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Dark Holy Elf

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Bravely Default II
« on: October 20, 2024, 01:38:11 AM »
Bravely Default II is the third game in the Bravely series, in yet another odd naming choice for the franchise. Like the previous games, it is job-based in the tradition of Final Fantasy V.

This stat topic showcases the 24 jobs, rather than the 4 mechanically identical playable characters. (As in the previous games, one could construct a stat topic based on each character receiving the jobs they are shown with in the "job preview" screen, but that's not what this thread is for.)

Useful resources

BD2 Abilities, Scaling, & Effects - basically the best resource out there on BD2 mechanics (credit: Tables). It's fair to say this stat topic would not exist without it.
Explanation of BD2 turn order mechanics (credit: thanderhop)
BD2 enemy stats (warning, it's sorted by formation, so it's huge)
The spreadsheet used to construct this stat topic - by me. Feel free to make a copy and mess with PC setups!

Brave, Default, and BP, oh my!

Returning from the previous games are the brave and default commands. They work similarly to said previous games, except the damage reduction from Default isn't quite as potent.

-Every PC can access the "Brave" command, which allows an additional action. Brave can be used up to three times in one turn, giving 4 actions total. Brave must be used at the start of the turn, before seeing how any actions resolve. Using Brave consumes 1 BP.
-Every PC also has access to the "Default" command. This cannot be used on the same turn as Brave. Using it immediately ends the character's turn, but they will gain 1 BP. They will also reduce damage received by 40% until the start of their next turn (this number was 50% in previous games).
-All characters start at 0 BP (unless one side surprises the other; surprise attacks are not considered in this stat topic).
-If a character is at less than 0 BP and their turn comes around, they will not be able to act; instead, they will gain 1 BP.
-Some abilities cost BP. This cost is paid at the moment the ability is used (unlike brave, which is paid when activated in the menu).
-The minimum BP is -3. If move's BP cost would lower the character below -3, the ability will instead fail.
-The maximum BP is +3. Default can still be used at +3 BP for its damage reduction and any other effects, but no BP will be gained.

It's Bravely, but CTB!

The biggest mechanical change from the previous games is that instead of the traditional Dragon Quest/Breath of Fire/etc. turn-based battle system, Bravely Default 2 is a clocktick-based game in the tradition of Final Fantasy X, Shadow Hearts 1-3, etc. When a character's turn rolls around, they choose an action, and faster characters get more actions.

Unfortunately, it's a fair bit more complicated than your average CTB game. The big thing you need to know is that after taking an action, a character can not start their progress towards their next turn until ANOTHER character (ally or enemy) gets a turn on a different clocktick.

So, strictly speaking, Bravely Default 2 battles would probably malfunction if there was ever only one character on the field (this never happens in-game, there has to be one on each side). And in a battle involving just a single PC and a single enemy, no doubleturning would ever be possible, because each fighter would have to wait for the other to get a turn before their own turn gauge starts to fill. Thus, you could argue that BD2 speed in a duel will do nothing past the first turn.

However, that is not the view I take. In-game, you never fight with fewer than three PCs, and there are usually multiple enemies as well (even many boss fights). If you set up two PCs, one fast and one slow, the former will get more turns, potentially many more, and Hard Mode bosses are speed demons; it seems silly to erase these facts because of a mechanical quirk. Therefore, this stat topic makes the following assumption:

-After a BD2 gets a turn, their turn gauge will begin filling 2 clockticks later.

(In-game the minimum is 1, so I figured 2 is a reasonable mean, given the spread of endgame tick counts by both PCs and enemies.)

What the stats do

HP, MP, BP: One of these is explained above, the other two merit no explanation.
PAtk, PDef, MAtk, MDef: Attack and defence operate in a subtractive system (see damage formula, below)
Restoration power: Base stat for White Mage's Cure series and Spiritmaster's Healthbringer. I will only list the stat for those jobs, as nobody else uses it.
Aim: Accuracy. I have assumed 200 enemy evade; the in-game stat is 200 points higher than what is shown here.
Evade: Evasion. This stat is mostly useless; even the most evasive jobs, taken 10 levels higher than I was and equipped for evade, will fail to break 0% against average enemy accuracy. While this stat can theoretically be potent, it basically requires farming evade stat boosters and/or layering a lot of buffs.
Crit: Crit rate; applies to all physical attacks. Critical hits do 50% more damage. I haven't accounted for it in damage figures, even though critical rates are reasonably substantial, so if you want to add a respect check to physicals and a disrespect check to (non-Red Mage) magic and non-typed damage, feel free.

Speed: Has a linear effect on how quickly a character's turn gauge fills up (though the fixed 2 clocktick addition makes it less than linear in practice). The number listed in brackets includes modifications from weight.

Weight: Each job has a maximum weight, and each piece of equipment has a weight stat. The weight of all equipment is added together to equal the character's current weight. Weight is an incredibly important stat with several effects:
1. If weight ever exceeds maximum weight, all of the character's stats drop by 10% or more, and speed will receive an additional penalty on top of this. Basically no character wants to exceed their max weight; any benefits to skills which scale off of it are offset by these losses.
2. True speed is multiplied by a number which ranges from 1 (if weight = max weight) to 1.5 (if weight = 1/2 max weight). The multiplier goes below 1 if weight exceeds max, as low as 0.7.
3. True speed is divided by weight or 22, whichever is lower.
So in general, once a character exceeds 22 weight, they begin to get slower. Once a character exceeds half their max weight, the rate of getting slower increases. You will notice that most characters in this stat topic do not go too far above half their max weight.

Physical and magical durability: Derived stats which reflect actual durability; higher is better. Includes HP, the effect of defence, and Salve-Maker's Thrust & Parry passive ability.

Luck: luck is a hidden stat which by default is zero. Certain abilities can raise luck. Luck affects the chance of most abilities/passives with percent-based chances of kicking in, but does not affect accuracy or status rates.

Abilities, Specialties, Specials, and Passives

Abilities refer to spells, skills, etc. Every job has them. Characters can use any ability from their list as an action, in addition to the attack command and default command (and the item command, but that's not considered here). Abilities may cost MP, BP, HP (as a percentage of max), or pg (money). If a character attempts to use an ability they cannot pay the cost for, the ability will fail and the action will be lost. In-game, any character can set a sub-job, which gives them the access to abilities of one other job which they have already learned, but this is not considered here.

Every job has two specialties, one gained at Job Level 1 (called specialty 1) and a second gained at Job Level 12 (called specialty 2). These are always active while in the job, and cannot be turned off (which is occasaionlly unfortunate!). Naturally, specialty 1 will be listed first in the job entries.

Every job additionally has a special attack (which isn't always an attack). To use the special attack, the job will need to use a certain command (usually 'any ability from their own job') a certain number of times. After being used, special attacks also raise the party's stats by a certain amount; this effect can not be dispelled, and lasts a certain amount of real time (until the song ends; in-game this duration will vary greatly with animation speed, etc.) Only likely to come up in extremely long fights, and I have only bothered listing the ones that I think are potentially DL-relevant.

Finally, every job has passives. Passives are learned by reaching certain job levels, and once learned, can be used even if the character changes jobs. Setting them costs SP; characters have 5 SP, and can switch their loadout between fights. In this stat topic, passives are assumed to be legal, and no job has passives totalling more than 5 SP cost anyway.


Key formulas

Damage = (Attack - Defence) * 2.3 * Ability Mulitplier * Random variance
-Physical attacks use PAtk and PDef, magic attacks use MAtk and MDef.
-Healing magic uses Restoration Power instead of Attack and treats Defence as zero.
-Random variance is 1 to 1.2 for physical attacks, but 0.8 to 1 for magic attacks and healing.
-Critical hits multiply damage by 1.5
-Hitting a weakness multiplies damage by 1.3.
-If an ability affects more than one target, its damage/healing is multiplied by 1/SQRT(n)-0.1, where n is the number of targets. This can result in anywhere from 61% (two targets) to 31% (six targets). Fixed-damage moves are exempt from this, but only a very few other moves ignore this.

Chance to hit = Aim - Evade. Only applies to physical attacks; BD2 does not have magic evade or anything which resembles it.

Basic attacks work a little differently. They make 2+round(Level/5) separate hit checks (= 12, at the levels assumed here). The attack will only miss if every hit check fails, so even low-accuracy characters can reliably land basic attacks. Basic attacks have a multiplier of 0.9 + 0.05 * (number of successful hit checks), i.e. they range from 0.95 to 1.5.

Clockticks to get a turn = 250 * [ Weight*9/200 , minimum 1 ] / ( [ 2 - Weight / Max Weight, minimum 0.7 and maximum 1.5 ] * Speed )
-This figure is rounded up at the end.
-If that's too much of a mess: the short version is 250 / Speed, with both numerator and denominator being modified by weight in different ways.
-Notice that a lightweight character with at least 84 speed can get a turn in two clockticks. The average in this stat topic is between three and four.
-The "250" which appears in this formula will vary based on the command a character has just used. 250 is used by the attack command and numerous abilities, but different abilities may substitute different numbers here. Mostly they hover from 225 to 300. Specifics can be found in the Abilities, Scaling, & Effects resource.

Stats granted by weapons and shields are multiplied by the character's proficiency in each, as follows:
S = 135%
A = 119%
B = 100%
C = 90%
D = 80%
E = 70%
For weapons: PAtk, MAtk, Aim, and Crit are mutiplied this way.
For shields: PDef, MDef, and Evade are multiplied by this way.

If wielding no weapons, Aim is raised by 100. If wielding two weapons, the PAtk, MAtk, Res Power, Aim, and Crit granted by each weapon is multiplied by 58.5%. Passives which allow unpenalized dual-wielding remove these penalties, except the ones for Aim/Crit which will remain (though note that wielding two weapons is almost always a source of better Aim than wielding one).

