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Author Topic: Final Fantasy XIII  (Read 7425 times)

Dhyerwolf

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Final Fantasy XIII
« on: April 09, 2019, 10:55:10 AM »
This is the ported over version of Tal's FF 13 topic from the Wiki.
1. Multiple Posts
In order to keep this streamline, the first character post is just need to know. There will be another post with the character data that is more complete. The following is not contained in the first post
a. Breakdowns for individual attacks (I will just list the attack strings) unless those attacks are relevant as individual moves
b. Passive Skills that don’t matter in the DL (often anything re: launch + others)
c. Eidolons (These are in a later post)- If these come into play assume starting with 1.5 bars or fewer, the character has won.
d. Some of the header notes from the original topic. I’m assuming for the initial post that you know more of the basics (Including more indepth notes on the ATB/Chain/Roles

2. Accessing the Original Topic
http://www.rpgdl.com/wiki/index.php?title=Final_Fantasy_XIII_Hope&action=edit
-   Insert other character names to get their pages (kind of!)

3. ATB
Characters have 5 ATB slots and can act when one is filled. Some moves take more than 1 slot, but minus ultimate moves in a few situations, these are not very viable.

4. Chain
Chain is a % increase to attack, healing, status duration…etc. Chain boosts last for a certain number of seconds, but it’s not super relevant in the DL. Stagger won’t be relevant in the DL as a concept either

5. Roles, Paradigms, and Paradigm Shifts
I’ve included the 3 core roles (with a few notes for Fang’s Synergist and Hope and Vanille’s Comando) since that’s what is generally seen as legal. Fang’s Synergist has some unique good spells and Hope and Vanille’s Commando is a large damage increase just based on having Ruin due to Commando’s damage doubling.

Advanced techniques using paradigm shift are not considered in the average (And I couldn’t find the old average to figure out what it was)

Per NEB, shifting paradigms takes about 1.5 seconds the first time and 0.5 seconds after that. However, this really only has a delay when shifting in the middle of a turn since ATB continues to fill (so about 0.2 turn delay the first time if in the middle of a turn).

6. TP, Techniques, Summoning, Eidolons, and Gestalt
===TP===
TP is a system resource that carries over between battles.  It has a maximum of 5, however the first two TP are charged faster than the rest.  Specifically, the first TP takes 100 points to charge, the second takes 200, while the other three take 600.  A half full TP bar will be 1050 points, or 3.25 TP, but 1.5 is more realistic.

===Techniques===
Only the leader can execute techniques, and they can be used at any time, provided the leader is not in the middle of an attack or paradigm shift, even if he or she has less than 1 ATB full.  Most of the techniques are explained well enough on the character pages, but summon deserves a longer explanation.

===Summon===
Summon is a 3 TP technique and is used to summon the character's unique Eidolon.  When summoning an Eidolon, the non-leader characters are removed from the field and the Eidolon replaces them.  The party is also fully healed.  The summoner and Eidolon then fight together.

===Eidolons===
If you summon this you have likely won. If you start with 0 TP, it takes 900 TP gained to get the Eidolon out (assuming you need 3 full bars). If you start at half TP to get the Eidolon, it takes  450 TP. In the DL, characters gain 4 TP if they wait for their ATB gauge to fully fill, then use damage, healing or status (and I believe the status needs to successfully hit). As such, if you start at the half Eidolon TP, you need 111 turns of healing to get the Eidolon

7. Stats
Strength: Determines the damage of physical attacks.  Damage is directly proportional to Strength.
Magic: Determines the damage of magic attacks.  Damage is directly proportional to Magic.  Also affects healing and status/buff duration, but not directly proportional to the stat.
ATBG: The number of ATB slots the character has.  This also affects speed (higher ATBG => higher speed), but generally turns are still slower due to having more gauges to fill.

8. Assumptions
a. Tier 2 weapons are assumed
b. Roles are taken at crystarium level 9 for main roles. Stats from crystarium level 3 for secondary roles are included. This may not be realistic if you don’t allow these since they may have a warping effect on averages, but the effect is rather minimal (generally in the range of 250 HP, 30-35 Str and Mag for each PC).
c. Physical resistance (this is basically the "defense" stat) is taken at 27.2%.  Magical resistance is taken at 20%.  While these numbers are not actually possible in-game (since there can only be 100%, 50%, 0%, absorption), they represent an "average" of enemies in the last dungeon.  An average over all enemies in the game gives 19.67% physical and 13.92% magical.
d. Chain resistance is taken at 80%, again an average of enemies in the last dungeon.  An average over all enemies is 58.24%. Enemy Status Resistances from Taejin Tower on (ignoring enemies that immune status) are listed in the section below.
e. Buff and status durations are listed in numbers of seconds.  Approximate turn lengths are as follows:
*Tier 2 weapons - ~4.5 seconds to fill up ATB gauges, ~0.5 second animation time per action => '''~7 seconds total'''.

9. Statuses and Blockers
Deprotect- Takes 89% more damage from Physical against 0% physical resistance (122% effect against endgame enemy phys resistance) (Enemy Resistance = 41%)
Deshell- Takes 89% more damage from Magic against 0% magic resistance (111% effect against endgame enemy magic resistance) Enemy Resistance = 39%)
Poison- 1% MHP Damage every 3 Seconds (2-3% a turn) (Enemy Resistance = 36%)
Imperil- Resistances Decrease by 1 Rank (Halve turns to normal, Normal turns to 2x Weak) (Enemy Resistance = 45%)
Slow- ATB Bar fills up at half normal speed (Enemy Resistance = 44%)
Fog- Can’t use Magic (Enemy Resistance = 53%)
Pain- Can’t use Physicals (Enemy Resistance = 54%)
Curse- Reduces Cut/Keep by 20 (Enemy Resistance = 34%)
Daze- Can’t take actions and damage taken doubles (Equivalent of Sleep? Paralysis?) (Enemy Resistance = 38%)

There are status accessories to resist all these, plus Instant Death, Debrave and Defaith. The L1 versions range from 30% resist (upgraded) to 45% upgraded, or you can use a storebought item to make the L2 versions (40% to 60%). There are three accessories slot if you allow stacking (3 30% equal 65% resistance, 3 40% equals 83% resistance and 3 60% equals 93% resistance). In game these are often competing with +1000 HP, -15% Damage or Just Phys or Mag Damage Reducers and Potentially Mag/Str Plus

10. Cut/Keep
Interruptability of attacks. Low cut means very interruptable
Commando/Ravager Physicals- 35/35
Commando/Ravager Magic- 25/25
Army of One/Cold Blood/Death- 50/90
Last Resort- 10/25
Counter- 40.99
PC White Magic- x/25
PC Synergist Magic- x/25
Provoke/Challenge- 10/40
Vendetta/Entrench- 35/99
Elude/Steelguard/Mediguard- x/99
Saboteur Magic- 10/25 (25/25 if status hits)
All Eidolon Moves have Keep of 100

11. Averages up Top
HP: 8040
Damage: 13654 (2.5 Kill Point: 34135)
Damage allowing Commando for Hope and Vanille: 15991 (2.5 Kill Point: 39978)
Damage with Ravagers under Team base Commando bonus: 14474 (2.5 Kill Point: 36184)
« Last Edit: November 07, 2021, 04:03:16 PM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Final Fantasy 13
« Reply #1 on: April 09, 2019, 10:59:05 AM »
LIGHTNING
HP: 8005………………….(99.6%)
Strength: 1674
Magic: 1410
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Helter Skelter Lv *: 448 Strength, 190 Magic
Eidolon: Odin

Alternate Weapons
Enkindler Lv *: 133 Strength, 133 Magic, ATB Charge II (restores 20% of one gauge per hit)
Razor Carbine Lv *: 190 Strength, 448 Magic

Commando LV 4
Passive Skills
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.
Blindside: If target is not targetting you, its chain gauge is not empty, and is not staggered, first Attack in an attack queue does 2/3 (~67%) more damage and first Ruin in an attack queue does 70% more damage.

Attack Queues
Attack x5: 16288 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
>>>Approximately 13223 w/ Enkindler
Ruin x5: 12385 magic damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
>>Approximately 14651 w/ Razor Carbine, 11884 w/ Enkindler

For either attack queue
*If the target's chain gauge was empty, the first Attack does 814 extra, the first Ruin does 619 extra and the Chain Duration increases 6.67.
*If the target was not targeting Lightning and the chain gauge is not empty, the first Attack does 2172 extra damage and the first Ruin does 1734 extra damage.

Ravager LV 4
Passive Skills
Vigor: Increases chain bonus of all attacks by 1% (additive) when above 70% HP.  This ignores chain resistance.

Attack Queues
Aquastrike -> Froststrike -> Aquastrike -> Froststrike -> Aquastrike: 7632 Physical Damage (4574 Water, 3059 Ice), boosts chain by 13.8%, chain duration by 4.5 seconds
*This can be any combination of Water, Fire, Thunder and Ice
Water -> Blizzard -> Water -> Blizzard -> Water: 5805 Magic Damage (3479 Water, 2326 Ice), boosts chain by 16.6%, chain duration by 4.5 seconds
*This can be any combination of Water, Fire, Thunder and Ice

Medic LV 4
Attack Queues
Cure x5: 3052 healing over 5 hits, raises chain by 50%, chain duration by 5.8 seconds.
>>>Approximately 3464 w/ Razor Carbine, 2964 w/ Enkindler



SAZH
HP: 8595…………………..(106.9%)
Strength: 1255
Magic: 1153
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Polaris Specials Lv *: 496 Strength, 504 Magic, Stagger Lock (cannot stagger enemy)
Eidolon: Brynhildr

Commando LV 4
Passive Skills
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.
Adrenaline: Boosts Strength and Magic by 20% when above 70% HP.

Attack Queues
Attack x5: 12205 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
Ruin x5: 10123 magic damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.


Attack -> Blitz x2: 9763-24407 Physical Damage from min hits to max-hits

For either attack queue
*If the target's chain gauge was empty, the first Attack does 610 extra, the first Ruin does 506 extra and the Chain Duration increases 6.67.
*If HP is above 70%, this does 20% more damage.

Ravager LV 4
Attack Queues
Sparkstrike -> Firestrike -> Sparkstrike -> Firestrike -> Sparkstrike: 5724 Physical Damage (3430 Lightning, 2294 Fire), boosts chain by 13.8%, chain duration by 4.5 seconds. 
*The Fire and Lightning can be switched
Thunder -> Fire -> Thunder -> Fire -> Thunder: 4746 Magic Damage (2844 Lightning + 1902 Fire), boosts chain by 16.6%, chain duration by 4.5 seconds.
*Wind can be added in and the fire and lightning can be switched

Synergist LV 4
Action Skills
**All Spells boost chain by 5% and Chain Duration by 3

Bravery (2): Boosts Phys 40% for 278 seconds**
Faith(2): Boosts Mag 40% for 278 seconds.**
Shell (2): Cuts Mag 33% for 278 seconds.**
Protect (2): Cuts Phys 33% for 278 seconds.**
Haste(2): x1.5 ATB Speed (127.2% effective increase assuming that has no effect on animation)  for 174 seconds.**
Vigilance (2): +10 to Cut/Keep for 174 seconds.**
Enfire/Enfrost/Enthunder/Enwater  (2): Adds elemental damage to attacks for 330 seconds.**
Barfire/frost/thunder/water (2): Halves respective element for 174 seconds.**


SNOW
HP: 10020…………….(124.6%)
Strength: 1743
Magic: 1022
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Energy Coat Lv *: 513 Strength,  125 Magic
Eidolon: Shiva

Alternate Weapons
Feral Pride Lv *: 383 Strength, 383 Magic
Winged Saint Lv *: 213 Strength, 213 Magic, Improved Guard II (increases the damage reduction of Mediguard and Steelguard by an additive 16%)
Warrior's Greatcoat Lv *: 248 Strength, 257 Magic, Critical: Power Surge II (increases Strnegth and Magic by 40% when HP is below 30%) 
Solaris lv *: 175 Strength, 265 Magic, Improved Ward II (increases the damage reduction of Deathward and Fringeward by an additive 16%)

Commando LV 4
Passive Skills
Adrenaline: Boosts Strength and Magic by 20% when above 70% HP.
Blindside: If target is not targetting you, its chain gauge is not empty, and is not staggered, first Attack in an attack queue does 2/3 (~67%) more damage and first Ruin in an attack queue does 70% more damage.
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.

Attack Queues
Attack x5: 16963 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
Ruin x5: 8978 magic damage over 6 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
>>Approximately 11244 w/ Feral Pride
Sovereign Fist (All): 9819 ITD/ITE/ITR Physical Damage.  If the target is staggered, this does 47142 base damage instead.

