Author Topic: Chained Echoes  (Read 1456 times)

Pyro

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Chained Echoes
« on: October 22, 2023, 08:04:08 PM »
Solace's Guide was invaluable: https://steamcommunity.com/sharedfiles/filedetails/?id=2925984202

80 enemy Def/Mdef
41 GS
Forged Tier 10 weapons
Tier 9 forged armor
No Class Emblems.
No accessories
No Crystals

Notes:
- 8 Usable abilities can be equipped. 5 Passive Abiltiies. PCs can switch these between battles
- Damage goes as Atk or Mag ^2 divided by target defense. This means that Atk/Mag Buffs/debuffs are highly effective.
- I assumed L3 for each ability. It's easier than worrying about it and you can just set the ones you care about to level up (and swap them out normally to keep them all up)
- The PCs have a shared 'Ultra' meter that charges with their attacks. It enables a super-move unique to each PC that will be noted. Boss battles start with this full.
- The assumption that no Accessories or Class Emblems are used is difficult, as that renders the Call of Nature passive on Siena/Mikah very potent (10%) with the option of getting extreme (+25% Atk/Agi but die to a breeze)
- I assumed the Stat Up passives as default for the purposes of stats. These are generally the best choice no matter what.
- Basic physicals generate 10 TP.
- Defending reduces damage by ~45%

Status Notes:
In general, status is 100% the first time. Then it takes 2 attempts to apply it the second time. Then 3 attempts to apply it the 3rd time...
Sleep: Target can't take actions... but has a 50% chance of wearing off at the beginning of each of their turns.
Paralyze: Target has a 33% chance of losing their turn.
Blind: Target's physical attacks all miss.
Silence: Target can't use magic attacks (but can use healing...)
Poison/Toxic/Bleed: Applies a Damage effect that takes place at the start of the target's turn. Note that this works on every enemy, from animals to giant robots.



Relevant Averages:
HP:   339
TP:   139
Def:   100 (Physical defense stat)
Mnd:   101 (Magical Defense Stat/Healing stat)
Agi:   26.5 (CTB style speed. I'm unsure of the absolute effectiveness)
Damage, 3-turn: 657 (2.5x KO point of 1643)
Damage, Consistent: 624 (2.5x KO point of 1561)

Glenn:
HP: 456 (134.5%)
TP: 120
Atk: 143
Mag: 20
Def: 109
Mnd: 93
Agi: 31
Crit%: 10
Physical Durability: 146.5%
Magical Durability: 123.7%

Attack: 256 Physical damage.
Cross Slash (20 TP): 613 Physical damage over 3 hits
Fire Strike ( 35 TP): 511 Fire physical damage.
Whirlwind Slash (30 TP): 332 MT Physical damage.
Oil Slash (10 TP): 256 Physical Damage. Inflicts Oil for 3 turns (next fire damage is doubled, then clears)
Lend Energy (50 TP): Restores 70 TP to an ally
Attack Stance (15 TP): Raises Atk/Mag by 25%. Lowers Def/Mnd by 20%
Armor Break (25 TP): 256 Physical damage. Reduces target Def/Mnd by 20% for 5 turns.
Arms Break (25 TP):  256 Physical damage. Reduces target Atk/Mag by 20% for 5 turns
All Break (25 TP):  256 Physical damage. Reduces target Atk/Mag/Def/Mnd by 15% for 5 turns.
Decoy (30 TP): Raises chance of being attacked
Restrain (20 TP): Lowers Overdrive by 20

Ultra Move:  767 MT Physical damage. Reduces enemy Atk/Mag/Def/Mnd by 25% for 3 turns

Passives:
Fire Resistance: 25% Fire resistance
HP UP: HP up by 30%
ATK Up: Increase attack by 30% (before equips)
Human Killer: Damage up 20% against Humans.
Dispel Hit: 10% of dispel on each hit (3 chances on Cross Slash)
SOS Def Up: Buffs Def by 40% for 3 turns when HP is under 25%
Counter Attack: 50% chance to counter singletarget physical with a base attack
Sleep Resistance: Enemies take 3 turns longer to apply Sleep.
Inact Resistance: Enemies take 3 turns longer to apply Inact
Counter Def Up: 30% chance to increase Def by 10% when attacked an ST physical
Shield Ally: 100% chance to take ST phys damage for an ally under 50% HP
Auto Shield: Start battle with 10-turn Shield buff (lowers Phys damage by 15%)
HP Drain: Drains 15% of damage done as HP.
TP Cost Down: Reduces TP cost of skills by 40%

Comments: He'll use All Break and Cross Slash to get good parasitic healing going. This is very effective. All Break ->Oil Strike -> Flame Strike is a good setup to try and score a KO on something that heals and doesn't resist fire. Middle/Heavy?



