The 16 Wild Arms XF Generics!
Some intro notes:
Stats: The same as in the PC topic.
- Enemy stats were taken to be the same as for the PC topic.
- Level was taken as 60.
- I'm not going to mix the Rankable/Plot PCs and generics, and strongly suggest others to take them separately as well.
- All the penultimate equips were assumed. Reasonable? Whatever, I took them. It wouldn’t change much regardless, so don’t fret even if you disagree.
- As far as what kind of PC was generated, I assumed that they were of the average in all stats. In-game you can make a generic with high stats of your choice, but you generally have to accept a trade-off with other stats if you do that and I’m not going to screw with that concept. Average in all stats shouldn’t change much regardless, since EVERYONE is the same way.
- Classes have equipment skills and class skills. I’ve listed both where applicable. They also have a mastery skill that each class learns after reaching max class level (for main characters this is skill slots +3). Doesn’t matter for the DL, but these skills are only active for a character in that class and can not be equipped as a transferable skill. These are the last skill listed and I have denoted them with a *
- I included relative physical/magical durability taken against an attack that deals 40% PCHP damage. I also threw in evade (against 350 Hit).
- Reminder: Crisis condition is triggered below 20% MHP. All status effects/buffs/debuffs wear out on the end of the third turn the target has after receiving it (not counting the casting turn, in the case of a self-buff)
- There is no difference between male generics and female generics. So I took everyone as a female because girls kicking ass is cooler than boys doing it. If you disagree… well you don’t matter.
Averages up top!
HP: 307
Def: 364
Res: 354
Aim: 367
Rfx: 167.63
Damage: 117 (2.5x Kill point of 293)
Secutor: HP: 279
MP: 226
VP: 337
Atk: 220 (558)
Def: 139 (426
Mag: 102 (230)
Res: 104 (296)
Aim: 141 (364)
Eva: 128 (367)
Rfx: 154 (92%)
Wgt: 21 (23 w/ Axe)
Equipment:
Vorpal Blade: 271 Atk, 128 Mag, 223 Aim
(Battle Tomahawk): 319 Atk, 128 Mag, 128 Aim
Valiant Barrier: 64 def/res/eva. Reduces damage from attacks made at a range by 10%
Ferdinand: 223 Def, 128 Res, 175 Eva.
Effective Phys Durability: 99%
Effective Mag durability: 84%
Effective Evasion: 23%
Physical: 127 physical damage. 91% accuracy.
Hard Smash (16MP): 173 physical damage to a single melee target. 91% accuracy. 158 average damageSmart Drive (16MP): A basic physical attack. However, instead of RNGing the hit-rate, this attack multiplies hit-rate and damage and deals that damage at 100% accuracy. Hit-rate for calculation does not exceed 100%. 115 against average.
MP Burst (0MP): 85% chance of tripling current MP. If this move fails, it reduces Secutor's MP to 0. Not exactly a huge asset to Secutor (now, if High Cavalier had it…)
Change Equipment (0MP): Secutor can change equipment! No use whatsoever.
(If Secutor equips an Axe, her accuracy goes to 60%. Her damage goes to 147 on the physical, 198 on Hard Smash)
Skills:
Wait and Heal VP: If Secutor passes her turn, she heals VP. Tends not to exceed the subtraction from wgt anyway.
Blood Heat: Increases counterattack damage.
Weapon Block: Randomly nullifies basic physical attacks. 25% rate.
Secutor EQ
ATK +25%: Increases attack stat by 25%. This applies to both base stats AND the atk from an equipped weapon.
*Retaliate: Reflects attacks blocked by Weapon Block back at the attacker.
Comments: She's got good damage, but the durability isn't special and her speed could use work.
Middle.Elementalist:HP: 261
MP: 316
VP: 261
Atk: 102 (230)
Def: 104 (232)
Mag: 220 (618)
Res: 141 (380)
Aim: 124 (252)
Eva: 135 (326)
Rfx: 165 ( 98%)
Wgt: 13
Equipment:
Fortune Tell: 128 Atk, 319 Mag, 128 Aim
Moebius Ring: 128 Atk, 239 Res, 191 Eva. If Elementalist passes her turn (without moving), her Eva stat is boosted by 50% (to 489)
Effective Phys Durability: 72%
Effective Mag Durability: 88%
Effective Evasion: 13%
Physical: 18 physical damage. 53% accuracy. Low vertical tolerance.
Crush (16MP): 145 earth elemental magic damage. (can't be used after moving)Freeze (16MP): 145 ice/water elemental magic damage. (can't be used after moving)
Fire (16MP): 145 fire elemental magic damage. (can't be used after moving)
Vortex (16MP): 145 wind elemental magic damage. (can't be used after moving)
Skills:
Elementalist EQ
Wait and Heal MP: If Elementalist passes her turn, she gets 7MP.
Crisis Conserve MP: Originals cost 75% the normal cost when in Crisis condition.
Magic Block: Randomly nullifies Magic attacks. 25% rate.