Status hit rate is increased by the attacker's level and magic attack. I do not know how much. I also do not know what target stats, if any, affect this rate, but presumably something does (level and MDef are both possibilities).

Buffs and debuffs

All buffs and debuffs wear off at the end of a fixed number of turns the target gets. Buffs and debuffs typically stack and add additively with each other, e.g. if a character receives Atk+25%, Atk+10%, and Atk-7%, they will have Atk+28%. Each buff/debuff wears off according to its own timer; unlike BD1, using buffs on a later turn does not reset the timer of earler ones. Buff/debuff effects cap at +100%, or -35%, unless otherwise noted.

Buffs and debuffs usually (but not always) affect the value of stats directly in a multiplicative fashion, which means that buffs to PAtk/MAtk are stronger than the raw numbers suggest due to the subtractive system, while multiplying less effective stats such as PC defences and evasion does little to nothing. Specific effects will be listed for the default equipment loadout of each job.

Elements

BD2 has seven elements: fire, ice/water, lightning, wind, earth, light, and dark. Any references in this stat topic to ice or water independently refer to the attack's flavour.

There are five levels of resistance in Bravely Default 2; by default, each character starts at 0. Various equipment raises resistance by 1 or 2 levels, while other effects can raise or lower resistance by 1 level. Enemies can start out at any of the five levels. Restiance caps at +3 (I think?) and -1; i.e. you can not make a target "extra" weak to an element.

+3: Element is absorbed.
+2: Element is nulled.
+1: Character takes 50% damage.
0: Character takes normal damage.
-1: Character takes 130% damage.

Some attacks carry two elements. Such attacks will hit the higher of the target's resistances, except that weakness takes priority over everything else. Such attacks can also be strengthened by equipment which strengthens either element, to full effect.

e.g. Red Mage's Disaster (earth/wind) is boosted 30% by the Nirvana staff (+30% wind damage dealt) but will be nullfied by an enemy who nullfies earth regardless of their wind resistance level, as long as they aren't weak to wind.

Assumptions

The stat topic is taken at Level 48, which is the average of the three playthroughs made between Amy and I. Higher levels would make status attacks more accurate and also raises PC accuracy, along with making MP pools slightly deeper, but all effects should be quite subtle.

Freelancer is taken at Job Level 15. All other jobs are taken at Job Level 12. It is possible to exceed Job Level 12 on other jobs, but requires defeating bosses which are, for the most part, clearly stronger than the final boss.
-Note that one job, Bravebearer, likely requires some JP-boosting items saved for them in order to reach JL12, or some grinding, since it is gained right before the final dungeon. I've decided to allow this in the stat topic since any level below 12 is arbitrary, but it would be reasonable to be harsher.

All figures are listed against the average of final dungeon randoms, which are as follows:
Level 68, 729 PAtk, 185 PDef, 563 MAtk, 185 MDef, 184 Spd, 325 Aim, 202 Eva (treated as 200)
(Lategame BD2 enemies kinda tower over PCs for stats. It doesn't save them even a little bit.)

Speed is calculated by adding 2 to clocktick counts, as detailed in the section on CTB mechanics. Since I don't know how turn 1 speed works, I simply did the same for turn 1 speed, even that's almost surely not exactly how it works.

The stat topic includes accessories. Without them, some PCs have unrealistically low accuracy. I recommend ignoring the elemental defences granted by accessories, as such effects are not usually considered in other games.

Although Adamant Bangles (+1800 HP) are storebought, no PC is assigned to use more than one by default. Although a few jobs might technically be slightly "better" (in terms of maximum product of durability, speed, and damage) with a second Adamant Bangle, it's never by a large amount, and this assumption has the effect of normalizing the HP curve to resemble in-game more closely.

Storebought equipment costing under 50000 pg is allowed. Notably, Ribbons are storebought in this game, but cost 200k. There is no "unique" equipment in BD2; every job can equip everything.

I've assumed Gambler and Salve-Maker have 9500 pg to work with. This was chosen so that Gambler's three-turn damage is an even mix of the relatively pricy Flash the Cash and the cheap Elemental Wheel.

BD2 has a day/night system. Some abilities are more effective in day than night or vice versa. All such abilities are taken at a point halfway between day and night.

No job is permitted to gain JP in any other job.

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

Dark Holy Elf

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Re: Bravely Default II
« Reply #1 on: October 20, 2024, 01:39:47 AM »
Averages up top

HP 5282, MP 527, PDef 154, MDef 144, Speed 110, Aim 57%, Crit 26%
Three turn damage: 12323
Kill point: 10269

Freelancer
HP: 5635 (107%)    MP: 548   Weight: 57/59   PAtk: 229   MAtk: 212
PDef: 166 (PDur 107%)    MDef: 131 (MDur 101%)   Speed: 105 (69%)   Aim: 51%   Eva: 111   Crit: 51%
Darksteel Kukri, Assassin Dagger, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Stand Ground: 50% chance of surviving with one HP when taking enough damage to be knocked out. This ability will not be triggered if the user has one HP. The activation rate is affected additively by luck boosts.
Late Bloomer: Boosts all stats based on the number of jobs mastered. Each mastered job (lv 12+) gives: 100 HP, 10 MP, 15 P.Atk, 15 P.Def, 15 M.Atk, 15 M.Def, 4 Res. Power, 2 Speed, 3 Aim, 2 Evasion, 1 Crit. Mastering Freelancer counts towards this total (factored in).

Special (activate by using attack command 12 times)
All-Out Attack: 1335 physical, 51% hit. Then adds +20% PAtk and MAtk, MT.

Attack: 133 physical.
Examine: Reveal target's HP, weaknesses, and family
Treat (20 MP): Restore 20% of a target's HP and 10% of their MP.
Forage: Search for items.
Lucky Charm (15 MP): Increase a target's luck by +15% for five turns.
Purge (20 MP): Remove berserk, confusion, dread, charm and doom from a target.
Square One (28 MP): Remove all buffs and debuffs from a target.
Body Slam (1 BP): 1848 physical, 51% hit. Delays target's turn by roughly half a clocktick (about 10% of an average turn)
Wish Upon a Star (42 MP): Increase luck by +20% for five turns, MT. (10% at day, 30% at night.)
Mimic: Repeat the most recent action peformed by the user or an ally without expending HP, MP, BP, pg or items.

Optimum 3-turn damage: Body Slam, Mimic x4: 4712

Comments: Having C ranks in all weapons is awful, and leaves them slow and inaccurate as they try to scrounge up anything to make Body Slam work. Against the truly offensively inept they can stall with Treat, but they lack the defence buffing of BD1 Freelancer so this is pretty questionable. Puny, but pretty good there!


Black Mage
HP: 4414 (84%)    MP: 637   Weight: 28/52   PAtk: 219   MAtk: 303
PDef: 131 (PDur 79%)    MDef: 123 (MDur 78%)   Speed: 86 (110%)   Aim: 42%   Eva: 99   Crit: 18%
Nirvana, none, Mystic Hood, Manarobe, Adamant Bangle, Wind Talisman
Halves fire/water/ice

Specialties:
Regenrative Default: Defaulting restores 48 MP.
High-Velocity Spells: Prevents all attack spells from being nullified or absorbed. Will not bypass damage-halving or reflect effects.

Passives:
Lunar-Powered: During the night, +10% MAtk/evasion/luck, and 4% of MP is restored each turn. (Half of this effect is assumed, so 13 MP per turn.)
Aspir Attack: Attack command restores MP equal to 3.4% of damage dealt.

Attack: 98 physical. User regains 3 MP.
Fire, Blizzard, Thunder (15 MP): 537 fire/ice/lightning magic, ST/MT
Poison (18 MP): Attempt to poison a target.
Fira, Blizzara, Thundara (38): 1099 fire/ice/lightning magic, ST/MT
Firaga, Blizzaga, Thundaga (66 MP): 1709 fire/ice/lightning magic, ST/MT

Optimum 3-turn damage: Blizzaga x6: 10254

Comments: It's funny, they might have had a healing game with Icefire Shield + Manarobe if not for that second specialty. Anyway Black Mage is great against the magically frail but rapidly falls off against more durable foes, usually winning in either three or four turns on average. They ignore immunity, but anyone who merely resists the big three elements really ruins their day. Kinda speedy at least. Light/Middle?


White Mage
HP: 4788 (91%)    MP: 561   Weight: 31/52   PAtk: 237   MAtk: 245
PDef: 135 (PDur 86%)    MDef: 94 (MDur 79%)   Speed: 94 (110%)   Aim: 22%   Eva: 98   Crit: 16%   Res Power: 180
Nirvana, none, Headband, none, Adamant Bangle, Power Bracers

Specialties:
Angelic Ward: 30% chance of any damage received being halved.
Holistic Medicine: Revival, status-healing, and healing spells which are normally ST-only can be used MT at no penalty.

Special (activate by using white magic 12 times)
9999 healing MT, also heals all status ailments. Then adds +15% PDef and MDef, MT.

Passives:
Solar-Powered: During the day, +10% res power/aim/luck, and 4% of MP is restored each turn. (Half of this effect is assumed, so 11 MP per turn.)
Drain Attack: Restoer 20% of damage dealt as HP.
Better than Ever: When the user is healed beyond max HP, their max HP is temporarily increased by the remainder. Max HP can not exceed 9999.

