in 5 CT, recovers in 19 CT. 30% chance to inflict Faint.
Demonic Scythe - 100 EP. 5319 damage. Casts in 7 CT. Recovers in 21 CT. 30% chance to inflict ID.
Grim Butterfly - 200 EP. 9913 damage. Casts in 8 CT. Recovers in 24 CT. 50% chance to inflict Nightmare
Shadow Blade - 450 EP. 14288 damage. Casts in 10 CT, Recovers in 31 CT. Drains 5% of damage as HP.
Purgatorial Flame - 450 EP. 16475 damage. Casts in 10 CT, Recovers in 31 CT. 50% chance to inflict Burn

Crafts
True Autumn Leaf Cutter - 20 CP. 3442 Damage (x1.35). Small AoE, Adds 15 Delay and has 100% Cancel effect. +10% chance to unbalance. Recovers in 21 CT.
Motivate -  30 CP. Adds Str+25% and +10 CP to all self and all surrounding allies. Recovers in 26 CT
True Arc Slash - 30 CP. 3999 Damage ( x1.45) . Line fire, infinite range. Adds 25 Delay on hit. Recovers in 17 CT.
Gale EX - 45 CP. 4278 Damage ( x1.5). Wide AoE. 60% chance to Seal. Recovers in 21 CT
True Flame Dragon - 45 CP (x 1.65). Medium AoE. 50% to inflict Faint or Burn. +30% chance to unbalance. Recovers in 26 CT
Spirit Unification - 100 CP. Gains an immediate turn on use. Adds Str/Def/Speed +50%, allows Rean to access all his ogre form crafts. During this time, Rean's buffs can also not be dispelled. Lasts 3 turns.
Awakener's Call - 500 EP. Summons Valimar into battle. Gain an immediate turn after summoning.

Azure Flame Slash - Requires 100 CP+. 15418 Damage ( x3.5). 100% to inflict Burn. Recovers in 35 CT.
Termination Slash -Dawn - Requires 100 CP+. 18203 damage (x4). 200% to inflict Burn. Recovers in 35 CT.

Crafts (Ogre form) - Note: Strength/Speed boost from Spirit Unification already factored. Craft multipliers are the same as Normal Rean sans S-crafts.

Physical - 4277 damage, 11 CT

Fatal Autumn Leaf Cutter - 20 CP. 7202 Damage. Small AoE, Adds 25 Delay and has 100% Cancel effect. +20% chance to unbalance. Recovers in 14 CT.
Fatal Arc Slash - 30 CP. 8037 Damage. Mid Line Fire, Adds 25 Delay and has 50% chance to ID. +10% chance to unbalance. Recovers in 11 CT.
Arcane Gale - 50 CP. 2 hits of 8455 Damage (16910 total). Wide Line Fire, adjustable. 100% chance to Seal. +30% chance to unbalance. Recovers in 14 CT
Fatal Flame Dragon - 60 CP. 9708 Damage. Small AoE, Adds 60% inflict Faint or Burn. +50% chance to unbalance. Recovers in 17 CT.

Demon Azure Flame Slash - Requires 100 CP+. 31431 damage ( x4.25). 200% chance to inflict Burn. Recovers in 35 CT.
Demon Termination Slash -Dawn - Requires 100 CP+. 39786 damage ( x5.25). 300% chance to inflict Burn. Recovers in 35 CT.

Valimar -
- Has his own stats and HP pool along with adjustable stat nodes. For this topic, it is assumed Valimar has Power 2+3 and Action 3, as this is the most likely combo to set for all Magic Knight battles.
- While in Valimar, Rean carries over his stat buffs/debuffs, but not status. Valimar is immune to status.
- Speed and damage formulas for Valimar are different than on-foot PCs. Notably, speed is the average of Valimar and Rean's speed, while damage changes to something akin to Atk * mult - Def*2.5/2
- Lasts for 3 turns. During this time, Valimar replaces all the party members. After 3 turns, all party members return and are grouped together.
- Shares Rean's CP Pool. While in Valimar, Force's passive CP Regeneration does not occur.

HP: 177550
Atk: 13140
Def: 9700
Speed: 120

Physical - 9300 damage. Recovers in 10 CT
Lustrous Slash - 20 CP. 16000 damage. Recovers in 10 CT
Flame Dragon - 40 CP. 25000 damage. 100% chance to inflict Burn. Recovers in 15 CT
Heavenly Slash - 100 CP. 44000 damage. 100% chance to inflict Seal. Recovers in 15 CT.

Comments:
I promise Rean is the only person with all this data. Anyway, check out his plethora of options. Crazy. One big thing one needs to decide is whether or not they think Valimar is a legal command. There are arguments against allowing it. Aside from basically wrecking the damage curve due, for many parts of the game, this command is disallowed during a Chapter's Operation phase. Remember that these are the parts of the game where there is usually a major plot boss. Flip side, Valimar is available for most Free phases in the game (mainly in Act 2) as well as the final chapter. It's also a genuine unique command, unlike say Xenogears' Call Gear command.

If you do allow Valimar, Rean's game plan is simple. Go off 117% average speed, summon his gundam, then proceed to drop 66000 damage against those he goes first on, 75000 on those who gain the first turn on him. During this time, he is shielded from status, has about 10x PCHP and after 3 turns, he can still cast spells/do other things. Pretty clear Godlike in this case! Other options include using Valimar to build CP, then go into Ogre form and overwhelm/status with his Ogre crafts. His 2nd S-craft also has the highest multiplier in the game, so if he gets it while in Ogre form due to his limit, he is going to face wreck someone.

If you don't allow Valimar, Rean is still a High Heavy. With his speed, Impassion and True Arc Slash, he can basically Delay lock someone until he runs out of EP. You get 5 CP on hit if you use a craft (as opposed to 10), so once Rean gets a turn, along with his natural CP Regen, True Arc Slash is only net 22 CP. He recovers in 17 CT and adds 25 CT to the opponent, meaning he net gains 8 CT per True Arc Slash. After 3 True Arc Slashes, he can cast Impassion on himself to make each True Arc Slash only net 2 CP and still get a turn before the enemy recovers (4 CT Residual) and then just keep this loop going until he runs out of EP. Which is about 13 Loops. Or something like 208,000 damage. A different spin on Levin in that he's slower and Delay is resistable in very rare cases, but the Delay being cumulative, massive range, along with the option that he actually builds CP doing this arguably makes him better. Ogre form can still be useful for the immediate stat boosts (which he can then refresh instead of needing to build up to) but lack of CP after means he can't take advantage of the stronger crafts, so probably less useful.

EDIT: Other strats as suggested by Pyro include casting Impassion turn 1, then casting Chrono Burst, attack, then going into Spirit Unification and using another attack/Flare Bomb before popping out Demon Termination Slash. This lets Rean drop about 53k damage within 43 CT.


ELISE SCHWARZER -

HP: 18129
EP: 970
Atk: 2027
Def: 1612
ATS: 2006
ADF: 1895
Dex: 39
Agi: 35
Speed: 99

Move: 9
Range: 1
Threat: 10
Evade: 0%
Weapon Proficiency - B in Slash, A in Thrust

Effective P.dur: 101%
Effective M.dur: 103%

Weapon: Water Lily - +1125 Atk, 5% Crit
Armor: Crystal Dress (see above)
Footwear: Red Boots (see above)

Physical - 990 damage, 20 CT

Aries Master Quartz Abilities
- Recovers 20% of damage dealt as HP when using Arts
- Recovers 2% of damage dealt as EP when using Arts
- Halves Recovery Delay when casting Water type Magic

Aqua Bleed - 20 EP, 4310 damage. 5 CT to Cast. Recovers in 14 CT.
Frost Edge - 60 EP, 5815 damage. 6 CT to Cast. 20% chance to Freeze. Recovers in 15 CT.
Hydro Cannon - 110 EP, 7319 damage. 8 CT to Cast. Recovers in 17 CT.
Crystal Flood - 180 EP, 9325 damage. 10 CT to Cast. 30% chance to Freeze. Recovers in 20 CT.
Maelstrom - 350 EP, 14340 damage. 12 CT to Cast. Recovers in 23 CT.


Quartz (Set) - 2 Water, 1 Time
HP 2 - +2000 Max HP
Tearal - 120 EP, Heals 13532 HP. 5 CT to Cast. Recovers in 15 CT.
Chrono Drive - 50 EP. Boosts Speed by 25% on first cast (127%), 50% on the next (149%). Casts in 4 CT, recovers in 23 CT.

Other Quartz Options
Shield 2 -Adds 50 ADF and 15% Magic Evasion. Stacks with Shield 3.
Shield 3 - Adds 80 ADF and 25% Magic Evasion. Stacks with Shield 2
Impede 2 - +4 AT Delay on Attack/Crafts. Adds 60% chance to Cancel spell charging.
Action 2 - +8 Speed
Chrono Break - 50 EP. Reduces target speed by 25% on first cast. 50% on the next. Target's turn is also delayed by 15 CT. Casts in 4 CT, Fully recovers in 23 CT.
Chrono Burst - 400 EP, takes an extra turn upon casting. 0 CT.
Soul Blur - 50 EP. 5062 damage. Casts in 6 CT, recovers in 22 CT. 30% chance to inflict Faint.
Demonic Scythe - 100 EP. 6567 damage. Casts in 8 CT. Recovers in 24 CT. 30% chance to inflict ID.
Grim Butterfly - 200 EP. 11833 damage. Casts in 10 CT. Recovers in 28 CT. 50% chance to inflict Nightmare
Shadow Blade - 450 EP. 16848 damage. Casts in 12 CT, Recovers in 36 CT. Drains 5% of damage as HP.

Crafts
Swallow Tail - 30 CP. 2257 Damage (x1.25). Line Fire, Adds 20 Delay. +20% chance to unbalance. Recovers in 30 CT.
Holy Squall - 50 CP. Heals 60% of Max HP and cures Status + Stat Downs. Recovers in 30 CT.

True Fragrant Garden - Requires 100 CP+. 14926 Damage (x3.75). Recovers in 40 CT.

Comments:
Rean's little sister is deceptively powerful. In-game, she's super important in the prologue, but when she rejoins, she tends to be eclipsed by all the other guests you get. Here though, she manages to stand out quite well. Her physical game is pretty clearly not her forte, but her spell casting is top notch, thanks to the recovery boost on Aries. It allows her to cast the big tier 3-4 spells really quick. Enough that she can get out 4 while most of the cast will struggle to hit two by the 77th Clocktick. In addition to that, it has a Freeze chance AND she absorbs EP while casting it. The spells do enough damage to basically recover all her EP in a single cast. The parasitic healing isn't very good (only about 1/9th? Really?) but having Tearal and Chrono Drive means she can Haste-heal if need be. It also boosts her spell casting speed to boot, making her further scary. And if she needs status options, Time's got it by the dozen. Shield is also option if she wants to opt for M-Evade. Just overall very well rounded. Oh, and since she's not using crafts, in practice she'll likely have 200 CP to go for S-craft damage boost as a kicker. Probably some flavor of Heavy is my guess.


TOVAL RANDONNEUR -

HP: 19976
EP: 1060
Atk: 2077
Def: 1548
ATS: 2036
ADF: 2215
Dex: 44
Agi: 29
Speed: 100

Move: 10
Range: 1
Threat: 11
Evade: 30%
Weapon Proficiency - B in Thrust, Pierce and Strike

Effective P.dur: 110%
Effective M.dur: 123%

Weapon: Exclude - +1125 Atk, 5% Crit
Armor: Gorgeous Gown (see above).
Footwear: Red Boots (see above)

Accessory (fixed): Quick Caliber - Halves all Arts casting time. Already factored.

Physical - 1115 damage, 20 CT

Wing Master Quartz Abilities
- Immune to all Status and Stat Downs
- +15% Evasion (already factored)
- +50% Magic Evasion

Air Strike - 20 EP, 4423 damage. 2 CT to Cast. Recovers in 18 CT.
Curia - 20 EP, Restores status condition to normal for one. 2 CT to Cast. Recovers in 20 CT.
Breath - 40 EP, Heals 3550 HP. Small AoE. 2 CT to Cast. Recovers in 20 CT.
Recuria - 60 EP, Restores status condition to a group. YESZ. 2 CT to Cast. Recovers in 20 CT.
Holy Breath - 120 EP, Heals 7100 HP. Wide AoE. 3 CT to Cast. Recovers in 23 CT.
Ragna Vortex - 360 EP, 14603 damage. 6 CT to Cast. Recovers in 26 CT.

Quartz (Set) - 2 Wind, 1 Space
Evade 1 - +5% Evade
Evade 2 - +10% Evade
Cross Crusade - 210 EP, 12058 damage. 5 CT to Cast. Recovers in 25 CT.

