1. Differences from the other topic
Nothing major, but a tad different levels, builds are slightly different, updated notes on how defense and some of the status works
2. Levels
Everyone is L41 except for Ember and DEM at L42 (DEM is L40 is taken before final dungeon. If taken before Astral Cave, that’s another level for him)
3. Stat Up Items
PCs that join after stat ups are used still get the benefit of the stat ups with the exception of DEM (who was added later? That may be a bug?). I would give DEM the benefit of the +15 to core stats and +30 to HP that is gained in the final dungeon.
Statue of Will- +20 Will Cthulu Only
Hero Badge (Shrine of Heroes)- +10 Str All
Rings of Power (Volcano)- +10 Str/10 Mag all
Smelly Wish (Innsmouth)- +10 Will all
“Nothing” (R’yleh)- +15 Core Stats to All
Cookies (R’yleh)- +30 HP
+50 to all stats Cthulu (including HP/MP) for Hero Points
+50 to all stats Cthulu for defeating DEM
4. Stats
Vit- Each point cuts physical damage by about 0.15 (Varies by multiplier, but this works. Standard physicals- which are the majority of enemy attacks- have a 0.9x mult, so this is really like (Vit/6) * Mult for Effect
Will- Each point damage magic damage by about 0.15
5. Damage Calculation Note
For most of the PCs, the basic physical mechanic is (Atk-Def) * 0.9. The multipliers all appear to use this 0.9 as base (So a 5x mult is really 4.5x). The exception is Ember and DEM. Ember is 0.92 at endgame level, but at L35 was 0.84. DEM is 0.94. Just noting since it was odd.
6. Build
Builds prioritize damage and speed (generally) over durability as CSTW is about rushing. Builds prioritizes very useful in-game effects over stat boosts. Very useful in-game effects include:
--Notably better MT damage. I’d not going to choose some large MT boost over a large ST boost, but I will choose a large MT boost over say a slight attack stat boost
--Ability to keep MP up near end-game (This means that 1 MP Victory is chosen generally over stat gains)
--1 Level up for Umi and 2 for October were HP over stats. Both of their durability felt relevant in some randoms in the game (and moreso for October as a mob near end game might kill her before she got a turn, hence 2 HP choices; given October’s DL game, she’d probably just basically always take HP if given that option).
7. Enemy Stats
Defense Taken at 140, Will at 110. Based on the final dungeon.
8. Status Accuracy Notes
This is more for myself since no one else uses this scaling but for Umi/October’s status, but I considered susceptible enemies in the final dungeon (last second accuracy spikes or in October’s case, gaining the move in the final dungeon). If they could kill any enemy 100% of the time with a different move that had the same MP cost, I did not consider this enemy. This excluded half the enemies in the final dungeon.
9. In Game Anti-Stall Effects
CSTW is designed as a blitz game; the attack stat of enemies in game increases 10% a turn. IMO, if a match was dragging out in the DL, I’d make the opponent get a similar boost (basically, after x turns or whenever a character uses a basic ST healing spell I’d see the enemy get a 10% damage boost).
10. Status Effects
Seal- Shuts off offensive moves (physical, magical, status) and some support spells (fewer rather than more). I’ve seen it get some buffing spells (but not all), but no healing spells (healing or revival). I would personally only see it get offensive moves for this reason
Insanity- Enemy takes 50% more damage, but do 20% more damage. Changes AI; I’ve seen some enemy switch from using healing spells to a new damage spell or stat downs to stat ups. However, I’ve seen enemy revival and healing stay in tact, so I don’t think I would personally give it sufficient credit on stopping healing. I’ve also seen it add new spells while removing nothing.