Lenne:
HP: 269 (79.3%)
TP: 195
Atk: 122
Mag: 158
Def: 87
Mnd: 87
Agi: 24
Crit%: 15
Physical Durability: 68.9%
Magical Durability: 68.3%

Attack: 214 Physical damage.
Spear Rush (25 TP): 706 Physical damage average over 4-7 hits
All is One (5 TP): Restores 100 TP to self
Third Eye (20 TP): Damage of next move is increased by 150% (to 2.5x), but lowers Def/Mnd by 25% until then...
Fire Coat (20 TP): Adds Fire element to physical attack for party (6 turns)
Cleanse (15 TP): 214 Physical damage. Dispels target's buffs
Elemental Pact (All TP): Next 3 magic attacks do 100% more damage...
Heaven's Tear (30 TP): 718 Magic damage. Always takes element foe is weakest to!
Fire/Wind/Water Jump (35 TP): 467 MT magic fire/water/wind damage.

Ultra Move:  1077 MT magical damage.

Passives:
TP Up: Raises TP by 30%
Clothes Bonus: Lowers damage by 20% when equipping Clothes
MAG Up: Increases Mag by 30% before equips.
Wind Resistance: 25% wind resistance
Flying Killer: 20% more damage to flying monsters
Machine Killer: 20% more damage to machines
Counter Mag Up: 30% chance to counter ST physicals by increasing Mag by 10% (1.21x damage)
Doom Resistance: Negates first 3 tries to inflict Doom (not Instant Death)
Counter TP Regen 50% chance to counter ST Physicals with 10% self TP regen.
Ultra Move Up: Raises Ultra move from 3x mult to 4x mult.
TP Sacrifice: Loses 5 TP per attack/magic hits but attacks/magic get stronger by 15%.
Save TP: 15% chance for moves to consume no TP.

Comments: Clothes bonus saves her durability from the trash heap, making her just 'bad'. She's not got much going for her. Okay-ish damage isn't enough. Light.



Robb:
HP: 270 (79.6%)
TP: 115
Atk: 139
Mag: 20
Def: 92
Mnd: 88
Agi: 26
Crit%: 10
Physical Durability: 73.2%
Magical Durability: 69.3%

Attack: 278 Physical damage.
Power Shot (30 TP): 611 Physical damage.
Barrage (35 TP): 361 MT Physical damage.
Explosion Trap (25 TP): 833 Physical damage to whoever attacks Robb's Trap target.
Charging (10 TP): Next attack deals 175% more damage. This does not apply to the Poison/Toxic.
Herbal Medicine (15 TP): Cures all Status Ailments
Ailment Trap (25 TP): Inflicts 2 irresistible random Ailments to whoever attacks Robb's Trap Target.
Poison Shot (20 TP): 278 Physical Damage. Inflicts Poison that does 1.5x the base damage for 6 turns. Can't be resisted/immuned.
Paralyze Shot (30 TP): 278 Physical Damage. Inflicts Paralyze for 3 turns.
Throat Cut (30 TP): 278 Physical Damage. Inflicts Silence for 1 turn.
Leg Shot (30 TP): 278 Physical Damage. Lowers target Agility by 25% for 5 turns.
Toxic Shot (25 TP): 278 Physical Damage. Inflicts Toxic that does 1.8x the base damage for 6 turns. Can't be resisted/immuned.
Sleep Powder (20 TP): Inflicts Sleep for 4 turns, but Sleep sucks.