Other Quartz Options
Move 3 - Adds 15 Movement (let's him reach anywhere on the field with physicals if he ever needs it)
Judgment Bolt - 150 EP. 9513 damage. 50% chance to inflict Seal. Casts in 5 CT, recovers in 23 CT.
Golden Sphere - 50 EP. 5186 damage. 30% chance to inflict Blind. Casts in 3 CT, recovers in 21 CT.
Fortuna - 40 EP. Boosts ATS/ADF by 25%  for 5 turns. Becomes 50% on the next and refreshes duration. Casts in 2 CT, recovers in 20 CT.
Shining - 60 EP. Adds Insight Status for 5 turns. Casts in 2 CT, recovers in 20 CT.
Seraphic Ring - 400 EP. MT Full healing. Also revives and adds 20% Regen for 3 turns.  Casts in 4 CT, recovers in 22 CT.
EP Cut 2 - Reduces casting cost by 25%

Crafts
Double Strike - 20 CP. 2413 Damage (x1.25). Single target, requires Toval to be in melee range. 100% chance to Seal and Cancels.  +30% chance to unbalance. Recovers in 30 CT.
Dizzying Blow - 30 CP. 3192 Damage (x1.4). Single target, requires Toval to be in melee range. 100% chance to inflict Balance Down (adds 1 star to all physical vulnerabilities) and 30% chance to Stun. +50% chance to unbalance. Recovers in 30 CT.
Sphere Break - 50 CP. 4422 Damage (x1.5). Magic damage, medium AoE. Makes people play FFX-2. Toval shoots a magic ball from a slingshot that explodes into an anti-magic field. 100% chance to inflict Mute and ADF-50%. Cannot Unbalance.

Rebellion Storm 2 - Requires 100 CP+. 17147 Damage (x4). Magic damage. Recovers in 40 CT.

Comments:
Toval gets a lot of flack for being the weakest guest character, but in the DL, he is insanely bad ass. He has a ton of neat little perks along with above average stats that makes him very competent and the ability to adapt against multiple opponents. Quite literally, is the red mage from hell. Strangely enough, even though his specialty is magic, "Fast Cast" Toval loses the damage race to characters like Elise due to not getting the recovery bonus on his MQ. Nevertheless, he packs Seal for fighters, Mute against mages and has 30% P-Evade and 50% M-Evade along with solid durability across the board and slightly above average speed. Against evadeable physical fighters, he can grab Shining instead and cast that along with the Patterned Shirt to gain 100% Evade. If he needs to settle down for a longer match, he has some mediocre healing but can also stretch things out by either sacrificing some evade for a more EP efficient spell or to slot EP Cut 2 as long as his enemy doesn't immune Wind. The status immunity and stat down immunity spoils the status whores and forces them to rely on damage, where his evade/healing/durability can let him win unless they are competent damage dealers too. Probably another Heavy, might be High Heavy too.


MACHIAS REGNITZ -

HP: 19095
EP: 770
Atk: 2119
Def: 1764
ATS: 1719
ADF: 1752
Dex: 45
Agi: 26
Speed: 84

Move: 8
Range: 6
Threat: 14
Evade: 10%
Weapon Proficiency - A in Pierce, B in Strike

Effective P.dur: 111%
Effective M.dur: 104%

Weapon: Meggido Fire - +1125 Atk, 5% Crit
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Physical - 1203 damage, 23 CT. Has medium AoE and can splash damage other enemies near the target for the same damage.

Iron Master Quartz Abilities
- Decreases damage by 50% when HP is full. Damage reduction effect weakens linearly as HP is lost.
- Begins battle with 20% HP Regen for 5 turns
- When HP is reduced below 20%, gain Physical Immunity for one attack

Needle Shoot - 30 EP, 3208 damage. 20% Chance to inflict Petrify. 5 CT to Cast. Recovers in 27 CT.
Crest - 20 EP, Buffs Defense by 25% for 5 turns. Becomes +50% when cast again and refreshes duration. 5 CT to Cast. Recovers in 23 CT.
Earth Lance - 60 EP, 4492 damage. 20% Chance to inflict Petrify.  Small AoE. 7 CT to Cast. Recovers in 28 CT.
Grand Press - 120 EP, 5775 Damage. Medium AoE. 9 CT to Cast. Recovers in 30 CT.
Earth Pulse - 60 EP, Adds 20% HP Regen for 5 turns. 5 CT to Cast. Recovers in 27 CT.
La Crest - 40 EP, Same as Crest, but has Wide AoE. 5 CT to Cast. Recovers in 27 CT.
Yggdrasil - 180 EP, 7488 damage. 30% Chance to inflict Petrify. Wide AOE. 11 CT to Cast. Recovers in 35 CT

Quartz (Set) - 2 Earth, 1 Mirage
Adamantine Shield - 300 EP. Small AoE. Protects caster and others around targeting area from one Physical attack. 11 CT to Cast. Recovers in 35 CT
Poison - Adds a 10% chance to Poison targets with Physicals/Crafts
Saintly Force - 80 EP. Single target, increases target's Atk/Def/Speed by 25% for 5 turns. Becomes +50% when recast and refreshes duration. 5 CT to Cast. Recovers in 27 CT

Other Quartz Options
Ancient Glyph - 360 EP, 11768 Damage. Wide AoE. 20% Chance to inflict Petrify. 11 CT to Cast. Recovers in 40 CT.
EP 2 - Increases Max EP by 200.
Silver Thorn - 100 EP, 5134 Damage. Medium AoE. 40% Chance to inflict Confuse. 9 CT to Cast. Recovers in 30 CT.
Claimoh Solaris- 500 EP, 16048 Damage. MT. 14 CT to Cast. Recovers in 42 CT.

Crafts
Mail Breaker - 20 CP. 3314 Damage (x1.4). Line Fire. 100% chance to inflict Def-25% and Cancels. +20% chance to unbalance. Recovers in 35 CT.
Energy Shell 2 - 40 CP. Restores 40% HP and 20% EP around a target. Cannot self-target. Recovers in 35 CT
Petrification Shell 2 - 40 CP. 2522 Damage (x1.25). Wide AoE. 60% chance to Petrify. Recovers in 35 CT
Burst Drive - 50 CP. Brings all allies around a target to 0 Delay (GT Turn Shift). Cannot self-target. Recovers in 35 CT.
Shotgun Blast - 50 CP. 3579 Damage (x1.45) Wide AoE. 100% chance to inflict Balance Down. +50% chance to unbalance. Recovers in 35 CT.


Ultimate Shot - Requires 100 CP+. 10442 Damage (x2.75). 100% chance to inflict a random status ailment. Recovers in 47 CT.
Trinity Cannon - Requires 100 CP+. 15723 Damage (x3.75). 200% chance to inflict a random status ailment. Recovers in 47 CT.

Comments:
Earth nodes are awful for additional options. Defense boosting is so worthless (+2% Effective P.dur?!) that a 10% Poison chance on physicals is probably Machias' best option. He's also a real oddball, with almost no semblance of damage, bad speed and a low EP pool. It's low enough that he can't make good use of Tier 5s as they literally drain all his EP away. Damage reduction that goes away as he is injured on a PC that can't heal himself doesn't make for good synergy. He really wanted better speed and pretty much wants Saintly Force so he can get it up to a point such that he won't get lapped as otherwise he can't get healed. For offense, his best chance is to hope Petrify kicks in. It has no duration, so on hit, it is effectively death. It's too bad the status quartz are multiplicative and not additive since he can get up 70% with a Petrify quartz otherwise. As is, it will only add about 3% effectiveness, so he's better off opting for Poison and hoping he slowly picks them off while Regen heals him. The rando status on the S-craft is also junky since there's no guarantee on it being effective and the mult is on the low end too. Overall, probably a Middle. I'm not sure most Lights can beat out 20% Regen with 50% damage halving. But being a one trick pony which can be easily blocked locks you more or less into the lower divisions. Godlike in a team match though! Burst Drive is so dumb in-game.


ELLIOT CRAIG -

HP: 18155
EP: 1120
Atk: 1934
Def: 1252
ATS: 2079
ADF: 2152
Dex: 39
Agi: 27
Speed: 88

Move: 8
Range: 4
Threat: 12
Evade: 0%
Weapon Proficiency - D in Slash, D in Thrust, C in Pierce, C in Strike

Effective P.dur: 94%
Effective M.dur: 111%

Weapon: Nirvana - +1125 Atk, +30 ATS, 5% Crit
Armor: Gorgeous Gown (see above).
Footwear: Red Boots (see above)

Physical - 2018 damage, Magical. Recovers in 22 CT. Is Has small AoE and can splash damage other enemies near the target for the same damage.

Canon Master Quartz Abilities
- Triples amount Healed.
- Begins battle with 20% HP Regen for 5 turns
- Improves area of effect on arts that are line fire or AoE by 2 (moderate increase).

Tear - 20 EP, Heals 13980 HP. 3 CT to Cast. Recovers in 23 CT.
Aqua Bleed - 20 EP, 4584 damage. 5 CT to Cast. Recovers in 26 CT.
Teara - 60 EP, Heals 27960 HP. 4 CT to Cast. Recovers in 25 CT.
Breath - 60 EP, Heals 10872 HP. Medium AoE.  Small AoE. 5 CT to Cast. Recovers in 26 CT.
Recuria - 60 EP, Restores status condition to a group. 5 CT to Cast. Recovers in 26 CT.
Athelas - 150 EP, Revives a KO'd Ally and Heals 37821. Can also be cast for regular healing. 6 CT to Cast. Recovers in 29 CT.
Holy Breath - 120 EP, Heals 21744 HP. Very wide AoE. 6 CT to Cast. Recovers in 29 CT.


Quartz (Set) - 2 Space, 1 Water
HP 2 - +2000 Max HP
Cross Crusade - 210 EP, 12380 damage. 11 CT to Cast. Recovers in 34 CT.
Fortuna - 40 EP,  Boosts ATS/ADF by 25% for 5 turns. Becomes 50% on the next and refreshes duration. 5 CT to Cast. Recovers in 26 CT.

Other Quartz Options
Frost Edge - 60 EP, 6143 damage. 6 CT to Cast. 20% chance to Freeze. Recovers in 27 CT.
Hydro Cannon - 110 EP, 7702 damage. 9 CT to Cast. Recovers in 29 CT.
Crystal Flood - 180 EP, 9781 damage. 11 CT to Cast. 30% chance to Freeze. Recovers in 34 CT.
Maelstrom - 350 EP, 14979 damage. 13 CT to Cast. Recovers in 38 CT.
Golden Sphere - 50 EP, 5363 damage. 6 CT to Cast. 30% chance to Blind. Recovers in 27 CT.
Dark Matter - 110 EP, 6923 damage. 9 CT to Cast. 100% chance to inflict Move-50%. Recovers in 29 CT.
Altair Cannon - 450 EP, 17577 damage. 13 CT to Cast. 100% chance to inflict ATS/ADF-25%. Recovers in 40 CT.
EP Cut 2 - Reduces casting cost by 25%


Crafts
Detector Alpha - 20 CP. Scans target,100% to inflict Balance Down and Atk/ATS-50% for 3 turns. Recovers in 34 CT
Resonant Beat - 30 CP. Adds 30% Regen and Def+25% to a Wide area for 3 turns. Recovers in 34 CT
Blue Lullaby 2 - 20 CP. 2798 Damage (x1.15). Medium AoE. 60% chance to Sleep. Can't unbalance. Recovers in 34 CT
Holy Song - 30 CP. Heals 50% Max HP and restores all status conditions around self. Wide AoE. Recovers in 34 CT.
Nocturne Bell - 40 CP. 4080 Damage (x1.4) Wide AoE. 60% chance to inflict Nightmare. Can't unbalance. Recovers in 34 CT.

Seventh Rhapsody - Requires 100 CP+. 11080 Damage (x2.75). 100% chance to inflict Confuse. Recovers in 45 CT.
Remedy Oratorio - Requires 100 CP+. Full heals, revives, restores status conditions. At 200 CP adds 50% HP Regen for 2 turns. Recovers in 45 CT.

Comments:
Elliot is most in his element in a stall fest. His Tear heals like 75% of his HP. Most PCs with healing struggle to heal that much with TEARAL. He doesn't like blitzers or crazy status shenanigans, since they will tend to overpower or heal lock him unless they are resource constrained themselves. Meanwhile, his best plan is to try to Nightmare the opponent, then while the opponent is asleep, use Detector Alpha/Resonant Beat and then slow pick the opponent off with Aqua Bleed. If he needs to cross a limit threshold or just to squeeze some bigger hits in, he can buff himself with Fortuna, then use Cross Crusade for damage. It's debatable if he actually wants EP Cut 2 versus Cross Crusade, since the former plays more to his style and lets him heal even MORE albeit, at the cost of serious offensive power. However, any match that requires him to blitz is pretty troublesome as Elliot isn't terribly fast (about 90% average) and his best damage drains his resource pool for healing. But hey, he's got crafts that can also heal so he can go on for a loooooong time. Low Heavy, I think. EDIT: Pyro also wanted me to note that the Atk/ATS-50% Debuff is crazy effective. As in it reduces damage by about 4/5ths, so yeah, he's solid.