Attack: 138 physical. User regains 28 HP.
Cure (8 MP): 1863 healing, ST/MT
Protect (11 MP): Increase a target's physical defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (Roughly -3.5% physical damage taken.)
Shell (13 MP): Increase a target's magic defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (Roughly -3% magic damage taken.)
Raise (25 MP): Revive a knocked-out target and restore 2795 HP.
Cura (28 MP): 3727 healing, ST/MT
Benediction (15% HP): Increase the user's restorative power by 30% for three turns. Stats cannot be increased beyond 200% of their base value.
Basuna (22 MP): Cure a target of poison, blindness, silence, sleep, paralysis, contagion, freezing and daubing.
Arise (95 MP): Revive a knocked-out target with full HP.
Curaga (60 MP): 5963 healing, ST/MT

Optimum 3-turn damage: Attack x6: 828

Comments: Are you ready for 100-turn fights? I hope so. White Mage is fast and can heal for a very, very long time with Cure and Cura. They have no damage and their buffs are terrible, but they're a pain to put away. If you let them choose to fight during the day they get notably better because doubling the MP restoration makes them even harder to overwhelm. Light/Middle.


Vanguard
HP: 6244 (118%)    MP: 377   Weight: 43/78   PAtk: 534   MAtk: 231
PDef: 193 (PDur 125%)    MDef: 95 (MDur 103%)   Speed: 101 (79%)   Aim: 52%   Eva: 109   Crit: 35%
Parashu, none, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Shield-Bearer: Equipping a shield does not negatively affect speed, aim or evasion.
Attention Seeker: PAtk and critical chance are boosted based on the user's chance of being targeted. CoBT is a stat which various equips boost; with Vanguard's default louadout, this specialty multiplies Atk by 1.89 and Crit by 1.18.

Passives:
Pain into Gain: Taking damage while not Defaulting has a 30% chance of increasing physical attack power by ~2% (no duration limit).
Defensive Offence: Performing an attack or offensive ability with a weapon equipped will cause all damage to the user to be multiplied by 70% until their next turn. Does not stack with itself. (durability becomes 179%/147%)

Attack: 1059 physical.
Cross Cut (18 MP): 2913 physical dealt in 2 hits, 52% hit.
Shield Bash (10% HP): 971 earth physical, 52% hit. Requires a shield equipped. Delays target's turn by about 0.2 clockticks (~4% of an average turn)
Defang (12 MP): 1148 physical, 52% hit. Lowers target's PAtk by 7% for five turns (~9.5% damage reduction)
Skull Bush (12 MP): 1148 physical, 52% hit. Lowers target's MAtk by 7% for five turns (~8.5% damage reduction)
Aggravate: Increases user's chance of being targeted by 25% for two turns. (Due to Attention Seeker, each use also raises physical damage dealt by 18%.)
Sword of Stone (26 MP): 2957 earth physical, 52% hit.
Shield Stun (25% HP): 441 physical, 52% hit. Requires a shield equipped. Delays target's turn by about 0.4 clockticks (~8% of an average turn)
Enrage (24 MP): Guarantee that the target's next two actions will be aimed at the user (or must include the user, if MT).
The Gift of Courage (1 BP): Target gains 1 BP.
Neo Cross Slash: 6004 physical dealt in 2 hits, 52% hit.

Optimum 3-turn damage: Neo Cross Slash x6: 18732

Comments: Slow but punishing. If Vanguard gets a turn, they can unleash four uses of Neo Cross Slash which is enough to kill average even assuming only half the hits land... and due to their good physical durability and Defensive Offence, they can often expect to survive to a second turn to squeeze out even more. The highly evasive give them all sorts of headaches, though. Good Heavy.

Monk
HP: 6842 (130%)    MP: 487   Weight: 23/59   PAtk: 293   MAtk: 83
PDef: 201 (PDur 139%)    MDef: 149 (MDur 128%)   Speed: 87 (137%)   Aim: 119%   Eva: 98   Crit: 12%
none, none, Headband, Valkyrie's Coat, Adamant Bangle, Power Bracers

Specialties:
Concentration: Crit rate is increased by 1% of Monk's base crit rate (so +0.12%) every time Invigorate, Inner Alchemy, or Mindfulness is used. (Yes, this is junk. It'd be pretty bad even if it were actually +1%!)
Single-Minded: Prevents berserk, confusion and charming. Using Martial Arts abilities or Default causes the next turn to come around slightly more quickly. (The latter effect is subtle, and already factored in.)

Passives:
Bare-Kunckle Brawler: Boosts user and equipment's physical attack by 80% and aim by 30% when both hands are empty. (Factored in.)

Attack: 409 physical.
Strong Strike (18% HP): 1227 physical. Has a ~40% chance fo miss, even if the attack passes the aim/evade roll.
Inner Alchemy (20 MP): Restore 20% of the user's HP and cure poison, blindness and slow.
Firebird (15% HP): 682 fire physical. Target's resistance to fire is reduced one level for two turns.
Qigong Wave (20% HP): 819 physical, ignores default.
Mindfulness (1 BP): Restore 15% of the user's MP and cure silence, dread and contagion.
Flying Heel Drop (30% HP): 1227 physical
Invigorate (20 MP): Boost the user's physical attack by 15% for three turns. About ~40% more damage dealt per use.
Tortoise Kick (10% HP): 382 physical. Delays target's turn by about 0.3 clockticks. (~6% of an average turn.)
Flames of War (35% HP): 1638 fire physical
Pressure Point (1 BP): 2816 physical, ignores defence and default. (Only receives +15% from Invigorate.)
Focal Blast (99 MP): 2185 physical. Also reduces a random stat (PAtk, PDef, MAtk, MDef) by 20%. If PDef is reduced, +34% to Monk's base damage. If PAtk or MAtk is reduced, -28%/-27% damage received.

Optimum 3-turn damage: Invigorate x2, Focal Blast x4: 15853

Comments: Monk is so saved by their last two abilities it's not funny; this class has a worse reputation than the numbers here suggest and that's pretty much why. Anyway, Invigorate until they're about to die, then unleash four Focal Blasts; even one Invigorate will typically allow a KO. With their HP and speed, this works very well. Heavy.


Bard
HP: 5161 (98%)    MP: 722   Weight: 52/59   PAtk: 204   MAtk: 253
PDef: 183 (PDur 101%)    MDef: 214 (MDur 115%)   Speed: 105 (69%)   Aim: -6%   Eva: 102   Crit: 14%
Nirvana, none, Mystic Hood, Black Robe, Adamant Bangle, Dark Talisman

Specialties:
Extended Outro: The effects of Singing abilities last a turn longer. So all the "three turns" in the description below become "four turns", etc.
Encore: When a Singing ability is performed, there is a 25% chance that an additional Singing ability will be triggered.

Passives:
Born Entertainer: The effects of Singing and Artistry abilities are increased additively by round(Level / 15)%. So 3%, at Level 38-52. Factored in.

Attack: 0% hit rate. If it hits (e.g. a sleeping target), 72 damage.
Don't Let 'em Get to You (20 MP): Reduce physical damage to multiple targets by 18% for three turns. Caps at -80%. (-35% in the PC version)
Don't Let 'em Trick You (20 MP): Reduce magical damage to multiple targets by 18% for three turns. Caps at -80%. (-35% in the PC version)
Step into the Spotlight (20 MP): Increase the likelihood of a target being the subject of enemy attacks by 23% for three turns.
Close Those Tired Eyes (12 MP): Sleep.
(Won't) Be Missing You (18 MP): Increase multiple targets' aim by 8% for three turns.
Right Through Your Fingers (18 MP): Increase multiple targets' evasion by 5% for three turns. (Useless in a duel, Bard does not have the base evade to make this work.)
Hurts So Bad (38 MP): Increase physical damage inflicted by multiple targets by 18% for two turns.
Work Your Magic (38 MP): Increase magical damage inflicted by multiple targets by 18% for two turns.
All Killer No Filler (60 MP): Increase multiple targets' critical chance by 15% (multiplicatively) for two turns.
Screamin' It Out (54 MP): 985 psuedomagic, MT
Shut Up and Dance (194 MP): Cause a target to act immediately after the user's turn ends. If used on multiple targets (via Brave or Encore), they will get their turns in a random order.

Optimum 3-turn damage: Screamin' It Out x6: 5910

Comments: Bard's gonna try to kill with Screamin' It Out, but that's an 11HKO. Buffs can help a bit, but not very much sadly. Their only hope is that sleep ends up decently accurate, but I'm a bit skeptical. Puny.


Beastmaster
HP: 7535 (143%)    MP: 824   Weight: 39/65   PAtk: 436   MAtk: 397
PDef: 326 (PDur 200%)    MDef: 308 (MDur 229%)   Speed: 111 (92%)   Aim: 93%   Eva: 133   Crit: 34%
Ryunohige, none, Headband, none, Adamant Bangle, Power Bracers

Specialties:
Animal Rescue: When an attack on the user reduces their HP to 20% or lower, Off the Leash will be used as a counter, choosing a random monster but not consuming a use.
Creature Comforts: Each creature captured gives: 5 HP, 1 MP, 0.4 P.Atk, 0.4 P.Def, 0.4 M.Atk, 0.4 M.Def, 0.2 Res. Power, 0.02 Speed, 0.02 Aim, 0.02 Evasion, 0.04 Crit. 400 captures is assumed.

Passives:
Raw Power: Every use of the Brave command increases physical attack by 10% (= 17% more damage) until the end of the turn. Note that Brave commands are entered before any attack resolves, so a full chain will get a +51% damage boost.
Spearhead: The user will act first in battle when a spear is equipped. (Yes Ryunohige is a spear.)
MP Saver: Reduces MP consumption by 20%. (Not factored in yet.)
Beast Whisperer: Any monster defeated has a 30% chance of being captured (see below).

Attack: 920 physical
Capture: Captures a target monster, instantly defeating it and adding it to the capture list. Capture chance varies linearly from 0 to 40% as enemy HP drops, but once enemy HP drops below 10 the chance quickly spikes up to 100%.