Blind- Decrease enemy accuracy around 75% for non-ITE moves (of which I saw at least 1 for enemies; Unicorn’s Pierce in Water Shrine)
-->Note: No enemies inflict Blind to my knowledge (I searched a fair amount), so I was unable to test if any PC techs could be considered ITE
Stun- Enemy loses 1 action (whether faster or slower than the statuser)
Slow- Lowers speed
11. Averages up Top
HP- 532.25
Damage- 4400 (11001 Kill Point) w/ Prorated Insanity Boosts
-->3630 (9075) w/o Insanity Boosts
Agi: 385 (148.4 SD)
-->378.75 w/ 138.3 SD w/ Nuke
Cthulhu
538 HP………………….(101.1%)
330 MP
880 Str (580)
540 Mag (340)
520 Agi (420)…………+0.91 SD
820 Vit (420)………….Cuts by 40.8/19.2%
540 Will (340)………..Cuts by 6.8/3.2%
Cthulhu’s Sword: 250 Str, 150 Mag, 50 Agi, 200 Vit, 50 Will, 2x Damage to Insane
Cthulhu’s Tunic: 50 Str, 50 Mag, 50 Agi, 200 Vit, 150 Will
Passives:
Insane Strength- +10% for each Insane Enemy (w/ Cthulhu’s Sword, increases damage 123.7% over base for non ITD damage)
Attack- 666 Physical Damage (This is both precise and unintentional)
Techs
Insane Strike (4 MP)- 2331 Physical Damage over 2 Hits; Inflicts Insanity
Deathblow (10 MP)- 1066 Physical Damage; Combo Boost/Break; Damage increases 20% with each hit
Flame Strike (5 MP)- 1998 Fire Physical Damage
Tentacles (16 MP)- 3996 Physical Damage over 3 Hits
Drain Strike (5 MP)- 1332 Physical Damage, Drains half Damage Done
Pierce (6 MP)- 2574 ITD Physical Damage
Dark Strike (10 MP)- 4995 Dark Physical Damage
Berserk (14 MP)- 2664 Physical Damage over 4 Hits
Magic
Curse (8 MP): Inflicts Insanity and Lowers Elemental Resistances 50%
Unstoppable (3 MP): 50% Healing, Causes Combo Break
Umi
387 HP………………….(72.7%)
341 MP
710 Str (460)
540 Mag (320)
455 Agi (385)………..+0.47 SD (+1.01 SD w/ Warp Trident)
315 Vit (175)…………Takes extra 35/16.4%
385 Will (245)……….Takes extra 16.5/7.8%
Chaos Trident: 180 Str, 180 Mag, 2x Damage to Insane
<Warp Trident: 80 Str, 80 Mag, 80 Agi>; Loses 17.5% Physical Damage
Heroine Dress: 70 Str, 70 Mag, 70 Agi, 140 Vit, 140 Will, Healing + 50%
Passives:
Prey on the Weak: 50% Damage increase to target under Blind/Seal/Poison
Attack- 1026 Physical Damage over 2 Hits
Siren’s Call (4 MP)- 100% Immunity/Resist Ignoring Stun + Insanity, OPB
Blind Strike (5 MP)- 2565 Physical Damage + 80% Blind
-->40%/53% factoring all enemies and factoring modifiers
Slow Strike (5 MP)- 1539 Physical Damage + 100% Slow (Speed down 50%)
-->50%/66% factoring all enemies and factoring modifiers
Seal Strike (5 MP)- 2565 Physical Damage + 80% Seal
-->40%/53% factoring all enemies and factoring modifiers
Stun Strike (5 MP)- 1283 Physical Damage +60% Stun
-->30%/36% factoring all enemies and factoring modifiers
Elec Strike (5 MP)- 3847 Thunder Physical Damage
Cute Pose (15 MP)- Increases Str/Mag/Agi/Vit/Will 50%
-->Increases Physical Damage Done by 62.3% w/ Chaos Trident (36% over base with Warp Trident)
-->Takes extra 11.3 points/5.3% from physicals
-->Cuts magic by 12.4 points/5.8%
Heal (3 MP)- 384 Healing
Sharpe
600 HP………………….(112.7%)
163 MP
940 Str (590)
230 Mag (230)
460 Agi (410)………..+0.51 SD
710 Vit (310)…………Cuts by 24.3/11.3%
340 Will (240)……….Takes extra 23.3/10.9%
Pure Blade: 300 STr, 50 Agi, 50 Vit
<Chaos Blade: 150 Str, 150 Mag, +2 Hits to Physical>
Master Hilt: 50 Str, 250 Vit, 100 Will
<Glass Hilt: 80 Agi, 180 Vit>
Attack – 720 Physical Damage
Techs
Multi Strike (10 MP)– 1728 Physical Damage over 3 Hits
Deathblow (15 MP)- 1944 Physical Damage, Combo Boost/Break, Every Hit Increases Damage 20%!