FIE CLAUSSELL -

HP: 15720
EP: 690
Atk: 2156
Def: 1106
ATS: 1583
ADF: 1274
Dex: 49
Agi: 48
Speed: 131

Move: 11
Range: 1
Threat: 12
Evade: 60%
Weapon Proficiency - B in Slash, Thrust and Pierce

Effective P.dur: 78%
Effective M.dur: 77%

Weapon: Rusalii Edges - +1125 Atk, 5% Crit
Armor: Patterned Shirt (see above).
Footwear: Red Boots (see above)

Physical - 1312 damage. Recovers in 10 CT. Adds +5 Delay on hit (so she can 5-2 just from physicals)

Raven Master Quartz Abilities
- Begins battle with Speed+50% for 6 turns. Already factored into recharge rates. If you want to know what this translates compared to average, it makes Fie about 202% average speed
- Adds +5 AT Delay to Attacks/Crafts
- +10% Crit chance on Attacks/Crafts

Chrono Drive - 60 EP. Boosts Speed by 25% on first cast (169%), 50% on the next (202%) and refreshes duration to 5. Reminder that Fie already starts boosted in Speed. Casts in 2 CT, recovers in 11 CT.
Chrono Break - 60 EP. Reduces target speed by 25% on first cast. 50% on the next. Target's turn is also delayed by 15 CT. Effect is equal the stated percentage reduction. Casts in 2 CT, Fully recovers in 11 CT.
Chrono Burst - 400 EP. Takes an extra turn upon casting. 0 CT.
Demonic Scythe - 100 EP. 4505 damage. Casts in 4 CT. Recovers in 12 CT. 30% chance to inflict ID.

Quartz (Set) - 2 Wind, 1 Time
Evade 2 - +10% Evade
Judgment Bolt - 150 EP. 6682 damage. Casts in 5 CT, recovers in 14 CT. 50% chance to inflict Seal.
Action 3 - Speed+12

Other Quartz Options
Evade 1 - +5% Evade
Air Strike - 20 EP. 2724 damage. Casts in 2 CT, recovers in 10 CT.
Spark Arrow - 60 EP. 3911 damage. Casts in 3 CT, recovers in 11 CT. 20% chance to inflict Seal.
Aerial - 120 EP. 5098 damage. Casts in 4 CT, recovers in 12 CT.
Ragna Vortex- 360 EP. 10639 Damage, MT. 30% chance to inflict Seal. Casts in 6 CT, recovers in 16 CT.
 Breath - 60 EP, Heals 2916 HP. Small AoE. 2 CT to Cast. Recovers in 11 CT.
Holy Breath - 120 EP, Heals 5832 HP. Wide AoE. 3 CT to Cast. Recovers in 13 CT.
Impede 2 - +4 AT Delay on Attack/Crafts. Adds 60% chance to Cancel spell charging.
Soul Blur - 50 EP. 3317 damage. Casts in 3 CT, recovers in 11 CT. 30% chance to inflict Faint.
Grim Butterfly - 200 EP. 8660 damage. Casts in 5 CT. Recovers in 14 CT. 50% chance to inflict Nightmare

Crafts
Sweep - 30 CP. 2660 Damage (x1.25). Medium AoE. 100% chance to inflict Speed -50% and Cancels. Adds 5 Delay due to her MQ. Recovers in 12 CT
Flash Bang - 40 CP. 1852 Damage (x1.10). Wide AoE. 30% chance to Seal or Blind. Can't unbalance. Adds 5 Delay due to her MQ. Recovers in 15 CT
Scud Wing - 30 CP. 3468 Damage (x1.40). Line Fire. 50% chance to Faint or ID. Adds 5 Delay due to her MQ. +20% chance to Unbalance. Recovers in 10 CT
Bullet Cyclone - 40 CP. 3468 Damage (x1.40). Medium AoE. Moves Fie to targeted location. 60% chance to Seal and Adds 35 Delay. +30% chance to Unbalance. Recovers in 15 CT
Concealing Wind - 50 CP. Adds Speed+50% and becomes untargetable, effectively become invincible for 2 turns. While invisible, Fie's attacks become guaranteed crits. Recovers in 15 CT.

Sylphid Dance - Requires 100 CP+. 14787 Damage (x3.5). Adds 5 Delay due to her MQ. Recovers in 20 CT.
Shadow Brigade - Requires 100 CP+. 17483 Damage (x4). Adds 5 Delay due to her MQ. Recovers in 20 CT.

Comments:
Fie is basically a PC Wild ARMS 4 Boss. Insane speed! Dies to a sneeze! Also the only PC who gains natural Chrono Burst but literally has no EP to make it more than OPB. Not only that, but any time she uses, she basically has no more magic damage as it drains like all of her EP. However, Fie doesn't really care. In the DL, she mainly exists to ID / Faint people off 202% average speed, at which point, her damage spikes up as it turns everything into a crit and all physicals into staggers. Should the enemy get a turn, Fie hopes that her 60% evasion is enough to save her against potential OHKOs. Don't OHKO her and you're in trouble, since at that point she can use Sweep/Chrono Break to Slow you and resulting in a turn split that is as ugly as Hasted Citan versus Raquel. In an absolute pinch, Concealing Wind can be used to stave off potential death and possibly buy her enough time to score the kill. Might be Low Godlike but gonna bank on High Heavy at the moment. And yes, this is a 100% Tide approved PC. Go fast or go dead.


ALISA REINFORD -

HP: 16216
EP: 950
Atk: 2061
Def: 1636
ATS: 2064
ADF: 1952
Dex: 52
Agi: 32
Speed: 97

Move: 8
Range: 6
Threat: 14
Evade: 0%
Weapon Proficiency - S in Pierce, nil everything else

Effective P.dur: 91%
Effective M.dur: 93%

Weapon: Principality - +1125 Atk, 10% Crit
Armor: Crystal Dress (see above).
Footwear: Red Boots (see above)

Physical - 1075 damage, 20 CT

Angel Master Quartz Abilities
- 2PB Auto-Revival on Death with 100% HP/EP and 200 CP. Note that on death, all previous status conditions are wiped out (positive and negative)
- Gain 20% HP Regen for 5 turns when HP hits below 20% once per battle
- Halves Recovery Delay when casting Space type Magic

Thelas - 37 EP, Revives a KO'd Ally and Heals 6153. Can also be cast for regular healing. 5 CT to Cast. Recovers in 23 CT.
Golden Sphere - 37 EP. 5302 damage. 30% chance to inflict Blind. Casts in 6 CT, recovers in 15 CT.
Fortuna - 30 EP. Boosts ATS/ADF by 25% for 5 turns. Becomes 50% on the next and refreshes duration. Casts in 5 CT, recovers in 14 CT.
Shining - 45 EP. Adds Insight Status for 5 turns. Casts in 5 CT, recovers in 14 CT.
Cross Crusade - 157 EP. MT 12268 damage. 10 CT to Cast. Recovers in 20 CT.
Seraphic Ring - 300 EP. MT Full healing. Also revives and adds 20% Regen for 3 turns.  Casts in 8 CT, recovers in 17 CT.
Altair Cannon - 337 EP. MT 17427 damage. 100% chance to inflicts ATS/ADF-25% for 5 turns. 12 CT to Cast. Recovers in 24 CT.

Quartz (Set) - 2 Fire, 1 Space
Purgatorial Flame - 337 EP. 20008 damage. 50% chance to inflict Burn. Casts in 12 CT, recovers in 37 CT.
Impassion - 45 EP. Gain 20 CP at the end of every turn for 5 turns. Casts in 4 CT, recovers in 23 CT.
EP Cut 2 - Reduces EP Cost of Arts by 25%. Already factored in.

Other Quartz Options
Vanish - Adds a 10% chance to physicals to eject the target from battle.
Dark Matter - 82 EP. 6850 damage. 100% chance to inflict Move-50%. Casts in 8 CT, recovers in 17 CT.
Forte - 22 EP. Boosts Atk by 25%. Increases to 50% when cast a second time and refreshes the duration. Casts in 5 CT, recovers in 23 CT.
Heat Up - 45 EP. Removes all stat debuffs, restores 10 CP. Casts in 5 CT, recovers in 23 CT.
Volcanic Rain - 112 EP. 9688 damage. 30% chance to inflict Burn. Casts in 10 CT, recovers in 30 CT.

Crafts
Flamberge 2 - 20 CP. 2878 Damage (x1.35). Single target. 100% chance to Cancel and 60% chance to inflict Burn.  +30% chance to unbalance. Recovers in 30 CT.
Mirage Arrow - 30 CP. 3754 Damage (x1.35). Magic damage. Line Fire. 50% chance to inflict Blind. Recovers in 30 CT.
Blessed Arrow 2 - 40 CP. Medium AoE. Restores 40% Max HP and 40 CP to the targeted area. Cannot self target. Recovers in 30 CT.
Molten Storm - 35 CP. 2878 Damage (x1.35). Wide AoE. 50% chance to inflict Mute and Seal. Recovers in 30 CT
Heavenly Gift - 50 CP. Medium AoE. Adds CP Regen and Insight to the targets inside the area for 3 turns. Recovers in 30 CT

Judgment Arrow- Requires 100 CP+. 12268 Damage (x3). Magic damage. 100% chance to inflict Mute. Recovers in 41 CT.
Radiance Arc- Requires 100 CP+. 18718 Damage (x4.25). Magic damage. 200% chance to inflict Mute. Recovers in 41 CT.

Comments:
Alisa is probably the scariest PC in this cast outside of Rean. The best way to beat her is through status, but that's not always going to be easy since the status blockers can cover several different types at once. So what's the problem with a straight slugfest with her? Well, she's just a hair short of average speed and the durability isn't particularly great. But getting caught in a battle with her where you have to take her down is a massive danger zone. Her damage with Purgatorial Flame is quite high, but the real kicker is that she can cast those Space arts at halved recovery delay. This lets her boost herself with +50% ATS in a short period of time, at which point, those spells *hurt*. She can also opt to cast weaker Space arts at fast speed to be more conservative. But even getting past ALL that, when you finally do manage to kill her, she will auto revive. Twice. And each time, she gets 200 CP, which means even if you have effective OHKO damage against her, you have to be able to tank at least 3 S-crafts due to S-breaks, and two of them will have a 50% damage boost. Godlike, no question.

GAIUS WORZEL -

HP: 20655
EP: 640
Atk: 2210
Def: 1331
ATS: 1571
ADF: 1188
Dex: 42
Agi: 34
Speed: 93

Move: 9
Range: 3
Threat: 12
Evade: 45%
Weapon Proficiency - S in Thrust, nil everything else

Effective P.dur: 108%
Effective M.dur: 99%

Weapon: Gae Bolg - +1125 Atk, 10% Crit
Armor: Patterned Shirt (see above).
Footwear: Red Boots (see above)

Physical - 1448 damage, 21 CT

Falco Master Quartz Abilities
- Begin battle with Insight status for 6 turns
- Evade+15% (already factored)
- +10% Crit on Physicals/crafts

Air Strike - 20 EP. 2679 damage. Casts in 5 CT, recovers in 22 CT.
Shining - 60 EP. Adds Insight Status for 5 turns. Casts in 5 CT, recovers in 24 CT.
Recuria - 60 EP, Restores status condition to a group. 5 CT to Cast. Recovers in 24 CT.

Quartz (Set) - 2 Wind, 1 Earth
Evade 2 - Adds +10% Evade. Already factored.
Judgment Bolt - 150 EP. 6606 damage. Casts in 10 CT, recovers in 30 CT. 50% chance to inflict Seal.
Earth Pulse - 60 EP, Adds 20% HP Regen for 5 turns. 5 CT to Cast. Recovers in 24 CT.

Other Quartz Options
Evade 1 - Adds +5% Evade
Breath - 60 EP, Heals 2899 HP. Small AoE. 5 CT to Cast. Recovers in 24 CT.
Holy Breath - 120 EP, Heals 5798 HP. Wide AoE. 6 CT to Cast. Recovers in 27 CT.
Petrify - Adds a 10% chance to Petrify on physicals/crafts
Aerial- 120 EP, 5035 Damage. 8 CT to Cast. Recovers in 25 CT.
Ragna Vortex- 360 EP, 10534 Damage, MT. 30% Chance to Inflict Seal. 12 CT to Cast. Recovers in 34 CT.
Needle Shoot - 30 EP, 2679 damage. 20% Chance to inflict Petrify. 5 CT to Cast. Recovers in 24 CT.
Crest - 20 EP, Buffs Defense by 25% for 5 turns. Becomes +50% when cast again and refreshes duration. 5 CT to Cast. Recovers in 24 CT.
Grand Press - 120 EP, 5035 Damage. Medium AoE. 8 CT to Cast. Recovers in 27 CT.
Yggdrasil - 180 EP, 6606 damage. 30% Chance to inflict Petrify. Wide AOE. 10 CT to Cast. Recovers in 32 CT

Crafts
Gale Storm - 25 CP. 2552 Damage (x1.2). Line fire. 50% chance to Cancel and 100% chance to inflict Balance Down. Recovers in 30 CT.
Turbulence - 30 CP. 3658Damage (x1.4). Medium Aoe. 50% chance to inflict Blind. +10% Unbalance chance. Recovers in 30 CT.
Wild Rage - 0 CP. Exchanges 50% Max HP for 90 CP. Recovers in 30 CT.
Savage Fang 2 - 40 CP. 4762 Damage (x1.6). Medium AoE. 100% chance to inflict Move-50%. Adds 30 Delay. +20% Unbalance chance. Recovers in 30 CT
Hunter's Wing - 40 CP. 3381 Damage (x1.35). Line fire. 100% chance to inflict Def/ADF-50% and Cancels. Recovers in 30 CT

Calamity Hawk - Requires 100 CP+. 13879 Damage (x3.25). Recovers in 41 CT.
Twin Cyclone - Requires 100 CP+. 18022 Damage (x4). Recovers in 41 CT.