Passives:
AGI Up: +15% Agi
ATK Up: Increase attack by 30% (before equips)
Water Resistance: 25% Resistance
Human Killer: Damage up 20% against Humans.
Water Attack: Makes attacks water elemental for the purposes of weakness. Increases enemy weakness by 10% if weakness is present
Beast Killer: Damage up 20% against Beasts
Flying Killer: 20% more damage to flying monsters
Counter Cure: 50% Chance to counter ST physical by curing a random ailment on self
SOS HP Regen: Triggers 4 turns of 25% HP Regen when HP is below 25%.
TP Sacrifice: Loses 5 TP per attack/magic hits but attacks/magic get stronger by 15%.

Comments: Paralyze isn't as good as one would hope. SOS HP Regen is a nice trick. He's generally going to try to get by on Charging -> Power Shot. But Toxic Shot -> Defending is a cheap trick that pairs with SOS HP Regen. I think Light/Middle?



Victor:
HP: 298 (87.9%)
TP: 135
Atk: 109
Mag: 130
Def: 106
Mnd: 105
Agi: 21
Crit%: 15
Physical Durability: 93.1%
Magical Durability: 91.3%

Attack: 149 Physical damage.
Valor Minuet (20 TP): Grants 8TP regen for 6 turns, MT
Healing Hymn (35 TP): Grants 66 HP Regen for 8 turns, MT
Shielding Mazurka (40 TP): Grants a shield that absorbs 50 damage, MT.
Meditation Song (20 TP): Cures all Status Ailments
Poetic March (25 TP): Increases Atk/Mag by 14% for 8 turns, MT
Requiem (25 TP): Increases Def/Mnd by 14% for 8 turns, MT
Heroic Ode (40 TP): Increases Atk/Mag/Def/Mnd/Agi/Crit% by 15% for 5 turns, MT
Bee Sting (20 TP): 356 Physical Damage. Inflicts Paralyze for 3 turns.
A Sylph's Tale (25 TP): Lowers target's Wind and Earth Resistance by 35% for 5 turns.
Earth Drums/Pressure Point (25 TP): 465 Magical Earth/Wind damage.
Ballad of the Wind/Earth (30 TP): 254 Magical Earth/Wind damage, MT

Ultra Move:  Restores all TP. Grants small HP/TP Regen

Passives:
Heavy Armor Bonus: Lowers damage by 20% when equipping Heavy Armor
DEF Up: Increase defense by 30% (before equips)
MND Up: Increase Mnd by 30% (before equips)
Earth Resistance: 25% Resistance
Earth Attack: Makes attacks earth elemental for the purposes of weakness. Increases enemy weakness by 10% if weakness is present
Silence Hit: 10% chance of triggering Silence on a hit
SOS Mag Up: Buffs Mag by 40% for 3 turns when HP is under 25%... a 96% increase in magic damage
Silence Resistance: Negates first 3 tries to inflict Silence
TP Cost Down: Reduces TP cost of skills by 40%
Auto Aura: Grants Aura buff for 10 turns. Aura reduces magic damage by 15%
Specialist: Hitting an elemental weakness raises Ultra bar 4x faster... but Victor's Ultra is useless.

Comments: Buffs out the wazoo, and he can have multiple types too. Heroic Ode and Poetic March yield a 66% increase in damage, for example. Healing Hymn isn't going to be enough to keep him going however, so he's probably a Light.



Sienna:
HP: 302 (89.1%)
TP: 128
Atk: 143
Mag: 18
Def: 93
Mnd: 90
Agi: 37
Crit%: 35
Physical Durability: 82.8%
Magical Durability: 79.3%

Attack: 256 Physical damage.
Yoko Giri (40 TP): 332 Physical Damage, MT. 35% chance to enable Petal Storm
Petal Storm (10 TP): 869 Physical Damage. Must be enabled by another move before each use.
Kesa Giri (40 TP): 562 Physical Damage. 35% chance to enable Petal Storm
Iaijutsu (25 TP): 869 Physical damage to a paralyzed taret. 35% chance to enable Petal Storm
Dragonfang(30 TP): 767 Physical damage average. 1 hit + 0-4 other hits. Other hits have a 25%+Agi/3% chance of triggering.
Nukitsuke (35 TP): Raises Crit chance by 15% for 7 turns
Shadowstep (20 TP): Evades the next 2 physical attacks.
Calm Water (30 TP): Raises Evasion by 20% + AGI% for 6 turns.
Quickstep (20 TP): Raises Agi by 75% until targeted by an attack.
X-Slash (20 TP): 256 Physical damage. Inflicts Bleed that repeats the damage for 7 turns.
Blade Reflection (25 TP): Inflicts Blind on all enemies for 1 turn. Once per battle.
Pilfer (20 TP): Steals an item.
Lightning Rod (20 TP): Blocks next magic damage. Oddly canceled by taking physical damage.