MAG +25%: Increases Magic stat by 25%. This applies to both base stats AND from an equipped weapon.
*Reflect: Reflects spells blocked by Magic Block back at the caster.
Comments: Ouch. That pdurability and speed combo don't work too well, even with decent damage.
Light.Fantastica:HP: 265
MP: 320
VP: 261
Atk: 128 (335)
Def: 122 (297)
Mag: 139 (378)
Res: 150 (405)
Aim: 139 (346)
Eva: 148 (355)
Rfx: 148 (88%)
Wgt: 14
Equipment:
Sistram: 207 Atk, 239 Mag, 207 Aim, Ignores evade bonus for flying.
Griffin Badge: 175 Def, 255 Res, 207 Eva. Increases damage done by formation arts.
Effective Phys Durability: 79%
Effective Mag durability: 93%
Effective Evade: 21% (47% if Zone Effect is active on her foe)
Physical: 53 ranged physical damage. 86% accuracy. Ignores flying (45 average damage)Slow Down (12MP): Lowers target's Rfx to 50%. (can't be used after moving). Works on everything in the game.
Feeble Mind (16MP): Deals 60 MP damage. Generally a 4-5HKO against enemies.
Invoke (28MP): Target gains perfect accuracy, high critical rate, and enhanced skill activation. Can't be self-targeted. One turn only.
Rush (8MP): Allows moves that normally can't be used after moving to be usable after moving. Lasts 2 turns. Can't be self-targeted.
Skills:
Fantastica EQ
Zone Effect: Increases AIM and EVA of adjacent allies by 20% (not Fantastica herself), reduces AIM and EVA of adjacent enemies by 20% Takes effect at the start of a turn (so doesn't take effect if someone moves adjacent and attacks on the same turn, but can't be avoided by the target moving out of contact with her)
CSP up: Increases CSP acquisition rate. Think Gained JP Up from FFT.
Object Attack: Allows Fantastica to move/destroy objects with her attack.
*Extra Support: Increases the effectiveness of Art Support and Zone Effect. (already factored in)
Comments: Sexy santa girl... sucks. Regardless, Slow Down and Zone Effect may net her some wins against really scrubby Lights.
LightGadgeteer:HP: 285
MP: 298
VP: 250
Atk: 117 (292)
Def: 126 (317)
Mag: 128 (335)
Res: 139 (362)
Aim: 148 (403)
Eva: 137 (408)
Rfx: 189 (113%)
Equipment:
Rippifier: 175 Atk, 207 Mag, 255 Aim. Physical damage is increased against mechanical enemies drastically. Adds 100 ITD damage to the attack, I believe.
Battle Apron: 191 Def, 223 Res, 271 Eva. After using an item (Mystic usage included), Gadgeteer's reflex doubles to 378.Effective Phys durability: 87%
Effective Mag durability: 94%
Effective Evade: 36%
Physical: 38 physical damage. 100%(+) accuracy. Reduces foe's accumulated Rfx (CTB?) by 25%. +100 ITD damage to machines.
Mystic (20MP): Allows Gadgeteer to use a healing item as AoE.
Items: Gadgeteer has a claim to items based on Mystic, Item Effect Up, and generally items being her schtick. High Class Items are also completely unique to her, and generally what she'll be using ANYWAY. As a reminder, Gadgeteer can only bring 7 items into a battle. Worth noting that items aren't really spells even if they hit Mdef. They aren't subject to Prevent, Magic Block, or Reflect. Might get past Illusion too...
Break/Ice/Fire/Cyclone Gem+1: 244 earth/ice/fire/wind magic damage.
Exploder Gem+1: 328 non-elemental AoE magic damage. This attack can damage allies, but not Gadgeteer herself.
Potion Berry: 300 HP healing.
Mega Berry: 450 HP healing.
Holy Root+1: Full status healing and 150 HP healing.
Holy Root+2: Full status healing and 300HP healing.
Magic Berry: 100 MP restoration.
Magic Berry+1: 200 MP restoration (not easy to get)
Unholy Berry: HP-1. Accuracy is 75% on your own PCs, 100% on most enemies. Kind of a pain to make. And expensive.
Smart Bomb: Halves target's HP.
Revival fruit: Revives one PC to 60% MHP
Great Apple: Raises all stats by 50% Not easy to get and I don't allow it so I won't get exact translations for this. Suffice to say its pretty amazing for damage purposes, though.
Nectar: Cures “Max HP Down” status, and heals 100 VP.
Skills:
Gadgeteer EQ
Decelerate: When Gadgeteer's physical hits an opponent, their accumulated CTB is reduced by 25%.
Item Effect Up: Items used by Gadgeteer have 150% effectiveness. Already factored in where appropriate.
Item Range Up: Expand item range, allowing them to be used on others. Gadgeteer should generally win range-based intiative tiebreaks.
Item Carry Up: Allows Gadgeteer to carry up to 8 items (instead of the usual 4).
*High Class Item: Allows Gadgeteer to use High Class items that are unusable by the other classes.
