Roadmap (Include a # in front and search for)
Building Process
Lessons Learned
Included Games
Equip Changes
Boss Changes
Rankings!
Missing Games
Accuracy and How Moves Relate to Each Other
Functions
Data Storage
Considerations
Analysis
#Missing Games
If I was to throw in even more duellers, this is about the order that I would consider (WNR means would need replay)
Various FE duellers- Some of these are ready to go (mostly FE 10). Some others I would consider need some work on setting up options (mostly related to changing evasion levels; there is some setup for that, but the others that fall under this category need something more expansive).
Various Brig 1 duellers.- They are 100% ready to go.
Phantasy Star 4- WNR, but when I get the steam deck that wouldn't be a big deal, there are a lot of good duellers and it would be relatively straightforward
Breath of Fire 4- I'd need to redo some stats (some Masters, Double Blow or something allowed since it's the third worst addable physical move after Super Combo and Shadowwalk). Also, a few other things here and there like stackable Magic buffs and some effect for Ursula's guts. Maybe also do Ryu 3 at this point.
FFT- Ramza, Agrias, Mustadio, Orlandu, W8, Beowulf, Archer, Geomancer, Ninja, White Mage, Black Mage, Time Mage. Representing more good equips!
Xenogears- I would probably just ignore the limit effect. Of course, in that case, I could move it up the list perhaps
Missing FF4TAY duellers (Ceodore, Rosa, Porom)- I didn't rank them because the charge times plus the tweaking needed plus the perfect evasion would take more time than I wanted to put in at that point
Breath of Fire 2- I'd need to determine if Mdef functioned as Status Res in any way for the Pcs, but I believe literally everything else needed exists and I have a firm handle on (minus a Guts effect, but BoF4 would cover that).
A few ATL2 duellers- I'd do nearly everyone, but I never dealt with MP Damage (which wouldn't be bad conceptually, but I'd be more concerned with that I don't have MP averages for games and games like Suiko would be a bit painful to quantify. As such, there would need to be some type of weird decision making).
Final Fantasy X- Although truly most of them wish I wouldn't. The only Celestials I now see as legal are Yuna, Rikku and Auron, so a lot of them look very notably worse. But also, limits exist and I'd need to code them.
Final Fantasy VII- I have a conceptual way to deal with limits (just call them "Equips"), but still a bit weird. But doable!
Final Fantasy VIII- Not too much to offer, but doable.
Pokemon- A lot of to offer. A variety of dueller, elements, elemental weaknesses. Had thought about putting it in, but I suspect that there are a lot of little things I would need to include. Also, would probably just limit them to 5 moves, but would allow all 5 at once.
Valkyrie Profile- Only this low because WNR but I have wanted to replay it forever and certainly will one day hopefully soon. Would play around with the weapon choices a bit since there's another level of insane weirdness regarding progression that I would love to fit in and VP would be a good test case for thinking about it (although it would probably be the only game I might apply it to)
Atelier Iris 1- Perhaps. I wonder if I have enough status notes existing that I don't really need to go any testing. If so, this could be easy but I also suspect there are a lot of weird effects that might be a pain to put in.
Shadow Hearts 1- WNR, but very doable.
Radiata Stories- Wide variety of duellers. Might need to determine speeds a bit though. Including because this is one I would enjoy replaying.
Persona 3- Cleanest Persona game (albeit the weakest). Would need to dig in a little into an old save (which I would hopefully have)
Shining Force 1/2- I did actually prep the stats for this. WNR parts of them, but it does make good fodder.
Disgaea 1- Dead easy, just doesn't offer much.
Breath of Fire 1- Certainly feasible and really doesn't even need much testing except for maybe Deis. But also, not a lot of dueller to care about and someone like Nina would need a lot of tailoring.
Final Fantasy I- Would need stackable Evade buffs and other testing, but it's not undoable.
Dragon Quest 4- Would need to replay or get Super to. But which version?!!?!!! No, that's actually a valid question, but it's pretty clean.