Ultra Move:  1278 Physical damage to one target. Buffs Agility/Crit% by 25% for 5 turns

Passives:
Crit Up: Raises crit chance by 15%
Atk Up: Increase attack by 30% (before equips)
Crit Damage Up: Raises Critical Hit damage from 1.5x to 2x
Agi Up: +15% Agi
Call of Nature: Raises stats based on how many equip slots are empty (+2% for 1, +10% for 2, +25% for 3...)
Human Killer: Damage up 20% against Humans.
Dragon Killer: Damage up 20% against Dragons
Counter Agi Up: 30% chance to counter ST physical attacks by buffing Agi by 10%
SOS Agi Up: Buffs Agi by 40% for 3 turns when HP is under 25%
Counter Attack: 50% chance to counter singletarget physical with a base attack
Evasion Master: 50% chance to get a stack of evade after an evasion...
Evasionist: 20% chance to dodge a physical attack

Comments: Really hinges on Call of Nature and whether or not she can use it. Dragonfang is unreliable, but multiple hits have a good chance of triggering her high crit rate on some of them?



Ba'Thraz:
HP: 345 (101.7%)
TP: 155
Atk: 125
Mag: 158
Def: 93
Mnd: 93
Agi: 23
Crit%: 10
Physical Durability: 94.5%
Magical Durability: 93.6%

Attack: 195
Metal Dagger (30 TP): 488 Physical damage. Grants 1 summon
Revenge (25 TP): 391 Physical damage at full HP. Increases linearly to 2x that at 1 HP
Berserker (20 TP): Grants Berserk for 6 turns (1.5x damage taken and received, reduce TP costs by 5)
Heaven or Hell (30 TP): Triples damage done for the next 2 turns. At the start of the third turn, user dies.
Elemental Orbs (30 TP): Increases Elemental Resistance by 30% for 8 turns (MT)
Dispel: 195 Physical damage. Dispels target's buffs
Summoned Attack (30 TP): 312 Magic damage. If any summons are out, it deals that damage again for each summon. Ends summons.
Summoned Ether: (20 TP): Restores TP by number of summons x 25 (MT). Ends summons.
Summoned Heal (40 TP): Restores HP by number of summons x 70 (MT). Ends summons.
Light Sword/Dark Spear (35 TP): 593 Magical Light/Dark damage. Grants 1 summon.
Light Claymore (40 TP): 406 Magical Light damage, MT

Ultra Move:  1560 Magical damage to one target.

Passives:
MAG Up: Increases Mag by 30% before equips.
Atk Up: Increase attack by 30% (before equips)
HP UP: HP up by 30%
Crit Damage Up: Raises Critical Hit damage from 1.5x to 2x
Machine Killer: 20% more damage to machines
Counter HP Regen: 50% chance to counter ST physical by granting 10% HP regen buff.
SOS Atk Up: Buffs Atk by 40% for 3 turns when HP is under 25%
SOS Mag Up: Buffs Mag by 40% for 3 turns when HP is under 25%... a 96% increase in magic damage
Silence Resistance: Negates first 3 tries to inflict Silence
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP. (Does NOT trigger SOS)
TP Gain Up: Raises TP gain through normal attacks by 20 (to 30 total).

Comments: Getting triple damage on turn 2 is nasty. He has some other tricks, such as the SOS offense skills and a finisher with Summoned Attack. Middle?