Comments:
50% Evasion + Insight = Perfect Evade. So if you rely on evadeable physicals, you're gonna have a bad time against Gaius. Even with more accuracy, the chances of hitting him with those isn't good, so it's best not to try it. Against the somewhat more damage anemic, Gaius has a weird trick where he can sacrifice 5% evade for a little more healing to offset the HP cost on Wild Rage. It's too bad his healing is too poor because Wild Rage is a great skill in-game that lets him pump out S-crafts pretty consistently. As is DL-wise, his damage is a little worse for the wear. Like Fie, he has issues trying to cast the big tier spells so he has to relegate to something weaker which hurts him. Basically runs screaming from any competent mage opponent. If evade is irrelevant, he can trade in the Patterned Shirt for a Red Jumper and gain like 10% more P.dur. This along with Regen/Healing might be enough to keep him afloat naturally until S-crafting. Also has a weak Petrify option if he really needs it, but somehow, I think if it comes to that, he is literally up a creek without a paddle. But hey, the option is on the table. Probably a High Middle.
« Last Edit: August 07, 2018, 09:46:49 PM by Dhyerwolf »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

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Re: Trails of Cold Steel 2 Stat Topic - 100% Rean x Towa OTP Shipping Inside
« Reply #2 on: October 23, 2016, 06:28:19 AM »
MILLIUM ORION -

HP: 15005
EP: 990
Atk: 2242
Def: 2004
ATS: 1750
ADF: 2028
Dex: 37
Agi: 25
Speed: 82

Move: 9
Range: 3
Threat: 12
Evade: 10%
Weapon Proficiency - S in Strike, nil everything else

Effective P.dur: 92%
Effective M.dur: 88%

Weapon: Briareus - +1185 Atk, 5% Crit, 5% chance to Faint
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Physical - 1528 damage, 24 CT

Aegis Master Quartz Abilities
- Begins battle with Physical/Magical Reflect
- When HP hits 20% of below, twice per battle, will re-deploy a barrier that can reflect Physicals/Magic.
- Halves Recovery Delay when casting Earth type Magic

Needle Shoot - 30 EP, 3350 damage. 20% Chance to inflict Petrify. 6 CT to Cast. Recovers in 17 CT.
Earth Pulse - 60 EP, Adds 20% HP Regen for 5 turns. 6 CT to Cast. Recovers in 17 CT.
Earth Lance - 60 EP, 4663 damage. 20% Chance to inflict Petrify.  Small AoE. 7 CT to Cast. Recovers in 18 CT.
Grand Press - 120 EP, 5975 Damage. Medium AoE. 9 CT to Cast. Recovers in 20 CT.
Yggdrasil - 180 EP, 7725 damage. 30% Chance to inflict Petrify. Wide AOE. 12 CT to Cast. Recovers in 24 CT
Adamantine Shield - 300 EP. Small AoE. Protects caster and others around targeting area from one Physical attack. 12 CT to Cast. Recovers in 24 CT
Ancient Glyph - 360 EP, 12100 damage. 30% Chance to inflict Petrify. Wide AOE. 14 CT to Cast. Recovers in 28 CT

Quartz (Set) - 2 Mirage, 1 Earth
Poison - Adds a 10% chance to Poison targets with Physicals/Crafts
Saintly Force - 80 EP. Single target, increases target's Atk/Def/Speed by 25% for 5 turns. Becomes +50% when recast and refreshes duration. 6 CT to Cast. Recovers in 28 CT
EP 2 - Increases Max EP by 200.

Other Quartz Options
Petrify - Adds a 10% chance to Petrify with physicals/crafts.
Crest - 20 EP, Buffs Defense by 25% for 5 turns. Becomes +50% when cast again and refreshes duration. 6 CT to Cast. Recovers in 17 CT.
Luminous Ray - 50 EP - 4006 Damage. Line Fire. 7 CT to Cast. Recovers in 29 CT
Silver Thorn - 100 EP, 5319 Damage. Medium AoE. 40% Chance to inflict Confuse. 9 CT to Cast. Recovers in 31 CT.
Claimoh Solaris- 500 EP, 16475 MT Damage. 14 CT to Cast. Recovers in 43 CT
Crescent Mirror - 250 EP. MT. Grants Magic Reflect, ATS+25% and ADF+25% to all allies. 12 CT to Cast. Recovers in 36 CT.

Crafts
Buster Arm 2 - 30 CP. 2929 Damage (x1.25). Medium AoE. 100% chance to Cancel and 50% chance to inflict Burn.  +20% chance to unbalance. Recovers in 36 CT.
Ultimate Barrier - 20 CP. Creates a Barrier around self that nullifies one physical attack. Separate from Physical Reflect. Recovers in 36 CT.
Variant Beam - 30 CP. 3489 Damage (x1.35). Line Fire. 100% chance to inflict Atk/Def-25% for 3 turns. Cannot unbalance. Recovers in 36 CT.
Megaton Press - 40 CP. 4610 Damage (x1.55). Wide AoE. 80% chance to inflict Faint. Unbalance +30%. Recovers in 36 CT
Sledge Impact - 50 CP. 4610 Damage (x1.55). Very Wide AoE. 100% chance to inflict Balance Down  and Move-50%. Recovers in 36 CT.

Gigant Breaker - Requires 100 CP+. 15540 Damage (x3.5). Recovers in 48 CT.
Galactic Cannon - Requires 100 CP+. 21145 Damage (x4.5). Recovers in 48 CT.

Comments:
Good grief, girl. Those stat totals are *awful*. Some of the lowest in the cast in crucial areas (HP/ATS/Speed). And she has bad elemental nodes! Yet, Millium might somehow manage to make it all work. Phys/Magic Reflect means that she will essentially always block the first attack barring some very specific circumstances. This in turn means she can at least buff herself once with Regen or Saintly Force for a comprehensive stat boost. Afterwards, she actually prefers to spam the tier 1 Needle Shoot for faster Recovery and HP Regeneration. If she cast Saintly Force before, then she keeps in reserve her very dangerous S-craft that can be used as a finisher. Crescent Mirror is neat, but unlikely to be used just due to the sheer cost and sluggishness, given Millium's own suspect speed. Some of her other crafts have a very high Faint rate as well, so if the opponent doesn't block those, she can gamble for the status and then get a few nice boosted hits in. Would have really preferred Healing instead of just Regen though. Not sure where she goes but probably a High Middle


CLAIRE RIEVELDT -

HP: 18353
EP: 950
Atk: 2177
Def: 1723
ATS: 1920
ADF: 1875
Dex: 56
Agi: 32
Speed: 94

Move: 9
Range: 6
Threat: 15
Evade: 10%
Weapon Proficiency - C in Thrust, A in Pierce, B in Strike

Effective P.dur: 105%
Effective M.dur: 104%

Weapon: White Nova - +1155 Atk, 20% Crit, +100% Hit Bonus
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Physical - 1365 damage, 21 CT

Moebius Master Quartz Abilities
- Doubles Item Effectiveness
- Increases the range that items can be used from (Halfway across the map).
- All items now have Medium AoE on use

Golden Sphere - 37 EP. 4708 damage. 30% chance to inflict Blind. Casts in 6 CT, recovers in 25 CT.
Breath - 30 EP, Heals 3388 HP. Small AoE. 5 CT to Cast. Recovers in 24 CT.
Dark Matter - 82 EP. 6148 damage. 100% chance to inflict Move-50%. Casts in 8 CT, recovers in 27 CT.
Cross Crusade - 157 EP. MT 11188 damage. 10 CT to Cast. Recovers in 31 CT.
Athelas - 112 EP, Revives a KO'd Ally and Heals 11616. Can also be cast for regular healing. 6 CT to Cast. Recovers in 29 CT.
Holy Breath - 90 EP, Heals 6776 HP. Wide AoE. 6 CT to Cast. Recovers in 27 CT.

Quartz (Set) - 2 Water, 1 Space
Tearal - 90 EP. Heals 13068 HP. 5 CT to Cast. Recovers in 26 CT.
Maelstrom - 262 EP. 13588 damage. MT. 12 CT to Cast. Recovers in 36 CT
EP Cut 2 - Reduces EP Cost of all spells by 25% (already factored) 

Other Quartz Options
HP 2 - Max HP +2000
Shield 2 - +50 ADF, and adds 15% Magic Evasion. Stacks with Shield 3
Shield 3 - +80 ADF, and adds 25% Magic Evasion. Stacks with Shield 2
Vanish - Adds a 10% chance to physicals to eject the target from battle.
Crystal Flood - 135 EP, 8788 damage. 30% chance to Freeze. 10 CT to Cast. Recovers in 31 CT.
Fortuna - 30 EP. Boosts ATS/ADF by 25% for 5 turns. Becomes 50% on the next and refreshes duration. Casts in 5 CT, recovers in 24 CT.
Shining - 45 EP. Adds Insight Status for 5 turns. Casts in 5 CT, recovers in 24 CT.
Seraphic Ring - 300 EP. MT Full healing. Also revives and adds 20% Regen for 3 turns.  Casts in 8 CT, recovers in 127 CT.

Crafts
Mortal Mirage - 40 CP. 2997 Damage (x1.30). Line Fire, adjustable. 50% chance to ID. Adds 25 Delay. +30% chance to unbalance. Recovers in 31 CT.
Frigid Rain - 40 CP. 3508 Damage (x1.40). Wide AoE. Magic Damage. 100% chance to Freeze. Recovers in 31 CT.
Flawless Leadership - 60 CP. MT. Provides flawless commands, granting Atk/Def+25% and reduces Delay to 0 (MT Turn Shift) to all. Recovers in 36 CT.

Kaleido Force - Requires 100 CP+. 17693 Damage (x4). Recovers in 42 CT.

Items
For those that allow it since Claire becomes an item specialist in this case, this is a list of items that are available at end game, ranked in order of rarity. All items recover in 21 CT:

Unique items (Cooking - Only Claire and maybe one other person can make these):
Harmonic Juice - Restores 2000 HP, 100 EP, 5 CP and adds ATS+25%
Designer Cappuccino - Restores 8000 HP, adds Atk+25% for 7 Turns

Common Store bought
Tear Balm - Heals 3000 HP
Teara Balm - Heals 6000 HP
Tearal Balm - Heals 12000 HP
EP Charge I - Restores 200 EP
EP Charge II - Restores 500 EP
EP Charge III - Restores 1200 EP
Reviving Balm - Restores 3000 HP and revives
Celestial Balm - Restores 9000 HP and revives.
Other status healing items

Rare Store bought:
Other food/cooking items (these are usually regional, but can be made by other party members)
Strength Elixir - Heals 6000 HP, 30CP, cures stat downs and adds Atk+50% for 5 turns
Defense Elixir - Heals 6000 HP, 600 EP, 30 CP, Cures stat downs and adds Def+50% for 5 turns
Spirit Elixir - Heals 6000 HP, 600 EP, cures stat downs and adds ATS/ADF+50% for 5 turns

*Note all three elixirs are available only for a limited time. Once its past, they are no longer available.

Comments:
Moebius is probably the first case where something so good  in-game is utterly worthless in the DL. However, it still at least has stats and spells. Claire is a far cry from how good she is in-game since Flawless Leadership is junk if she's alone (in a team setting, it's a terror). The big problem for her is that many of the options that she has eat into her EP pool, and unlike say Elise who can drain EP, she needs to pick and choose and never really being truly outstanding at that one thing. Like Elliot, she may prefer to use a weaker spell option such as Golden Sphere/Crystal Flood so she can get more casts off, time permitting. Can semi-spoil evadeable physicals with Insight, and she can also buff her damage for a bit of limit control. Her main strategy for the DL proper is to go straight for the status to win. Vanish/Instant Death/Freeze are all on the table and range from Low/Medium/High on the accuracy scale. Outside of ID, the other two are hard to block too. With a little healing, she can certainly try aiming for the chancier ones, but again, not overly strong in this department either. Low Heavy most likely just due to options available.


LAURA S ARSEID -

HP: 20421
EP: 690
Atk: 2337
Def: 1683
ATS: 1681
ADF: 1619
Dex: 42
Agi: 32
Speed: 82

Move: 9
Range: 2
Threat: 11
Evade: 10%
Weapon Proficiency - A in Slash, A in Strike

Effective P.dur: 116%
Effective M.dur: 108%

Weapon: Laevateinn - +1175 Atk, 5% Crit, 5% chance to Faint.
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Physical - 4686 damage, 24 CT

Brave Master Quartz Abilities
- Begins battle with Atk+50% for 5 turns (already factored)
- When HP is 20% or below, Atk+50% for 5 turns once per battle
- +10% Critical Hit

Fire Bolt - 30 EP, 3091 damage. 20% Chance to inflict Burn. 6 CT to cast. Recovers in 28 CT.
Forte - 30 EP, adds Atk+25%, becomes +50% when cast twice and refreshes duration. 6 CT to cast. Recovers in 28 CT.
La Forte - 60 EP. See above, but has Wide AoE. 6 CT to cast. Recovers in 28 CT.