For either attack queue
*If the target's chain gauge was empty, the first Attack does 848 extra, the first Ruin does 449 extra and the Chain Duration increases 6.67.
*If the target was not targeting Lightning and the chain gauge is not empty, the first Attack does 2262 extra damage and the first Ruin does 1257 extra damage.
*If HP is above 70%, this does 20% more damage.

Ravager LV 4
Passive Skills
Vigor: Increases chain bonus of all attacks by 1% (additive) when above 70% HP. This ignores chain resistance.

Attack Queues
Aquastrike -> Froststrike -> Aquastrike -> Froststrike -> Aquastrike: 7950.25 Physical Damage (4764.25 Water, 3186 Ice) boosts chain by 13.8%, chain duration by 4.5
*Can switch Water and Wind
Water -> Blizzard -> Water -> Blizzard -> Water: 4206.9 Magic Damage (2521.02 Water, 1685.88 Ice) , boosts chain 16.6%, chain duration 4.5.
*Can sub in Wind and switch around the Water and Ice damage

Sentinel LV 4
*Multiplies all damage taken by 0.56. This includes fixed damage, gravity, and HP->1.
Passive Skills
Fringeward: If targetted by an area attack, reduce damage taken by allies by 35%.
Evade: 20% chance to evade enemy attacks. Cannot be done while taking an offensive action.
Deathward: Multiplies damage taken by 0.75 when HP is below 30%.
Counter: 90% chance to counter enemy attacks after evading. 1437 Physical Damage
Reprieve: If HP is above 30%, survive with 1 HP if the attack would kill.

Action Skills
Provoke (1): 45% chance of causing all targets to attack the user for 50 seconds.
Challenge (1): 99% chance of causing target to attack the user for 150 seconds.
Vendetta (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, attack for 2680-2792 physical damage, 2212.5 average damage, increased by 10% for every time hit while guarding, up to a maximum of 400%.
Entrench (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, attack for 2212.5 damage, increased by 30% for every stocked Entrench, up to a maximum of 250%.
Steelguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  The bonus increases by 1-3% for each time the user is hit.  (Needs testing.)
Mediguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  4% mHP is recovered.



HOPE
HP: 5860……………..(72.8%)
Strength: 1003
Magic: 2117
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Eagletalon Lv *: 124 Strength, 506 Magic
Eidolon: Alexander

Ravager LV 4
Passive Skills
Vigor: Increases chain bonus of all attacks by 1% (additive) when above 70% HP.  This ignores chain resistance.

Attack Queues
Water -> Blizzard -> Water -> Blizzard -> Water: 8713 Magic Damage (5221 Water, 3492 Ice), boosts chain by 16.6%, chain duration by 4.5 seconds.
*Can be any permutation of Fire, Ice, Thunder, Water and Wind
-->Does 11327 damage (6787, 4540) under the 30% damage boost from someone else's Commando
Last Resort (All): 6589 ITD/ITE/ITR Magic Damage, 4% Chain Boost, 0 Chain Duration
-->Does 8566 damage  under the 30% damage boost from someone else's Commando

Synergist LV 4
Action Skills (All Boost chain by 5% and chain duration by 3 seconds)
Bravery(2): Boosts Phys 40% for 294 seconds
Faith(2): Boosts Mag 40% for 294 seconds
Protect(2): Cuts Phys 33% for 294 seconds
Shell (2): Cuts Mag 33% for 294 seconds.
Haste (2): 1.5x ATB Speed (127.2% effective speed assuming doesn’t speed up animations) for 190 seconds.
Enfire/frost/thunder/water (2): Adds elemental attack status for 243 seconds.
Barfire/frost/thunder/water (2): Halves respective element for 190[seconds.
Veil (2): Halves status for 190 seconds.

Medic LV 4
Action Skills
Cure (1): 707 Healing, 10% Chain Boost, 1.16 Chain Duration
Cura (2): 651 MT Healing, 10% Chain Boost, 1.16 Chain Duration
Curasa (1): 22.3% missing HP Healing, 1% Chain Boost, 1.16 Chain Duration
Curaja (2): 18.39% MT missing HP healing, 1% Chain Boost, 1.16 Chain Duration
Esuna (2): Removes the most recently received negative status effect, 2% Chain Boost, 1.16 Chain Duration
Raise (3): Revives the target with 23% HP.

Healing Queues
80% Missing HP- Full Healing
90% Missing HP- 85% Healing

Commando LV 1 (IF SEEN AS LEGAL)
Passive Skills
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
Attack Queues
Attack x5: 8482.5 Physical Damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)
Ruin x5: 16170 Magic damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)



VANILLE
HP: 7675………………..(95.5%)
Strength: 1323
Magic: 1864
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Abraxas Lv *: 247 Strength, 495 Magic, Stagger Lock (cannot stagger enemy)
Eidolon: Hecatoncheir

Alternate Weapons
Marlboro Wand Lv *: 167 Strength, 335 Magic, Improves Debuffing Status 40%
>>Lowers Magic Damage 7.5%

Ravager LV 4
Attack Queues
Water -> Blizzard -> Water -> Blizzard -> Water: 7673 Magic Damage (4598 Water, 3075 Ice), boosts chain by 16.6%, chain duration by 4.5 seconds.
*Can be any combinations of Fire, Ice, Thunder, Wind and Air
-->Does 9975 (5978, 3998) under the 30% damage boost from someone else's Commando

Saboteur LV 4
Action Skills
**All Spells boost chain 0.8% with a Chain Duration of 2.2. If the status connects, this increases to 1.8% and 10.2

Deprotect (1): 427 Magic Damage +31.4% chance of Deprotect status for 78 seconds.  ** <53.2% Base>
Deprotega (3): 427 MT Magic Damage +23.5% chance of Deprotect status for 78 seconds** <39.9% Base>
Deshell (1): 427 Magic Damage + 32.4% <45.3% w/ Alt Weapon> chance of Deshell status for 78 seconds.  ** <53.2% Base>
Deshellga (3): 427 MT Magic Damage + 24.3% chance of Deshell status for 78 seconds** <39.9% Base>
Poison (1): 427 Magic Damage + 21.9% chance of Poison status for 78 seconds.** <39.9% Base>
Poisonga (3): 427 MT Magic Damage + 17.6% chance of Poison status for 78 seconds** (31.92% Base>
Imperil (1): 427 Magic Damage + 22.3% <31.2% w/ Alt Weapon> chance of Imperil status for 78 seconds** <39.9% Base>
Imperilga (3): 427 MT Magic Damage +17.8% chance of Imperil status for 78 seconds** <31.92% Base>
Fog (1): 427 Magic Damage +12.5% chance of Fog status for 78 seconds** <26.6% Base>
Pain (1): 427 Magic Damage + 12.2% chance of Pain status for 78 seconds. ** <26.6% Base>
Dispel (1): 427 Magic Damage + 100% chance of dispelling the last positive status on the target**
Death (All): 5696 Magic Damage + 1.33% chance of causing instant death (this chance ignores chain), increases by 1.33% for every status effect on the target
-->Does 7405 under the 30% damage boost from someone else's Commando

Attack Queues
Fog (x5): ~2178 Magic Damage + ~49.3% Chance of Inflicting Status
Pain (x5): ~2178 Magic Damage + ~48.5% Chance of Inflicting Status


Medic LV 4
Action Skills
Cure (1): 639 Healing, 10% Chain Boost, 1.16 Chain Duration
Cura (2): 589 MT Healing, 10% Chain Boost, 1.16 Chain Duration
Curasa (1): 21.97% missing HP Healing, 10% Chain Boost, 1.16 Chain Duration
Curaja (2): 18.06% MT missing HP, 10% Chain Boost, 1.16 Chain Duration
Esuna (2): Removes the most recently received negative status,  2% Chain Boost, 1.16 Chain Duration
Raise (3): Revives the target with 23% HP.

Healing Queues
At 50% HP- Full Healing
At 40% HP- 57% Healing
At 30% HP- 62% Healing
At 20% HP- 67.6% Healing
At 10% HP- 73.6% Healing

Commando LV 1(IF SEEN AS LEGAL)
Passive Skills
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
Attack Queues
Attack x5: 11195 Physical Damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)
Ruin x5: 14238 Magic damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)



FANG
HP: 8085………………..(100.6%)
Strength: 2064
Magic: 1418
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Venus Gospel Lv *: 390 Strength, 390 Magic, Stagger Lock (cannot stagger enemy)
Eidolon: Bahamut

Alternate Weapons
Calamity Spear Lv *: 222 Strength, 318 Magic, Improved Debilitation II (Debilitation Status Rates up 40%)
>>8% Physical Damage Cut, 5% Magic Damage Cut

Commando LV 4
Passive Skills
Adrenaline: Boosts Strength and Magic by 20% when above 70% HP.
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
Blindside: If target is not targetting you, its chain gauge is not empty, and is not staggered, first Attack in an attack queue does 2/3 (~67%) more damage and first Ruin in an attack queue does 70% more damage.

Attack Queues
Attack x5: 20083 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
Ruin x5: 12453 magic damage 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
Highwind (All): 8369 ITD/ITE/ITR Physical Damage. Resets Chain

For either attack queue
*If the target's chain gauge was empty, the first Attack does 1004 extra, the first Ruin does 623 extra and the Chain Duration increases 6.67.
*If the target was not targeting Lightning and the chain gauge is not empty, the first Attack does 2678 extra damage and the first Ruin does 1743 extra damage.
*If HP is above 70%, this does 20% more damage.

Sentinel LV 4
*Multiplies all damage taken by 0.56. This includes fixed damage, gravity, and HP->1.
Passive Skills
Deathward: Multiplies damage taken by 0.75 when HP is below 30%.
Evade: 20% chance to evade enemy attacks. Cannot be done while taking an offensive action.
Counter: 90% chance to counter enemy attacks after evading. 1702 physical damage.
Reprieve: If HP is above 30%, survive with 1 HP if the attack would kill.

Action Skills
Provoke (1): 45% chance of causing all targets to attack the user for 50 seconds.
Challenge (1): 99% chance of causing target to attack the user for 150 seconds.
Vendetta (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, does 2616 physical damage over 4 hits, increased by 10% for every time hit while guarding, up to a maximum of 400%.
Entrench (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, does 2616 physical damage over 4 hits, increased by 30% for every stocked Entrench, up to a maximum of 250%.
Steelguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  The bonus increases by 1-3% for each time the user is hit.  (Needs testing.)
Mediguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  4% mHP is recovered.

Saboteur LV 4
Action Skills
**All Boost chain by 0.8% and chain duration by 2.2 seconds (1.8% and 10.2 seconds if status hits

Deprotect (1): 324 magic damage + 31.5% chance of Deprotect status for 74 seconds. ** <53.2% Base>
Deshell (1): 324 magic damage, 32.4% chance of causing Deshell status for 74 seconds. ** <53.2% Base>
Imperil (1): 324 magic damage, 22.3% chance of causing Imperil status for 74 seconds.**  <39.9% Base>
Slow (1): 324 magic damage, 25.5% chance of causing Slow status for 74 seconds.** <39.9% Base>
Slowga (3): 324 MT magic damage, 20.4% chance of causing Slow status for 74 seconds** <31.92% Base>
Fog (1): 324 magic damage, 12.5% <17.5% w/ alt weapon> chance of causing Fog status for 74 seconds** <26.6% Base>
Fogga (3): 324 MT magic damage, 9.4% <13.2% w/ Alt weapon> chance of causing Fog status for 74 seconds** <19.95% Base>
Pain (1): 324 magic damage, 12.2% <17.1% w/ Alt Weapon> chance of causing Pain status for 74 seconds** <26.6% Base>
Painga (3): 324 MT magic damage, 9.2% <13% w/ Alt Weapon> chance of causing Pain status for 74 seconds** <19.95% Base>
Curse (1): 324 magic damage, 17.6% chance of causing Curse status for 74 seconds. ** <26.6% Base>
Cursega (3): 324 MT magic damage, 13.2% chance of causing Curse status for 74 seconds** <19.95% Base>
Daze (1): 324 magic damage, 25.1% <35.1% w/ Alt Weapon> chance of causing Daze status for 74 seconds. ** <39.9% Base>
Dazega (3): 324 MT magic damage, 20.1% <28.1% w/ Alt Weapon> chance of causing Daze status for 74 seconds** <31.92% Base>
Dispel (1): 324 magic damage, 100% chance of dispelling the last positive status on the target**