Tomke:
HP: 394 (116.2%)
TP: 130
Atk: 140
Mag: 130
Def: 124
Mnd: 106
Agi: 31
Crit%: 10
Physical Durability: 144%
Magical Durability: 121.9%

Attack: 245
Hard Swing (35 TP): 539 Physical damage.
Spinning Swirl (35 TP): 294 Damage per hit. 1-5 random hits. Staggers Tomke for 4 turns. (Stagger is no action in a duel)
Rushing Anchor (40 TP): 368 MT Physical damage.
Broken Accordion (30 TP): 1078 Physical damage at 1 HP. Scales linearly to 1 damage at full HP.
Sharing is Caring (10 TP): Restores amount of TP equal to a random value between 1 and max TP...
Clap on the Back (10 TP): Grants 5 HP/TP regen for 6 turns.
Spinach Power (40 TP): Grants Shield/Aura to party for 7 turns.
Sailor's Song (10 TP): Raises Ultra Move Bar by 50%. Once per battle
Convert (10 TP): Switches HP and TP in % for one ally.
Treasure Mark (10 TP): Resets Overdrive bar. Once per battle
Run Aground (40 TP): 296 MT magical Earth damage
Freak Wave (40 TP): 296 MT magical Water damage.
Cigarette's Light (40 TP): 254 MT Fire damage.... don't smoke.

Ultra Move:  735 MT Physical damage.

Passives:
HP UP: HP up by 30%
DEF Up: Increase defense by 30% (before equips)
TP Up: Raises TP by 30%
Human Killer: Damage up 20% against Humans.
Beast Killer: Damage up 20% against Beasts
Flying Killer: 20% more damage to flying monsters
Dragon Killer: Damage up 20% against Dragons
Machine Killer: 20% more damage to machines
Aquatic Killer: 20% more damage to aquatic enemies.
Inact Immunity: Immunity to Inact status.
Silence Resistance: Negates first 3 tries to inflict Silence
TP Cost Down: Reduces TP cost of skills by 40%
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP.

Comments: He's got good stats and Broken Accordion makes a nice finisher at low HP. Middle?



Amalia:
HP: 233 (68.7%)
TP: 158
Atk: 108
Mag: 125
Def: 88
Mnd: 134
Agi: 23
Crit%: 10
Physical Durability: 60.4%
Magical Durability: 91.1%

Attack: 146
Multi-Shot (20 TP): 160 MT Physical damage.
Piercing Shot (30 TP): 292 Physical damage.
Heal (30 TP): 248 Healing to one.
Heal All (40 TP):  100 MT Healing.
Risky Heal (50 TP): 166 MT Healing. Unable to act next turn.
Raise (25 TP): Revives one with 100% HP. (they act as if they never left the turn order)
Concentration (10 TP): Regenerates 100 TP to self.
Revival (40 TP): Grants Reraise (to 50% HP). Lasts 7 turns or till triggered.
Raise All (50 TP): MT Revival to 50% HP.
All Cure (25 TP): Cures all Status Ailments
Shield (35 TP): Grants Shield to party for 7 turns. Shield reduces phys damage by 15%
Aura (35 TP): Grants Aura to party for 7 turns. Aura reduces magic damage by 15%
Cres Command (10 TP): Switches Cres between attacking (default) and small healing.
Cres Transformation (30 TP): Raises Cres' damage by a factor of 2 (including Best Friend).

Passives:
DEF Up: Increase defense by 30% (before equips)
MND Up: Increase Mnd by 30% (before equips)
TP Up: Raises TP by 30%
Dark Resistance: 25% Resistance
Light Resistance: 25% Resistance
Dragon Killer: Damage up 20% against Dragons
Defend Gain TP: Restores 20 TP when defending.
SOS Mnd Up: Buffs Mnd by 40% for 3 turns when HP is under 25%
SOS Status Heal: Cures random ailment when below 25% HP.
Cres Block: 20% chance for Amalia to take no damage from an attack.
TP Cost Down: Reduces TP cost of skills by 40%
Best Friend: When Amalia Defends, Cres attacks for 1.5x her base physical damage.
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP. Note that *IF YOU DO NOT TAKE ONE OF HER HP+ STAT BOOSTS, SHE CAN HAVE < 100 MAX HP AND BE HILARIOUSLY DIFFICULT TO KILL WITHOUT TAP DAMAGE.

Comments: Light. She's got horrific stats, but can heal for a long time and has the 20% Damage negation and default damage every turn to help her get into a different groove. Don't buy her HP+15 or HP+20 stat bonus and she ends up hilarious.