Off the Leash: Releases a single captured monster, which will use an attack based on its own stats (notably, this means they are not affected by Beastmaster's buffs/debuffs and Raw Power). Some notable ones are as follows:
-Siamese Cait / Holy: ~5500 holy magic
-Fallen Frond / Tornado: ~5300 wind magic
-Coppice / Quake: ~5100 earth magic
-Turan / White Wind: 4670 healing MT
-Amon / Volcanic Fang: ~4900 physical fire
-Reaper Sellsword / Flesh Cleaver: Damage equal to 50% of the target's max HP, caps at 9999, ~50% hit rate
-Reaper Lancer / Triple Thrust: Three hits of ~1350 physical against random targets
They also have access to good MP damage and loads of status attacks. I ain't testing the accuracy of the latter.

Staggering Swipe (19 MP): 889 physical. Delays target's turn by about 0.35 clockticks. (~7% of an average turn.)
Muzzle (12 MP): Silence, MT.
Mow Down (21 MP): 1460 physical MT
Mercy Strike (11 MP): 1333 physical. Cannot reduce a target below 1 HP.
Mercy Smash (35 MP): 2667 physical. Cannot reduce a target below 1 HP.
Off the Chain (2 BP): Releases a single captured monster. If the monster is a damage-dealing one, it deals triple its normal damage. Cannot exceed 9999 damage per hit (so the most powerful option is Reaper Lancer at a bit over ~12000).

Comments: Generally considered the game's most powerful job and it's not hard to see why. They may swing a bit on how many of any one monster you let them bring in, and the exact number of assumed total captures. That said? They have first strike, incredible damage (even a single Reaper Lancer at 3x power kills average), and can heal. Along with double average durability and good statusblockers. I didn't build them for speed because they have first strike anyway but they can easily trade away physical damage to get above average speed if needed. Godlike obviously.


Thief
HP: 4061 (77%)    MP: 527   Weight: 33/52   PAtk: 199   MAtk: 186
PDef: 116 (PDur 71%)    MDef: 101 (MDur 68%)   Speed: 152 (137%)   Aim: 61%   Eva: 142   Crit: 37%
Zwill Crossblade, none, Headband, none, Dwarven Gloves, Diamond Gloves

Specialties:
Sleight of Hands: 'Steal X' abilities will also steal one buff effect from the target and give it to the user.
Up to No Good: Defaulting no longer causes BP to increase, but all abilities that are usually performed using BP can be performed using MP (1 BP becomes 40 MP, etc.), and the cost of 'Steal X' abilities is halved.

Passives:
Attack Item Amp: Damage inflicted by items is increased by 50%.
Mug: The user occasionally steals items when performing regular attacks.
Magpie: 25% chance of acquiring rare items when stealing.
Rob Blind: When stealing, two items can be acquired at once.

Attack: 44 physical
Steal: grab an item
Steal Breath (27 MP / 2): 49 physical, heals user by that much
Flee (20 MP): Escape battle without fail
Steal Spirit (15% HP / 2): 4 MP damage, heals user by 3x that much
Sky Slicer (1 BP = 40 MP): 159 wind physical
Steal Courage (2 BP = 40 MP): Steals a BP from the target, 50% success rate. Doesn't work on targets with 0 BP (so anyone who has not yet gained BP).
Godspeed Strike (95 MP): 2755 physical, 61% hit. This damage will be repeated 2 clockticks later (half the time to Thief needs to get their next turn).
You Snooze, You Lose (2 BP = 80 MP): 39 physical. 6x damage vs. sleeping targets.

Note: Due to the fact that Thief has a passive which boosts attack items and can acquire them with Steal, you might allow Thief to use them. The only ones which matter have a pg cost of 2200 and deal 1500 (1950 with Attack Item Amp) fixed damage MT; there is one for each BD2 element. This isn't as strong as Godspeed Strike, but provides a backup option against physical walls.

Optimum 3-turn damage: Godspeed Strike (x2) x5: 16805
(braving for the full chain on turn 2 so that the echo damage lands by turn 3)

Comments: Thief skillset is entirely junk with one, shining exception: Godspeed Strike, one of the best attacks in the game. Their strategy is simple: use their game-best speed to strike first and unleash a flurry of Godspeed Strikes. The opening salvo will only take out the frail, but the followup damage half a turn later will finish off many more. Against stallers they can put on pressure more slowly, though the limited MP and their inability to store BP sucks. Heavy.


Gambler
HP: 5161 (98%)    MP: 414   Weight: 40/65   PAtk: 266   MAtk: 296
PDef: 115 (PDur 90%)    MDef: 119 (MDur 90%)   Speed: 105 (110%)   Aim: 36%   Eva: 137   Crit: 26%
Sylvan Bow, none, none, none, Adamant Bangle, Wind Talisman

Specialties:
All or Nothing: Experience, JP or pg earned after battle will drop to zero, but one of these three amounts will also very occasionally be multiplied by 15.
Born Lucky: Raises luck by 10%. Also increases the number of winning slots in roulette abilities (factored in).

Passives:
More Money: earns 10% more money
Night Shift: Luck +20% at night
Rare Talent: +10% chance to get rare drops (also lowers the chance to get common drops, even if they're better or no rare drop exists...)

Attack: 225 physical
Odds or Evens (200 pg): 307 physical, 36% hit. 60% chance of double damage on a hit.
Life or Death (666 pg): Revives, MT. HP restored varies randomly from 200 to 1000. 22% chance of killing the user.
Flash the Cash (2400 pg): 3120 fixed damage
Spin the Wheel (1 BP): gives a random amount (~462) of pg
Elemental Wheel (300 pg): Random pseudomagic damage, average 1323. Element is also chosen randomly from BD2 elements + non-elemental.
Triples (500 pg): 307 physical, 36% hit. 40% chance of triple damage on a hit.
Bold Gambit (777 pg): Randomly sets either all allies' or all enemies' BP to 3.
High Roller (10000 pg): 2255 physical, 36% hit.
Dealer's Choice (1 BP): "Trigger random effects that can affect enemies, allies or both." I ain't touchin' this.

Optimum 3-turn damage: Elemental Wheel x3, Flash the Cash x3: 13329

Comments: Above average speed and manages a low ORKO to average. I would love dearly to give them less money because they suck in-game, but they're probably good here unless you're harsh.


Berserker
HP: 6235 (118%)    MP: 480   Weight: 46/78   PAtk: 321   MAtk: 262
PDef: 161 (PDur 118%)    MDef: 113 (MDur 107%)   Speed: 63 (69%)   Aim: 21%   Eva: 93   Crit: 19%
Parashu, none, Headband, none, Adamant Bangle, Diamond Gloves

Specialties:
Pierce Default: Attacking a defaulting target no longer results in reduced damage.
Rage and Reason: 50% chance of being able to choose actions while berserk.

Passives:
Bloody-Minded: The user's physical attacks always hit, ignoring all accuracy/evasion (including "guaranteed" evasion). However, they also lose HP equal to 20% of damage dealt (cannot be lethal).
Free-for-All: When berserk, a random offensive ability (including the attack command) will be chosen, instead of always the attack command. Abilities used while berserk have no HP/MP/BP cost.
Unshakeable Will: Prevents sleep, paralysis, dread, berserk, confusion, charm, freeze, and stop.
Indiscriminate Rage: Attack command becomes full multitarget at no damage penalty, but recharge time becomes 16 ticks (31% speed) [should not be set in a duel, obviously]

note: Berserker's base aim is awful. They should always use Bloody-Minded, even though it makes them self-destruct.

Attack: 516 physical, 103 to self
Crescent Moon (1 BP): 1100 physical MT, 220+ to self
Vent Fury (18 MP): Inflict berserk, self, for 3 turns. Berserk raises Atk by 50% (2.18x damage dealt), lowers Def by 30% (~8.5% more damage taken), and results in a 50% chance of using a random offensive action, and a 50% chance of choosing the action instead. [doesn't play nice with Unshakeable Will]
Double Damage (55 MP): 1204 physical, 240 to self
Water Damage (32 MP): 1032 water physical, 206 to self
Shell Split (16 MP): 412 physical, 82 to self. Lowers target's PDef by 5% for five turns (~7% more damage dealt)
Scale Strip (18 MP): 412 physical, 82 to self. Lowers target's MDef by 5% for five turns
Level Slash (30% HP): 2752 physical MT, 550 to self
Amped Strike (120 MP): 2752 physical, 550 to self

Optimum damage: Amped Strike x4: 11008.
(They can manage more they have zero it invariably involves self-damage, so I'm not inclined to consider it in the averages. Crescent Moon adds an extra 1100 for 220 damage taken, Vent Fury CAN randomly add a lot more, but involves getting lucky.)

Comments: Berserker is slow, but powerful. Just hitting something in the face with an axe real hard works well enough for many. If they need more offence, they may want to consider giving up their Adamant Bangle for more MP, and either throwing in some chippy uses of Shell Split or going for YOLO strats with Berserk... if they manage a turn under control with that via Rage and Reason, their damage climbs to gross overkill. But with their terrible speed, they won't pull the latter strategy off often. Heavy.


Red Mage
HP: 3735 (71%) MP: 677 Weight: 29/59 PAtk: 193 MAtk: 233
PDef: 98 (PDur 63%) MDef: 147 (MDur 70%) Speed: 105 (110%) Aim: -6% Eva: 128 Crit: 12%
Nirvana, none, none, none, Dark Talisman, Dark Talisman

Specialties:
Nuisance: All attack spells also have a chance of inflicting status ailments. The ailment inflicted depends on the spell element. (wind: sleep and silence; earth: slow and stop)
Chainspell: All spells cast are performed twice at no extra MP cost.

Passives:
Magic Critical: Enables magical attacks to inflict critical hits.
Revenge: 25% chance of the user's BP increasing by one when attacked.