Attack Queues
Fog (x5): ~1652 Magic Damage + ~49.3% Chance of Inflicting Status <62.7% w/ Alt Weapon>
Pain (x5): ~1652 Magic Damage + ~48.5% Chance of Inflicting Status <61.8% w/ Alt Weapon>
Daze (x5): ~1652 Magic Damage + ~76.4% Chance of Inflicting Status <88.4% w/ Alt Weapon>


Synergist LV 1 (IF SEEN AS LEGAL)
(Unlike others, Fang’s Synergist is more unique in that it has Bravera and Faithra. I still don’t allow it, but there is at least a decent argument)
Action Skills
Veil (2): Halves status for 130 seconds, 5% Chain Boost, 3 Chain Duration
Bravera(2): Boosts Phys 80% for 54 seconds, 5% Chain Boost, 3 Chain Duration (IF SEEN AS LEGAL)
Faithra (2): Boosts Boosts Mag 80% for 54 seconds, 5% Chain Boost, 3 Chain Duration (IF SEEN AS LEGAL)
« Last Edit: June 08, 2019, 10:33:06 PM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Final Fantasy XIII
« Reply #2 on: April 09, 2019, 11:00:46 AM »
AVERAGES

HP
Snow 10020
Sazh 8595
Fang 8085
Lightning 8005
Vanille 7675
Hope 5860
Average: 8040

DAMAGE
Fang 20083
Snow 16963
Lightning 16288
Sazh 12205
Hope 8713 (16170 w/ Commando) (11327 w/ Ravager under someone else's 30% Commando buff)
Vanille 7673 (14238 w/ Commando) (9975 w/ Ravager under someone else's 30% Commando buff)
Average: 13654 (2.5 Kill Point: 34135)
>>15991 (2.5 Kill Point: 39978 w/ Commando)
>>14474 (2.5 Kill Point: 36184 w/ Ravager and team Commando bonus)
« Last Edit: June 08, 2019, 10:34:56 PM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Final Fantasy XIII
« Reply #3 on: April 09, 2019, 11:01:51 AM »
EIDOLONS

==Odin==
===Stats===
SP: 46224
Strength: 2283
Magic: 1515
ATBG: 5 (Speed: 110) [starts at 5]
Immune: Poison, Pain, Fog, Daze, Death

===Passive Skills===
Arise: Fully heals all allies' HP and revives.  Used when summoned, upon leaving, or when the summoner dies (this does not end battle).
Ullr's Shield: Reduces damage taken by 10%.  Activates when Odin gets in range and is recharging ATB.
Valhalla's Call: Upon attacking, target has a 100% chance of being provoked to attack Odin for 50 seconds.
Penetration: Odin's attacks ignore positive elemental resistance.

====Conditional Chain Boosts====
Note: All of these ignore chain resistance.
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Target can be launched: +0.5%
*Target is >90% stagger threshold: +0.5%
*Target is staggered: +0.1%

===Action Skills===
Flourish of Steel (1): 1579.64 AoE (S) Physical Damage
*Boosts chain by 0.5% and chain duration by 1.03 seconds per hit.  [2% and 4.12 seconds total.]
*Cut = 35, Keep = 100

Skyward Swing (1): 1568.03 AoE (S) Physical Damage
*Boosts chain by 0.67% and chain duration by 1.38 seconds per hit.  [2.01% and 4.14 seconds total.]
*Cut = 35, Keep = 100

Seismic Strike (1): 1600.38 AoE (L) Physical Damage
*Boosts chain by 2.5% and chain duration by 4.16 seconds.
*Cut = 35, Keep = 100

Crushing Blow (1): 1600.38 AoE (L) Physical Damage
*Boosts chain by 2.5% and chain duration by 4.16 seconds.
*Cut = 35, Keep = 100

Thundara (1): 1769.7 AoE (S) ITR Lightning Magic
*Boosts chain by 2.5% and chain duration by 4.16 seconds.
*Cut = 25, Keep = 100

Thundaga (1): 2596.92 AoE (L) ITR Lightning Magic
*Boosts chain by 2.93% and chain duration by 6.1 seconds.
*Cut = 25, Keep = 100

Curaga (1): Fully heals one ally.
*Boosts chain by 10% and chain duration by 1.17 seconds.
*Keep = 100

===Gestalt===
Stormblade (2): 5264.63 AoE (S) Lightning ITD/ITR Lightning Physical
*Boosts chain by 1.33% and chain duration by 1.87 seconds.

Lightning Strike (3): 4038.75 AoE (S) Lightning ITD/ITR  Physical Damage
*Boosts chain by 0.75% and chain duration by 1.03 seconds per hit.  [5.25% and 7.21 seconds total.]

Razor Gale (3): 6895.05 to 17749.57 AoE (S) ITD/ITE/ITR Physical Damage
*Boosts chain by 2-4x 1% and 1-3x 2% and chain duration by 2-4x 0.83 seconds and 1-3x 2.67 seconds.  [4% and 4.33 seconds at min hits, 10% and 11.33 seconds at max hits.]

Thunderfall (4): 3091.62 tp 4682.9 Lightning ITD/ITE/ITR Physical . 
*Boosts chain by 1.78% and 1.33 seconds per hit.  [3.56% and 2.66 seconds at min hits, 5.34% and 3.99 seconds at max hits.]

Zantetsuken (All): Boosts chain by 3.4% per hit prior to dealing damage.  Number of hits depends on Gestalt level.  6712-6849 [6780.5 average] base physical damage, ignores defense/resistance/immunity, ignores evasion, MT.  Inflicts Death on targets with less than 6849*(chain)^2 prior to dealing damage, ignores immunity.
*Lv 1: 3 hits => 10.2% chain
*Lv 2: 5 hits => 17% chain
*Lv 3: 8 hits => 27.2% chain


==Brynhildr==
===Stats===
SP: 25650
Strength: 2076
Magic: 2076
ATBG: 4 (Speed: 92) [starts at 2]
Immune: Fire, Poison, Pain, Fog, Daze, Death

===Passive Skills===
Arise: Fully heals all allies' HP and revives.  Used when summoned, upon leaving, or when the summoner dies (this does not end battle).

ATB Boost: ATBG increases to 6 for one turn.  Activated if Brynhildr's ATB gauge is less than 90% full and one of the following is true:
*Target is staggered.
*Chain duration is less than 0.2 seconds.
*Chain duration is more than 6 seconds.

Penetration: Brynhildr's attacks ignore positive elemental resistance.

====Conditional Chain Boosts====
Note: All of these ignore chain resistance.
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Target can be launched: +0.5%
*Target is >90% stagger threshold: +0.5%
*Target is staggered: +0.1%

===Action Skills===
Slash (1): 1360-1494 physical damage, AoE.  1427 average damage.
*This does 1455.54 damage due to chain bonus.
*Boosts chain by 2% and chain duration by 3.08 seconds.
*Cut = 35, Keep = 100

Valkyrian Scythe (1): 1900.82 to 2870.05 AoE Physical Damage
*This does 1900.82 damage at min hits and 2870.05 at max hits due to chain bonus.
*Boosts chain by 0.67% and chain duration by 1.02 seconds per hit.  [2.33% and 4.08 seconds at min hits, 4% and 6.12 seconds at max hits.]
*Cut = 35, Keep = 100

Gunshot (1): 1900.82 Physical Damage
*Boosts chain by 0.67% and chain duration by 1.02 seconds per hit.  [2.33% and 4.08 seconds total.]
*Cut = 35, Keep = 100

Pyro/ Cyro/Electro/Hydroshot (1): 1374.45 AoE Elemental Magic
*Non Fire Versions need En-elemental status
*Boosts chain by 2% and chain duration by 3.08 seconds.
*Cut = 35, Keep = 100

Pyro/Cryo/Electro/Hydroburst (1): ~350 Physical + ~2550 AoE Elemental Magic
*Non Fire Versions need En-elemental status
*Boosts chain by 0.5% + 3% and chain duration by 0.77 + 4.62 seconds.  [3.5% and 5.39 seconds total.]
*Cut = 35 for the first hit, 25 for the second hit, Keep = 100

Curaga (1): Fully heals one ally.
*Boosts chain by 10% and chain duration by 1.17 seconds.
*Keep = 100

===Gestalt===
Jet: 528.84 ITD/ITE/ITR Fire Magic 
*Cannot be used directly, but is spawned by Gestalt skills and generally hits immediately after.
*Boosts chain by 0.02% + 4% and chain duration by 0.8 + 0.07 seconds.  [4.02% and 0.87 seconds total.]

Chopper Spin (2): 1688.5 to 3377 ITD/ITE/ITR AoE Physical Damage, Spawns 1 Jet
*Boosts chain by 0.13% and chain duration by 0.83 seconds per hit.  [0.26% and 1.66 seconds at max hits.]

Caltrop Bomb (3): 5086 ITD/ITE/ITR Fire Magic
*Boosts chain by 0.4% and chain duration by 0.5 seconds.

Centrifugal Sweep (3) [1]: 2399-3598 ITD/ITE/ITR Physical Damage. If used consecutively, the next use only costs 1 Gestalt unit rather than 3.
*Boosts chain by 0.09% and chain duration by 0.17 seconds per hit.  [0.19% and 0.4 seconds at min hits, 0.28% and 0.51 seconds at max hits.]

Spark Shower (3) [1]: 2926.5 Fire ITD/ITE/ITR Physical Damage; Spawns 3 Jets.  If used consecutively, the next two uses only costs 1 Gestalt unit rather than 3, but does not spawn any Jets.
*Boosts chain by 0.07% and chain duration by 0.4 seconds per hit.  [0.22% and 1.2 seconds total.]

Múspell Flame (All): Boosts chain depending on level prior to dealing damage.  20445-20863 [20654 average] base fire physical damage, ignores positive fire resistance, ignores defense/resistance/immunity, ignores evasion, MT.  Resets chain to 100.0% after execution.
*Lv 1: 15.6% chain
*Lv 2: 22.8% chain
*Lv 3: 34.8% chain

==Shiva==
*Shiva has two parts: Stiria and Nix.  During normal mode, they share SP, but differ in other stats and abilities.  They both count as legal targets and have their own actions.  In Gestalt mode, only Stiria's stats are considered.

===Stiria===
====Stats====
SP: 20544
Strength: 1557
Magic: 1702
ATBG: 3 (Speed: 72) [starts at 0]
Immune: Ice, Poison, Pain, Fog, Daze, Death

====Passive Skills====
Arise: Fully heals all allies' HP and revives. Used when summoned, upon leaving, or when the summoner dies (this does not end battle).

Penetration: Stiria's attacks ignore positive elemental resistance.

=====Conditional Chain Boosts=====
Note: All of these ignore chain resistance.
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Target can be launched: +0.5%
*Target is >90% stagger threshold: +0.5%
*Target is staggered: +0.1%

====Action Skills====
Blizzard (1): 1238-1361 ice magic damage, ignores positive ice resistance.  1299.5 average damage.
*This does 1312.5 damage due to chain bonus.
*Boosts chain by 1.5% and chain duration by 2.08 seconds.
*Cut = 25, Keep = 100

Blizzara (2): 1858-2042 ice magic damage, ignores positive ice resistance, AoE (S).  1950 average damage.
*This does 1989 damage due to chain bonus.
*Boosts chain by 2.25% and chain duration by 4.17 seconds.
*Cut = 25, Keep = 100

Blizzaga (3): 2725-2995 ice magic damage, ignores positive ice resistance, AoE (L).  2860 average damage.
*This does 2945.8 damage due to chain bonus.
*Boosts chain by 3.3% and chain duration by 6.25 seconds.
*Cut = 25, Keep = 100

Curaga (1): Fully heals one ally.
*Boosts chain by 10% and chain duration by 1.17 seconds.
*Keep = 100

Esuna (1): Removes the most recently received negative status effect.
*Boosts chain by 2% and chain duration by 1.16 seconds.
*Keep = 100

===Nix===
====Stats====
SP: 20544
Strength: 1660
Magic: 1328
ATBG: 4 (Speed: 92) [starts at 3.5]
Immune: Ice, Poison, Pain, Fog, Daze, Death
====Passive Skills====
ATB Charge: Speed increases by 50%.  Activated when Nix is in attack range and has less than 60% of her ATBG full.