Mikah:
HP: 291 (85.8%)
TP: 123
Atk: 161
Mag: 19
Def: 84
Mnd: 84
Agi: 36
Crit%: 13
Physical Durability: 72%
Magical Durability: 71.3%

Attack: 324
Tiger Punch (30 TP): 583 Physical damage. Enables 1 use of Tiger Rush for next 2 turns.
Tiger Rush (30 TP): 972 Physical damage. Enables 1 use of Final Blossom for next 2 turns.
Falling Dragon (40 TP): 324 MT Physical damage. Enables 1 use of Rising Dragon for next 2 turns.
Rising Dragon (35 TP): 648 MT Physical damage. Enables 1 use of Final Blossom for next 2 turns
Final Blossom (35 TP): 1004 MT Physical damage.
Opener (10 TP): 1296 Physical damage if a target has not taken a turn yet.
Starfall (30 TP): 648 Physical damage over 5 hits.
Spinning Kick (20 TP): 454 Physical damage. Increases by ½ a base physical's damage with each consecutive use (up to 5x)
Heavenly Kick (30 TP): 778 Physical damage.
Charging Revenge (25 TP): Next turn, attacks are boosted by 130% (to 2.3x)
Double Steps (30 TP): Increases agility by 25% for 8 turns, MT
Strength Dance (25 TP): Increases Atk/Mag by 14% for 8 turns, MT
Vigor Dance (25 TP): Increases Def/Mnd by 14% for 6 turns, MT
Head Attack (20 TP): 324 Physical damage. Inflicts Bleed that repeats the damage for 7 turns.
Larynx Attack (30 TP): 324 Inflicts Silence for 1 turn.

Ultra Move:  1620 Physical damage to one target.

Passives:
Agi Up: +15% Agi
Atk Up: Increase attack by 30% (before equips)
Call of Nature: Raises stats based on how many equip slots are empty (+2% for 1, +10% for 2, +25% for 3...)
Crit Damage Up: Raises Critical Hit damage from 1.5x to 2x
Toxic Hit: 10% chance of triggering Toxic on each hit (toxic deals 2x base physical damage each enemy turn)
Dispel Hit: 10% of dispel on each hit
Counter Attack: 50% chance to counter singletarget physical with a base attack
Counter Crit Up: 30% chance to counter ST physical by buffing crit chance by 10%
Ultra Move: Charges Ultra Move 3x faster
Strike First: 100% chance of gaining initiative in fight. This doesn't lend itself to instant-doubles very easily as enemies and allies start with some randomized CT. But with no armor and Call of Nature she reliably does it most of the time...

Comments: Lightning bruiser. Opener -> Heavenly Kick is a solid start to any fight. If she forgoes equips she becomes an extreme glass cannon, being hyperfast and dealing OHKO damage but dies to a breeze. Middle/Heavy?



Egyl:
HP: 495 (146%)
TP: 110
Atk: 129
Mag: 97
Def: 132
Mnd: 100
Agi: 22
Crit%: 10
Physical Durability: 192.6%
Magical Durability: 144.4%

Attack: 208
Stab (10 TP): 416 Physical damage.
Unload All (30 TP): 187 Physical damage per loaded Bullet. Expends all bullets.
Whirling Spear (30 TP): 270 MT Physical damage.
First Aid (25 TP): Fully heals Egyl.
Self-Made Medicine (25 TP): Cures all status ailments and raises resistances so next status attempt fails (self)
Load Gunspear (30 TP): Loads 6 bullets, which makes attacks do 25% more damage (except Unload All)
Iron Will (30 TP): Survive any attack until next turn with 1 HP
Shield Stance (20 TP): Raises def by 35% for 5 turns
Disarm (25 TP): 208 Physical damage. Lowers target Atk by 25% for 5 turns (43.7% decrease in physical damage...)
Phoenix Rise (30 TP): 235 MT magic fire damage at 6 bullets. Empties all ammo. Heals Egyl for 70% HP. (Damage decreases by 1/8th for each less bullet, healing by 10% for each les bullet)

Passives:
DEF Up: Increase defense by 30% (before equips)
Mnd up: Increase Mnd by 30% (before equips)
Wind Resistance: 25% wind resistance
Earth Resistance: 25% Resistance
Water Resistance: 25% Resistance
Fire Resistance: 25% Fire resistance
Atk Up: Increase attack by 30% (before equips)
Light Resistance: 25% Resistance
Dark Resistance: 25% Resistance
HP UP: HP up by 30%
SOS Def Up: Buffs Def by 40% for 3 turns when HP is under 25%
Shield Ally: 100% chance to take ST phys damage for an ally under 50% HP
Heroic Tank: 60% chance to halve damage when shielding an ally
Warcry: Increases chance of being targeted by enemies.