Attack: 0% hit rate. If it hits (e.g. a sleeping target), 30 damage.
Stone (15 MP): 198*2 = 396 earth magic, ST/MT
Aero (15 MP): 258*2 = 516 wind magic, ST/MT
Heal (14 MP): 1000*2 = 2000 healing
Stonera (38 MP): 447*2 = 894 earth magic, ST/MT
Aerora (38 MP): 581*2 = 1162 wind magic, ST/MT
Healara (36 MP): 2000*2 = 4000 healing
Healaga (49 MP): 3000*2 = 6000 healing
Stonega (66 MP): 695*2 = 1390 earth magic, ST/MT
Aeroga (66 MP): 904*2 = 1808 wind magic, ST/MT
Disaster (100 MP): 1485*2 = 2970 earth & wind magic

Optimum 3-turn damage: Disaster x12: 17820

Comments: Chainspell Disaster is a lot of damage off pretty good speed. However, it’s a lot less if either earth resistance or wind resistance enter play, especially the latter. For longer fights, healing + Revenge is an option, but MP resources will likely be a severe issue in that case.


Ranger
HP: 5161 (98%) MP: 414 Weight: 50/65 PAtk: 325 MAtk: 277
PDef: 124 (PDur 91%) MDef: 115 (MDur 89%) Speed: 122 (79%) Aim: 100% Eva: 109 Crit: 29%
Sylvan Bow, none, Headband, none, Adamant Bangle, Power Bracers

Specialties:
Barrage: For each previous action already taken this turn, +10% damage dealt. (So a full brave chain does 4.6x damage instead of 4x.)
Apex Predator: Species-slayer abilities are more powerful (factored in), and will earn one BP for every critical hit inflicted or enemy killed.

Passives:
Counter-Savvy: The user is always able to evade physical counter abilities. (That is, counters which are physical, regardless of their trigger.)
Who Dares Wins: While BP is 1 or higher, user gains +30 crit and immunity to blind. Note that using brave to go below 1 BP will remove the crit boost for the entire string of actions.

Attack: 531 physical
Shadowbind (14 MP): Attempt to paralyse a target.
Quickfire Flurry (7% HP): 5 to 8 physical hits against random targets dealing a total average damage of around 1026
Humanoid Slayer (66 MP): 1841 physical to humanoid targets, 354 otherwise.
Other Slayer abilities (28-38 MP): 1841 physical to the appropriate species (bug, plant, beast, aquatic, undead, and demon), 354 otherwise. Note that every BD2 enemy falls into a species type which Ranger hits weakness on, except spirits (Ranger eventually gets a Spirit Slayer too, but it's aftergame). Undead and Demon Slayer skills cost 38 MP, the rest 28 MP.
Sloth Hunter (42 MP): 708 physical dealt in 2 hits. 4x damage against slowed targets.

Optimum 3-turn damage: 6x Humanoid Slayer (=6.6 with Barrage bonus): 12150

Comments: Ranger is weirdly unremarkable. Due to the weight of bows they end up a bit slow and not that durable, and the damage is fairly average. They can default once and then have a ~60% chance to gain BP each turn thereafter but this is only useful in long fights. Shadowbind definitely merits testing since that'll likely be a big deal for them.
« Last Edit: October 20, 2024, 03:23:29 AM by Dark Holy Elf »

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Dark Holy Elf

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Re: Bravely Default II
« Reply #2 on: October 20, 2024, 02:21:20 AM »
Shieldmaster
HP: 6842 (130%)    MP: 424   Weight: 76/88   PAtk: 250   MAtk: 202
PDef: 233 (PDur 148%)    MDef: 178 (MDur 138%)   Speed: 114 (61%)   Aim: 75%   Eva: 76   Crit: 35%
Parashu, Parashu, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Protect Ally: The user will step in to take damage in place of allies who are below 20% HP, automatically adopting the Default stance in the process. Works on MT attacks, surprisingly (Shieldmaster will protect all allies at low HP).
Chivalrous Spirit: Performing Protect Ally, Bodyguard or Defender of the People restores 10% MP and 1 BP to the user.

Passives:
Dual Shields: The user can equip a shield in each hand. While doing so, the attack command cannot be used.
The Courage to Resist: Defaulting does not increase BP, but does nullify all status ailments except slow, stop and doom. The status resistance effect only applies to the default command, not the auto-default of various Shieldmaster abilities. [this sucks tbh]
Fast Hands: Any speed reductions caused by equipment in either hand become speed bonuses instead.
No Guts, No Glory: Def and MDef are multiplied by (1 + current BP / 10). This is about ~5% less damage taken per extra BP with the default setup (better with shields).

Attack: 222 physical
Bodyguard: The user will step in to take damage in place of a selected ally (including MT attacks), automatically adopting the Default stance in the process.
Blinding Flash (14 MP): Attempt to blind all targets.
Crushed Ice (44 MP): 164 physical, 75% hit. 6x damage vs frozen targets.
Reprisal (40 MP): For five turns, 50% of any damage received by the user will also be inflicted on the attacker.
Defender of the People: Take up to three attacks in place of allies before the user's next turn, automatically adopting the Default stance in the process. Does not apply to attacks that target all allies.
Heavy Hitter (1 BP): 1299 physical, 75% hit
Bumblewhacker (44 MP): 164 physical, 75% hit. 6x damage vs confused targets.
The Gift of Wisdom: Donates 33% of the user's max MP to a target. If MP is below 33% of max, all available MP will be donated.

Note: as a point of trivia, Heavy Hitter is like Body Slam in that its damage depends on the user's weight. Unfortunately, where Body Slam's damage boost is additive, Heavy Hitter's is multiplicative, so Shieldmaster still needs a good base attack stat to make it work (which flies in the face of Dual Shields).

Optimum 3-turn damage: Heavy Hitter x3: 2922

Comments: Shieldmaster is a cool job which just... does not function in a duel. Their only hope of dealing damage is to up their accuracy and weight by dual-wielding so Heavy Hitter does something, and hoping that plus Reprisal's backlash adds up. They really wish that their weight-based move had an additive bonus damage (like Body Slam) instead of multiplicative. The rest of their skillset is all built around defending allies, which aren't useful here. Puny.

Pictomancer
HP: 4414 (84%)    MP: 637   Weight: 28/52   PAtk: 215   MAtk: 249
PDef: 120 (PDur 78%)    MDef: 112 (MDur 76%)   Speed: 128 (137%)   Aim: -6%   Eva: 117   Crit: 14%
Nirvana, none, Mystic Hood, Manarobe, Adamant Bangle, Wind Talisman
Halves fire/water/ice

Specialties:
Self-Expression: Using Artistry debuffs on oneself costs nothing, and will cause a corresponding buff effect instead of a debuff.
Extra Coat: All buffs, debuffs, and status effects instigated by the user last a turn longer.

Passives:
Sub-Job BP Saver: The BP cost of using sub-job abilities is reduced by one. (Incredibly useful in-game, but does nothing here!)
Convert MP: Taking damage will cause the user's MP to be restored by a 3.8% of damage taken. (So e.g. losing 50% HP translates to ~84 MP.)

Attack: 0% hit rate. If it hits (somehow), 72-113 damage depending on hit count.
Disarming Scarlet (23 MP): Lowers target's PAtk by 10% for four turns (~12% damage reduction), or buff own PAtk.
Splatter (45 MP): Attempt to daub a target. Daub causes targets to have -1 resistance to all elements both phyical and magical (i.e. if they were neutral before, they now take 130% damage; no effect if target was already weak to the element).
Disenchanting Mauve (23 MP): Lowers target's MAtk by 10% for four turns (~12.5% damage reduction), or buff own MAtk. (~39% more damage dealt)
Purify (28 MP): Remove all buffs and debuffs from a target.
Incurable Coral Lowers target's restorative power by 10% for four turns, or buff own restorative power.
Freehand (30 MP): 1 to 5 hits of 300 fixed damage against random targets, average 900
Indefensible Teal (30 MP): Lowers target's PDef by 10% for four turns, or buff own PDef. (~2% damage reduction)
Zappable Chartreuse (34 MP): Lowers target's MDef by 10% for four turns (~29% more damage dealt), or buff own MDef. (~2.5% damage reduction)
Chairo (60 MP): 861 light pseudomagic
Scuro (60 MP): 861 dark pseudomagic

Optimum 3-turn damage: Disenchanting Mauve (self) x2, Chiaro/Scuro x4: 6123

Comments: They're fast and can rack up some nice damage multipliers, but their base damage is too low, and the HP doesn't help matters either. Their ability to feast on low magic durability (along with having Freehand for foes with good MDef but bad HP) keeps them in Light rather than Puny, probably.


Dragoon
HP: 5161 (98%)    MP: 424   Weight: 53/65   PAtk: 420   MAtk: 329
PDef: 146 (PDur 95%)    MDef: 166 (MDur 101%)   Speed: 140 (92%)   Aim: 101%   Eva: 126   Crit: 28%
Ryunohige, Wyvern Spear, Headband, none, Adamant Bangle, Wind Talisman

Specialties:
Momentum: Jump abilities will be performed more quickly, and will be more powerful the more weight the user is carrying. (+0.5% more damage per point of weight)
Highwind: Any additional effects applied to regular attacks also apply to Jump. Also, there will be no stat reduction for wielding two weapons as long as a sword or spear is equipped in the left hand.

Passives:
Comeback Kid: All status ailments will be automatically removed two turns after being inflicted, at which point HP and MP will be fully restored, and BP will be reduced by one.
Sky High: Performs Jump on a random enemy at zero cost as soon as battle begins.
Full Force: Multitarget abilities deal 1.5x damage. Only works if the ability is actually striking 2 or more targets.
Brave Front: Multitarget abilities deal 10% more damage per extra BP the user has. Unlike Full Force this works even if the multitarget ability only strikes one target. However, the damage boost is based on your BP when you attack, so using brave will reduce the entire chain.