Penetration: Nix's attacks ignore positive elemental resistance.
=====Conditional Chain Boosts=====
Note: All of these ignore chain resistance.
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Target can be launched: +0.5%
*Target is >90% stagger threshold: +0.5%
*Target is staggered: +0.1%

====Action Skills====
Wheel Rap (1): 1087-1195 physical damage.  1141 average damage.
*This does 1152.41 damage due to chain bonus.
*Boosts chain by 1.5% and chain duration by 2.08 seconds.
*Cut = 35, Keep = 100

Flip Kick (1): 1087-1195 physical damage.  1141 average damage.
*This does 1152.41 damage due to chain bonus.
*Boosts chain by 1.5% and chain duration by 2.08 seconds.
*Cut = 35, Keep = 100

Wheel Grind (1): 271-298 physical damage per hit, 4 hits.  1138 average damage.
*This does 1143.69 damage due to chain bonus.
*Boosts chain by 0.37% and chain duration by 0.52 seconds per hit.  [1.5% and 2.08 seconds total.]
*Cut = 35, Keep = 100

Wheel Toss (1): 271-298 physical damage per hit, 3-5 hits.  853.5 damage at min hits, 1422.5 damage at max hits.
*This does 856.35 at min hits and 1431.04 at max hits due to chain bonus.
*Boosts chain by 0.37% and chain duration by 0.52 seconds per hit.  [1.12% and 1.56 seconds at min hits, 1.87% and 2.6 seconds at max hits.]
*Cut = 35, Keep = 100

Pirouette (2): 466-516 physical damage per hit, 3 hits, AoE(S).  1473 average damage.
*This does 1482.82 damage due to chain bonus.
*Boosts chain by 0.66% and chain duration by 1.03 seconds per hit.  [1.97% and 3.09 seconds total.]
*Cut = 35, Keep = 100

Blizzara (2): 1449-1593 ice magic damage, ignores positive ice resistance, AoE (S).  1521 average damage.
*This does 1551.42 damage due to chain bonus.
*Boosts chain by 2.25% and chain duration by 4.17 seconds.
*Cut = 25, Keep = 100

===Gestalt===
Wheelie (3): 1868-1946 physical damage per hit, 2-3 hits, AoE(S), ignores defense/resistance/immunity, ignores evasion.  3814 damage at min hits, 5721 damage at max hits.
*This does 4042.84 damage at min hits and 6178.68 damage at max hits due to chain bonus.
*Boosts chain by 4% and chain duration by 1.03 seconds per hit.  [8% and 2.06 seconds at min hits, 12% and 3.09 seconds at max hits.]

Spinfreeze (3): 746-778 ice physical damage per hit, 5 hits, AoE(S), ignores positive ice resistance, ignores defense/resistance/immunity, ignores evasion.  3810 average damage.
*This does 3886.2 damage due to chain bonus.
*Boosts chain by 0.8% and chain duration by 0.67 seconds per hit.  [4% and 3.35 seconds total.]

Icicle Drift (3): 1001-1043 physical damage + 3 hits of 1001-1043 physical damage, AoE(S), ignores defense/resistance/immunity, ignores evasion.  4088 average damage.
*This does 4190.2 damage due to chain bonus.
*Boosts chain by 1% + 3x 1% and chain duration by 1.33 + 3x 0.87 seconds.  [4% and 3.94 seconds total.]

Ice Ramp (3): 2 hits of 373-389 physical damage + 1868-1946 ice physical damage + 1868-1946 physical damage, AoE(S), ignores positive ice resistance, ignores defense/resistance/immunity, ignores evasion.  2669 physical + 1907 ice physical damage [4576 total].
*This does 4766.7 damage due to chain bonus.
*Boosts chain by 2x 0.4% + 4% + 2% and chain duration by 2x 0.33 + 3 + 2.5 seconds.  [6.8% and 6.16 seconds total.]

Diamond Dust (All): Boosts chain depending on level prior to dealing damage.  21362-21798 [21580 average] base ice physical damage, ignores positive ice resistance, ignores defense/resistance/immunity, ignores evasion.  Resets chain to 100.0% after execution.
*Lv 1: 20.6% chain
*Lv 2: 28.8% chain
*Lv 3: 40% chain


==Alexander==
===Stats===
SP: 64200
Strength: 3114
Magic: 3114
ATBG: 4 (Speed: 92) [starts at 1]
Immune: Poison, Pain, Fog, Daze, Death

===Passive Skills===
Arise: Fully heals all allies' HP and revives. Used when summoned, upon leaving, or when the summoner dies (this does not end battle).

===Action Skills===
Steelcrusher (1): 2039-2242 physical damage.  2140.5 average damage.
*This does 2268.93 damage due to chain bonus.
*Boosts chain by 6% and chain duration by 3.33 seconds.
*Cut = 40, Keep = 100

Obliterator (1): 203-223 physical damage + 4080-4484 physical damage.  4485 total damage.
*This does 5008.84 damage due to chain bonus.
*Boosts chain by 0.6% + 12% and chain duration by 0.38 + 3.33 seconds.  [12.6% and 3.71 seconds total]
*Cut = 35 for first hit, 40 for second hit, Keep = 100

Soaring Uppercut (1): 2039-2242 physical damage, launches target.  2140.5 average damage.
*This does 2268.93 damage due to chain bonus.
*Boosts chain by 6% and chain duration by 3.33 seconds.
*Cut = 40, Keep = 100

Blast Punch (1): 2039-2242 physical damage.  2140.5 average damage.
*This does 2268.93 damage due to chain bonus.
*Boosts chain by 6% and chain duration by 3.33 seconds.
*Cut = 35, Keep = 100

Explosive Fist (3): 509-560 physical damage + 2549-2802 physical damage, AoE (L).  3210 total damage.
*This does 3723.69 damage due to chain bonus.
*Boosts chain by 1.5% + 18% and chain duration by 0.83 + 10 seconds.  [18.5% and 10.83 seconds total]
*Cut = 35, Keep = 100

Lofty Challenge (1): Forces enemies to attack Alexander for 50 seconds, MT.
*Boosts chain by 0.4% and chain duration by 0.5 seconds.
*Cut = 10, Keep = 100

Curaga (1): Fully heals one ally.
*Boosts chain by 10% and chain duration by 1.17 seconds.
*Keep = 100

===Gestalt===
Purification (4): Up to 110 hits of 128-133 physical damage, line target, 100% chance of inflicting Deshell per hit for 35(.14) seconds, ignores evasion.  130.5 average damage per hit.
*Boosts chain by 0.24% and chain duration by 0.27 seconds per hit.  [26.4% and 29.7 seconds at max hits.]

Earthquake (4) [2]: 2-3 hits of 296-311 to close enemies or 1195-1245 physical damage to far enemies, MT, ignores defense/resistance/immunity, ignores evasion.  609 total damage at min hits and 913.5 total damage at max hits to close enemies or 2440 total damage at min hits and 3660 total damage at max hits to far enemies.  If used consecutively, the next use only costs 2 Gestalt units rather than 4.
*This does 2476.6 damage at min hits and 3733.2 at max hits to far enemies due to chain bonus.
*Boosts chain by 0.02% and chain duration by 0.17 seconds to close enemies or chain by 1.6% and chain duration by 1.2 seconds to far enemies per hit.  [0.04% and 0.34 seconds at min hits and 0.06% and 0.51 seconds at max hits to close enemies or 3.2% and 2.4 seconds at min hits and 4.8% and 3.6 seconds at max hits to far enemies]

Brutal Sanction (4) [2]: 3-18 hits of 148-155 physical damage, ignores defense/resistance/immunity, ignores evasion, AoE.  454.5 total damage at min hits, 2727 total damage at max hits.  If used consecutively, the next two uses only costs 2 Gestalt units rather than 4.
*This does 2792.15 total damage at max hits due to chain bonus.
*Boosts chain by 0.3% and chain duration by 0.57 seconds per hit.  [0.9% and 1.71 seconds at min hits, 5.4% and 10.26 seconds at max hits.]

Retributive Blast (5): 1 hit of 1224-1276 physical damage + 2 hits of 2480-2584 physical damage, 100% chance of causing Deprotect for 35(.14) seconds.  6314 total damage.
*This does 6693.8 total damage due to chain bonus.
*Boosts chain by 0.02% + 2x 5% and chain duration by 0.5 + 2x 2.13 seconds.  [10.02% and 3.13 seconds total.]

Divine Judgement (All): Boosts chain depending on level prior to dealing damage.  9155-9342 [9248.5 average] base physical damage, MT, ignores defense/resistance/immunity, ignores evasion.  Resets chain to 100.0% after execution.
*Lv 1: 20.2% chain
*Lv 2: 27.6% chain
*Lv 3: 44% chain
*If the target is weak to either physical or magic damage, this damage is doubled.  If the target is weak to any element, this damage is doubled.  If the target has Deprotect or Deshell status, this damage is multiplied by 1.89.  All of these stack multiplicatively.

==Hecatoncheir==
===Stats===
SP: 35952
Strength: 2698
Magic: 1390
ATBG: 6 [Speed: 128] (Starts at 6)
Immune: Poison, Pain, Fog, Daze, Death

===Passive Skills===
Arise: Fully heals all allies' HP and revives.  Used when summoned, upon leaving, or when the summoner dies (this does not end battle).

Counter: 10% chance of countering physical attacks.  2651-2913 physical damage.  2792 average damage.
*This does 2809.82 damage due to the chain bonus.
*Boosts chain by 1.2% and chain duration by 6.67 seconds.
*Cut = 35, Keep = 100

Looming Wrath: Attacks nearby enemies.  Activates when the ATB bar is 70% full.

====Conditional Chain Boosts====
Note: All of these ignore chain resistance.
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Target can be launched: +0.5%
*Target is >90% stagger threshold: +0.5%
*Target is staggered: +0.1%

===Action Skills===
Pummel (1): 7 hits of 246-271 physical damage, AoE.  1809.5 total damage.
*This does 1579.64 damage due to chain bonus.
*Boosts chain by 0.11% and chain duration by 0.95 seconds per hit.  [0.8% and 6.65 seconds total.]
*Cut = 40, Keep = 100

Aerial Tackle (1): 883-971 physical damage + 1767-1942 physical damage.  2781.5 total damage.
*This does 2800.05 damage due to chain bonus.
*Boosts chain by 0.4 + 0.8% and chain duration by 3.33 + 6.67 seconds.  [1.2% and 10 seconds total.]
*Cut = 35 for the first hit, 40 for the second hit, Keep = 100

Hurricane Kick (1): 1767-1942 physical damage, AoE.  1854.5 average damage.
*Boosts chain by 0.8% and chain duration by 6.67 seconds.
*Cut = 50, Keep = 100

Force Projection (1): 3-5 hits of 441-485 physical damage.  1389 damage at min hits, 2315 at max hits.
*This does 2319.63 damage at max hits due to chain bonus.
*Boosts chain by 0.2% and chain duration by 1.67 seconds per hit.  [0.6% and 5.01 seconds at min hits, 1% and 8.35 seconds at max hits.]
*Cut = 35, Keep = 100

Quake (4): 4451-4892 earth magic damage, MT.  4671.5 average damage.
*This does 4811.65 damage due to chain bonus.
*Boosts chain by 3.2% and chain duration by 26.67 seconds.
*Cut = 35, Keep = 100

===Gestalt===
Chain Cannons (1) [1]: Up to 32 hits of 76-80 physical damage, ignores defense/resistance/immunity, ignores evasion.  78 average damage per hit.
*Boosts chain by 0.04% and chain duration by 0.05 seconds per hit.

Missile Tetrad (2) [1]: 4 hits of 439-458 physical damage, ignores defense/resistance/immunity, ignores evasion, AoE.  1794 total damage.  If used consecutively, the next use only costs 1 Gestalt unit rather than 2.
*This does 1811.94 damage due to chain bonus.
*Boosts chain by 0.67% and chain duration by 0.32 seconds per hit.  [2.66% and 1.28 seconds total.]

Piercing Ray (3) [1]: 4 hits of 1035-1079 physical damage, ignores defense/resistance/immunity, ignores evasion, line target.  4228 total damage.  If used consecutively, the next use only costs 1 Gestalt unit rather than 3.
*This does 4238.57 damage due to chain bonus.
*Boosts chain by 0.33% and chain duration by 0.63 seconds per hit.  [1.33% and 2.53 seconds total.]

Force Blasters (4): 9660-10063 physical damage, ignores defense/resistance/immunity, ignores evasion, AoE.  9961.5 average damage.
*This does 10354.58 damage due to chain bonus.
*Boosts chain by 5.33% and chain duration by 3.07 seconds per hit.  [1.33% and 2.53 seconds total.]

Gaian Salvo (All): Boosts chain depending on level prior to dealing damage. 39660-40470 [40065 average] base physical damage, MT, ignores defense/resistance/immunity, ignores evasion. Resets chain to 100.0% after execution.
*Lv 1: 10.8% chain
*Lv 2: 21.6% chain
*Lv 3: 32.4% chain

==Bahamut==
===Stats===
SP: 23112
Strength: 2491
Magic: 2117
ATBG: 5 [Speed: 110] (starts at 5)

Immune: Poison, Pain, Fog, Daze, Death

===Passive Skills===
Arise: Fully heals all allies' HP and revives.  Used when summoned, upon leaving, or when the summoner dies (this does not end battle).