Comments: The WA series' best PC dueler? Probably. Comfortably OHKOing damage with double speed after her first turn, full healing, status and HP healing at the same time for non-fatal status, and a few gimmicks for magic-immune robots! Gadgeteer's offense/speed combo once she gets going is insurmountably awesome. She's not too durable or great enough on base speed to be a stunning one, but this gal makes
Godlike. OHKO her, status her, or eat it.
Sentinel:HP: 335
MP: 285
VP: 364
Atk: 150 (389)
Def: 228 (626)
Mag: 113 (272)
Res: 111 (254)
Aim: 148 (371)
Eva: 126 (269)
Rfx: 128 (76%)
Wgt: 26
Equipment:
Varja: 239 Atk, 159 Mag, 223 Aim. Sentinel's attacks ignore the enemy “Hard” attribute (large damage reduction property). Maces never make a critical hit.
Maximillian: 319 Def, 143 Res, 143 Eva
Effective Phys durability: 169%
Effective Mag durability: 96%
Effective Evade: 0%
Physical: 71 physical damage. 93% accuracy. Ignores enemy Hard attribute (physical resistance)
Heavy Strike (24MP): 135 physical damage. 93% accuracy. (126 average damage). Knocks the enemy back 1 space if they have less Wgt than Sentinel (so pretty much everything).Force Field (28MP): Nullifies all damage and special effects on Sentinel until the beginning of his next turn. Stalling tactic/avoiding doubles, basically. Is subject to the game's Dispel.
Amplifier (32MP): Doubles the damage dealt by Sentinel on her next attack. (Will remain as long as Sentinel does not attack). This can be stacked onto itself once for a 3x damage blow.
Skills:
Anti-Knockback: Nullfies Knockback effects.
ZOC Effect: Upon entering contact with Sentinel, enemy movement is reduced. Makes Sentinel good for protecting things by not allowing others to sneak by her.
DEF+25%: Increases Sentinel's defense by 25%. This applies to both her base stats AND any equipment she may have on. (already factored in)
Sentinel EQ
Defender: Randomly takes close-range physical attacks targeted at adjacent allies. (50%?)
*Auto Guard: Randomly reduces damage taken from physical attacks. Always activates if Defender kicks in.
Comments: Decent damage and good physical durability. The speed is rather bad, but Force Field can take the bite out of enemy doubleturns and her damage is decent. If she can survive 3 attacks from her enemy then she can Amplifier twice and put out overkill on her third attack.
Middle works.
Sacred Slayer:HP: 298
MP: 333
VP: 250
Atk: 117 (292)
Def: 139 (362)
Mag: 117 (292)
Res: 228 (626)
Aim: 130 (289)
Eva: 137 (344)
Rfx: 137 (82%)
Wgt: 12
Equipment:
Violater: 175 Atk, 175 Mag, 159 Aim. Critical hits kill undead instantly.
Elder Sign: 223 Def, 319 Res, 207 Eva.
Effective Phys durability: 97%
Effective Mag durability: 154%
Effective Evade: 20%
Physical: 38 physical damage. 68% accuracy. (26 average damage). (68 physical damage after Fragile)
Heal (12MP): Heals 219 HP.
Sanctify (24MP): 12 magic damage. Instantly destroys undead (can't be used after moving) (43 magic damage after Fragile)
Fragile (20MP): Target's Def and Res is reduced to 50%. Effects on damage are shown in attacks. (can't be used after moving). Works on everything in the game.
Turn Shift (32MP): Sacred Slayer may target an ally (or enemy) and give that target her turn. Sacred Slayer gains the target's CT, and in addition her Rfx is doubled until her turn arrives.
Skills:
Sacred Slayer EQ
Crisis Rfx Up: Increases Sacred Slayer's Rfx by 10% for each ally in critical condition AND 20% for each dead ally. Not including herself.
Damage Recovery: Random chance to recover HP after taking damage.
Res+25%: Increases Sacred Slayer's Res by 25%. This applies to both her base stats AND any equipment she may be wearing.
Widespread: Any of Sacred Slayer's magics (barring Turn Shift) can be made GT.
*Paladin: Increases status resistance (it says it does. I don't see lower status rates against her compared to others). Sanctify destroys undead targets in a single casting.
Comments: That damage. Its HORRIBLE. Not even the good durability and healing make up for it. Speeds kinda scrubby too.
Light Turn Shift makes her utterly sadistic in team matches though. Tripling the turncount of whomever she chooses is definitely a plus.
Excavator:HP: 272
MP: 268
VP: 274
Atk: 113 (272)
Def: 119 (278)
Mag: 135 (358)
Res: 132 (339)
Aim: 150 (421)
Eva: 150 (437)
Rfx: 196 (117%)
Wgt: 12
Equipment:
Barbatos: 159 Atk, 223 Mag, 271 Aim, Physicals will not deal more than 1 damage to ally units.