Attack: 891 physical
Jump (1 BP): User leaves the battlefield. Next turn, user returns and deals 2632 physical. 3 clockticks for Jump to resolve (110% speed), 2 for the next turn after that (137% speed).
Sonic Thrust (27 MP): 1664 physical MT
Thunder Thrust (40 MP): 1782 lightning physical
Spirit Surge (44 MP): 1189 physical. Heals user's HP and MP in proportion to damage dealt (594 HP and 59 MP).
Angon (52 MP): 2378 physical. Ignores target's default state.
SUffer in Silence (30 MP): 594 physical. 4x damage vs silenced targets.
Soul Jump (3 BP): User and all allies leave the battlefield. On their next turns, they return and deal physical damage (3760 in Dragoon's case). 3 clockticks for Jump to resolve and again for Dragoon's turn after that.
Spirit-Crusher (2 BP): 594 physical, chance of lowering the target's BP by 1. A critical hit is needed to lower BP below -1.

Note: Due to Sky High, Dragoon effectively gets their turns at times equal the following opponent speeds: 110% turn 1 Jump, 122% turn 2, 110%, 105%, 102%, 100.2%, 99% ...

Optimum 3-turn damage: Jump (Sky High) + Angon x5: 14522

Comments: Though their speed is below average on paper, Sky High makes Dragoon pretty speed in practice as long as the fight ends in 2 or 3 turns, which is typical for them. They kill average with a brave-chain on turn 2. They're in trouble in longer fights, probably, although Spirit Surge could be useful as a pressure tool, to give them back a little HP while still adding some damage.


Spiritmaster
HP: 3735 (71%)    MP: 561   Weight: 25/46   PAtk: 219   MAtk: 290
PDef: 98 (PDur 63%)    MDef: 147 (MDur 70%)   Speed: 93 (110%)   Aim: 31%   Eva: 76   Crit: 25%   Res Power: 172
Nirvana, none, none, none, Sands of Time, Sands of Time

Specialties:
Spirited Defense: Instant-death effects and status ailments that render their target inactive (sleep, paralysis, dread, berserk, confusion, charm, stop and freezing) are prevented, and as long as HP is at 20% or higher, the user can survive any attack with one HP. Works on multi-hit attacks. [Without There in Spirit, this only works if summoned spirits are presents.]
There in Spirit: The effects of all spirit-summoning abilities learned so far are applied automatically when the user has 1 or fewer BP.

Passives:
Sub-Job Specialty 1: The first specialty of the user's sub-job is activated.

Note (SJS1): Since sub-jobs can be set without any JP investment in the job, some might allow this. (I'm on the fence, myself.) The best options are probably Barrage, which raises damage done by brave-chains, and Nuisance, which adds a chance of blind/charm to holy spells for stall-breaking. Not considered in averages.

Note (absout spirits): Spiritmaster has the ability to summon spirits. At the moment of summoning, nothing will happen, but then the spirit's ability will resolve three times at certain intervals (typically, faster than a normal turn), after which time the effect ends. Summoning one spirit will dismiss any previous spirits. HOWEVER. With There in Spirit, EVERY spirit summoning is automatically active, forever, as long as Spiritmaster's BP remains at 1 or below. These auto-summoned spirits do not count towards the one spirit maximum, so, one copy of an existing spirit can be summoned as well, doubling up on the effects. The check for whether the spirits from There in Spirit appear or disappear is made at the end of any turn Spiritmaster gets.

Attack: 94 physical
Healthbringer (22 MP): Summons a spirit which provides 1780 MT healing. Effect resolves every 2 clockticks.
Banish (10 MP): 478 light magic, ST/MT
Devotion (1 BP): Restore a target's MP by an amount equal to 20% of the user's max MP (112). Can self-target.
Regeneration (30 MP): Restore 10% of a target's HP at the end of their turn. Permanent until dispelled.
Banishra (38 MP): 977 light magic, ST/MT
Reraise (80 MP): Target will be automatically revived with 200 HP if knocked out. This still counts as a knockout and removes most status effects, etc. Effect will remain until target has been revived or dispelled.
Spiritbringer (55 MP): Summons a spirit which provides 10% MP healing (56). Effect resolves every 3 clockticks.
Basunabringer (33 MP): Summons a spirit which removes poison, blindness, silence, sleep, paralysis, contagion, freezing and daubing. Effect resolves every 3 clockticks.
Banishga (66 MP): 1521 light magic, ST/MT
Purebringer (77 MP): Summons a spirit which removes all buffs and debuffs (including Regeneration and Reraise). Effect resolves every 4 clockticks.
Holy (80 MP): 2173 light magic

Optimum 3-turn damage: Holy x6: 13038

Comments: Hahaha okay. To review: Spirited Defence means Spiritmaster can't die if they have more than 20% HP, nor be statused out. There in Spirit means Healthbringer is permanently active. Healthbringer restores more than 20% of Spiritmaster's HP every two clockticks. So you have to doubleturn that, or lose. They also can't run out of MP. There's not too much more to say, except that they really, really hate holy defence... but thanks to their immortality game, may beat a lot of holy-immunes anyway! Godlike.


Swordmaster
HP: 5535 (105%)    MP: 377   Weight: 39/65   PAtk: 367   MAtk: 252
PDef: 129 (PDur 99%)    MDef: 94 (MDur 91%)   Speed: 124 (110%)   Aim: 84%   Eva: 98   Crit: 29%
Excalibur, none, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Redoubled Effort: For each BP above zero, damage done by normal attacks and counterattacking abilities is multiplied by 1.1.
Double Duty: Equipping the same type of weapon in both hands will activate sub-job specialities. [See Spiritmaster's SJS1 and Bravebearer's SJS2. Note that Swordmaster's default setup does not have two weapons.]

Passives:
Counter: 50% chance to respond to ST physical attacks with 782 physical
Out with a Bang: When knocked out, counter with 2302 MT physical
2 Hands Are Better Than 1: If the first hand holds a sword, lance, or axe, and the second hand is empty, the weapon's PAtk, MAtk, and Res Power are mutiplied by 1.4 (factored in)
Multitask: 33% chance to follow up a normal attack with an additional 506 physical

Attack: 644 physical. 33% chance of an additional 506
Solid Stance: Adopt a stance from which the attack command is performed twice every time it is selected.
Fluid Stance: Adopt a stance from which any ST attack is countered with 782 physical
Solid Right Style (22 MP): Only usable in Solid Stance. 782 physical. Delays target's turn by about 0.35 clockticks. (~7% of an average turn.)
Fluid Left Style (20 MP): Only usable in Fluid Stance. Until next turn, when attacked by a ST phyiscal, counter with 690 physical, which also lowers the target's BP by 1 on a hit.
Divide Attention (17 MP): For four turns, raises user's chance to be targeted to equal that of their most frequently targeted ally.
Fourfold Flurry (48 MP): 2371 physical dealt in 4 hits
Solid Slash (27 MP): Only usable in Solid Stance. 828 physical, 2 clockticks (137% speed).
Fluid Flow (36 MP): Only usable in Fluid Stance. Until next turn, when attacked by a ST phyiscal, counter with 920 physical, which also raises the user's BP by 1 on a hit.

Optimum 3-turn damage: Fourfold Flurry x6: 11949

Comments: Respectable offence, especially with Out with a Bang in the mix (granted, that's useless if the opponent has any healing, since Swordmaster will be hoping for it to deal the finishing damage after a braveblitz). Fluid Stance into Fluid Flow provides an interesting opportunity to store BP and power further counters up but realistically the average durability and lack of healing limits any countering potential. Solid Stance allows a decent amount of spammable damage if Swordmaster is MP-nuked or something, but realistically despite all the gimmicks it's Fourflold Flurry all day every day in most fights.


Oracle
HP: 5042 (95%)    MP: 637   Weight: 32/88   PAtk: 253   MAtk: 293
PDef: 163 (PDur 95%)    MDef: 172 (MDur 100%)   Speed: 153 (137%)   Aim: 54%   Eva: 147   Crit: 24%
Nirvana, none, Mystic Hood, Manarobe, Sands of Time, Sands of Time
Halves fire/water/ice

Alternate: Icefire Shield. Oracle gains fire/ice absorption and durability becomes 107%/116%, but speed drops to 92%.

Specialties:
In One's Element: Attacks targeting elemental weaknesses deal 40% more damage, and elemental magic costs 40% less to perform. (factored in)
Moonlighting: Sub-job stat adjustments and weapon aptitudes are applied to the user's main job.

Note: Since Moonlighting does not require any JP investment in the sub-job, I am considering it here. The best overall job to pick from is likely Bravebearer, which has mediocre weapon aptitudes but excellent stats otherwise.

Passives:
Noble Sacrifice: When the user is knocked unconscious, any unconscious allies will be revived with full HP. One use per battle.

Attack: 206 physical (309 under Quick)
Quick (21 MP): Enable target to deliver 50% more hits with the 'Attack' command for two turns.
Slow (26 MP): Decreases target's speed by approximately 17%
Haste (42 MP): Increases target's speed by approximately 39% for 3 turns
Elemental Impairment (55 MP): Attempt to lower the target's resistance to a selected element by one level for two turns. Counts as a status ailment. If successful against a neutral elemental resistance, Oracle deals an additional 82% damage due to In One's Element.
Triple (12 MP): 1-3 hits (probability ratio of 4:3:9) of 558 magic to random targets. Each hit is randomly either fire, ice, or lightning. Average damage is 1292.
Elemental Supplement (46 MP): Imbue a target's regular attacks and physical abilities with a selected element for two turns. Not a status ailment, so this works on everything. Can target enemies. >:)
Reflect (36 MP): Target will reflect most magic attacks (not pseudomagic, or magic attacks which strike both sides of the field) for two turns
Stop (44 MP): Attempts to stop the target (stop lasts about as long as it would take the target to get 2 turns)
Elemental Ward (32 MP): Increase a target's resistance to a selected element for three turns.
Triplara (33 MP): 1-3 hits (probability ratio of 4:3:9) of 1117 magic to random targets. Each hit is randomly either fire, ice, or lightning. Average damage is 2584.
Hastega (70 MP): Increases target's speed by approximately 79% for 3 turns

Optimum 3-turn damage: Triplara x6: 15504

Comments: They're very fast and their damage, while random, is borderline ORKO to average. Cool right? But that's not the real story here. They can also use that speed to cast either Reflect on oneself or Elemental Supplement on the enemy, shutting down either physical or magical damage. Note that Oracle already halves fire/ice with their default setup, and can upgrade that to absorption if they're willing to fall to below average speed. They're pretty bad against full elemental resistance themselves, though, and while Hastega can help tilt the action economy their way in longer fights, they do need to watch their MP supply.