====Conditional Chain Boosts====
Note: All of these ignore chain resistance.
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Target can be launched: +0.5%
*Target is >90% stagger threshold: +0.5%
*Target is staggered: +0.1%

===Action Skills===
Dragon Claws (1): 1631-1793 physical damage, AoE.  1712 average damage.
*Boosts chain by 0.4% and chain duration by 3.33 seconds.
*Cut = 35, Keep = 100

Whirlwind (1): 2 hits of 407-447 physical damage + 1 hit of 815-896 physical damage, AoE.  1669.5 total damage.
*This does 1715.93 damage due to chain bonus.
*Boosts chain by 2x 1% + 2% and chain duration by 2x 0.83 + 1.67 seconds.  [4% and 3.33 seconds total.]
*Cut = 35, Keep = 100

Umbral Vise (1): 2447-2689 physical damage.  2568 average damage.
*This does 2722.08 damage due to chain bonus.
*Boosts chain by 6% and chain duration by 3.33 seconds.
*Cut = 35, Keep = 100

Inferno (1): 3081-3387 magical damage.  3234 average damage.
*This does 3492.72 damage due to chain bonus.
*Boosts chain by 8% and chain duration by 6.67 seconds.
*Cut = 35, Keep = 100

Ignis (3): 2311-2540 magical damage, AoE.  2425.5 average damage.
*This does 2716.56 damage due to chain bonus.
*Boosts chain by 12% and chain duration by 10 seconds.
*Cut = 25, Keep = 100

Curaga (1): Fully heals one ally.
*Boosts chain by 10% and chain duration by 1.17 seconds.
*Keep = 100

===Gestalt===
Hunting Dive (2): 1-2 hits of 1267-1320 physical damage + 1 hit of 2534-2640 physical damage, AoE, ignores defense/resistance/immunity, ignores evade.  3880.5 damage at min hits, 5174 damage at max hits.
*This does 3996.92 damage at min hits and 5342.16 at max hits due to chain bonus.
*Boosts chain by 1-2x 1.33% + 2.67% and chain duration by 1-2x 0.33 + 2.67 seconds.  [4% and 3 seconds at min hits, 5.33% and 3.33 seconds at max hits.]

Aerial Loop (2): 2 hits of 2534-2640 physical damage, AoE, ignores defense/resistance/immunity, ignores evade.  5174 total damage.
*This does 3996.92 damage at min hits and 5342.16 at max hits due to chain bonus.
*Boosts chain by 2x 1.33% and chain duration by 2x 4 seconds.  [2.66% and 8 seconds total.]

Obliterating Breath (3): 1-5 hits of 1267-1320 physical damage, line target, ignores defense/resistance/immunity, ignores evade.  1293.5 damage at min hits, 6467.5 damage at max hits.
*This does 1319.37 damage at min hits and 6959.03 at max hits due to chain bonus.
*Boosts chain by 1-5x 2.67% and chain duration by 1-5x 0.57 seconds.  [13.33% and 2.85 seconds at max hits.]

Pulsar Burst (3): Up to 11 hits of 310-323 physical damage, AoE, ignores defense/resistance/immunity, ignores evade.  3481.5 damage at max hits.
*This does 35298.98 damage at max hits due to chain bonus.
*Boosts chain by 0.33% and chain duration by 0.43 seconds per hit.  [3.65% and 4.73 seconds at max hits.]

Megaflare (All): Boosts chain depending on level prior to dealing damage.  7323-7473 [7398 average] base physical damage, ignores defense/resistance/immunity, ignores evasion.  Resets chain to 100.0% after execution.
*Lv 1: 18.2% chain
*Lv 2: 30.6% chain
*Lv 3: 43% chain

...into the nightfall.

Dhyerwolf

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Re: Final Fantasy XIII
« Reply #4 on: April 09, 2019, 11:31:01 AM »
More Complete Old Topic
(WARNING: NOT FORMATTED)

==Intro==
''Final Fantasy XIII'', like its predecessors, uses an ATB system.  However, it does add a lot of new system features, which will be explained in different sections.

==Leader==
Each party has a leader, and this is the only character the player actually controls.  The leader is the only character with access to items and techniques, however the leader can be any character, so neither of these are "unique".  Techniques are learned naturally by characters so they are legal anyway.  On the other hand, if at any point the leader is killed, it's game over.

==ATB==
The ATB is a bit different in FFXIII.  While in previous games, the character could only act when the ATB is full, this is no longer the case.  Instead, each character gets a number of ATB slots (5 or 6 at endgame, depending on views), and can act when they have at least 1 full.  However, some skills do take more than 1 ATB slot, so those can only be used when the required amount is full.  Generally it's better to wait until all ATB slots are full to act to minimize startup and wind down times as well as for chain bonuses (which will be explained later).

==Chain==
Each character, PC or enemy, has a chain gauge.  A chain gauge has two parts: a timer and a value.  The timer determines how long until the chain gauge will be reset.  The value starts at 100.0% and increases when the character is targetted by anything.  It's most basic function on enemies is as a damage multiplier to any damage.  For example, an enemy with 200% chain will take twice as much as an enemy with 100% chain.  It also affects status odds, status duration, and a few other things.  In addition, most enemies have a "stagger point".  Once the chain reaches the stagger point, the enemy is thrown into stagger mode and the chain IMMEDIATELY increases by 100%.  During stagger mode, any attack made against the them will cause a small stun delay and cancel any command they had ready.  Some enemies also have different stats and/or behavior while in stagger mode, generally negating any gimmicks they had (such as damage immunity or resistances).  There are also some abilities that trigger extra effects on staggered enemies.  Stagger mode's length is twice the duration of the chain timer.  PCs don't have a stagger point, nor does their chain gauge affect damage, status odds, status duration, or anything like that.  Instead, the chain only exists to affect healing and buff duration.

==Roles, Paradigms, and Paradigm Shifts==
===Roles===
"Roles" is FFXIII's name for its jobs.  Each character has three "main" roles and three "secondary" roles.  The main roles are unlocked early on (as soon as chapter 3), while the secondary roles don't unlock until chapter 10.  In addition, the secondary roles tend to cost more to level up in.  For this reason, secondary roles are taken at the 3rd crystarium level, while the main roles are taken at maingame max, which is 9.

The six roles are listed below, along with descriptions and their passive role bonuses:

*Commando - Excels in damage and increasing the chain timer, but raises chain value very slowly.
**Bonus - Increases damage dealt.

*Ravager - Excels in raising the chain value, but has lower damage and does not increase the chain timer much (generally a ravager spamming attacks will always have the timer reset before their next turn).
**Bonus - Increases chain value on attacks.

*Sentinel - Excels in tanking and drawing enemies, but cannot deal damage unless by countering.
**Bonus - Decreases damage taken.

*Saboteur - Excels in status, but does very little damage.  Can increase the chain value and timer decently as well.
**Bonus - Increases status odds.

*Synergist - Excels in buffs, but cannot deal damage at all.
**Bonus - Increases status duration.

*Medic - Excels in healing, but cannot deal damage at all.
**Bonus - Increases effectiveness of healing spells.

===Paradigms===
A "paradigm" is a party's role setup.  For example, the Cerberus paradigm has all three members in the Commando role.  In a duel setting, the actual paradigms don't matter so much since it's just one character in one role, but they are important for Paradigm Shifts, which will be explained next.

===Paradigm Shift===
A "paradigm shift" is exactly what it sounds like: a shift between paradigms.  At any time during battle, the player can execute a paradigm shift to switch the roles of all three party members.  For example, one could have a Commando/Ravager/Ravager paradigm in place and need some healing, so he or she could switch to a Sentinel/Synergist/Medic paradigm to go defensive until the party is patched up, and then shift back to the original Commando/Ravager/Ravager paradigm or another paradigm.  Up to 6 paradigms can be set at a time, and they cannot be changed during battle.

For the first paradigm shift in a battle, no character can act while the animation is playing.  This is about a half second for each character (so 1.5 seconds total).  During any other paradigm shift, only the leader has an animation, so he or she cannot act and there is about a half second delay before he or she can act again.  ATB does charge while the animation is going, so the delay is actually fairly minor in practice.

There are some techniques that can be done with the paradigm shift.  First off, if one initiates a paradigm shift while the leader is in the middle of an attack animation, the paradigm shift animation is cancelled.  This allows the player to completely bypass the animation delay.  Second, after every 12 seconds, when doing a paradigm shift, the ATB gauge is completely filled.  Essentially this allows a character to string two "turns" together.  3-turn damage averages using this technique basically consider 6 turns instead and are labelled by "w/paradigm".

One small note about paradigm shifting: any role bonuses from the previous role are lost AS SOON as the paradigm shift is initiated and the role bonuses of the new role take place at the same time.  This is especially important when shifting from commando to ravager or vice-versa.

==TP, Techniques, Summoning, Eidolons, and Gestalt==
===TP===
TP is a system resource that carries over between battles.  It has a maximum of 5, however the first two TP are charged faster than the rest.  Specifically, the first TP takes 100 points to charge, the second takes 200, while the other three take 600.  A half full TP bar will be 1050 points, or 3.25 TP.

===Techniques===
Only the leader can execute techniques, and they can be used at any time, provided the leader is not in the middle of an attack or paradigm shift, even if he or she has less than 1 ATB full.  Most of the techniques are explained well enough on the character pages, but summon deserves a longer explanation.

===Summon===
Summon is a 3 TP technique and is used to summon the character's unique Eidolon.  When summoning an Eidolon, the non-leader characters are removed from the field and the Eidolon replaces them.  The party is also fully healed.  The summoner and Eidolon then fight together.

===Eidolons===
Eidolons do not have HP, but it is replaced by SP, which functions similarly.  The only difference is that SP depletes at a rate of 2% per second (or about 14-16% a turn).  Any damage the eidolon takes is also subtracted from SP, which lowers the duration of the summoning.  Once the Eidolon's SP reaches 0, the Gestalt gauge (explained a bit later) depletes at a rate of 20% per second.  Once the Gestalt gauge id depleted, the eidolon will cast Arise (fully heals the entire party) and leave.

There is another way for an Eidolon to leave, though.  If at any point the leader is killed, the Eidolon will immediately cast Arise to revive the leader and fully heal the party and leave.  This is often times faster than trying to deplete the Eidolon's SP and Gestalt gauge.

Other than that, Eidolons function mostly as a normal party member.

===Gestalt===
The Gestalt gauge mentioned above is a gauge that only shows up when an Eidolon is summoned.  It starts at 50% and increases depending on actions the leader takes in battle, generally dependant on how much chain he or she inflicts.  At any time, the player may initiate Gestalt mode.  Gestalt mode has the character and eidolon act as one to deal damage to the enemy or enemies, while the enemies cannot act.  The length of Gestalt mode depends on how high the Gestalt gauge was when initiated and is measured in a number of Gestalt Units (made up name).  For example, at the starting 50%, Gestalt mode has a length of 16 Units while at 100% it has 30 Units.  Each attack in Gestalt takes a number of units except for the finisher which takes all remaining units.  After all Gestalt Units are used, the chain gauge is reset to 100.0% and the Eidolon will depart (casting Arise as usual), making Gestalt Mode basically a finisher tactic.

==Stats==
Strength: Determines the damage of physical attacks.  Damage is directly proportional to Strength.
Magic: Determines the damage of magic attacks.  Damage is directly proportional to Magic.  Also affects healing and status/buff duration, but not directly proportional to the stat.
ATBG: The number of ATB slots the character has.  This also affects speed (higher ATBG => higher speed), but generally turns are still slower due to having more gauges to fill.

==Assumptions==
There are two sets of stats: one for maxed Ultimate weapons and one for maxed tier 2 weapons.  Initial level ultimate weapons generally have similar stats to tier 2 weapons but still give the ATB +1 skill, but are not listed.

Roles are taken at crystarium level 9 for main roles and crystarium level 3 for secondary roles.

Physical resistance (this is basically the "defense" stat) is taken at 27.2%.  Magical resistance is taken at 20%.  While these numbers are not actually possible in-game (since there can only be 100%, 50%, 0%, absorption), they represent an "average" of enemies in the last dungeon.  An average over all enemies in the game gives 19.67% physical and 13.92% magical.

Chain resistance is taken at 80%, again an average of enemies in the last dungeon.  An average over all enemies is 58.24%.

Stagger point is basically ignored for all purposes.  An average of the last dungeon enemies is 240%, while the average over all enemies is 225.73%.  Bosses tend to have higher stagger points, but keep in mind they are designed to face 3 PCs generally.