Rad Sneakers: 159 Def, 207 Res, 287 Eva, After the end of her turn, if Excavator moved during her action her defense is increased to 150% the original value (417). Essentially, Excavator will always get this bonus after her first turn unless she is rendered unable to move or wants to use Switch.
Effective Phys durability: 79% (95% after moving)
Effective Mag durability: 87%
Effective Evade: 44%
Physical: 32 physical damage. 100% accuracy. Very long range. Does not deal more than 1 damage to an ally unit.Analyze (4MP): Displays detailed information on a target on the status screen. IN A DUEL!
Switch (16MP): Target's HP and MP values are swapped (but can not exceed the original maximums, so 100/100 HP and 30/30 MP would become 30/100 HP and 30/30MP). If the enemy has 0 MP, they die. 85% accuracy. (can't be used after moving)In & Out (12MP): Uses the current turn to change equipped items. If you allow this, I've listed some below that Excavator may want.
Items: Excavator may have a claim to some items base on her unique In & Out skill. I don't allow this. It may be recommendable that if you do allow this, you force her to use it to get items rather than allowing her to enter a fight with them. As a reminder, She only has 4 item slots, and HP/status healing can only be self-targeted.
Break/Ice/Fire/Vortex Gem: 59 earth/water/fire/wind magic damage.
Exploder Gem: 118 non-elemental magic damage.Potion Berry: 200 HP healing
Revival fruit: Revives one PC to 40% MHP.
Nectar: Cures “Max HP Down” status, and heals 100 VP.
Status healing items: Can cure... confusion, stone, sleep, misery (silence), Disease (healing lock), and poison. Self only stone curing. Hype it.
Skills:
Attack High/Low: Extends the vertical range of thrown weapons.
Gella Bonus: Obtains Gella upon defeating an enemy.
Item Bonus: Sometimes obtains an item upon defeating an enemy.
Excavator EQ
Discover Item (Discovers item randomly when moving around).
*Rare Item Bonus: Adds a chance of obtaining a rare item and doubles the Gella Bonus from defeating an enemy.
Comments: Allowing item-switching gives her some healing and good damage off of solid evade and speed... after she wastes a turn. Not allowing them means her sole saving grace is Switch, which is likely to flat-out kill some entire casts in the DL.
Light/Middle works.
Geomancer: (Quick note: Ley points aren't nearly as common as they were in WA4/5. They are neither guaranteed to be on a map or easily accessible if they are. As such, they should probably just be ignored in the DL)
HP: 311
MP: 285
VP: 350
Atk: 141 (322)
Def: 132 (339)
Mag: 128 (335)
Res: 132 (339)
Aim: 141 (284)
Eva: 128 (287)
Rfx: 148 (88%)
Wgt: 10
Equipment:
Shusui: 191 Atk, 207 Mag, 143 Aim. Ignores Flying Attribute.
Kohinoor: 207 Def, 207 Res, 159 Eva. Geomancer resists XF elemental attacks 30%. See note about XF elemental resists. (more effective than they sound)
Effective Phys Durability: 98%
Effective Mag durability: 99%
Effective Evade: 0%
Physical: 51 ranged physical damage. Can not be used from melee range. 66% accuracy. (37 average damage)Translate (8MP): Warps the user between leypoints of the same element.
Replace (12MP): Swaps the position of Geomancer and her target. (can't be used after moving)
Shut Out (16MP): Locks the HEX of Geomancer's target. (can't be used after moving... ouch).
Ley Spread (32MP): Extends the element of a Leypoint Geomancer is standing on to the entire field.
Skills:
Ley Attack: Geomancer's attacks take the element of a Leypoint she is standing in.
Move and Heal HP: If Geomancer moves in a round, she regens 5% MHP (17 HP)
Geomancer EQ
Ignore Move Cost: Geomancer can move without being penalized due to water, uneven terrain, etc...
Crisis Mov Up: Geomancer's Movement (and climb) increases when an ally is in Crisis or Fallen status.
*Ley Boost: Increase parameters according to specific ley point when user is standing in a ley point.
Comments: No damage. Her one trick lets her own poor melee fighters with Shut Out in
Light.
Berserker:HP: 348
MP: 250
VP: 261
Atk: 143 (398)
Def: 154 (425)
Mag: 113 (272)
Res: 143 (302)
Aim: 143 (382)
Eva: 143 (398)
Rfx: 183 (109%)
Wgt: 18
Equipment:
Brionac: 255 Atk, 159 Mag, 239 Aim.
High Gear: 271 Def, 159 Res, 255 Eva. Reduces damage taken from formation arts. IN A DUEL!
Effective Phys durability: 124%
Effective Mag durability: 106%
Effective Evade: 34%
Physical: 74 physical damage. 97% accuracy. Can be used from a range of 2 HEXs.Charging Thrust (12MP): Physical attack in a straight direct line that becomes stronger the farther away from an opponent Berserker is. 67 at range 1, increases by 50% (33 damage) for every panel Berserker is away from her target. 97% accuracy (can't be used after moving, which means this move is worthless unless a doubleturn happens. In which case, Berserker can move 8 spaces and attack for 331 damage.