Quartz (Set) - 2 Water, 1 Fire
Impassion - 60 EP. Gain 20 CP at the end of every turn for 4 turns. 6 CT to cast. Recovers in 28 CT.
Tearal - 120 EP. Heals 11177 HP. 6 CT to Cast. Recovers in 30 CT.
HP 2 - Max HP +2000

Other Quartz Options
Shield 2 - +50 ADF, and adds 15% Magic Evasion. Stacks with Shield 3
Shield 3 - +80 ADF, and adds 25% Magic Evasion. Stacks with Shield 2
Frost Edge - 60 EP. 4352 Damage. 20% Chance to Freeze. 7 CT to cast. Recovers in 29 CT.
Crystal Flood - 180 EP. 7294 Damage. 30% Chance to Freeze. 12 CT to cast. Recovers in 36 CT.
Flare Bomb - 200 EP. 9395 Damage. 20% Chance to Burn. 14 CT to cast. Recovers in 41 CT.
Purgatorial Flame - 450 EP. 15699 Damage. 50% Chance to Burn. 14 CT to cast. Recovers in 43 CT.

Crafts
True Armor Breaker - 25 CP. 7753 Damage (x1.35). Single target. 60% chance to Cancel and 100% chance to inflict DEF-25%. +30% Unbalance chance. Recovers in 36 CT.
True Earth Cleaver - 30 CP. 7315 Damage (x1.3). Line fire. 100% chance to inflict Speed-25% and Move-50%. +10% Unbalance chance. Recovers in 36 CT.
Radiant Flash - 50 CP. 9506 Damage (x1.5). Wide AoE, moves Laura to targeted position. 50% chance to inflict Faint. Recovers in 36 CT.
Radiant Wings - 20 CP. Adds Str+50% and Insight to Laura but also adds ADF-50%. Lasts for 3 turns. Recovers in 30 CT.
Radiant Blade - 40 CP. 2495 Damage (x1.35). Medium AoE. Magic damage. 90% chance to Mute. +20% Unbalance chance. Recovers in 36 CT.

Radiant Waltz Force - Requires 100 CP+. 24404 Damage (x3.25). Recovers in 48 CT.
Radiant Lion - Requires 100 CP+. 35359 Damage (x4.5). Recovers in 48 CT.

Comments:
Laura  is another case immediately after Claire who falls in the category of "being so good in-game and not so great in the DL" for characters. Arts multipliers tend to be stronger for DL purposes and many of the physical multipliers are from rare gems, so this leaves Laura with her slow speed (84% of average) and low ATS and EP scores. Instead, her main strategy is to bank on her S-craft which does crazy damage, thanks to her MQ. Which speaking of, thanks to her MQ, she doesn't need to waste time scaling up to +50%, and only needs to recast to refresh the duration. After the burst, she would want to heal stall and use Impassion/Regular physicals to try and build up to a second one. Spell casting doesn't work for her as well due to the low EP and ATS totals, though she could squeeze in like a Flare Bomb or two. Her other crafts have uses, but since they slow down the rate at which she gains the S-craft, the likely won't see too much use outside of being a spoiler (Radiant Blade against mages is something). God help you if you get stunned when she has a S-craft though. That's a one-way ticket to painville. High Middle. Can cash in the S-craft immediately on the frail for a OHKO, but kind of struggles onward when she's not stocked and being sluggish doesn't help.


EMMA MILLSTEIN -

HP: 15865
EP: 1200
Atk: 1912
Def: 1624
ATS: 2221
ADF: 1920
Dex: 41
Agi: 25
Speed: 81

Move: 8
Range: 4
Threat: 12
Evade: 0%
Weapon Proficiency - D in Slash, C in Thrust, C in Pierce, D in Strike

Effective P.dur: 82%
Effective M.dur: 95%

Weapon: Nirvana - +1115 Atk, +30 ATS, 5% Crit
Armor: Crystal Dress (see above).
Footwear: Red Boots (see above)

Physical - 2374 damage, Magical. 24 CT

Mirage Master Quartz Abilities
- Restores 12 EP from every turn taken (includes enemy as well as her own)
- +75% Magic evasion
- Halves Recovery Delay when casting Mirage type Magic

Luminous Ray - 50 EP, 5949 damage. Line Fire. 7 CT to cast. Recovers in 18 CT.
Analyze - 10 EP. Get target's analysis data. 6 CT to cast. Recovers in 17 CT.
Heatwave - 60 EP, 6782 damage. 20% Chance to inflict Burn. Small AoE. 7 CT to cast. Recovers in 29 CT.
Silver Thorn - 100 EP, 7615 damage. 40% Chance to inflict Confuse. Medium AoE. 9 CT to cast. Recovers in 20 CT.
Crescent Mirror - 250 EP. MT. Grants Magic Reflect, ATS+25% and ADF+25% to all allies. 12 CT to Cast. Recovers in 24 CT.
Phantom Phobia - 210 EP, 13445 damage. 100% Chance to inflict a random stat down. Wide AoE. 12 CT to cast. Recovers in 24 CT.
Claimoh Solaris - 500 EP, 21774 damage. MT. 14 CT to cast. Recovers in 29 CT.

Quartz (Set) - 2 Silver, 1 Fire
Purgatorial Flame - 450 EP. 21774 damage. 50% Chance to inflict Burn. Small AoE. 14 CT to cast. Recovers in 44 CT.
Saintly Force - 80 EP. Single target, increases target's Atk/Def/Speed by 25% for 5 turns. Becomes +50% when recast and refreshes duration. 6 CT to Cast. Recovers in 17 CT
Mind 3 - ATS+50

Other Quartz Options
Impassion - 60 EP. Gain 20 CP at the end of every turn for 4 turns. Casts in 6 CT, recovers in 28 CT.
Heat Up - 60 EP. Removes all stat debuffs, restores 10 CP. Casts in 6 CT, recovers in 28 CT.
EP 2 - Increases Max EP by 200
Mind 2 - Increases ATS by 30.

Crafts
Detector Beta - 20 CP. Scans target,100% to inflict Balance Down and Def/ADF-50% for 3 turns. Recovers in 37 CT
Serene Blessing - 30 CP. Restores 80% of Max HP and 50 CP to one. Revives and restores status conditions to normal. Cannot self target. Recovers in 37 CT.
Ethereal Edge - 30 CP. 4317 Damage (x1.35). Line fire. 100% chance to inflict ATS-50%. Recovers in 37 CT.
Crescent Shell - 45 CP. Adds Def+50% for 3 turns and Magic Reflect. Medium AoE. Recovers in 37 CT.
Aster Flare 2 - 45 CP. 4872 Damage (x1.45). Medium AoE. Magic damage. 50% chance to Confuse and 50% chance to Burn. Cannot Unbalance. Recovers in 37 CT.

Lord Albrieon - Requires 100 CP+. 14867 Damage (x3.25). Recovers in 49 CT.
Zodiac Rain - Requires 100 CP+. 21774 Damage (x4.5). Recovers in 49 CT.

Comments:
Has all the EP and ATS in the world, but egads. The speed and durability presents some major problems for Emma when she's solo. As much as she would prefer to drag a fight out longer with her EP pool, the stat combo doesn't land itself to that. Instead, she needs to try and blitz down as much damage as possible before she croaks. Thankfully, the Mirage recovery bonus means that Emma can sling loose some good tier spells pretty quick and doesn't need to rely on her extremely slow S-craft unless as an absolute finisher. She's very anti-magical though, with 75% magic evasion, a couple of ways to tack on reflect and both Detector Beta and Ethereal Edge can drop an opponent's magic power. Just...any person with a decent physical gives her issues. She would've killed for healing. As is, Saintly Force may be useful for the Def/Speed bonus but past that, her options are rather limited. Middle, most likely.



JUSIS ALBAREA -

HP: 17740
EP: 970
Atk: 2186
Def: 1632
ATS: 1952
ADF: 1818
Dex: 40
Agi: 32
Speed: 95

Move: 9
Range: 1
Threat: 10
Evade: 20%
Weapon Proficiency - A in Slash, B in Thrust

Effective P.dur: 101%
Effective M.dur: 100%

Weapon: Caledfwich - +1145 Atk, 5% Crit
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Physical - 1438 damage. 21 CT

Mistral Master Quartz Abilities
- Begin battle with ATS+50% for 5 turns
- +30% Critical Rate on Arts
- Halves Recovery Delay when casting Wind type Magic

Air Strike - 15 EP, 7768 damage. Single target. 5 CT to Cast. Recovers in 13 CT.
Spark Arrow - 45 EP, 9964 damage. Line fire. 20% chance to Seal. 6 CT to Cast. Recovers in 14 CT.
Breath - 30 EP, Heals 3446 HP. Small AoE. 5 CT to Cast. Recovers in 14 CT.
Aerial - 90 EP, 12160 damage. Wide AoE. 8 CT to Cast. Recovers in 16 CT.
Judgment Bolt - 112 EP, 15088 damage. Line fire. 50% chance to  Seal. 10 CT to Cast. Recovers in 20 CT.
Holy Breath - 90 EP, Heals 6893 HP. Wide AoE. 6 CT to Cast. Recovers in 16 CT.
Ragna Vortex - 270 EP, 22408 damage. MT. 30% chance to Seal. 12 CT to Cast. Recovers in 23 CT.

Quartz (Set) - 2 Space, 1 Wind
EP Cut 2 - Reduces EP Cost of Arts by 25%. Already factored in.
Evade 2 - +10% Evade
Fortuna - 30 EP. Boosts ATS/ADF by 25% for 5 turns. Becomes 50% on the next and refreshes duration. 5 CT to Cast. Recovers in 24 CT.

Other Quartz Options
Move 3 - Adds 15 Movement (let's him reach anywhere on the field with physicals if he ever needs it)
Hit 2 - Provides a 100% Hit Bonus
Recuria - 45 EP, Restores status condition to a group. 5 CT to Cast. Recovers in 14 CT.
Golden Sphere - 37 EP, 8866 damage. Small AoE. 30% chance to Blind. 6 CT to Cast. Recovers in 25 CT.
Dark Matter - 82 EP, 11062 damage. Wide AoE. 100% chance to inflict Move-50%. 8 CT to Cast. Recovers in 27 CT.
Cross Crusade - 157 EP, 18748 damage. MT. 10 CT to Cast. Recovers in 31 CT.
Altair Cannon - 337 EP, 26068 damage. MT. 100% chance to inflict ATS/ADF-25%. 12 CT to Cast. Recovers in 37 CT.
Insight -  45 EP. Adds Insight Status for 5 turns. Casts in 5 CT, recovers in 24 CT.
Seraphic Ring - 300 EP. MT Full healing. Also revives and adds 20% Regen for 3 turns.  Casts in 8 CT, recovers in 27 CT.

Crafts
Rapid Thrusts 2 - 3092 Damage (x1.30). Single target. 100% chance to Cancel and adds 20 Delay. +20% Unbalance chance. Recovers in 31 CT.
Arc Blade - 30 CP. 5971 Damage (x1.25). Magic attack. Medium AoE. 100% chance to inflict ADF-50%. +20% chance to Unbalance. Recovers in 31 CT.
Noble Command - 30 CP. Very wide AoE. Adds Atk/ATS/Speed+25%. Becomes +50% if used a second time and refreshes duration. Lasts for 3 turns. Recovers in 31 CT.
Treasure Sword 2 - 40 CP. 4195 Damage (x1.5). Medium AoE. 50% chance to Seal and 50% chance to Freeze. +20% Unbalance chance. Recovers in 31 CT.
Platinum Shield 2 - 50 CP. Medium AoE. Creates a barrier around self and all those in the area that nullifies one physical attack. Recovers in 31 CT.

Crystal Sabre - Requires 100 CP+. 11089 Damage (x2.75). Recovers in 42 CT.
Aestion Knight - Requires 100 CP+. 17983Damage (x4). 100% chance to inflict Seal. Recovers in 42 CT.

Comments:
Things that got buffed from CS1 to CS2: Mistral MQ. CS1 Mistral was crap. CS2 Mistral though...whoof. Check out Jusis' damage. He hits as hard as Gaius does with a tier 4 by casting only a tier 1. It also has a notable crit rate on it, so any opponent that is vulnerable to magic (let alone Wind magic) will get ripped to shreds if they can't down him in a hurry. Doing that might not be as easy as it sounds since he also has in his repetoire some modest evade + Insight , a physical immunity tech, moderate healing and the random Seal procs from both Treasure Sword and his magic. Should he actually need to refresh his ATS buff, he can either use Noble Command (which also boosts Speed!) or Fortuna (which boost ADF!). Fortuna recovers faster than Noble Command and will maintain the duration longer, but Noble Command is instant and buffs speed, and doesn't cost any EP. If he runs into a Wind immune enemy, his damage will take a pretty notable drop since he can't cast the big tiers as quickly, but he still has space arts he can toss out. Incidentally, Arc Blade also synergizes with his damage since that hitting will further boost his damage for a few turns. Loses to high powered mages but is quite scary otherwise. Heavy.