Several damage averages are listed.  None of them assume any of the italicized skills.  For 3-turn averages with summons, the PC is generally assumed to be in ravager role to rack up chain as well as increase Gestalt gauge for a better finisher, switching to Commando only if the Gestalt gauge is maxed out (doable only with paradigm ATB refills on turn 2 with ultimate weapons and 2.5 with tier 2 weapons).  After the three turns, Gestalt mode is initiated and then a finisher.

Buff and status durations are listed in numbers of seconds.  Approximate turn lengths are as follows:

*Ultimate weapons - ~4.7 seconds to fill up ATB gauges, ~0.5 second animation time per action => '''~8 seconds total'''.
*Tier 2 weapons - ~4.5 seconds to fill up ATB gauges, ~0.5 second animation time per action => '''~7 seconds total'''.
*Ultimate weapons w/paradigm - '''~12 seconds'''
*Tier 2 weapons w/paradigm - '''~12 seconds''' - (It's probably a bit shorter than 12 seconds, but paradigm ATB refill only works every 12 seconds so it's optimal to just wait.  Generally player input delay brings it above 12 seconds anyway.)

Per the BMG, each TP level comes at: 100, 200, 600, 600 and 600 TP.
If you start with 0 TP, it takes 900 TP gained to get the Eidolon out. If you start at half TP to get the Eidolon, it takes 450 TP. In the DL, characters gain 4 TP if they wait for their ATB gauge to fully fill, then use damage, healing or status (and I believe the status needs to successfully hit). As such, if you start at the half Eidolon TP, you need 111 turns of healing to get the Eidolon

Renew (2 TP): 50% healing and revival, MT.
Quake (1 TP): Deals earth elemental damage, MT.  [Needs to be tested.]
Dispelga (1 TP): Removes all buffs and statuses from self, all allies, and all enemies.
Stopga (1 TP): Resets all ATB gauges to 0 and cancels all actions.


Deprotect- Takes 89% more damage from Physical
Deshell- Takes 89% more damage from Magic
Poison- 1% MHP Damage every 3 Seconds
Resistances Decrease by 1 Rank
Slow- ATB Bar fills up at half normal speed
Fog- Can’t use Magic
Pain- Can’t use Physicals
Curse- Reduces Cut/Keep by 20
Daze- Can’t take actions and damage taken doubles

Cut/Keep
Commando/Ravager Physicals- 35/35
Commando/Ravager Magic- 25/25
Army of One/Cold Blood/Death- 50/90
Last Resort- 10/25
Counter- 40.99
PC White Magic- x/25
PC Synergist Magic- x/25
Provoke/Challenge- 10/40
Vendetta/Entrench- 35/99
Elude/Steelguard/Mediguard- x/99
Saboteur Magic- 10/25 (25/25 if status hits)
All Eidolon Moves have Keep of 100

==Optional Accessories==
Warlord's Glove Lv *: Increases Debrave (Strength debuff) resistance by 60%
Tektite Buckle Lv *: Increases Defaith (Magic debuff) resistance by 60%
Ceramic Armband Lv *: Increases Deprotect (Defense debuff) resistance by 60%
Safeguard Sachet Lv *: Increases Deshell (Magic Defense debuff) resistance by 60%
Dragonfly Orb Lv *: Increases Slow resistance by 60%
Starfall Pendant Lv *: Increases Poison resistance by 60%
Gemstone Necklace Lv *: Increases Imperil (Elemental resistance debuff) resistance by 60%
Hexbane Talisman Lv *: Increases Curse resistance by 60%
Pain Deflector Lv *: Increases Pain (Physical skill block) resistance by 60%
Effulgent Cape Lv *: Increases Fog (Silence) resistance by 60%
Moonbow Anklet Lv *: Increases Daze (Sleep) resistance by 60%
Seraph's Crown Lv *: Increases Death resistance by 60%

Commando
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Attack is different from the previous attack and HP is between 30% and 70%: +0.2%
*Target is staggered and HP is between 30% and 70%: +0.3%
*HP is less than 30%: +0.3%
*Target is staggered and HP is less than 30%: +0.9%
*First physical attack in a queue against a staggered target: +0.3%
*Target is launched: +0.1%
*Attack is different from the previous attack and enemy is launched: +0.3%
*First attack in a queue and target has a positive status: +0.1%
*Attack is different from the previous attack and no allies are targeting this enemy: +0.5%

Ravager
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*First attack in a queue and HP is full: +0.3%
*Attack is different from the previous attack and Lightning has no negative status: +0.1%
*Attack is different from the previous attack and Lightning has 1-4 positive statuses: +0.1% + 0.1% per status
*Attack is different from the previous attack and Lightning has 5-8 positive statuses: +0.2% + 0.1% per status
*Attack is different from the previous attack and target has 1-8 negative statuses: +0.2% + 0.1% per status.
*First attack in a queue and enemy is at >90% stagger threshold: +1%
*First attack in a queue and enemy has no negative statuses: +0.1%

Medic
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%

Saboteur
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*First attack and target has 0-3 negative statuses: +0.2% + 0.1% per status
*First attack and target has 4-5 negative statuses: +0.2% per status
*First attack and target has 6-8 negative statuses: -1.5% + 0.5% per status

Sentinel
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
*Physical attack and HP is full: +0.5%
*Physical attack and HP is between 30% and 70%: +1%
*Physical attack and HP is below 30%: +1.5%

Synergist
*Attack is different from the previous attack: +0.2%
*Attack is different from the previous attack and hits weakness: +0.7%
*Attack hits weakness: +0.1%
LIGHTNING
==Stats==
HP: 8005………………….(99.6%)
Strength: 1674
Magic: 1410
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Helter Skelter Lv *: 448 Strength, 190 Magic
Eidolon: Odin

==Alternate Weapons==
Enkindler Lv *: 133 Strength, 133 Magic, ATB Charge II (restores 20% of one gauge per hit)
Razor Carbine Lv *: 190 Strength, 448 Magic

===Commando LV 4===
====Passive Skills====
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
Launch: If target is staggered, Attack launches it into the air.  Launched enemies cannot act and their ATBG is stopped while in the air. Enemy takes about two seconds to fall after being attack and any attacks will pause that timer. Enemies take 317% more damage from Lightning and cut/keep is raised to 50/90
Blindside: If target is not targetting you, its chain gauge is not empty, and is not staggered, first Attack in an attack queue does 2/3 (~67%) more damage and first Ruin in an attack queue does 70% more damage.

====Action Skills====
Attack (1): 3258 Physical Damage, 0.1% Chain Boost, 3.33 Chain Duration
Blitz (2):  4888 AoE (S) Physical Damage, 0.1% Chain Boost, 5.33 Chain Duration
Ruin (1): 2477 Magic Damage, 0.1% Chain Boost, 3.33 Chain Duration
Ruinga (3): 5450 AoE (L) Magic Damage, 0.1% Chain Boost, 6.33 Chain Duration

====Attack Queues====
Attack x5: 16288 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
>>>Approximately 13223 w/ Enkindler

Ruin x5: 12385 magic damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
>>Approximately 14651 w/ Razor Carbine, 11884 w/ Enkindler

For either attack queue
*If the target's chain gauge was empty, the first Attack does 814 extra, the first Ruin does 619 extra and the Chain Duration increases 6.67.
*If the target was not targeting Lightning and the chain gauge is not empty, the first Attack does 2172 extra damage and the first Ruin does 1734 extra damage.

===Ravager LV 4===
====Passive Skills====
Vigor: Increases chain bonus of all attacks by 1% (additive) when above 70% HP.  This ignores chain resistance.
====Action Skills====
Fire/Blizzard/Thunder/Water/Aero (1):  1099 Elemental Magic, 2.5% Chain Boost, 0.9 Chain Duration
Fira/Blizzara/Thundara/Watera (2):  1680 AoE (S) Elemental  Magic, 4.1% Chain Boost, 0.9 Chain Duration
Thundaga/Aerora (3): 2511 AoE (L) Elemental Magic, 6.1% Chain Boost, 0.9 Chain Duration
Flame/Frost/Spark/Aquastrike  (1): 1444 ITE Elemental Physical, 2.5% Chain Boost, 0.9 Chain Duration
Army of One (All): 5554 ITD/ITE/Ignore Resistance/Immunity Physical Damage, 5.5% Chain Boost, No Duration

====Attack Queues====
Aquastrike -> Froststrike -> Aquastrike -> Froststrike -> Aquastrike: 7632 Physical Damage (4574 Water, 3059 Ice), boosts chain by 13.8%, chain duration by 4.5 seconds
*This can be any combination of Water, Fire, Thunder and Ice

Water -> Blizzard -> Water -> Blizzard -> Water: 5805 Magic Damage (3479 Water, 2326 Ice), boosts chain by 16.6%, chain duration by 4.5 seconds
*This can be any combination of Water, Fire, Thunder and Ice

===Medic LV 4===
====Action Skills====
Cure (1): 517 Healing, 10% Chain Boost, 1.16 Chain Duration
Cura (2): 478 MT Healing, 10% Chain Boost, 1.16 Chain Duration
Esuna (2): Removes the most recently received negative status effect, 2% Chain Boost, 1.16 Chain Duration
Raise (3): Revives the target with 23% HP

====Attack Queues====
Cure x5: 3052 healing over 5 hits, raises chain by 50%, chain duration by 5.8 seconds.
>>>Approximately 3464 w/ Razor Carbine, 2964 w/ Enkindler
SAZH
==Stats==
HP: 8595…………………..(106.9%)
Strength: 1255
Magic: 1153
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Polaris Specials Lv *: 496 Strength, 504 Magic, Stagger Lock (cannot stagger enemy)
Eidolon: Brynhildr

===Commando LV 4===
====Passive Skills====
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.
Jeopardize: Boosts chain of all attacks by 1% on a staggered target.
Scourge: Deals 19/6 (~317%) more damage with Attack to a target with 2.4 or less seconds left in stagger status.  This also raises the Cut and Keep values to 50 and 90 respectively.
Adrenaline: Boosts Strength and Magic by 20% when above 70% HP.

====Action Skills====
Attack (1): 2441 Physical Damage, 0.1% Chain Boost, 3.33 Chain Duration
Blitz (2): 3661 to 10983 AoE Physical Damage, 0.1% Chain Boost, 5.33 Chain Duration
*Number of hits depends on size of enemy hit box
Ruin (1): 2025 Magic Damage,  0.1% Chain Boost, 3.33 Chain Duration
Ruinga (3): 4455 AoE (L) Magic Damage, 0.1% Chain Boost, 6.33 Chain Duration

====Attack Queues====
Attack x5: 12205 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.

Ruin x5: 10123 magic damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.

Attack -> Blitz x2: 9763-24407 Physical Damage from min hits to max-hits

For either attack queue
*If the target's chain gauge was empty, the first Attack does 610 extra, the first Ruin does 506 extra and the Chain Duration increases 6.67.
*If HP is above 70%, this does 20% more damage.