Sonic Boom (12MP): 66 physical damage that hits everything adjacent to a line directly from Berserker. 97% accuracy.
Quick Step (8MP): Increases Mov and Clm by 1 (adds 33 to the maximum damage of Charging Thrust? Arguably? Not useful)
HP Burst (4MP): 85% chance to multiply Berserker's current HP by 3 (but not above max HP). If this fails, she is reduced to 0HP and dies.
Skills:
Move and Heal MP: If Berserker moves during her turn, she regens 4 MP.
Penetrator: Allows thrown weapons to penetrate obsticles (would be useful if Berserker had thrown weapons, maybe)
Berserker EQ
Exp Up: Increase experience gained after battle. Not factored in for Berserker's level, if you so choose to be so lenient.
Mov Up: Increases Movement range by 1.
*Valiant: Adds (MHP-CHP) to Bersererk's damage. So at 200 she would gain 348-200 = 148 damage to all her attacks. This damage is ITD. This doesn't get multiplied by Charging Thrust's mult, just direct addition.Comments: Uh, wow. Nice limit fighter here. HP Burst is either going to be full healing or you are giving her a turn with 215 extra damage on that physical. I'd wager she's a
Heavy, although hardly a stellar one.
Enigmancer:HP: 248
MP: 368
VP: 287
Atk: 117 (276)
Def: 150 (405)
Mag: 154 (473)
Res: 132 (339)
Aim: 137 (328)
Eva: 141 (380)
Rfx: 170 (101%)
Wgt: 12
Equipment:
Caduceus: 159 Atk, 319 Mag, 191 Aim. Uses target’s Res to calculate physical damage.
Magius Robe: 255 Def, 207 Res, 239 Eva. When Enigmancer is hit with an attack that costs MP to use, she regens MP equal to the spell's/skill's cost.
Effective Phys durability: 86% (121% after Protect)
Effective Mag durability: 79% (102% after Protect)
Effective Evade: 30%
Physical: 31 physical damage. 80% accuracy. Checks target Res instead of Def (25 average damage)
Devastate (20 MP): 175 non-elemental magic damage to everything in a 2 HEX range next to Enigmancer. (can't be used after moving). Disputable whether or not this can be used against ranged opponents due to 2 HEXs being a relatively small range.
Dispel (16MP): Removes positive and negative status from the target. Buffs, invulnerability negative status, you name it. Very encompassing.
Protect (12MP): Increases the target's Def and Res by 50%. (can't be used after moving). So Enigmancer's Def becomes 607, and her Res 508. This lasts 6 turns instead of the usual 3 thanks to Extend.
Prevent (8MP): Target receives Prevent status. All offensive magic spells (status, damage, debuffs) have their accuracy halved to 50%. This ability itself does not count as a magic attack for the purposes of Magic Blocker or Prevent. (nor is it physical)
Skills:
Enigmancer EQ
Caution: Raises the HP level at which Enigmancer enters Crisis status (doesn't matter for her)
IFF: Enigmancer's abilities will neither harm/status an ally nor heal/buff an enemy. Even if you wanted it to. (doesn't affect Dispel. Saves Devastate from reaming your party)
Extend: Extends the duration of Enigmancer's positive buffs (Protect, in her case).
Levitation: Enigmancer is not subject to Poison or Lava damage panels.
*Mag Charge: At the end of any turn taken by anyone on the battlefield, Enigmancer's Mag goes up by 5. Devastate's damage increases by only about Mag/2 or so so not a huge deal. Bonus resets after Enigmancer uses a damge-dealing attack.
Comments: Good damage, but her durability leaves something to be desired and her speed doesn't make up for it. Prevent is cool, and Dispel is always nice to have in a pinch.
MiddleStrider: HP: 322
MP: 274
VP: 300
Atk: 117 (292)
Def: 139 (362)
Mag: 106 (249)
Res: 126 (317)
Aim: 225 (623)
Eva: 139 (362)
Rfx: 176 (105%)
Wgt: 14
Equipment:
Ranger Strike: 175 Atk, 143 Mag, 319 Aim. Ignores flying.
Eye of Horus: 223 Def, 191 Res, 223 Eva. Increases Aim based on Height.
Effective Phys durability: 105%
Effective Mag durability: 100%
Effective Evade: 24% (~130% after Mesmerize kicks in. Hard to quantify without knowing more about how XF Aim works. She still dodges 100% against enemies with 400 original Aim, though.)
Physical: 39 ranged physical damage. 100% (See that Aim stat? Strider doesn't miss.) accuracy. 33% chance for a critical at double damage. Can not be used from melee range.
Swift Shock (12 MP): 39 melee physical damage. Strider's Rfx is doubled until her next turn. Same insane accuracy.