Dragon Quest 11- Would need some testing, but probably doable. The thing is I only played a little and watched Super for the most part. But playing the 2D isn't a bad option.
ATL 3- I never beat the game, but there are a few characters (non-status using ones) I could pull out. Velhart is an interesting thought.
Dragon Quest 8-Would need some testing, but perhaps not a full replay (which I don't see myself doing). But relatively clean (characters would be locked into 1 build though).
Lunar games in full- WNRs and would need to figure out what to do with L1 speed averages, but very clean.
Shadow Hearts 2- The RT issues make it a little bit more challenging, but I suspect that the game is more viable in that regard than many other games with RT.
Digital Devil Saga- Well, moves costing HP aren't something I really dealt with (danced around it with Mazus), but workable. WNR which is not something inconceivable one day
Radiant Historia- WNR, not super interesting duellers
Star Ocean 1/2- Would need to do some notable testing to update some stuff, but I certainly do love the games.
Super Mario RPG- Very doable, just not a fan of the game and WNR
Disgaea 2- Would need testing to deal with new views on acc/evasion and the buffs are headachey, but it's doable.
Xenosaga 3- WNR
Persona 4/5- Would need more testing than P3, but partially doable perhaps but probably overrating that
Final Fantasy V- Would need to likely finish the replay I stopped when I realized that I just didn't really like the game at all. A lot of cleaning up to do.
Lufia 1- WNR but doable.
Other Fire Emblem games that I have played and have the stats on- Mostly doable?
Star Ocean 3- I'd need to go something about turn 2 speed and it would need a lot of testing.
Xenosaga 1- I have the notes, but I just don't really care. If only I saw S-Chain as turn 1 (in that there's no way I'd see KOSMOS being able to use it on turn 1 when it competes with the best game in the move) this would be higher.
Jeanne D'Arc- Yes, there are limits, but ones that I might be able to easily deal with. WNR
Eternal Poison- Lots of good stuff here. Elements and weaknesses, lots of variety. WNR and do testing and testing would be much more painful than most other games on the list.
Phantasy Star 2- I could, but I don't care.
I'd likely never consider
ATL4- I'd have to replay it to get status resistances from enemies, don't see that ever happening
Bravely Default- Won't do multi-acting and this is the worst version of it.
Breath of Fire 5- Testing enemy resistances seems painful beyond belief + Multi acting
Chrono Cross- Would fit into the designed system very badly
Earthbound- Needs status testing, won't be replaying it.
Final Fantasy 3- Because just general no the game. Would never touch it again.
Final Fantasy 13- Quickened turns by cutting them short would not be doable.
Any Grandia game or Child of Light- The speed variances with both CT and RT would be a nightmare. Also MP and SP for Grandias.
Golden Sun- The changing stats from using summons is not undoable, but WNR which I can never see happening.
I Am Setsuna- Limits
Legaias- The number of potential combinations of moves would be...well...what's the correct description here? Okay, I bolded this and I'm unsure of the right word very good reason. So, tangent time. In 2018/2019, I made a Legaia 2 stat topic. Now obviously, getting everything nailed down in Legaia is a massive task, but I did it. Yes, I got the mults for all the moves, figured out hit bonuses, got the defense effects, did a deep dive on equip effects...etc. Everything! Well, except status hit rates. There was very clearly some totally secret enemy effects. And it didn't apply to single status (like all Sleep attacks), but rather individual attacks. I did enough rounds of testing to realize that something was definitely happening, but I didn't have a shred of insight into it. Now, in retrospect, the correct answer would have been to just average the hit rates across the endgame enemies and call it a day, but oh well.
But when I say I did everything else, I REALLY mean it. Because what does everything else cover? It covers determining strategies several turns ahead based on current AP and maximizing damage over any number of turns. I created an algorithm that could apply to all 5 characters where it could run through literally all the combinations of options to determine the best damage strategies over time. But I thought it would be super unfair to then take this literally for a 3 turn average because in most games, that involves picking 3 moves off a relatively small list, but this involved picking dozens of moves from an option list that effectively could span *checks notes* over a quadrillion combinations.So I came up with Legaia Information Criterion. Below are the notes I would have had in the topic if I had finished it.