===Ravager LV 4===
====Action Skills====
Fire/Thunder/Aero (1):  898 Elemental Magic, 2.5% Chain Boost, 0.9 Chain Duration
Fira/Thundara (2): 1373 AoE (S) Elemental Magic, 4.1% Chain Boost, 0.9 Chain Duration
Firaga/Thundaga/Aerora (3): 2053 AoE (L) Elemental Magic, 6.1% Chain Boost, 0.9 Chain Duration
Aeroga (5): 3447 AoE (L) Wind Magic, 9.2% Chain Boost, 2 Chain Duration
Flame/Sparkstrike (1): 1083 ITE Fire/ Lightning Physical, 2.5% Chain Boost, 0.9 Chain Duration
Cold Blood (All): 2171 ITD/ITE/ITR damage due to the chain bonus, 8.5% Chain Boost, No Duration

====Attack Queues====
Sparkstrike -> Firestrike -> Sparkstrike -> Firestrike -> Sparkstrike: 5724 Physical Damage (3430 Lightning, 2294 Fire), boosts chain by 13.8%, chain duration by 4.5 seconds. 
*The Fire and Lightning can be switched

Thunder -> Fire -> Thunder -> Fire -> Thunder: 4746 Magic Damage (2844 Lightning + 1902 Fire), boosts chain by 16.6%, chain duration by 4.5 seconds.
*Wind can be added in and the fire and lightning can be switched

===Synergist LV 4===
Boon: When adding a new buff, all of the target's other buffs are extended by 5 seconds.
====Action Skills====
**All Spells boost chain by 5% and Chain Duration by 3

Bravery (2): Boosts Phys 40% for 278 seconds**
Faith(2): Boosts Mag 40% for 278 seconds.**
Shell (2): Cuts Mag 33% for 278 seconds.**
Protect (2): Cuts Phys 33% for 278 seconds.**
Haste(2): x1.5 ATB Speed (127.2% effective increase assuming that has no effect on animation)  for 174 seconds.**
Vigilance (2): +10 to Cut/Keep for 174 seconds.**
Enfire/Enfrost/Enthunder/Enwater  (2): Adds elemental damage to attacks for 330 seconds.**
Barfire/frost/thunder/water (2): Halves respective element for 174 seconds.**
SNOW
==Stats==
HP: 10020…………….(124.6%)
Strength: 1743
Magic: 1022
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Energy Coat Lv *: 513 Strength,  125 Magic
Eidolon: Shiva

==Alternate Weapons==
Feral Pride Lv *: 383 Strength, 383 Magic
Winged Saint Lv *: 213 Strength, 213 Magic, Improved Guard II (increases the damage reduction of Mediguard and Steelguard by an additive 16%)
Warrior's Greatcoat Lv *: 248 Strength, 257 Magic, Critical: Power Surge II (increases Strnegth and Magic by 40% when HP is below 30%) 
Solaris lv *: 175 Strength, 265 Magic, Improved Ward II (increases the damage reduction of Deathward and Fringeward by an additive 16%)

===Commando LV 4===
====Passive Skills====
Deathblow: If the target's HP is less than 1.2 times the damage that would be dealt before defense and resistance, damage is increased by 50%.  Since average enemy resistance used is below 1, this ends up triggering if target's HP is less than 1.66(...) times the damage.
Launch: If target is staggered, Attack launches it into the air. Launched enemies cannot act and their ATBG is stopped while in the air. This damage is fixed and ignores everything. Enemy takes about two seconds to fall after being attack and any attacks will pause that timer. Enemies take 317% more damage from Snow and cut/keep is raised to 50/90
Adrenaline: Boosts Strength and Magic by 20% when above 70% HP.
Blindside: If target is not targetting you, its chain gauge is not empty, and is not staggered, first Attack in an attack queue does 2/3 (~67%) more damage and first Ruin in an attack queue does 70% more damage.
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.

====Action Skills====
Attack (1): 3393 Physical Damage, 0.1% Chain Boost, 3.33 Chain Duration
Blitz (2): 5090 AoE (S) Physical Damage, 3.33 Chain Duration
Ruin (1): 1796 Magic Damage, 3.33 Chain Duration
Ruinga (3): 3949 AoE (L) Magic Damage, 6.33 Chain Duration
Sovereign Fist (All): 9819 ITD/ITE/ITR Physical Damage.  If the target is staggered, this does 47142 base damage instead.
*Resets chain to 100.0% after damage is dealt.

====Attack Queues====
Attack x5: 16963 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.

Ruin x5: 8978 magic damage over 6 hits, raises chain by 0.5%, chain duration by 16.65 seconds.
>>Approximately 11244 w/ Feral Pride

For either attack queue
*If the target's chain gauge was empty, the first Attack does 848 extra, the first Ruin does 449 extra and the Chain Duration increases 6.67.
*If the target was not targeting Lightning and the chain gauge is not empty, the first Attack does 2262 extra damage and the first Ruin does 1257 extra damage.
*If HP is above 70%, this does 20% more damage.

===Ravager LV 4===
====Passive Skills====
Vigor: Increases chain bonus of all attacks by 1% (additive) when above 70% HP. This ignores chain resistance.

====Action Skills====
Blizzard/Water/Aero (1): 796.11 Ice/Water/Wind Magic Damage, 2.5% Chain Boost, 0.9 Chain Duration
Blizzara/Watera (2): 1217.84 AoE (S) Ice/Water Magic, 4.1% Chain Boost, 0.9 Chain Duration
Blizzaga/Watera/Aerora (3):  1820.02 Ice/Water/Wind AoE (L) Magic, 6.1% Chain Boost, 0.9 Chain Duration
Frost/Waterstrike (1): 1504.5 ITE Ice/Water Phyiscal damage, 2.5% Chain Boost, 0.9 Chain Duration

====Attack Queues====
Aquastrike -> Froststrike -> Aquastrike -> Froststrike -> Aquastrike: 7950.25 Physical Damage (4764.25 Water, 3186 Ice) boosts chain by 13.8%, chain duration by 4.5
*Can switch Water and Wind

Water -> Blizzard -> Water -> Blizzard -> Water: 4206.9 Magic Damage (2521.02 Water, 1685.88 Ice) , boosts chain 16.6%, chain duration 4.5.
*Can sub in Wind and switch around the Water and Ice damage

===Sentinel LV 4===
*Multiplies all damage taken by 0.56. This includes fixed damage, gravity, and HP->1.
====Passive Skills====
Fringeward: If targetted by an area attack, reduce damage taken by allies by 35%.
Evade: 20% chance to evade enemy attacks. Cannot be done while taking an offensive action.
Deathward: Multiplies damage taken by 0.75 when HP is below 30%.
Counter: 90% chance to counter enemy attacks after evading. 1437 Physical Damage
Reprieve: If HP is above 30%, survive with 1 HP if the attack would kill.
====Action Skills====
Provoke (1): 45% chance of causing all targets to attack the user for 50 seconds.
Challenge (1): 99% chance of causing target to attack the user for 150 seconds.
Vendetta (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, attack for 2680-2792 physical damage, 2212.5 average damage, increased by 10% for every time hit while guarding, up to a maximum of 400%.
Entrench (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, attack for 2212.5 damage, increased by 30% for every stocked Entrench, up to a maximum of 250%.
Steelguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  The bonus increases by 1-3% for each time the user is hit.  (Needs testing.)
Mediguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  4% mHP is recovered.

HOPE
==Stats==
HP: 5860……………..(72.8%)
Strength: 1003
Magic: 2117
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Eagletalon Lv *: 124 Strength, 506 Magic
Eidolon: Alexander

===Ravager LV 4===
====Passive Skills====
Vigor: Increases chain bonus of all attacks by 1% (additive) when above 70% HP.  This ignores chain resistance.

====Action Skills====
Fire/Blizzard/Thunder/Water/Aero (1): 1649 Elemental Magic, 2.5% Chain Boost, 0.9 Chain Duration
Fira/Blizzara/Thundara/Watera (2): 2523 AoE (S) Elemental Magic, 4.1% Chain Boost, 0.9 Chain Duration
Firaga/Blizzaga/Thundaga/Waterga/Aerora (3): 3770 AoE (L) Elemental Magic, 6.2% Chain Boost, 0.9 Chain Duration
Aeroga (5): 6337 AoE (L) Wind Magic, 9.2% Chain Boost, 2 Chain Duration
Last Resort (All): 6589 ITD/ITE/ITR Magic Damage, 4% Chain Boost, 0 Chain Duration

====Attack Queues====
Water -> Blizzard -> Water -> Blizzard -> Water: 8713 Magic Damage (5221 Water, 3492 Ice), boosts chain by 16.6%, chain duration by 4.5 seconds.
*Can be any permutation of Fire, Ice, Thunder, Water and Wind

===Synergist LV 4===
====Passive Skills====
Boon: When adding a new buff, all of the target's other buffs are extended by 5 seconds.
====Action Skills==== (All Boost chain by 5% and chain duration by 3 seconds)
Bravery(2): Boosts Phys 40% for 294 seconds
Faith(2): Boosts Mag 40% for 294 seconds
Protect(2): Cuts Phys 33% for 294 seconds
Shell (2): Cuts Mag 33% for 294 seconds.
Haste (2): 1.5x ATB Speed (127.2% effective speed assuming doesn’t speed up animations) for 190 seconds.
Enfire/frost/thunder/water (2): Adds elemental attack status for 243 seconds.
Barfire/frost/thunder/water (2): Halves respective element for 190[seconds.
Veil (2): Halves status for 190 seconds.

===Medic LV 4===
====Action Skills====
Cure (1): 707 Healing, 10% Chain Boost, 1.16 Chain Duration
Cura (2): 651 MT Healing, 10% Chain Boost, 1.16 Chain Duration
Curasa (1): 22.3% missing HP Healing, 1% Chain Boost, 1.16 Chain Duration
Curaja (2): 18.39% MT missing HP healing, 1% Chain Boost, 1.16 Chain Duration
Esuna (2): Removes the most recently received negative status effect, 2% Chain Boost, 1.16 Chain Duration
Raise (3): Revives the target with 23% HP.

===Commando LV 1=== (IF SEEN AS LEGAL)
====Passive Skills====
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
====Action Skills====
Ruin (1): 3234 Magic Damage, Boosts chain 0.1%, Chain Duration 3.33 Seconds
Attack (1): 1696.5 Physical Damage, Boosts chain 0.1%, Chain Duration 3.33 Seconds

====Attack Queues====
Attack x5: 8482.5 Physical Damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)
Ruin x5: 16170 Magic damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)

VANILLE
==Stats==
HP: 7675………………..(95.5%)
Strength: 1323
Magic: 1864
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Abraxas Lv *: 247 Strength, 495 Magic, Stagger Lock (cannot stagger enemy)
Eidolon: Hecatoncheir

==Alternate Weapons==
Marlboro Wand Lv *: 167 Strength, 335 Magic, Improves Debuffing Status 40%
>>Lowers Magic Damage 7.5%

===Ravager LV 4===
====Action Skills====
Fire/Blizzard/Thunder/Water/Aero (1): 1452 Elemental Magic, 2.5% Chain Boost, 0.9 Chain Duration
Fira/Blizzara/Thundara/Watera (2):  2221 AoE (S) Elemental Magic, 4.1% Chain Boost, 0.9 Chain Duration
Firaga/Blizzaga/Aerora (3): 3320 AoE (L) Elemental Magic, 6.1% Chain Boost, 0.9 Chain Duration

====Attack Queues====
Water -> Blizzard -> Water -> Blizzard -> Water: 7673 Magic Damage (4598 Water, 3075 Ice), boosts chain by 16.6%, chain duration by 4.5 seconds.
*Can be any combinations of Fire, Ice, Thunder, Wind and Air

===Saboteur LV 4===
====Passive Skills====
Jinx: When inflicting a new status, all of the target's other statuses are extended by 5 seconds.
====Action Skills====
**All Spells boost chain 0.8% with a Chain Duration of 2.2. If the status connects, this increases to 1.8% and 10.2

Deprotect (1): 427 Magic Damage +31.4% chance of Deprotect status for 78 seconds.  ** <53.2% Base>
Deprotega (3): 427 MT Magic Damage +23.5% chance of Deprotect status for 78 seconds** <39.9% Base>
Deshell (1): 427 Magic Damage + 32.4% <45.3% w/ Alt Weapon> chance of Deshell status for 78 seconds.  ** <53.2% Base>
Deshellga (3): 427 MT Magic Damage + 24.3% chance of Deshell status for 78 seconds** <39.9% Base>
Poison (1): 427 Magic Damage + 21.9% chance of Poison status for 78 seconds.** <39.9% Base>
Poisonga (3): 427 MT Magic Damage + 17.6% chance of Poison status for 78 seconds** (31.92% Base>
Imperil (1): 427 Magic Damage + 22.3% <31.2% w/ Alt Weapon> chance of Imperil status for 78 seconds** <39.9% Base>
Imperilga (3): 427 MT Magic Damage +17.8% chance of Imperil status for 78 seconds** <31.92% Base>
Fog (1): 427 Magic Damage +12.5% chance of Fog status for 78 seconds** <26.6% Base>
Pain (1): 427 Magic Damage + 12.2% chance of Pain status for 78 seconds. ** <26.6% Base>
Dispel (1): 427 Magic Damage + 100% chance of dispelling the last positive status on the target**
Death (All): 5696 Magic Damage + 1.33% chance of causing instant death (this chance ignores chain), increases by 1.33% for every status effect on the target

====Attack Queues====
Fog (x5): ~2178 Magic Damage + ~49.3% Chance of Inflicting Status
Pain (x5): ~2178 Magic Damage + ~48.5% Chance of Inflicting Status

===Medic LV 4===
====Action Skills====
Cure (1): 639 Healing, 10% Chain Boost, 1.16 Chain Duration
Cura (2): 589 MT Healing, 10% Chain Boost, 1.16 Chain Duration
Curasa (1): 21.97% missing HP Healing, 10% Chain Boost, 1.16 Chain Duration
Curaja (2): 18.06% MT missing HP , 10% Chain Boost, 1.16 Chain Duration
Esuna (2): Removes the most recently received negative status,  2% Chain Boost, 1.16 Chain Duration
Raise (3): Revives the target with 23% HP.