Ice Strike (5 MP)- 2160 Ice Physical Damage
Wind Strike (5 MP)- 5400 Wind Physical Damage
Sword Dance (20 MP)- 720 MT Physical Damage
Pierce (6 MP)- 2749 ITD Physical Damage
Holy Strike (10 MP)- 3600 Holy Physical Damage
Magic
Brave Wind (5 MP): Agility +50%, +1 hit to basic Attack
Combo Master (10 MP)- Increases Combo Counter by 4 every turn including turn cast
Stalwart Heart (4 MP)**- 50% Healing + Puts Sharpe in Defend (Halves Damage for Turn***)
OR
Sharpen (4 MP)**- Strength +50% (Increases non-ITD Damage 58.8%, ITD Damage 50%)
**Sharpe can only choose 1 of these spells. Sharpen is the clear in game winner (stalling in this game is not a winning strategy!) and improves Sharpe’s three turn average damage. Stalwart Heart is good in the DL when combined with Combo Master (increases Deathblow’s damage 80% every turn). NEB also suggested that Stalwart Heart’s Defending bonus could be divided by 4 to factor the practical in game damage effect (especially since it’s possible that it might lose out on some of the aggro bonuses of Defend; I’m know that since I didn’t have it to test).
October
435 HP………………….(81.7%)
525 MP
355 Str (285)
915 Mag (615)
185 Agi (185)………..-1.35 SD
225 Vit (155)…………Takes extra 48.5/22.8%
545 Will (255)……….Cuts by 6.8/3.2%
Vampire Whip: 70 Str, 70 Vit, 140 Will, +50% to Dark
<Giant Whip: 90 Str, 90 Vit, 180 Will>
Black Tome: 300 Mag, 150 Will, +50% to Dark
Dark Blast: 4424
Fireball (12 MP)- 805 MT Fire Magic
Dark Blast (15 MP)- 4508 Dark Magic, Inflicts Insanity
Quake- 1127 MT Earth Magic, Combo Boost/Break, Damage Increases 2% each Hit (why did they bother?)
Freeze (5 MP)- 1208 Ice Magic, Combo Boost/Break, Damage Increases 10% each Hit
Lightning (15 MP)- 3019 Lightning Magic over 5 Hits
Deadly Kiss (5 MP)- 515 Poison Magic
Tornado (5 MP)- 644 GT Wind Magic
Void (20 MP)- 1449 MT Dark Magic
Death (25 MP)- 100% Instant Death
-->50%/66% factoring all enemies and factoring modifiers
Curse (6 MP)- Inflict Insanity + Decrease Elemental Resistance 50%
Focus (2 MP)- Doubles Damage for next spell
Paws
518 HP………………….(97.3%)
356 MP
790 Str (590)
345 Mag (310)
610 Agi (560)……….+1.51 SD
510 Vit (290)………..Takes extra 5.7/2.7%
495 Will (280)………Average
Anti-Mat Claw: 200 Str, 50 Mag, 50 Agi, 50 Vit, 50 Will (+1 Basic Attack and ITD)
<Blaster Claw: 110 Str, 110 Agi>
Force Field: Defenses + 50%
Attack- 2133 ITD Physical Damage over 3 Hits
Techs
Meow (6 MP)- Reverses Sanity and Insanity, MT
Quick Draw (3 MP)- 1024 initiative Physical Damage
Tentacles (8 MP)- 1931 Physical Damage over 3 Hits
Backstab (12 MP)- 1170 (2x against those more than -1 SD from average; Around ~5000 against those more than -2 SD from average; The mult could be Paws speed/enemy speed rounded down)
-->The in game effect in the final dungeon is 40% the enemies getting the 1x mult and 60% get 2x. Note that increasing Paws speed helps here, and if you opt for Nuke in place of 50 Speed, I think that might shift the balance a little.