Drop Kick (20 MP): 71 physical damage. Deals more damage to target's at a lower elevation than Strider. Still doesn't miss.Mesmerize (24MP): Magic debuff that reduces the AIM of all targets within a 3 HEX radius of Strider by 50%. This improve's her evasion to well over 100%. Works on everything in the game. Should note that despite being a magical ability, it ignores the magic blocker skill. Given that, 100% hit rate on everything, and its AoE style, I'd certainly view this as unevadable.
Skills:
Remove Trap: Strider is unaffected by traps. If she waits in a HEX that has a trap in it, the trap will be disarmed. (Strider can also see traps on the map)
CLM up: Strider's Climb parameter is incremented by 1. DL irrelevant.
Strider EQ
Aim +25%: Strider's Aim stat is increased by 25%. This applies to both her base stats AND any equipment she may be wearing (already factored in)
Critical Rate Up: Strider's critical Rate is increased (already factored)
*Sniper Shot: Further increases the odds of critical hits and their power. (already factored)
Comments: Strider lives and dies by Mesmerize. Her damage is poor and she isn't special otherwise. Evadable physical fighters eat it to her, though. Spoiler
Middle.
Grappler:HP: 355
MP: 250
VP: 517
Atk: 139 (362)
Def: 154 (425)
Mag: 113 (272)
Res: 122 (297)
Aim: 152 (439)
Eva: 130 (305)
Rfx: 161 (96%)
Wgt: 8
Equipment:
Gold Finger: 223 Atk, 159 Mag, 287 Aim. Increases damage done by throw attacks.
Black Belt: 271 Def, 175 Res, 175 Eva
Effective Phys durability: 126%
Effective Mag durability: 107%
Effective Evade: 9%
Physical: 62 physical damage. 100% accuracy.
Heavy Throw (20 MP): Throws the target to a chosen HEX, both moving them and causing 123 physical damage. Note that this can be evaded, but the target is still moved. Damage increases with enemy Wgt and is subject to Def.
Item Toss (8 MP): Throws a chakram-class item in inventory at an enemy. See below for damages.
Transport (4 MP): Picks up a target adjacent to Grappler and moves the target to a chosen HEX adjacent to Grappler. Does not deal damage to her target.
Thrown Weapons:
Ring Edge: 100 ITD damage to the target of Item Toss.
Large Moon: 150 ITD damage to the target of Item Toss. (Requires synthesis with ingredients only found via search)
Skills:
Acclerate: 33% chance of making Grappler's turn come faster. If it does come faster, there is about a 50/50 chance of Grappler either getting her turn immediately (i.e. Double-acting), or Grappler getting enough of a bonus to lap someone up to 150% faster than her.
Red Zone: Grappler takes an immediate turn when an ally enters Crisis status. This includes Grappler herself.
Throw Range Up: Increases the range of thrown weapons.
VP + 25%: Increases Grappler's VP score by 25%. Already factored into her stats.
*Atk Charge. As per Enigmancer's Mag charge, Grappler gains +5 Atk at the end of any turn taken by anyone. This bonus does little to damage and resets upon a damaging action.
Comments: Good durability and damage. Speed leaves something to be desired but Accelerate can help with that. I guess you could allow her high rank throwing weapons, but I would view those as unreasonable myself.
Low Heavy?
Nightstalker:HP: 235
MP: 274
VP: 287
Atk: 106 (234)
Def: 132 (339)
Mag: 123 (315)
Res: 126 (317)
Aim: 150 (421)
Eva: 126 (349)
Rfx: 277 (165% O_o)
Wgt: 14
Equipment:
Pretzel Pierce: 128 Atk, 191 Mag, 271 Aim. Takes target at ¼ Def for damage calculation.
Diamond Eye: 207 Def, 191 Res, 223 Eva. Allows Nightstalker to counter Original Attacks (magic/physical abilities).
Effective Phys durability: 74%
Effective Mag durability: 73%
Effective Evade: 21%
Physical: 63 physical damage. 100% (+) accuracy. This attack is partially ITD in that it takes target defense at 1/4th its normal value.
Six Shooter (24 MP): Six hits of 0 damage. 54% accuracy. (designed to be a high mult-low power attack, this ability can put out thousands of damage upon setup with a decent Atk weapon...)
Innocent Blow (12 MP): 78 ITD physical damage. 100% (+) accuracy.MP Shift (0 MP): Shifts all of the User's MP to Nightstalker‘s target. (can't be used after moving)
Blackout (32 MP): Makes Nightstalker invisible until her next turn. Invisibility makes Nightstalker no longer a valid target for enemies. Essentially this is Invincibility until her next turn.Skills:
HP Recovery: Nightstalker recovers 5% (11 HP) at the start of her turn.
Counter Rate Up: Increases Nightstalker's counterattack rate. Largely doesn't matter for her and the % is still low, but I can get the exact value someone pushes.
Nightstalker EQ
Illusion: 25% chance to negate any damaging attack directed at Nightstalker.
Rfx+25%: Increases Nightstalker's Rfx by 25%. Already factored into her Rfx stat.
*Inertia Cancel: Nightstalker may take a turn instead of performing a counterattack if she would perform a counterattack.