===Commando LV 1===(IF SEEN AS LEGAL)
====Passive Skills====
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
====Action Skills====
Ruin (1): 2848 Magic Damage, Boosts chain 0.1%, Chain Duration 3.33 Seconds
Attack (1): 2239 Physical Damage, Boosts chain 0.1%, Chain Duration 3.33 Seconds

====Attack Queues====
Attack x5: 11195 Physical Damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)
Ruin x5: 14238 Magic damage, raises chain by 0.5%, Chain Duration of 16.65 seconds. (IF SEEN AS LEGAL)

FANG
==Stats==
HP: 8085………………..(100.6%)
Strength: 2064
Magic: 1418
ATBG: 5 [Speed: 110]
*Full gauge takes 4.3 seconds.

Venus Gospel Lv *: 390 Strength, 390 Magic, Stagger Lock (cannot stagger enemy)
Eidolon: Bahamut

===Commando LV 4===
====Passive Skills====
Launch: If target is staggered, Attack launches it into the air.  Launched enemies cannot act and their ATBG is stopped while in the air. Enemy takes about two seconds to fall after being attack and any attacks will pause that timer. Enemies take 317% more damage from Fang and cut/keep is raised to 50/90
Adrenaline: Boosts Strength and Magic by 20% when above 70% HP.
Powerchain: If the target's chain gauge is empty, Attack and Ruin do 25% more damage and increase the chain duration by 10 seconds instead.
Faultsiphon: Gain 0.2 ATB gauge upon attacking a statused enemy.
Blindside: If target is not targetting you, its chain gauge is not empty, and is not staggered, first Attack in an attack queue does 2/3 (~67%) more damage and first Ruin in an attack queue does 70% more damage.

====Action Skills====
Attack (1): 4017 Physical Damage, 0.1% Chain Boost, 3.33 Chain Duration
Blitz (2): 6028 AoE (S) Physical Damage, 0.1% Chain Boost, 5.33 Chain Duration
Ruin (1): 2490 Magic Damage, 0.1% Chain Boost, 3.33 Chain Duration
Ruinga (3): 54780 AoE (L) Magic Damage, 0.1% Chain Boost, 6.33 Chain Duration
Highwind (All): 8369 ITD/ITE/ITR Physical Damage. Resets Chain

====Attack Queues====
Attack x5: 20083 physical damage over 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.

Ruin x5: 12453 magic damage 5 hits, raises chain by 0.5%, chain duration by 16.65 seconds.

For either attack queue
*If the target's chain gauge was empty, the first Attack does 1004 extra, the first Ruin does 623 extra and the Chain Duration increases 6.67.
*If the target was not targeting Lightning and the chain gauge is not empty, the first Attack does 2678 extra damage and the first Ruin does 1743 extra damage.
*If HP is above 70%, this does 20% more damage.

===Sentinel LV 4===
*Multiplies all damage taken by 0.56. This includes fixed damage, gravity, and HP->1.

====Passive Skills====
Deathward: Multiplies damage taken by 0.75 when HP is below 30%.
Evade: 20% chance to evade enemy attacks. Cannot be done while taking an offensive action.
Counter: 90% chance to counter enemy attacks after evading. 1702 physical damage.
Reprieve: If HP is above 30%, survive with 1 HP if the attack would kill.

====Action Skills====
Provoke (1): 45% chance of causing all targets to attack the user for 50 seconds.
Challenge (1): 99% chance of causing target to attack the user for 150 seconds.
Vendetta (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, does 2616 physical damage over 4 hits, increased by 10% for every time hit while guarding, up to a maximum of 400%.
Entrench (1): Defend, reducing damage taken by 10%, additive with the Sentinel role bonus (0.46 damage taken overall).  Afterwards, does 2616 physical damage over 4 hits, increased by 30% for every stocked Entrench, up to a maximum of 250%.
Steelguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  The bonus increases by 1-3% for each time the user is hit.  (Needs testing.)
Mediguard (1): Defend, reducing damage taken by 20%, additive with the Sentinel role bonus (0.36 damage taken overall).  4% mHP is recovered.

===Saboteur LV 4===
====Action Skills====
**All Boost chain by 0.8% and chain duration by 2.2 seconds (1.8% and 10.2 seconds if status hits

Deprotect (1): 324 magic damage + 31.5% chance of Deprotect status for 74 seconds. ** <53.2% Base>
Deshell (1): 324 magic damage, 32.4% chance of causing Deshell status for 74 seconds. ** <53.2% Base>
Imperil (1): 324 magic damage, 22.3% chance of causing Imperil status for 74 seconds.**  <39.9% Base>
Slow (1): 324 magic damage, 25.5% chance of causing Slow status for 74 seconds.** <39.9% Base>
Slowga (3): 324 MT magic damage, 20.4% chance of causing Slow status for 74 seconds** <31.92% Base>
Fog (1): 324 magic damage, 12.5% <17.5% w/ alt weapon> chance of causing Fog status for 74 seconds** <26.6% Base>
Fogga (3): 324 MT magic damage, 9.4% <13.2% w/ Alt weapon> chance of causing Fog status for 74 seconds** <19.95% Base>
Pain (1): 324 magic damage, 12.2% <17.1% w/ Alt Weapon> chance of causing Pain status for 74 seconds** <26.6% Base>
Painga (3): 324 MT magic damage, 9.2% <13% w/ Alt Weapon> chance of causing Pain status for 74 seconds** <19.95% Base>
Curse (1): 324 magic damage, 17.6% chance of causing Curse status for 74 seconds. ** <26.6% Base>
Cursega (3): 324 MT magic damage, 13.2% chance of causing Curse status for 74 seconds** <19.95% Base>
Daze (1): 324 magic damage, 25.1% <35.1% w/ Alt Weapon> chance of causing Daze status for 74 seconds. ** <39.9% Base>
Dazega (3): 324 MT magic damage, 20.1% <28.1% w/ Alt Weapon> chance of causing Daze status for 74 seconds** <31.92% Base>
Dispel (1): 324 magic damage, 100% chance of dispelling the last positive status on the target**

====Attack Queues====
Fog (x5): ~1652 Magic Damage + ~49.3% Chance of Inflicting Status <62.7% w/ Alt Weapon>
Pain (x5): ~1652 Magic Damage + ~48.5% Chance of Inflicting Status <61.8% w/ Alt Weapon>
Daze (x5): ~1652 Magic Damage + ~76.4% Chance of Inflicting Status <88.4% w/ Alt Weapon>

===Synergist LV 1=== (IF SEEN AS LEGAL)
(Unlike others, Fang’s Synergist is more unique in that it has Bravera and Faithra. I still don’t allow it, but there is at least a decent argument)
====Action Skills====
Veil (2): Halves status for 130 seconds, 5% Chain Boost, 3 Chain Duration
Bravera(2): Boosts Phys 80% for 54 seconds, 5% Chain Boost, 3 Chain Duration (IF SEEN AS LEGAL)
Faithra (2): Boosts Boosts Mag 80% for 54 seconds, 5% Chain Boost, 3 Chain Duration (IF SEEN AS LEGAL)
...into the nightfall.

Dark Holy Elf

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Re: Final Fantasy XIII
« Reply #5 on: April 09, 2019, 03:38:42 PM »
Yay, getting this out of the wiki-eaten aether was overdue, so thanks!

Quote
The first time switching roles takes about 1.5 seconds of animation time, and 0.5 seconds after that. This is equal to about 21%/7% of a turn.

This is true but your ATB gauge still fills up while paradigm shifting, so it in no way slows down the character to do so unless they're trying to do something like use part of their ATB gauge for one role then switch mid-turn.

(In fact, it actually speeds up their next turn if done no more than once every 12 seconds, but like you I'm going to ignore this because coming up with a speed average to reflect this is annoying.)

Quote
Deprotect- Takes 89% more damage from Physical (Enemy Resistance = 41%)
Deshell- Takes 89% more damage from Magic (Enemy Resistance = 39%)

The increase is actually larger than that, because it's -89% to the enemy's physical/magical resistance. Against the assumed average resistance of 27% and 20%, that's an effective increase of +122% physical damage dealt and +111% magical damage dealt.


-Sentinel "guard" actions are extremely slow, and attempting to use five of them results in a turn which is over 2x slower than a normal turn. At best, attempting to turtle with Mediguard indefinitely will result in an averagish speed foe getting one turn of unguarded damage and one turn of guarded damage per round. This should be noted explicitly as people have forgotten about it in the past and kneejerk-overrated Mediguard as a result.


Nothing new here, but I'm strongly against pretending Hope/Vanille have way less damage than everyone else just because they don't get Commando until Chapter 10. Getting Ruin for them is an utterly no-brainer choice for a DL build, and they unquestionably have the CP to afford it since they can just cut back on some strength nodes in their "main" grids which are, without Commando access, 100% worthless anyway.


Unsuccessful status attacks lower the target's status resistance by 2% subtractive. This doesn't seem to be factored in so all the status chains listed are slightly underrated. (Flipside, once a FF13 status lands the target gradually becomes more resistant to it until it wears off, then the rate slowly returns to normal. So landing the same FF13 status a second time is difficult, though this rarely comes up in a duel probably.)

Actually I kinda feel like status attacks are slightly underrated now; probably the effect of FF13's unusually durable enemies who are often somewhat status-resistant (but still extremely worth statusing anyway!). I suspect if you focused on the more standard-RPG-durability randoms that status hit rates would be somewhat higher. It depends on one's general view on status of course.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dhyerwolf

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Re: Final Fantasy XIII
« Reply #6 on: April 12, 2019, 05:27:28 PM »
I updated the main header with the notes about the shifting and the effective Deprotect and Deshell effects.

I guess I should ask: minus Sentinel guard moves, everything else had similar animation times? I just don't remember at all. And would Mediguard's guard effect not carry through? Would it expire when the last animation in a chain went off?

There were a few things I did that was a little nice on status resistance. Any time an enemy had multiple forms with different resists, I took the lower resists. There was also one enemy where I incorrectly had 0 resists for non immunities (not bothering to update though, but it does mean that resists were likely 1-2% percentage points too low). These effect combined probably cut about 3-4% off some resistances.

For the two nasty non turn 1 status (Fog/Pain), I would note that enemies above 1 million null them all so these particularly enemies had no impact on the resistance numbers. These enemies did actually have rather low resistances to certain other statuses though.
...into the nightfall.

Dark Holy Elf

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Re: Final Fantasy XIII
« Reply #7 on: April 13, 2019, 02:17:47 PM »
I don't think anything else is similar to guard moves in terms of being that slow. The guard moves are slow by design: they last a long time so that enemies will hit you during them. In-game it's often useful to use fewer than 5 especially if you have a sense of the timing of certain enemy attacks.

Guard effects are only in effect during their "animation", yeah; they're not in effect when you are waiting to confirm them or recovering your ATB gauge. Of course, the Sentinel role damage reduction is always in effect (unless you paradigm shift out of Sentinel in the middle of a guard move).

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Dhyerwolf

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Re: Final Fantasy XIII
« Reply #8 on: June 08, 2019, 10:37:57 PM »
Quick note: I added one potential other damage average: Hope and Vanille in Ravager but with the 30% damage bonus that exists due to other PCs being in Commando. It kind of rids the midline between the two averages (and at least better reflects Hope and Vanille's realistic in game damage if you still want to stick with just the 3 main classes). This would be similar to counting Dem's attack up for everyone in BoD7 (although that's more clear cut).
...into the nightfall.

Dark Holy Elf

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Re: Final Fantasy XIII
« Reply #9 on: April 15, 2021, 01:37:09 AM »
Since it's not mentioned in the actual topic: Death is ITD/ITE/ITR like the other character-unique skills (essentially non-typed, other than keying off Vanille's magic). This means it does 25% more damage than currently listed, i.e. 7120, or 9256 using Dhyer's idea of an external Commando boost. This is just under her Ravager damage, of course being ITD makes it a bit different in practice.

It's also possible for Vanille to use Death and then swap to Commando before its damage resolves, uniquely among the character personal-skills. (Vanille's unique ability to take advantage of this is yet another reason banning Commando for her is silly.) With Level 1 Commando it should do 14240, identical to her Ruin chain, but ITD. This can be done on consecutive turns (see https://youtu.be/bU4wAb09qPU?t=101 ), although the need to shift twice a round means you might lose out on the full-ATB recharge you get from paradigm shifting so you could certainly arguably it needs a slight speed hit in a long fight.

Finally although not DL-relevant it's worth noting that Death can also benefit from En-element skills allowing it to hit elemental weaknesses (again, unique among the character-unique skills).

Erwin Schrödinger will kill you like a cat in a box.
Maybe.