Comments: Healing and buffing and great durability make me want to say he's a decent Middle?



Magnolia:
HP: 249 (73.4%)
TP: 187
Atk: 116
Mag: 175
Def: 84
Mnd: 107
Agi: 21
Crit%: 15
Physical Durability: 61.6%
Magical Durability: 77.7%

Attack: 168
Throwing Cards (20 TP): 555 Physical damage over 3 hits. High variance.
Blind Draw (30 TP): Raises a random stat by 40% for 6 turns (MT)
Wild Card (20 TP): Card played next turn will deal double damage and cannot fail.
Shuffle (20 TP): 651 Magic damage of a random element (Rolls 1-10 as any other card)
Falfalaran (5 TP): Transforms for 5 turns. All cards roll 8 or higher. Once per Battle
Inferno Nine (35 TP): 574 Fire Magic damage. RNGs a 1-10 number. 1: Fail, 2-6: ST damage. 7-9: MT. 10: Triple MT damage
Tsunami Eight (35 TP): Water Card
Earthquake Jack (35 TP): Earth Card
Tornado Ten (35 TP): Wind Card
Cosmos Queen (35 TP): Light Card
Chaos King (35 TP): Dark Card
Lunatic Joker (35 TP): Non-Elemental Card
Eclipse Ace (25 TP): 459 Magic damage. Always takes element foe is weakest to!
Lucky Seven (20 TP): Deals 7, 77, or 777 ITD non-elemental damage...
Fireworks (30 TP): 1531 MT magic non-elemental damage at full Ultra gauge. Falls linearly to 0 at 0 Ultra Gauge...

Ultra Move: 1148 MT Magic damage.

Passives:
MAG Up: Increases Mag by 30% before equips.
TP Up: Raises TP by 30%
Light Resistance: 25% Resistance
Dark Resistance: 25% Resistance
SOS Mag Up: Buffs Mag by 40% for 3 turns when HP is under 25%... a 96% increase in magic damage
Counter Mag Up: 30% chance to counter ST physicals by increasing Mag by 10% (1.21x damage)
Silence REsistance: Negates first 3 tries to inflict Silence
TP Cost Down: Reduces TP cost of skills by 40%
Auto Aura: Grants Aura buff for 10 turns. Aura reduces magic damage by 15%
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP.
Ultra Move Up: Raises Ultra move from 3x mult to 4x mult.
Save TP: 15% chance for moves to consume no TP.
Specialist: Hitting an elemental weakness raises Ultra bar 4x faster.

Comments: Horrible durability stats and nothing to stop her from just dying quickly. Light.



Raphael:
HP: 467 (137.7%)
TP: 120
Atk: 142
Mag: 25
Def: 109
Mnd: 126
Agi: 23
Crit%: 10
Physical Durability: 150%
Magical Durability: 171.6%

Attack: 252
Celestial Light (30 TP): 302 MT Physical Light damage.
Absolution (30 TP): Releases a spirit (which does Celestial Light damage and vanishes...)
Heavy Swing (30 TP): 328 MT Physical damage.
Light Burst (30 TP): 504 Physical Light damage.
Stinger (10 TP): 907 Average physical damage over 1-5 random hits (3 avg).
All-Out (20 TP): 630 Physical damage to one. All stats lowered for next turn...
Strong Belief (20 TP): Raises Mnd by 35% for 10 turns
Exorcise (20 TP): Nullifies next magic damage (MT), Once per Battle
Soul Eater (15 TP): Grants allies a buff that regenerates 15 TP when they are hit by magic for 5 turns.
Offensive Crush (30 TP): 252 MT physical damage. Lowers targets' Atk and Mag by 20% for 7 turns (36% damage reduction)
Defensive Crush (30 TP): 252 MT Physical damage. Lowers targets' Def and Mnd by 20% for 7 turns
Holy Spirit (30 TP): Summons a Holy Spirit that randomly restores an allys' TP by 30 at the start of Raphael's turns
Devilish Spirit (30 TP): Summons a Devlisih Spirit that randomly hits an enemy for 1.2x basic physical damage at the start of Raphael's turns