LEGAIA INFORMATION CRITERION: This is super critical. Legaia more than any other game took extreme measures to determine how to maximize damage. There are a multitude of moves that can be linked in in up to hundreds of thousands of ways (in 1 turn! Not counting using excessive numbers of basic physicals or basic physicals at the end because you ran out of space for something better. You want a 3 turn and you might be looking at over a quadrillion combinations. That’s 10 to the 15th power combinations) all with different mults, hits…etc. It feels very unrealistic to take the maximums at face value since even if you stumble across the best combo in game, you can’t save it (except in your memory!). In order to determine what the best 3 turn actually was, I had to test all mults (which are less consistent across AP usage than one would suspect), figure out chaining bonuses, program a system that could create every valid combination (properly accounting for moves that chain into each other) over 3 turns and then determine the best one.
It feels wrong to take best damage numbers at complete face value because no human will ever be able to do this in game. My solution is LIC, or Legaia Information Criterion (Information Criterion are used in statistical models to pick the best model by penalizing models with excessive complexity. Not to say that mine works in the same manner, but same spirit).
The following all factor into LIC:
--How many valid combinations exist. For simplicity’s sake, I am using the number of valid combinations available at 100 AP (Note that if Lang uses Ruler’s Legging, I’m doubling this number since getting a last second item that completely rearranges all your combos practically doubles the amount to learn- and even worse, gives you a very short time to learn to maximize)
--How much variation in damage exists in a 3 turn average (less deviation = more likely to see the best damage consistently)
For comparison, in the old DL topic, Lang’s best turn 1 move generates 84 AP off a 18.79 mult, but he can actually get one combo with a 23.08 mult (same AP) or a 22.39 mult for 96 AP. However, with over 60,000 turn 1 options (over 30,000 of which I’d consider categorically viable), it’s easy to see why getting a move that did 20% less damage and generated 12 less AP than ideal was still a really good option!
Legend of Hereos: Trails Games- Similar to Grandia in terms of the headache of varying CT and RT plus MP and SP where SP is also limiteseque. Listing separately because in some of the earlier games the CT/RT stuff could maybe be collapsed and be close enough (But Cold Steel would be a chaotic disaster, probably the worst game I can think of).
Lufia 2/3- Limits
Mana Khemias- Heavy on differing RT creates too many options
MMXCM- Would not replay to get a sufficient sense of the game plus limits
Ogre Battle- Won't do multi-acting plus other weird issues
Octopath Traveller- Would love to throw this in, but dealing with BP would need several additional levels of work
Persona 2- WNR, can't really see that happening. I like it, but it's not a game to revisit these days.
Shadow Hearts 3-Limits
Skies of Arcadia- SP
Soul Nomad-Love you, but that typing would need a whole nother level of data.
Suikoden 3- Too much speed variance
Suikoden 5- Mages have speed variance, fighters need too much testing to fully get right.
Suikoden Tactics- Somewhat doable, but the elemental system would take work. Although maybe overestimating how much.
Suikoden Tiekreis- The challenge of actually getting the stats out and status testing on top of that.
Tales games- If I want ARPGs, I at least have Star Ocean speeds more nailed down and Radiata Stories offers a much better range of duellers and these games tended to get too complicated to fit in easily anyways.
Triangle Strategy- More needing to deal with BP. I mean, I could use make it MP (and I do have an MP Regen effect), but I imagine this would need to be very, very tailored.
Valkyrie Profile 2- Lots of testing would be needed I bet.
Wild Arms 1-5- Limits. Some of these are more viable than others though where perhaps the limits in 5 don't really even matter?
Wild Arms XF- There's so many weird little effects
Wizard Oz- No to any multi-acting