Comments: Blackout off of
165% speed means she can put out some damage without being targeted. However it isn't that much, it varies with target speed, and she really has little to no recourse against healers. Oh and counters rip her apart.
MiddleEmulator:HP: 329
MP: 309
VP: 237
Atk: 106 (249)
Def: 111 (254)
Mag: 143 (430)
Res: 161 (448)
Aim: 130 (289)
Eva: 124 (252)
Rfx: 141 (84%)
Wgt: 12
Equipment:
Adept Bomb: 143 Atk, 287 Mag, 159 Aim.
Wind-Up #160: 143 Def, 287 Res, 128 Eva. Emulator's defense is recalculated at the end of her turn to be original + max MP – Current MP. Includes originals used that turn.
Effective Phys durability: 93%
Effective Mag durability: 123%
Effective Evade: 0% (-5% or so)
Physical: 24 physical damage. 68% accuracy. Damages those around the target as well.
Emulate (0MP): Gives access to the blue-magic styled Emulator abilities. Including Download (used to acquire them)
Emulator Abilities: (note that these percentages vary WILDLY in-game depending on the target. I took it against other PCs, which also happens to be what most enemies have for a particular status)
Download (0 MP): 75% chance to learn target's Emulator skill. If they don't have one or its already been learned, this drains 32 MP from the target instead.
Kirilian Buster (36 MP): 25% to inflict Max HP Down on target (reduces max HP to 50% original for the rest of the battle).
Stink Cloud (36 MP): 100% chance to inflict Disease status, preventing the target from restoring HP.
Petrify (36 MP): 25% chance to inflict petrification on target. In petrified state, a target can not act for three turns, and a single physical attack will shatter them, killing them. This does NOT null enemy evade... for whatever reason.
Slumber Fog (36 MP): 25% chance to inflict sleep on target, preventing them form acting for three turns. Damage does not awaken the target.
Toxic Breath (36 MP): 100% chance of inflicting poison, which deals 5% Max HP damage at the end of a target's turn and can prove fatal. Does not wear off.
Luminous Moss (36 MP): 50% chance to inflict confusion on a target, causing them to either waste their turns pointlessly moving or using a physical attack on the nearest target (friend or foe)
Downhearted (36 MP): 50% chance to inflict Misery status on a target, preventing them from using Original Commands (i.e. Anything other than basic physicals and items in XF).
Asphyxiate (36 MP): 25% chance to instantly kill a target.
Dangerous Matter (36 MP): 100% chance to halve a target's HP. Has a 25% hit rate on some bosses and major enemies.
Buried Alive (24 MP): 82 Earth elemental damage. Freaking awesome range.
Hydro Pressure (24 MP): 82 Ice elemental damage. Freaking awesome range.
Crimson Cremation (24 MP): 82 Fire elemental damage. Freaking awesome range.
Storm Blade (24 MP): 82 Wind elemental damage. Freaking awesome range.
Electrigger: Thunder magic attack. I can't get this for some reason, but it should be 82 thunder magic damage. Anyone want to lend a brother a hand?
Skills:
Action Replay: Chance to copy an allies action against an enemy adjacent to both allies.
MP Recovery: Recovers 2% (6 MP) at the start of Emulator's turn.
Emulator EQ
Exploit Weakness: If Emulator strikes an opponent's elemental weakness, she gets her damage multiplied by an additional 1.5xConserve MP: Reduces MP costs of originals by 25%. Already factored into Emulator's MP costs.
*Replay Master: Increases the chance of Action Replay working, and increses the odds of Download working to 75% from 50%.
Comments: Status whore! The status isn't too good. Neither is the damage. Nor the speed. Disease is cool, and confuse/misery are at least accurate enough to warrant mention. HP halving is nice... she's really kind of a
Low Middle. FEAR her if you have a significant elemental weakness she can Exploit, though.
Extremist:HP: 359
MP: 237
VP: 313
Atk: 154 (393)
Def: 115 (322)
Mag: 117 (292)
Res: 126 (317)
Aim: 141 (332)
Eva: 220 (618)
Rfx: 161 (96%)
Wgt: 18
Equipment:
Dainslef: 239 Atk, 175 Mag, 191 Aim. Increases damage on Extremist's basic physical by 4 for each turn she has taken. Does not reset upon attacking.
Radiant Jewel: 207 Def, 191 Res, 319 Eva. If Extremist moves during a turn, her evade will be increased by 50% (to 927) after the end of her turn.Effective Phys durability: 111%
Effective Mag durability: 111%
Effective Evade: 97% (174% after moving O_o)
Physical: 104 physical damage. 82% accuracy. For each turn that Extremist takes, this goes up by 4.
Debilitator (32 MP): Decreases every one of the target's stats by 25%. Adds 21 to Extremist's damage, raises her hit rate to 100% against average, and reduces damage dealt by the enemy to under 70%. Works on everything in the game (and stacks with other debuffs).