Salve Maker
HP: 4788 (91%)    MP: 377   Weight: 37/65   PAtk: 211   MAtk: 250
PDef: 151 (PDur 104%)    MDef: 154 (MDur 107%)   Speed: 109 (110%)   Aim: 55%   Eva: 129   Crit: 37%
Highroad Star, none, Headband, none, Adamant Bangle, Dwarven Gloves

Alternate
Dual-wielding Highroad Stars: Aim becomes 77% (40% more offence), durability becomes 126%/130%, but speed becomes 62%

Specialties:
Master Medic: One healing herb and one magic herb are received after every battle. Also, items will occasionally not be expended when used.
Unencumbered: If Salve Maker equips nothing in their hands, healing item effects are raised by 50% (additive with Healing Item Amp), and compounding effects are boosted in various ways. [Unfortunately, Salve Maker with no weapon has 22% aim.]

Passives:
Status-Conscious: Increase status ailment chance by an unknown amount.
Thrust and Parry: -15% damage received for each weapon equipped. (The effect is factored into Salve Maker's durability figures listed above.)
Healing Item Amp: The effects of all healing items are increased by 50%. Does not affect Compounding.

Attack: 82 physical
Compounding: Combine two items. Many different effects. See list below.
Survey (32 MP): Reveal target's HP, weaknesses, and family; MT
Widen Area (55 MP): Use an item on all targets. This may make items legal for Salve Maker; see list below
Philtre (22 MP): Attempt to charm target
Revive (25% HP): Revive a knocked-out target and restore 50% HP.
Heartbreak (1 BP): 163 physical. 3.2x damage against charmed targets.
BP Tonic (7500 pg): Raises target's BP by 1.
BP Depleter (9000 pg): Lowers target's BP by 1.
Analysis (30 MP): 72 physical, 55% hit. On a hit, reveals target info similar to Examine/Survey. Also gives the user a buff which allows them to hit weakness on all members of the target's monster family (including the target). Weakness is +30% damage. Note that every enemy in the game has a family, so this works on everything.

Item list (for Widen Area; this is the base potency before Healing Item Amp):
Potion (40 pg): 250 healing
Hi-Potion (200 pg): 1000 healing
X-Potion (630 pg): 2500 healing
Phoenix Down (150 pg): Revive and restores 300 HP
Mini Ether (90 pg): 60 MP healing
Ether (220 pg): 180 MP healing
Status-healers (15-85 pg): Heal various status ailments
Remedy (300 pg): Heal poison, blindness, silence, sleep, paralysis, dread, berserk, charm, confusion and contagion
Elixir (10000 pg): Full HP/MP healing

Compounding list (lowest pg cost is listed for each):
Mega-Potion (730 pg): 5000 healing
Giga-Potion (2630 pg): 7500 healing
Turbo Ether (890 pg): 250 MP healing
Mega-Ether (1020 pg): 300 MP healing
Giga-Ether (15220 pg): 400 MP healing
Quarter Elixir (190 pg): 2500 healing, 100 MP healing
Half Elixir (320 pg): 5000 healing, 200 MP healing
Cure [status] (114-400 pg): 1000 healing, also heals one of poison, blind, silence, sleep, paralysis, dread, or confuse
[status] Bomb: 1000 fixed damage MT, 55% hit. Attempts to inflict blind (340 pg), poison (340 pg), paralysis (490 pg), sleep (1040 pg), charm (1740 pg), or contagion (2240 pg)
Big [status] Bomb: 2000 fixed damage MT, 55% hit. Attempts to inflict blind (2300 pg), poison (2300 pg), paralysis (2450 pg), sleep (3000 pg), charm (3700 pg), or contagion (4200 pg)
Resurrect (250 pg): Revive and restores all HP
Reincarnate (950 pg): revive and restores 300 HP and all MP
Note: Unencumbered, if active, will raise the effects of Compounding as follows: +100 to all ethers, +500 to all potions and elixirs (both the HP/MP effects in the case of the latter), and +1000 to all bombs. The hit rate penalty makes this not worth it for bombs, sadly.

Optimum 3-turn damage: Analysis x2 + Big [status] Bomb x4: 5799

Comments: Whew! Okay. Well their resources depend a bit on how much money you give them, but the basic idea is they can heal cheaply with Quarter/Half Elixirs, and fish for status with bombs. Bombs being tied to their aim stat is awful for them, sadly, so they'll need multiple tries to land anything. Fortunately, if one thing they land is poison that can do some killing for them. If they want to do a damage-blitz themselves, Analysis can help set one up, but this is not something they're ever good at.


Arcanist
HP: 4414 (84%)    MP: 637   Weight: 41/52   PAtk: 230   MAtk: 320
PDef: 151 (PDur 82%)    MDef: 179 (MDur 89%)   Speed: 70 (55%)   Aim: 38%   Eva: 93   Crit: 18%
Nirvana, Icefire Shield, none, Manarobe, Adamant Bangle, Wind Talisman
Absorbs fire/water/ice

Alternate setups:
-Minerva Bustier instead of Icefire Shield/Manarobe; speed rises to 68% and magic durability to 98%, and has dark resistance instead of fire/ice absorption (Doomsday backlash "only" does ~2390 to self)
-no elemental defence at all: durability becomes 76/79, speed becomes 108%, but any of Arcanist's big damage moves risk OHKOing them. Just useful for Death spam.

Specialties:
All In: Applying attack spells to multiple targets does not reduce the damage inflicted, but does cause them to target the user.
Wild Wizardry: Attack spells are 20% more powerful (factored in to damage figures below), and also reduce their targets' MP (equal to 1.5% of HP damage dealt; MP damage is not dealt to self). However, they will also occasionally target all allies and enemies.

Note: I haven't tested Wild Wizardry's backfire rate. I would be a little leery about recommending Arcanist spam an element they aren't immune to, though.

Passives:
MP Regen: MP is restored by 5% (31) at the end of each turn.

Attack: 130 physical
Dark (15 MP): 737 dark magic, ST/MT
Ardour (36 MP): 1341 fire/water magic, hits everyone on the field
Drain (30 MP): 838 magic, heals user equal to damage dealt
Darkra (38 MP): 1509 dark magic, ST/MT
Electon (50 MP): 2179 lightning/light magic, hits everyone on the field
Aspir (20% HP): 73 MP damage, heals user's MP equal to damage dealt
Darkga (66 MP): 2357 dark magic, ST/MT
Meltdown (70 MP): 4141 fire/wind magic, hits everyone on the field
Death (25 MP): Attempt to instantly kill target
Comet (45 MP): Two to four hits of magic on one target, average damage is 1374
Doomsday (80 MP): 3353 dark magic, ST

Self-damage mechanics: Damage dealt to self is ~157% what is dealt to enemies (ouch!). Elemental absorption (Icefire Shield + Manarobe does this to fire/ice) means Arcanist will heal about ~78% of damage dealt instead, much nicer.

Optimum 3-turn damage: Meltdown x6: 24846

Comments: Otherwise, Arcanist is very slow and kinda fragile. If they get a turn, though, they will probably kill you with Meltdown spam, which as a bonus heals them and even does a bit of MP damage. Death spam is also an option and as a bonus they can actually have speed while doing it. If the opponent blocks all of those they'll be in some trouble because while they can fall back on the Doomsday, a Wild Wizardry backfire from that will take just over half their HP (even halved).


Bastion
HP: 5042 (95%)    MP: 472   Weight: 38/88   PAtk: 314   MAtk: 254
PDef: 138 (PDur 92%)    MDef: 148 (MDur 95%)   Speed: 81 (90%)   Aim: 70%   Eva: 92   Crit: 21%
Ryunohige, none, Headband, none, Power Bracers, Power Bracers

Specialties:
Default Guard: While Defaulting, will automatically spend 15 MP to reduce damage taken to 40% (instead of 60%).
Fortitude: While Defaulting, will automatically spend 15 MP to earn 1 BP each time when attacked.

Passives:
Auto Guard: The user's turn will come around more slowly, but they reduce damage received by 40% when not defaulting. (I haven't yet tested how much more slowly; not sure if this is worth it.)
Critical Flow: Performing a critical attack may cause BP to increase by one. (Not tested.)
BP Limit Up: Max BP becomes 4 instead of 3.

Attack: 424 physical
Bulwark: (12 MP): 326 physical, 70% hit. Raises user's PDef by 15% for three turns. (~4% less damage received)
Phalanx: (12 MP): 326 physical, 70% hit. Raises user's MDef by 15% for three turns. (~5% less damage received)
Rampart (30% HP): Erect a barrier that will protect multiple targets from a single hit of physical damage (but any added status or other effects from that attack still land). Cannot be combined with Vallation.
Vallation (30% HP): Erect a barrier that will protect multiple targets from a single hit of magical damage (but any added status or other effects from that attack still land). Cannot be combined with Rampart.
Light of Justice (47 MP): 1240 light physical, 70% hit
Wall (38 MP): Raises user's PDef and MDef by 25% for three turns (~6%/9% less damage received)
Blindsider (44 MP): 326 physical, 70% hit. 6x damage against blinded targets.
Double Default (35% HP): For three turns, Defaulting will increase BP by two instead of one.
Sanctuary (1 BP): Everyone's HP, MP and BP cannot be changed until the user's next turn. (However, usage costs for any abilities used in the meantime will still be deducted.)