SHARON KRUEGER -

HP: 17606
EP: 880
Atk: 2186
Def: 1224
ATS: 1977
ADF: 1414
Dex: 49
Agi: 46
Speed: 128

Move: 10
Range: 3
Threat: 13
Evade: 50%
Weapon Proficiency - A in Slash, C in Thrust, C in Pierce, C in Strike

Effective P.dur: 90%
Effective M.dur: 89%

Weapon: Arc-En-Ciel - +1155 Atk, 5% Crit
Armor: Patterned Shirt (see above).
Footwear: Red Boots (see above)

Physical - 1388 damage. 15 CT

Juggler Master Quartz Abilities
- 50% chance to inflict a random abnormality from physicals/crafts
- 50% chance to inflict Nightmare from physicals/crafts
- +75% Hit bonus

Fortuna - 40 EP. Boosts ATS/ADF by 25% for 5 turns. Becomes 50% on the next and refreshes duration. 3 CT to Cast. Recovers in 17 CT.
Luminous Ray - 50 EP, 4943 damage. Line Fire. 4 CT to cast. Recovers in 18 CT.
Silver Thorn - 100 EP, 6425 damage. 40% Chance to inflict Confuse. Medium AoE. 6 CT to cast. Recovers in 20 CT.
Grim Butterfly - 200 EP, 11615 damage. 100% Chance to inflict a random stat down. Wide AoE. 7 CT to cast. Recovers in 21 CT.
Phantom Phobia - 210 EP, 11615 damage. 100% Chance to inflict a random stat down. Wide AoE. 7 CT to cast. Recovers in 23 CT.

Quartz (Set) - 2 Time, 1 Mirage
Action 3 - Speed +12
Action 2 - Speed +8
Saintly Force - 80 EP. Single target, increases target's Atk/Def/Speed by 25% for 5 turns. Becomes +50% when recast and refreshes duration. 3 CT to Cast. Recovers in 17 CT

Other Quartz Options
Impede 2 - +4 AT Delay on Attack/Crafts. Adds 60% chance to Cancel spell charging.
Cast 2 - Reduces Casting CT by 25%. Actual effect in practice is closer to 30% due to truncation of delay values.
Chrono Burst - 400 EP, Takes an extra turn upon casting. 0 CT.
Soul Blur - 50 EP, 4943 damage. Single Target. 4 CT to cast. Recovers in 17 CT.
Shadow Blade - 450 EP, 16558 damage. Wide AoE. Drains 5% of damage as HP. 9 CT to cast. Recovers in 28 CT.
EP 2 - Increases Max EP by 200
Crescent Mirror - 250 EP. MT. Grants Magic Reflect, ATS+25% and ADF+25% to all allies. 7 CT to Cast. Recovers in 23 CT.
Claimoh Solaris - 500 EP, 19029 damage. MT. 9 CT to cast. Recovers in 28 CT.

Crafts
Binding Chains - 30 CP. 2 hits of 1934 Damage (x1.1) or 3868 total. Wide AoE. 50% chance to inflict Seal and adds 25 Delay. Pulls enemies into Sharon's range. Recovers in 23 CT.
Shadow Stitch - 45 CP. 2 hits of 2481 Damage (x1.25) or 4962 total. Wide AoE. 100% chance to inflict Speed-50% and Move-100%. Recovers in 23 CT.
Tea Time - 50 CP. Restores 50% Max HP and 50 CP for all allies. Does not self target. Recovers in 23 CT.

True Death's Embrace - Requires 100 CP+. 20515 Damage (x4.5). 100% chance to inflict Instant Death. Recovers in 31 CT.

Comments:
Insanely bad ass. If you don't block instant death, you lose. Period. S-break True Death's Embrace means Sharon goes off Initiative speed (it's not quite First Strike, but it's certainly close) and the S-craft is unevadable. Past that, you basically have to block status completely to have any chance of winning. Goes off 131% average speed and uses one of her multi-hitting crafts, which gives her two chances to proc both of Juggler's passives. This in turn mean there's only about 1.5% for Sharon to *not* proc any status. Thanks to the plethora of potentially dangerous stuff in there, it's a big risk for vulnerable PCs to try to survive through it. And she's accurate to boot thanks to the Hit bonus. Further past THAT, Sharon's second craft lets her play a dangerous speed game against her opponents as she can buff herself with Saintly Force if needed and the Move busting lets her kite to a safe distance if you allow that. Even her damage isn't too awful since she can buff with Fortuna to unleash some big hits. Her main flaw is that her she's somewhat frail and relies on the 50% evade to help her dodge hits but she can swap to a Red Jumper like Gaius when evade isn't relevant to gain about 10% more durability. Eats PCs alive but has some issues with bosses. Low Godlike, feels like.


SARA VALESTEIN -

HP: 19602
EP: 940
Atk: 2254
Def: 1730
ATS: 1879
ADF: 1736
Dex: 47
Agi: 38
Speed: 107

Move: 10
Range: 1
Threat: 11
Evade: 30%
Weapon Proficiency - A in Slash, A in Thrust, A in Pierce

Effective P.dur: 113%
Effective M.dur: 107%

Weapon: Nero & Rosso - +1155 Atk, 5% Crit
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Physical - 1388 damage. 15 CT

Thor Master Quartz Abilities
- Recovers 20% of damage dealt as HP when using Physicals/Crafts
- Recovers 2% of damage dealt as EP when using Physicals/Crafts
- +10% Evade

Spark Arrow - 60 EP, 5243 damage. Line fire. 20% chance to Seal. 5 CT to Cast. Recovers in 20 CT.
Judgment Bolt - 150 EP, 8531 damage. Line fire. 50% chance to  Seal. 9 CT to Cast. Recovers in 26 CT.
Ragna Vortex - 360 EP, 13229 damage. MT. 30% chance to Seal. 11 CT to Cast. Recovers in 29 CT.

Quartz (Set) - 2 Wind, 1 Fire
Purgatorial Flame - 450 EP. 17927 damage. MT. 50% chance to Burn. 11 CT to Cast. Recovers in 33 CT.
Holy Breath - 120 EP, Heals 6660 HP. Wide AoE. 5 CT to Cast. Recovers in 24 CT.
Evade 2 - Evade+10%

Other Quartz Options
Evade 1 - Evade+5%
Breath - 40 EP, Heals 3330 HP. Small AoE. 4 CT to Cast. Recovers in 21 CT.
Air Strike- 20 EP, 3834 damage. 4 CT to Cast. Recovers in 19 CT.
Fire Bolt - 30 EP, 3834 damage. 20% Chance to inflict Burn. 4 CT to Cast. Recovers in 21 CT.
Forte - 30 EP. Boosts Atk by 25%. Increases to 50% when cast a second time and refreshes the duration. Casts in 5 CT, recovers in 21 CT.
Impassion - 60 EP. Gain 20 CP at the end of every turn for 4 turns. 4 CT to Cast. Recovers in 21 CT.
Heat Up - 60 EP. Removes all stat debuffs, restores 10 CP. 4 CT to Cast. Recovers in 21 CT.
Flare Bomb - 200 EP, 10880 damage. 20% Chance to inflict Burn. 11 CT to Cast. Recovers in 24 CT.

Crafts
Thunder Roar EX - 30 CP. 2966 Damage (x1.25). Wide AoE. 90% chance to inflict Seal and 100% chance to inflict Speed-50%. +10% Unbalance chance. Recovers in 28 CT.
Lightning Charge - 30 CP. Atk/Speed+50% and adds Insight for 3 turns. Recovers in 28 CT.
Flash EX - 40 CP. 4375 Damage (x1.5). Wide AoE. 50% chance to inflict Seal and adds 30 Delay. +30% Unbalance chance. Recovers in 28 CT.
Thunder Vortex - 40 CP. 3248 Damage (x1.35). Wide AoE. 100% chance to inflict Atk-50%. Pulls enemies into the targeted area. +10% Unbalance chance. Recovers in 28 CT.

Plasma Storm - Requires 100 CP+. 17054 Damage (x3.75). 100% chance to inflict Faint. Recovers in 37 CT.
Northern Limits - Requires 100 CP+. 21280 Damage (x4.5). 100% chance to inflict Faint. Recovers in 37 CT.

Comments:
For someone who ends up above average at all the stats, Sara ends up struggling to finding a dominant strategy. Probably the most notably thing about her is that she can reach up to 95% evade by equipping the Patterned Shirt and then using Lightning Charge. This along with the high Seal chances on Thunder Roar EX and her magic means she works as a physical spoiler of sorts - a better Gaius in essence. Thor's innate draining is really bad DL wise since crafts don't do anywhere near as much damage. Likely a High Middle but could make Low Heavy.


ALFIN RIESE ARNOR -

HP: 15585
EP: 1400
Atk: 1931
Def: 1599
ATS: 2091
ADF: 1909
Dex: 39
Agi: 31
Speed: 86

Move: 8
Range: 4
Threat: 12
Evade: 0%
Weapon Proficiency - D in Slash, C in Thrust, D in Pierce, D in Strike

Effective P.dur: 87%
Effective M.dur: 89%

Weapon: Arcana Force - +1125 Atk, +20 ATS, 5% Crit
Armor: Crystal Dress (see above).
Footwear: Red Boots (see above)

Physical - 2048 damage. 23 CT

Pandora Master Quartz Abilities
- Offensive Arts Inflict a 100% more damage at the cost of 50% more EP* (in practice this is actually only a 50% damage increase)
- Offensive arts have a 30% chance to inflict random status abnormalities
- Increases range of AoE and Line fire type arts by 2 (Moderate increase)

Grand Press - 180 EP.  11648 damage. 100% chance to inflict Move-50%. 9 CT to Cast. Recovers in 30 CT.
Hydro Cannon - 165 EP. 11648 damage. 9 CT to Cast. Recovers in 30 CT.
Heatwave - 75 EP. 9296 damage. 30% chance to inflict Burn. 6 CT to Cast. Recovers in 27 CT.
Spark Arrow - 90 EP. 9296 damage. 20% chance to inflict Seal. 6 CT to Cast. Recovers in 25 CT.
Silver Thorn - 150 EP. 10472 damage. 40% chance to inflict Confuse. 9 CT to Cast. Recovers in 30 CT.
Phantom Phobia - 305 EP. 18705 damage. 100% chance to inflict a random stat down. 11 CT to Cast. Recovers in 34 CT.
Claiomh Solaris - 750 EP. 30467 damage. 13 CT to Cast. Recovers in 41 CT.

Quartz (Set) - 2 Fire, 1 Mirage
Purgatorial Flame - 675 EP. 30467 damage. Small AoE. 50% chance to Burn. 13 CT to Cast. Recovers in 41 CT.
Impassion - 60 EP. Gain 20 CP at the end of every turn for 6 turns. Casts in 4 CT, recovers in 26 CT.
EP 2 - Max EP +200

Other Quartz Options
Fire Bolt - 45 EP, 6943 damage. 20% Chance to inflict Burn. 5 CT to Cast. Recovers in 26 CT.
Heat Up - 60 EP. Removes all stat debuffs, restores 10 CP. 5 CT to Cast. Recovers in 26 CT.
Saintly Force - 80 EP. Single target, increases target's Atk/Def/Speed by 25% for 5 turns. Becomes +50% when recast and refreshes duration. 5 CT to Cast. Recovers in 26 CT
Mind 3 - +50 ATS

Crafts
Detector Gamma - 20 CP. Analyzes enemy data. 100% chance to inflict Speed-50% and Balance down. Also adds 50 Delay. Recovers in 34 CT.
Purity Ray - 30 CP, 2572 damage. 50% Chance to inflict Blind. Recovers in 34 CT.
Royal Cheer - 40 CP. Very wide AoE. Boosts Atk/ATS/Speed 25%. If used a second time, becomes +50%. Lasts 5 turns. Cannot self target.  Recovers in 39 CT.

Sacred Circle - Requires 100 CP+. Very wide AoE. Creates a barrier around self and all allies that nullifies one physical attack. Also nullifies one magic attack at 200 CP. Recovers in 46 CT.

Comments:
Alfin is the best PC ever. I don't care what you say. Yeah, sure, her durability is garbage (~88% effective durability), and she's below average speed (also ~88%). That almost certainly dooms you to complete suck. HOWEVER, Alfin has a neat trick up her sleeve. Like Rean, she can apply Delay and recover fast enough to get another turn before the opponent. Like Rean, she can also cast Impassion and generate enough CP as a result to pay for Detector's cost. Sure, it doesn't do any damage, but the cumulative delay means she can stack the effect and build up effective CT in the bank before cashing it in. She can effectively keep doing this as long as she has EP. Thus, in the DL, her main strategy should be to figure out how much damage she needs to do, then convert it to the number of Delay ticks necessary that she needs to stock. At which point, she casts the spells necessary and ends off with the highest Recovery Delay spell so she doesn't have to pay for it. So if you can't OHKO her, you're likely going to be in a world of hurt. This effectively allows her to conserve her EP pool, which she very much needs as while Pandora gives her good damage, it also chews through it quite quickly lest she uses the lower tier spells. She can't do this strategy if she wants to go off 2 Purgatorial Flames since that takes all her EP, but it does so much damage, she'll likely want to have it or the very EP conservative Fire Bolt on hand, depending on what she needs. So yes, she is a PC that literally wins by SCANNING you to death. Likely a Low Heavy


ANGELICA ROGNER -

HP: 20062
EP: 900
Atk: 2270
Def: 1780
ATS: 1750
ADF: 1671
Dex: 42
Agi: 37
Speed: 103

Move: 10
Range: 1
Threat: 11
Evade: 10%
Weapon Proficiency - A in Thrust, A in Strike

Effective P.dur: 117%
Effective M.dur: 108%

Weapon: Purity Fist - +1155 Atk, 5% Crit, +5% chance to Faint.
Armor: Red Jumper (see above).
Footwear: Red Boots (see above)

Accessory: Lightning Belt - +50 Strength, +5 Speed, Hit +50%, +5% Crit

Physical - 1649 damage. 26 CT

Emblem Master Quartz Abilities
- Damage taken is reduced as HP is reduced. EDIT: Damage reduction is (1-HP%)^2 * 0.99. Thanks to Pyro for deciphering the formula. In layman's terms, the damage reduction is greater as more HP is lost. So an attack at 72% HP for example, may only cut the next hit by 10%, but an attack at 13% HP will cut damage by 81%. In practice, this means Angelica turns 3HKOs into 7HKOs. This damage reduction is not useful when damage reaches a certain threshold (Pyro estimates damage that does 65% or more will still 2HKO).
- 90% chance to get a Triple Advantage (Pre-emptive, +10 starting CP and reduces all targets' HP by 18%) regardless of how the target is approached. Does not work on any fixed encounters.
- Doubles item acquisition from drops if killing blow was dealt by this character.