High Slugger (16 MP): Physical attack based on Extremist's Eva. 195 damage. 82% accuracy. After Extremist's first turn, this becomes 288 damage at 82% accuracy Courtesy of Move & Eva up. If Command Critical activates (33% chance), damage is increased by 50%. This attack is supposed to halve Extremist's evade, but her armor skill takes priority and cancels this penalty.
Anchor Hook (4 MP): When used on a pole, zips Extremist to the pole. If used on an enemy or ally, it brings the enemy or ally to her without doing damage. Can not be used after moving. (GET OVER HERE!)
Skills:
Eva+25%: Increases Extremist's Evade by 25%. This applies to both her base evade AND the evade of any equipped items she may have. Already factored into her stats.
Attack & Heal HP: Upon using a basic physical, Extremist regens 5% HP (17)
Attack & Heal MP: Upon using a basic physical, Extremist regens 2% MP (4)
Extremist EQ
Command Critical: Allows Original Commands (High Slugger, for her) to score critical hits.
*Concentration: Increases the effectiveness of Attack and Originals, as well as the chance of skills activating. (already factored in) (badass)
Comments: Hello, perfect evasion. Extremist bring's Strider's trick to the table by default, and then she moves and is just unhittable barring flat out ITE. Far be it for Extremist to be a one-trick pony. Debilitator is a nice add on to her skillset, as it both handles accuracy concerns, raises her damage, lowers her enemy's, and may allow her to lap an enemy so as not to even waste her turn. Indeed, if she can lap her foe with the speed debuff on her first turn, she can skip the first turn "good" damage of High Slugger and skip straight to the "Awesome" damage. Command Critical lets her keep the pressure up even against durable and fast healers. She's even durable. All around good, but wanted some magic damage and healing to seal the deal.
Heavy.
High Cavalier:HP: 409
MP: 292
VP: 274
Atk: 135 (358)
Def: 154 (425)
Mag: 143 (366)
Res: 132 (339)
Aim: 137 (328)
Eva: 124 (252)
Rfx: 148 (88%)
Wgt: 20
Equipment:
Zafar Takieh: 223 Atk, 223 Mag, 191 Aim. Physical uses H.C's Mag instead of Atk for damage calculation
Noblesse Oblige: 271 Def, 207 Res, 128 Eva, HP healing is increased by 50% for H.C. (already factored into Wait+HP up).
Effective Phys durability: 145%
Effective Mag durability: 131%
Effective Evade: 0% (-5% or so)
Physical: 63 physical damage. 80% accuracy. Based off of HC's Mag stat. (51 average damage)Quicken (20MP): Raises the target's Rfx to 150% the original value (speed buff that wears off on the number of turns taken. <_<)
Status Transfer (4 MP): High Cavalier transfers all status effects onto the target. Physical damage is dealt based on the number of statuses transferred. 31 base damage. +20% damage (6 damage) for each status transferred.
Intrude (64 MP): High Cavalier takes another turn. Can't be used after moving, but nothing prevents her from using it and then moving. Can be chained (so HC can take 5 turns if she burns all of her MP to start with)
Remain (32 MP): High Cavlier's target gains auto-life status. Upon death, they will revive with 1 HP. CT is reset upon revival (i.e. A faster opponent will get another turn to kill them with). Can not self-target. (can't be used after moving)
Skills:
Wait & Heal HP: If High Cavalier passes her turn without moving, she regens 7.5% MHP (30 HP)
Distribute: If HC kills an enemy, she distributes the damage by which she overkilled the target to nearby enemies. Extra recovery amounts are similarly handled with allies, but she has no healing abilities.
Defeat & Rfx Up: When HC Defeats an enemy, her Rfx doubles until her next turn.
High Cavalier EQ
*Holy Order: Undead units close to HC will have their parameters reduced.
Comments: Oh wow. For the last class, we have another damage failure. In fairness, High Cavalier's Intrude skill lets her control the fight to a degree, but only to a degree, and she has SERIOUS resource issues if she tries to go all out. Intrude could help her blitz things but its just as likely to leave her penniless against halfway competent healing. Durability helps sell her has a good
Middle, I think.
Averages again:
HP: 307
MP: 286
VP: 301
Atk: 323
Def: 364
Mag: 343
Res: 354
Aim: 367
Eva: 356 (20.5% average effective evade)
Rfx: 167.63
Wgt: 12.75
Damage: 117
Damage Curve:
328: Gadgeteer’s Exploder Gem+1
245: Extremist’s High Slugger 3-turn average.
175: Enigmancer’s Devastate.
158: Secutor’s Hard Smash
150: Grappler’s Large Moon
145: Elementalist’s Crush
126: Sentinel’s Heavy Strike
117: Average
102: High Cavalier’s Intrude +physical*2
82: Emulator’s Buried Alive.
78: Nightstalker’s Innocent Blow
74: Berserker’s physical attack
71: Strider’s Drop Kick
45: Fantastica’s physical
37: Geomancer’s physical
32: Excavator’s physical
26: Sacred Slayer’s physical