Optimum 3-turn damage: Light of Justice x6: 5208

Comments: Terrible. Their entire skillset either doesn't translate or is useless in-game anyway (BD2 defensive buffs...), and their damage move has a multiplier comparable to the basic Cross Cut. Even if Auto-Guard's turn penalty ends up negligible (which would give them decent durability) they're a bad Light at best.


Phantom
HP: 3735 (71%)    MP: 377   Weight: 43/59   PAtk: 429   MAtk: 350
PDef: 85 (PDur 62%)    MDef: 105 (MDur 63%)   Speed: 153 (110%)   Aim: 109%   Eva: 163   Crit: 51%
Highroad Star, Highroad Star, Headband, none, Wind Talisman, Wind Talisman

Alternates:
-Highroad Star, Wind Talisman, Dwarven Gloves gives 104% accuracy, 137% speed Flit; damage down ~60% before buffs
-Status weapons options... Assassin Dagger: 101% death; Angel's Bow: 92% charm; Blind Blade: 80% blind; Chaos Blade: 81% confuse; Sandman's Axe: 64% (110% speed) or 44% (137% speed) sleep; Chronos Glaive: 56% stop; Rune Staff: 52% silence. All have 137% speed except the 64% sleep. Most of them reduce physical damage dealt a LOT, although with dual-wielding they may be able to keep up damage if they're willing to accept bad speed. I'm not listing all the possibilities.

Specialties:
Achilles' Heel: Any attack that successfully exploits an enemy's weakness has a 50% chance of inflicting critical damage.
Results Guaranteed: When the user attempts to inflict a status ailment or activate an ability with a % chance of occurring, automatically spends 40 MP to make the chance 100%.

Passives:
Critical Amp: Critical hit damage is increased by 30% (to 1.8x).
Turn Tables: Evading an attack will cause BP to increase by one.
Rewarding Results: Inflicting a status ailment on a target will be rewarded with an extra action.
Dual Wield: Equipping multiple weapons will not reduce their effectiveness.

Attack: 925 physical
Recurring Nightmare (36 MP): 863 physical. If this attack kills the target, user gets a new turn immediately.
Become the Lightning (20% HP): Increase the user's PAtk and MAtk by 25% for three turns (~44% more damage dealt)
Dream Within a Dream (36 MP): 2469 physical over 3 hits
Shroud (46 MP): 2282 dark physical
Milk Poison (46 MP): 617 phyiscal. 6x damage against poisoned targets.
Flit (15% HP): Automatically evade one physical attack (do note Turn Tables...)
Sick Twist (46 MP): 617 phyiscal. 6x damage against contagioned targets.
Never-Ending Nightmare (106 MP): 3395 physical. If this attack kills the target, user gets a new turn immediately.

Optimum 3-turn damage: Dream Within a Dream x4 + Never-Ending Nightmare x2: 16666

Comments: Results Guaranteed may well be the most broken thing in BD2, and honestly pure Phantom only begins to scratch the surface of the silly things it can do. It's enough, though. With Phantom's high Aim and Speed, they can easily land any BD2 status via normally low-rate status weapons. If that doesn't work they also ORKO average with damage. If both of those are out they can try to spam Flit to farm extra turns against physical opponents (they can use it up to six times before running out of HP). They don't like durable mage bosses but otherwise, watch out.


Hellblade
HP: 6244 (118%)    MP: 424   Weight: 39/78   PAtk: 306   MAtk: 273
PDef: 151 (PDur 116%)    MDef: 136 (MDur 113%)   Speed: 82 (79%)   Aim: 73%   Eva: 87   Crit: 28%
Excalibur, none, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Deal with the Devil: 8% of HP and MP are restored at the end of each turn, but being knocked out will reduce BP to -3.
Strength in Adversity: Taking damage equal to more than 25% of max HP will cause PAtk and PDef to be increased by 10% for three turns. This buff cannot be dispelled. Does not trigger from self-inflicted damage. (~25% more damage dealt ~3% less damage received)

Passives:
Surpassing Power: The damage cap for user's attacks increases from 9999 to 99999. (Laughably DL-irrelevant.)

Attack: 413 physical
Ruby/Sapphire/Diamond/Carnelian/Emerald/Quartz/Onyx Blades (25% HP): 612 physical of any one BD2 element, 73% hit. This damage is dealt two additional times at intervals of 4 clockticks (92% speed). Each damage makes a separate hit/crit check, and uses the buffs/debuffs active at the time it lands for its damage calculation. Only three recurring-blade-effects can be active on a target at once.
Dread Blade (44 MP): Attempt to inflict dread on target
Minus Strike (1 BP): Inflict damage on a target equal to the user's max HP minus their current HP, 73% hit.
Terrorise (44 MP): 306 physical. 6x damage to targets under the effects of dread.
Death Throes (10 MP): The user is doomed (dies five turns from now). PAtk and PDef are raised by 50% as long as doom lasts. This move has a cooldown of 4 clockticks (92% speed). (~126% more damage dealt and ~13% less damage received)

Optimum 3-turn damage: Death Throes + Default + Blades x3 + Minus Strike: 6453
*This is their optimum damage against an opponent that does not lower their HP. Should their opponent do that, they will need to switch to Minus Strike sooner.

Comments: Someone hit BD Dark Knight with a huge nerf bat. Minus Strike gets a BP cost, and the multipliers on their self-damage blade moves are just dreadful... even before considering that the damage-over-time is incredibly hard to use in a duel considering it drops their HP. That said, Hellblade is still pretty good against opponents with poor damage and evasion, since if they can get to low HP they can get off two damaging Minus Strikes. Their 8% regen will slow the opponent's route to killing them, which makes their limit a little harder to chip around.


Bravebearer
HP: 6842 (130%)    MP: 637   Weight: 28/88   PAtk: 306   MAtk: 273
PDef: 184 (PDur 134%)    MDef: 154 (MDur 130%)   Speed: 145 (137%)   Aim: 102%   Eva: 155   Crit: 21%
Excalibur, none, Headband, none, Wind Talisman, Adamant Bangle

Specialties:
Adrenaline: Defeating a target increases BP by one.
True Grit: BP increases by one at the start of each turn.

Passives:
Sword Lore: Sword aptitude is increased to S. (All of Bravebearer's default weapon ranks are B.)
Obliterate: Any enemy twenty or more levels below the user is instantly killed at the beginning of battle.
Sub-Job Specialty 2: The second speciality listed for the user's sub-job is activated. Not legal to me (due to requiring active investment into other classes), have fun with this if you feel differently!

Attack: 459 physical
Supergravity (36 MP): Deal fixed damage to all targets equal to 25% of the user's current HP.
Wall of Woe (84 MP): Full field. Causes all targets to lose one BP three times at intervals roughly equal to the time it takes Bravebearer to get a turn.
Practice Makes Perfect (2 BP): Deal fixed damage to a target based on the number of minutes the game has been played. ~3000 is probably reasonable? Easy 9999 if you leave the game on several nights in a row or something. I'm ignoring this.
Dawn of Odyssey (58 MP): Full field. Causes all targets to gain one BP three times at intervals roughly equal to the time it takes Bravebearer to get a turn.
Hypergravity (80 MP): Deal fixed damage to all targets equal to 50% of the user's current HP.
Equaliser (32 MP): Full field. Reduce BP by one for targets whose BP is at +1 or more, and increase it by one for anyone whose BP is at -1 or below.
Victory Smite (25% HP): Deal fixed damage to a target based on the number of battles you've won * 2. (Somewhere a bit under 2000? No clue. I'm ignoring this.)
Gigagravity (125 MP): Deal damage to all targets equal to 75% of the user's current HP.
Victory Double (3 BP): Deal fixed damage to a target based on the number of battles you've won * 3, twice (so x6 in total).

Note that all of Bravebearer's fixed damage moves are considered physical, meaning they are subject to physical evasion and affected by buffs/debuffs which directly modify physical damage. However, they ignore the MT damage penalty and all stats except the ones they are explicitly listed as keying off of.

Optimum 3-turn damage: Because their damage is basically impossible to predict, Bravebearer has been excluded from the damage average. Their offence is excellent if they are at full HP, but becomes quite bad as their HP drops (unless you respect Practice Makes Perfect more than I do).

Comments: Clarissa Plus, pretty much. Their strategy is simple: outspeed the opponent and use Gigagravity 4 times for roughly 2PCHP damage. Evasion and counters (which have to work against MT) slow this down but not much else does. They do fear foes who outspeed them, though their durability and good statusblocker access will help out in such fights.


Averages at the bottom

HP 5282, MP 527, PDef 154, MDef 144, Speed 110, Aim 57%, Crit 26%
Three turn damage: 12323
Kill point: 10269


Things that still could be done

I may do some of these if people ask nicely.

1. Tests for status in general, Wild Wizardry backfire rate, Critical Flow rate.
2. Listing more specials.
3. Factoring crit into the damage and damage average.

Appendix: Jobs that are theoretically (slightly) better with two Adamant Bangles:
Black Mage, Monk, Ranger, Pictomancer, Dragoon, Swordmaster
« Last Edit: October 20, 2024, 03:25:37 AM by Dark Holy Elf »

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

Dark Holy Elf

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Re: Bravely Default II
« Reply #3 on: October 20, 2024, 03:21:33 AM »
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Erwin Schrödinger will kill you like a cat in a box.
Maybe.