Golden Sphere  - 37 EP, 4006 damage. 30% chance to Blind. 5 CT to Cast. Recovers in 23 CT.
Fortuna - 30 EP. Boosts ATS/ADF by 25% for 5 turns. Becomes 50% on the next and refreshes duration. Casts in 4 CT, recovers in 22 CT.
Dark Matter - 82 EP, 5319 damage. 100% chance to inflict Move-50%. 7 CT to Cast. Recovers in 25 CT.
Shining - 45 EP. Adds Insight Status for 5 turns. Casts in 4 CT, recovers in 22 CT.
Altair Cannon - 337 EP, 14288 damage. 100% chance to inflict ATS/ADF-25%. 9 CT to Cast. Recovers in 34 CT.

Quartz (Set) - 2 Space, 1 Time
Chrono Drive - 45 EP. Boosts Speed by 25% on first cast (127%), 50% on the next (148%). Casts in 4 CT, recovers in 22 CT.
EP Cut 2 - Reduces EP Cost of casting spells by 25%
Seraphic Ring - 300 EP. MT Full healing. Also revives and adds 20% Regen for 3 turns.  Casts in 7 CT, recovers in 25 CT.

Other Quartz Options
Action 3 - Speed+12
EP Cut 1 - EP Cost of casting spells is reduced by 20%. Stacks multiplicatively with EP Cut 2 (40% total)
Hit 2 - Hit +100% bonus
Chrono Break - 45 EP. Reduces target speed by 25% on first cast. 50% on the next. Target's turn is also delayed by 15 CT. Casts in 4 CT. Recovers in 22 CT.
Chrono Burst - 300 EP, Takes an extra turn upon casting. 0 CT.
Soul Blur - 37 EP. 4006 damage. 30% chance to inflict Faint. Casts in 5 CT, recovers in 21 CT.
Demonic Scythe - 75 EP. 5319 damage. 30% chance to inflict Instant Death. Casts in 7 CT. Recovers in 23 CT.
Grim Butterfly - 150 EP. 9913 damage. 50% chance to inflict Nightmare. Casts in 9 CT. Recovers in 27 CT.
Cross Crusade - 157 EP. 9913 damage. Casts in 9 CT. Recovers in 29 CT.


Crafts
Laser Bullet 2 - 20 CP. 3584 damage (x1.35). Line Fire. 100% Cancels and adds 25 Delay. +10% Unbalance chance. Recovers in 29 CT.
Zero Impact 2 - 30 CP, 4435 damage (x1.5). 90% Chance to inflict Faint. +50% Unbalance chance. Recovers in 29 CT.
Dragon Boost - 25 CP. Boosts Str/Def+50% for 3 turns. Recovers in 29 CT

Dragon Kick 2 - Requires 100 CP+. 18623 Damage (x4). Recovers in 38 CT.

Comments:
It's debatable what Angelica wants to set in her time node. I'm of the belief that Chrono Drive is better since it gives her better long term mileage versus Action 3. But Action 3 makes her faster for the first turn, which is very valuable in the DL. For now, I'm assuming Chrono Drive as her go to. She has a couple of fun options with Fortuna/Insight for the damage boosting/Evade buff, but the most remarkable stuff to me are her crafts. Laser Bullet is surprisingly deceptive. At a low low cost of 20 CP, it means that the net cost of it is actually only 15 CP on hit. This means, it's actually more damaging than her S-craft, especially once you consider the added unbalance chance. Now, she can't regenerate CP like Rean/Alfin, but with even a single Chrono Drive casting, she'll recover faster than the added Delay, allowing her to delay lock opponents for a bit and basically dump a lump of damage on them. Of course, the S-craft ignores evade and cut in the turn order, so it's not without its advantages. However, Laser Bullet also synergizes better with Zero Impact since she can still do them after that, and if the Stun works, she's boosted her damage for basically the entire Laser Bullet stream. I wouldn't bother considering the Pre-emptive bonus personally (it doesn't work on bosses - major enemies though, sure) but YMMV on that. If you give her that bonus, then she will almost always take Chrono Drive over Action 3. I presume that the primary of her MQ is linear in nature, which means that you will almost want to OHKO her, else she's going to make your damage suck hardcore over time. And if you have limited charges, you are going to have a bad time when she heals. High Middle, probably?


TOWA HERSCHEL -

HP: 18075
EP: 1030
Atk: 2097
Def: 1659
ATS: 2053
ADF: 1960
Dex: 46
Agi: 30
Speed: 90

Move: 8
Range: 5
Threat: 13
Evade: 0%
Weapon Proficiency - B in Thrust, A in Pierce, C in Strike

Effective P.dur: 102%
Effective M.dur: 104%

Weapon: Polaris - +1135 Atk, 5% Crit, +5%
Armor: Crystal Dress (see above).
Footwear: Red Boots (see above)

Physical - 1920 damage. Magic damage. 22 CT

Sceptre Master Quartz Abilities
- Acquire Sepith 90% of the time with attacks/crafts
- Acquire Sepith 50% of the time with offensive arts
- Increases EXP earned by x1.3
(...this stupid MQ)

Curia - 20 EP. Restores status conditions back to Normal. 3 CT to Cast. Recovers in 23 CT.
Aqua Bleed - 20 EP, 4486 damage. 5 CT to Cast. Recovers in 25 CT.
Frost Edge - 60 EP, 6026 damage. 20% chance to Freeze. 6 CT to Cast. Recovers in 26 CT.
Hydro Cannon - 110 EP, 7566 damage. 8 CT to Cast. Recovers in 28 CT.
Tearal - 120 EP. Heals 13786 HP. 5 CT to Cast. Recovers in 27 CT.
Crystal Flood - 180 EP, 9619 damage. 30% chance to Freeze. 11 CT to Cast. Recovers in 33 CT.

Quartz (Set) - 2 Earth, 1 Water
HP 2 - Max HP +2000
Earth Pulse - 60 EP, Adds 20% HP Regen for 5 turns. 5 CT to Cast. Recovers in 25 CT.
Ancient Glyph - 360 EP. 14751 damage. 20% Chance to Petrify. Casts in 13 CT, recovers in 37 CT.

Other Quartz Options
Shield 3 -Adds 80 ADF and 25% Magic Evasion.
Crest - 20 EP, Buffs Defense by 25% for 5 turns. Becomes +50% when cast again and refreshes duration. 5 CT to Cast. Recovers in 25 CT.
Maelstrom - 360 EP. 14751 Damage. MT. 13 CT to Cast. Recovers in 37 CT.
Needle Shoot - 30 EP, 4486 damage. Single target. 20% Chance to inflict Petrify. 5 CT to Cast. Recovers in 25 CT.
Grand Press - 120 EP, 7566 Damage. Medium AoE. 100% chance to inflict Move-50%. 8 CT to Cast. Recovers in 28 CT.
Yggdrasil - 180 EP, 9619 damage. Wide AoE. 30% Chance to inflict Petrify. 11 CT to Cast. Recovers in 33 CT
Adamantine Shield - 300 EP. Small AoE. Protects caster and others around targeting area from one Physical attack. 11 CT to Cast. Recovers in 33 CT

Crafts
Weakener - 20 CP. Analyzes enemy data. 100% to inflict Balance Down and Weaken status (makes enemy take 50% to every element) for 3 turns. Recovers in 33 CT.
Shooting Stars - 30 CP, 3716 damage (x1.35). Magic damage. Line Fire. Recovers in 33 CT.
Energy Rain - 40 CP. Heals 25% Max HP and 25% Max EP. Wide AoE. CAN self target. Recovers in 33 CT

Rainbow Shot 2 - Requires 100 CP+. 18344 Damage (x4.2). Recovers in 44 CT.

Comments:
I love Towa, but DL-wise, uh...I'm not so sure. Weakener is very cool because it works on *everything* in-game and can't be nullified. So even though Towa doesn't have Fortuna, she can essentially buff all her damage by 50% in one go. Even better still is that it cuts through immunity as it just flat adds a 50% effectiveness to all elemental attacks. The problem is that Weakener's duration is based on the enemy's turns. Meaning if the enemy is sufficiently fast enough, Towa will never be able to take good advantage of it. And without it, her damage is kind of bad. She can stall somewhat since Earth Pulse along with Tearal though is pretty much full healing. This along with Energy Rain's EP recovery can keep her going for sometime - enough to maybe bank on the low status odds or lower tier spells to get the job done or in some cases, maybe even stock a 200 CP S-craft. It's unlikely she'll want to swap out HP 2 for Shield 3, but the option is there if she really needs to dodge magic. Likely a lower end Middle.
« Last Edit: August 07, 2018, 08:32:49 PM by Dhyerwolf »
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Tide

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Re: Trails of Cold Steel 2 Stat Topic - 100% Rean x Towa OTP Shipping Inside
« Reply #3 on: October 25, 2016, 04:53:40 AM »
AVERAGES!

Some notes - These averages have not factored in linked attacks into the question. As I noted before, some characters (like Angie) might prefer to dump their CP in other ways. This is strictly looking at the 3 most damaging moves available and considering EP pools. This means that characters like Elliot are using things they normally wouldn't (Altair Cannon) since he can cast it more than twice and still have gas left over. This cast in general is very magic dominant (sans Rean) so everyone is using magic in these averages.

Second, I have a few damage averages calculated and can probably run more if people are interested. As per Pyro's suggestion, these averages tacks on the S-craft at the end of the 3rd round because S-Breaks means they can be used whenever. In general, these really hurts those who have low damage to begin with (Machias, Gaius, Towa, etc) but benefits more the high damage scale end (Rean /w Valimar, Jusis). Factoring in S-crafts also hurts Rean/Alfin in this way as the former cannot S-break (CP is spent on moves in Valimar) and the latter does no damage with her S-craft. For Snowfire, I am including the amount of CT it takes for them to complete the damage dealt, and will also provide a ranking for Damage/CT (and an average from that). Onward!

HP Average - 18048
1. Gaius - 20655 (114%)
2. Laura - 20421 (113%)
3. Angelica - 20062 (111%)
4. Toval - 19976 (110%)
5. Sara - 19602 (108%)
6. Rean - 19255 (106%)
7. Machias - 19095 (106%)
8. Claire - 18353 (101%)
9. Elliot - 18155 (100%)
10. Elise - 18129 (100%)
11. Towa - 18075 (100%)
12. Jusis - 17740 (98%)
13. Sharon - 17606 (97%)
14. Alisa - 16216 (90%)
15. Emma - 15865 (88%)
16. Fie - 15720 (87%)
17. Alfin - 15585 (86%)
18. Millium - 15005 (83%)

Speed Average - 97
1. Fie - 131 (134%, 202% with Raven bonus)
2. Sharon - 128 (131%)
3. Rean - 114 (117%)
4. Sara - 107 (110%)
5. Angelica - 103 (106%; with Action 3, becomes 117%)
6. Toval - 100 (103%)
7. Elise - 99 (102%)
8. Alisa - 97 (100% - 99.54% if you want to be exact)
9. Jusis - 95 (97%)
10. Claire - 94 (96%)
11. Gaius - 93 (95%)
12. Towa - 90 (92%)
13. Elliot - 88 (90%)
14. Alfin - 86 (88%)
15. Machias - 84 (86%)
16. Millium - 82 (84%)
16. Laura - 82 (84%)
18. Emma - 81 (83%)

By effective P.dur
1. Angelica - 117%
2. Laura - 116%
3. Sara - 113%
4. Machias - 111%
5. Toval - 110%
6. Rean - 109%
7. Gaius - 108%
8. Claire - 105%
9. Towa - 102%
10. Elise - 101%
10. Jusis - 101%
12. Elliot - 93%
13. Millium - 92%
14. Alisa - 91%
15. Sharon - 90%
16. Alfin - 87%
17. Emma - 82%
18. Fie - 78%

By effective M.dur
1. Toval - 123%
2. Elliot - 110%
3. Laura - 108%
3. Angelica - 108%
5. Sara - 107%
6. Rean - 105%
7. Machias - 104%
7. Claire - 104%
7. Towa - 104%
10. Elise - 103%
11. Jusis - 100%
12. Gaius - 99%
13. Emma - 95%
14. Alisa - 93%
15. Sharon - 89%
15. Alfin - 89%
17. Millium - 88%
18. Fie - 77%

Evade
1. Fie (60%)
2. Sharon (50%)
3. Gaius (45%)
4. Toval (30%)
4. Sara (30%)
6. Jusis (20%)
7. Other fighters (Rean, Machias, Millium, Claire, Laura, Angelica) (10%)
8. Mages (Elliot, Alisa, Emma, Elise, Alfin, Towa) (0%)

M-Evade
1. Emma - 75%
2. Toval - 50%
3. Everyone else - 0%

NOTE - Claire/Elise/Laura can hit 40% (Prospectively). Towa/Elliot can hit 25% (Prospectively). In many cases, this evade comes at the cost of HP, so it is rarely worth the trade unless there is significant enough magic offense to consider it. 