Magic
Heal (3 MP)- 178 Healing
Regen All (15 MP)- ~50 end of round Regen, MT
Paralyze (6 MP)- 80% Stun (or 50% for group)
-->82.8% factoring all enemies and factoring modifiers
Unstable Form (10 MP)- Strength + 100%, Will -50%
-->Increases Physical Damage 121.5%
-->The alternate option is +100% Magic (so double the effect of healing. This is…bad in game ignoring that healing is already questionable in game)
**Nuke (30 MP)- 3250 ITD MT Physical; Damage is delayed until the end of 2 turns after this cast. Damage is locked in when move is cast (so boosting Paws attack afterwards doesn’t help) and I think this ignores Insanity
-->I opted for 50 speed over this. This move is not good in game or in the DL. I thought in the DL at least he could use it, boost his attack, make the enemy insane and do some impressive damage, but the damage is locked in when the move is cast (so don’t later attack boost) and it ignores insanity bonus. He’d rather be faster for a chance of doubling.
Dacre
468 HP………………….(87.9%)
464 MP
400 Str (290)
860 Mag (535)
235 Agi (235)……….-1.01 SD
365 Vit (265)………..Takes extra 27.5/12.9%
665 Will (355)………Cuts by 25.5/12%
Holy Staff: 110 Str, 300 Mag, 100 Will, +50% to Holy
<Insanity Staff: 200 Str, 250 Mag, Inflict Insanity with Basic Physical>
Elder Robe: 25 Mag, 100 Vit, 210 Will
<Cultist Robe : 150 Vit, 200 Will>
Attack- 477 Physical Damage over 2 hits (639 Physical Damage over 2 Hits w/ Insanity Staff)
Holy (15 MP)- 2700 Holy Magic (1620 w/ Insanity Staff)
Magic Hymn (5 MP)- Increases Magic 50% (Increases magic damage 57.3%)
Strength Hymn (5 MP)- Increases Strength 50% (Increases damage 70% w/ Insanity Staff)
Shield Hymn (5 MP)- Increases Vit/Will 50%
-->Basically makes Dacre average to physicals
-->Cuts Magic by 75.4/35.4%
Speed Hymn (5 MP)- Increases Agi 100% (to about 0.59 SD)
Heal (3 MP)- ~380 Healing
Heal All (15 MP)- ~220 MT Healing
Regen All (15 MP)- ~110 MT end of turn Regen
Full Heall (8 MP)- Full healing, status healing and revival
Blind (7 MP)- 60% GT Blind
-->49%/63.5% factoring all enemies and factoring modifiers
Seal (7 MP)- 60% GT Seal
-->49%/63.5% factoring all enemies and factoring modifiers
Ember
692 HP………………….(130%)
164 MP
1085 Str (1035)
405 Mag (405)
295 Agi (295)……….-0.61 SD
725 Vit (725)………..Cuts by 26.5/12.4%
355 Will (355)……….Takes extra 21/9.9%
Attack- 869 Physical Damage
Smash (10 MP)- 2608 Physical Damage
Flame Breath (15 MP)- 556 MT Fire Physical Damage
Aerial Assault (20 MP)- 1086 MT Physical Damage
DEM
620 HP………………….(116.5%)
270 MP
825 Str (645)
450 Mag (395)
320 Agi (295)………..-0.43 SD
715 Vit (545)………..Cuts by 25/11.7%
635 Wil (545)………..Cuts by 21/9.9%
Excalibur 150 Str, 25 Mag, 25 Agi, 100 Vit, 50 Will
Aegis 30 Str, 30 Mag, 70 Vit, 40 Will
Attack- 1260 over 2 Hits
Attack Stance (5 MP)- Attack up 75%, Defense Down 25%. Increases Damage 90.3%
Multi Strike (10 MP)- 2268 (567 x 4 hits) Physical Damage
Deathblow (15 MP)- 1701 Physical Damage, Combo Boost/Break, Each hit increases damage 20%
Sword Dance (20 MP)- 3150 Physical Damage (630 x 5 hits)
Holy Strike (10 MP)- 3219 Holy Physical Damage