Ultra Move: Grants 2 instances of ignoring magical damage, MT

Passives:
Wind Resistance: 25% wind resistance
Fire Resistance: 25% Fire resistance
HP UP: HP up by 30%
MND Up: Increase Mnd by 30% (before equips)
Light Resistance: 25% Resistance
Earth Resistance: 25% Resistance
Water Resistance: 25% Resistance
Dark Resistance: 25% Resistance
SOS HP Regen: Triggers 4 turns of 25% HP Regen when HP is below 25%.
Counter Cure: 50% Chance to counter ST physical by curing a random ailment on self
HP Drain: Drains 15% of damage done as HP.
Fear Chains: Raises Def/Mnd by 5% equipped value for every enemy targetting Raphael
Warcry: Enemies target Raphael at the start of battle.

Comments: What's up with Stinger? It's the best move in the game by far. Odd. He's tanky, has parasitic healing, debuffs, and great damage. Heavy.





Damage, 3-turn: 657 (2.5x KO point of 1643)
Glenn: Cross Slash x3:    613
Lenne: Heaven's Tear x3:   718
Robb: Charging-> Power Shot, Power Shot   717
Note: TP Sacrifice and Chaging's bonus stack additively, not by multiplying   
   
Victor: Pressure Point x3   465
Sienna: Dragonfang x 3:   767
Ba'Thraz: Dark Spear x2 → Summoned Atk   707
Tomke: Hard Swing x3   539
Amalia: Piercing Shot x3+Cresx3   438
Mikah: Tiger Punch → Tiger Rush- >Blossom   853
Egyl:   
Load Ammo → Unload All → Stab   512
Magnolia: Shuffle x3   651
Raphael: Stinger x 3 (WTF)   907

Damage, Consistent: 624 (2.5x KO point of 1561)
Glenn: Cross Slash x3:    613
Lenne: Heaven's Tear x3:   718
Robb: Power Shot   611
Victor: Pressure Point x3   465
Sienna: Dragonfang x 3:   767
Ba 'Thraz: Dark Spearx3   593
Tomke: Hard Swing x3   539
Amalia: Piercing Shot x3+Cresx3   438
Mikah: Heavenly Kick   778
Egyl: Stab   416
Magnolia: Shuffle x3   651
Raphael: Stinger x 3 (WTF)   907

Dark Holy Elf

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Re: Chained Echoes
« Reply #1 on: October 24, 2023, 04:02:59 AM »
Nice work!

-Definitely agree with just assuming L3 on relevant abilities.
-Any thoughts on ultra moves? The "auto fills for bosses" (wish I'd known that...) offsets the fact that it's a shared resource in-game. My feeling is to let them come up in long fights but I dunno how long.
-Could you list the equipment characters are using in their entries, please?
-I don't blame you for not including the overdrive gauge, though it's funny to exclude because it's such an important in-game mechanic. Too RNG for duels and only matters in longer ones anyway, though, so eh.
-While it's fine to not consider accessories or class emblems in the thread, that doesn't mean they should count as empty slots. If anyone wants credit for them being empty, they should be assigned a stat hit based on the lost use of those slots. Not sure how best to calculate this.
-I'm not sure why you're so surprised by Stinger? It's only like 1.4x average damage (low 2HKO!). Seems pretty reasonable given the character with it has a good amount of plot hype and doesn't really have an amazing skillset otherwise.
-Lenne's DL self is depressing. In-game she does (using your numbers) 3590 damage (or about two thirds that MT) on every even-numbered turn with just one other ally's action during those two rounds, before any potential for elemental weaknesses, as well as funnelling buffs and mag boosts her way. Puts Stinger to shame.
-Clothes Bonus and Heavy Armour Bonus should be noted in the characters' physical/magical durability or people will miss them.

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