Movement - 9
1. Fie - 11
2. Rean/Toval/Sharon/Sara/Angelica - 10
3. Gaius/Millium/Claire/Laura/Jusis/Elise - 9
4. Machias/Elliot/Alisa/Emma/Alfin/Towa - 8

Threat - 12
1. Claire - 15
2. Machias/Alisa - 14
3. Sharon/Towa - 13
4. Elliot/Fie/Gaius/Millium/Emma/Alfin - 12
5. Rean/Toval/Laura/Sara/Angelica - 11
6. Jusis/Elise - 10


3 turn Damage (Most damaging attacks possible + S-crafts at end of 3rd attack. Includes Action Nodes for Rean, Elise and Angelica) – 20107 (20315 w/ Jusis Crit)
1. Jusis – 88867 (100070 w/ Crit), 84 CT (71 CT w/ Half Start) (Ragna Vortex x 2 + Altair Cannon + S-Craft)
2. Emma - 78676, 97 CT (82 CT w/ Half Start) (Phantom Phobia + Claimoh Solaris x 2, S-craft)
3. Alisa - 68421, 81 CT (68 CT w/ Half Start) (Cross Crusade + Altair Cannon + Purgatorial Flame + S-craft)
4. Alfin - 67877, 109 CT (94 CT w/ Half Start) (Purgatorial Flame x2 + Fire Bolt. No S-craft (does no damage))
5. Rean - 66000, 43 CT (33 CT w/ Half Start) (Call Valimar, Lustrous Slash x1, Flame Dragon x2. No S-craft (no CP))
6. Laura - 63544, 126 CT (111 CT w/ Half Start) (Flare Bomb x3 + S-craft)
7. Elliot - 63812, 121 CT (107 CT w/ Half Start) (Altair Cannon x3 + S-craft w/ EP Cut 2)
8. Toval - 60990, 83 CT (70 CT w/ Half Start) (Ragna Vortex x3 + SCraft w/ EP Cut 2)
9. Sara - 60967, 86 CT (74 CT w/ Half Start) (Air Strike + Purgatorial Flame x 2 + SCraft)
10. Towa - 57465, 110 CT (96 CT w/ Half Start) (Ancient Glyph x2 + Crystal Flood + S-craft)
11. Claire - 58457, 110 CT (97 CT w/ Half Start) (Maelstrom x3 + S-craft)
12. Elise - 57946, 86 CT  (75 CT w/ Half Start) (Maelstrom x3 + S-craft)
13. Sharon - 57584, 69 CT (59 CT w/ Half Start) (Silver Thorn + Grim Butterfly + Claimoh Solaris + S-craft)
14. Angelica - 56612, 86 CT (75 CT w/ Half Start) (Altair Cannon x2 + Grim Butterfly + S-craft)
15. Millium - 53070, 92 CT (77 CT w/ Half Start) (Yggdrasil x2 + Claimoh Solaris + S-craft)
16. Machias - 43851, 106 CT (91 CT w/ Half Start) (Earth Lance + Yggdrasil + Claimoh Solaris + S-craft)
17. Fie - 41486, 53 CT (43 CT w/ Half Start) (Judgment Bolt x 2 + Ragna Vortex + S-craft)
18. Gaius - 40198, 93 CT (80 CT w/ Half Start) (Aerial + Judgment Bolt + Ragna Vortex + S-craft)

Kill point (assuming x2.5) – 50269 (50788 w/ Jusis Crit)
Average CT taken for Burst – 90 (77 w/ Half Start)

3 turn Damage (Same as above, but no Valimar and Rean only has Action 3) - 19227
1. Jusis – 88867 (100070 w/ Crit), 84 CT (71 CT w/ Half Start) (Ragna Vortex x 2 + Altair Cannon + S-Craft)
2. Emma - 78676, 97 CT (82 CT w/ Half Start) (Phantom Phobia + Claimoh Solaris x 2, S-craft)
3. Alisa - 68421, 81 CT (68 CT w/ Half Start) (Cross Crusade + Altair Cannon + Purgatorial Flame + S-craft)
4. Alfin - 67877, 109 CT (94 CT w/ Half Start) (Purgatorial Flame x2 + Fire Bolt. No S-craft (does no damage))
5. Laura - 63544, 126 CT (111 CT w/ Half Start) (Flare Bomb x3 + S-craft)
6. Elliot - 63812, 121 CT (107 CT w/ Half Start) (Altair Cannon x3 + S-craft w/ EP Cut 2)
7. Toval - 60990, 83 CT (70 CT w/ Half Start) (Ragna Vortex x3 + SCraft w/ EP Cut 2)
8. Sara - 60967, 86 CT (74 CT w/ Half Start) (Air Strike + Purgatorial Flame x 2 + SCraft)
9. Towa - 57465, 110 CT (96 CT w/ Half Start) (Ancient Glyph x2 + Crystal Flood + S-craft)
10. Claire - 58457, 110 CT (97 CT w/ Half Start) (Maelstrom x3 + S-craft)
11. Elise - 57946, 86 CT  (75 CT w/ Half Start) (Maelstrom x3 + S-craft)
12. Sharon - 57584, 69 CT (59 CT w/ Half Start) (Silver Thorn + Grim Butterfly + Claimoh Solaris + S-craft)
13. Angelica - 56612, 86 CT (75 CT w/ Half Start) (Altair Cannon x2 + Grim Butterfly + S-craft)
14. Millium - 53070, 92 CT (77 CT w/ Half Start) (Yggdrasil x2 + Claimoh Solaris + S-craft)
15. Rean- 50161, 76 CT (Grim Butterfly + Purgatorial Flame + Motivate + SCraft)
16. Machias - 43851, 106 CT (91 CT w/ Half Start) (Earth Lance + Yggdrasil + Claimoh Solaris + S-craft)
17. Fie - 41486, 53 CT (43 CT w/ Half Start) (Judgment Bolt x 2 + Ragna Vortex + S-craft)
18. Gaius - 40198, 93 CT (80 CT w/ Half Start) (Aerial + Judgment Bolt + Ragna Vortex + S-craft)

Kill point (assuming x2.5) - 48068
Average CT taken for Burst - 92

Damage/CT – 717 (668 w/o Valimar)
1. Rean – 1535 (660 w/out Valimar)
2. Jusis - 1058
3. Alisa - 845
4. Sharon - 835
5. Emma – 812
6. Elise – 805
7. Fie - 783
8. Toval - 735
9. Sara - 709
10. Angelica - 658
11. Alfin - 623
12. Millium - 577
13. Claire – 531
14. Elliot – 527
15. Towa - 522
16. Laura - 504
17. Gaius - 432
18. Machias - 412

Damage per turn on Average (assume 25 CT) – 17925 (16700 w/o Valimar)
Average Damage using x2.5 convention / Kill Point (assume 62.5 CT)- 44813 (41750 w/o Valimar)
And finally, damage average**** assuming you only give the PC 75 Delay ticks to work with (so 3 turns under standard delay). This restricts the PCs from using an S-breaking at the end (due to the heavy recovery time) but they can still use a S-craft for their damage. This illustrates more of a picture of how much damage everyone can typically do within 3 turns worth of time.
****These numbers have not been updated with the new magic damage numbers
Average Damage within 3 rounds - 41833 (~72 CT)

1. Rean - 82475 (71 CT, Call Valimar, 2x Flame Dragon, Lustrous Slash + Purgatorial Flame)
2. Jusis - 74992 (74 CT, Judgment Bolt x3 + Spark Arrow)
3. Fie - 50492 (72 CT, Judgment Bolt x3 + Scud Wing x1, Shadow Brigade)
4. Alfin - 49172 (75 CT, Purgatorial Flame, Phantom Phobia)
5. Elise - 48334 (75 CT, Crystal Flood x3, Frost Edge)
6. Toval - 43815 (75 CT,Ragna Vortex x2 + Judgment Bolt)
7. Alisa - 43241 (71 CT, Fortuna, Purgatorial Flame, Cross Crusade)
8. Laura - 40045 ( 72 CT, Attack, Radiant Lion)
9. Sara - 39206 (70 CT, Purgatorial Flame, Northern Limits)
10. Emma - 39054 (72 CT, Phantom Phobia x3)
11. Sharon - 38059 (75 CT, Demonic Scythe x3, Grim Butterfly)
12. Millium - 33675 (72 CT, Yggdrasil x3)
13. Angelica - 32911 (72 CT, Altair Cannon, Dragon Kick 2)
14. Claire - 30561 (73 CT, Crystal Flood, Kaleido Force 2)
15. Towa - 30530 (74 CT, Ancient Glyph x2)
16. Gaius - 27771 (71 CT, Judgment Bolt + Double Cyclone)
17. Elliot - 26840 (68 CT, Cross Crusade x2)
18. Machias -21824 (70 CT, Yggdrasil x2)

Average Damage per attack - 13944
Average Damage/CT - 577
Kill Point (at 2.5x average) - 34861
Kill Point (using 3 rounds worth of time) - 43244
« Last Edit: August 07, 2018, 11:45:22 PM by Dhyerwolf »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
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Pyro

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Thought I would mention this:
It looks like delay resistance is overcome by stacking delay chances. It almost seems like the game makes a separate delay check for EACH delay source stacked and if ANY succeed it applies the full delay value to the target (as if every check had succeeded).

So Impede 1 + 2 + Raven + Arc Slash = almost 100% success rate vs. 50% res. This certainly makes me more likely to assume that if someone with delay takes an impede or 2 that I can respect their locking ability. So Rean Arc Slash loop hype is a go for me at least. Ditto Fie. Not sure how I feel about Alfin.

If Rean uses Impede 1, 2, and Strength 3, his Delay-lock loop damage is something like ~450000. You really want counters or evasion or delay immunity (counters ought to be ranged too)

Emblem (Angelica's MQ) damage reduction goes as (1-HP%)^2 * 0.99. So at 100% HP it is 0% reduction, at 50% HP it is 25% reduction, etc. In practice this means Angelica is 7HKO'd by average physicals instead of 3HKOd. Effectiveness varies depending on the attack, but not a bad thing to have at all.
« Last Edit: November 08, 2016, 07:52:13 PM by Pyro »

Dhyerwolf

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Please note that magic damage in the topic has been updated to reflect new mult testing. The damage is now based on the following mults:

B      1.5
B+      1.65
A      1.8
A+      1.95
S      2.1
SS      2.5
SS+      3
SSS      3.5
SSS+      4
SSSS      4.5

For practical effect, this meant that a lot of the middle tier spells look a lot worse. The highest tier spells are mostly the same or even slightly better. This new damage is reflected in the damage averages (minus the last one). Please note that the damage average is taking the best case damage scenario (with optimizing for speed).

A few other notes
1. Based on my testing, characters don't need a full charge for their first turn to arrive (turn 1 speed is actually weird/heavily randomized). I would estimate that you only need half a normal turn on average. I've included the half turn CT in the first damage average.

2. Here are some numbers on effective evade/accuracy
   Accuracy   Raw Evade   Relative Evade (Lower is better)
Rean   92%   29.8%   -1.2%
Alisa   97%   25.3%   -7.6%
Alfin   84%   16%   -21%
Angie   93*   29.8%   -1.2%
Claire   101   25.3%   -7.6%
Elise   84%   20%   -15.3%
Elliot   84%   12%   -26.8%
Emma   86%   10%   -29.7%
Fie   94%   66.5%   51.8%
Gaius   87%   47.4%   24.1%**
Jusis   85%   25.3   -7.6%
Laura   87%   25.3%   -7.6%
Machias   90%   19.9%   -15.4%
Millium   82%   19%   -16.7%
Sara   92%   30.7%   0.2%
Sharon   94%   65.5%   50.3%
Toval   89%   26.9%   -5.3%
Towa   91%   15%   -22.5%
*With Accessory         
**Not including Insight

3. If you factor enemy resistance (but not immunity) into status averages, multiply hit rates by the following percentages (this does not take any status duration tiering into effect):
Seal   63.5
Mute   77.5
Blind   73.8
Sleep   83.6
Burn   66.7
Freeze   73.9
Petrify   52.7
Faint   70.3
Confuse   86.9
Deathblow   64.8
Nightmare   68.3
Delay   55.1
Vanish   69.7
Stat Down   82.6
...into the nightfall.