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Author Topic: Xenogears  (Read 7372 times)

Dhyerwolf

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Xenogears
« on: April 06, 2008, 03:48:10 AM »
Notes
1. Elements- Water is both Ice and Water. If animation makes it clear it’s Ice, then I’ve noted it as Ice. Wind is both Wind and Lightning, and I’ve made the same notes. Fire is only Fire, Earth is only Earth. If I note that damage is NE, it means it's non-elemental. Now, there are two tricky elements in Holy and Dark. I can’t either fully confirm or disprove their existence. These apply to Reypoint/Kokei and Dark Beast/Yamikei.
-Reasons These Elements Exist
--The Names (Yami=Dark, Dark Beast, etc)
--Niu noted that the notes he found said these techs were supposed to be Elemental.
--There may be one Light weak enemy that I can confirm. Maybe. Someone said there were other enemies around that either resisted or weak to Dark/Holy.

2. Bugged Moves- The Following Things are Bugged:
-Pure Defense Boosting Spell (Rico’s and Billy’s) don’t do anything. If they functioned, they’d likely boost defense by 20%.
-The Stop effect on Fei’s Big Bang always hits, but never actually stops the opponent for any notable length of time. Note that enemy Stop spells function completely normally, as do all of PC statuses.

3. Defenses- Enemy Moves are (Attack/Magic-Defense/Mdef)xMultiplier. Physical multiplier averages 3, and magic’s is about 4.5. The Numbers next to the DEF/E. DEF stats indicate how much damage the character cuts off or adds to an attack with an average multiplier.

4. Status Protection- There are both Mental and Physical Blockers. These two should cover basically all non-ID status between them. If you don't allow these, the games also has storebought blockers for Poison, Sleep, and Forget (?). Chu Chu and Maria also came with Physical Guards, which block Physical Statuses (Not exactly sure what the game groups into each category though!)

5. Combos- If characters choose to use less than the 7 AP that they can expand each turn, the unused AP is stored in a bar that can be accessed by Combos. Combos are chains of only deathblows (No normal attacks) that use the AP needed to use the whole DB combo. These could have used against some healers, although characters can't chain Hyperdeathblows, which does limit the damage potential. The combo meter tops at 28 AP, I believe.

6. Accuracy-  Deathblows basically don't miss, so DBers all have about the same accuracy! Chu-Chu has less, but she really doesn't want to be relying on her physical anyways. Note that character square and X attacks aren't all that accurate, but they comprise so little of the damage (X is only relevant for the strongest non-hyper deathblows and Fei's Yamikei).

7. On PC Attack Mults and Stats- Also note that there are other stats besides attack that effect damage (Emeralda and Fei doing more normally than Rico and Bart despite lower attack!), so that’s why these attack stats aren’t too critical. Additionally, non-deathblow hits are mults of the base attack (1x, 2, 4x). Deathblows just appear to check defense once and aren’t fully multipliers, meaning Yamikei ignores defense pretty damn well.

8. On starting accessories- I didn’t test with them because they are basically all storebought and the effects are pretty paltry. The only real ones of note are Emeralda and Rico’s speed rings. I did note the accessory, and at least noted the effect for Bart's. Might do others if I feel less lazy and want to test Xenogears more.

9. Speed- Speed is mostly linear, although not perfectly. I’m still working on getting the more accurate/effective numerical effect down, but a decent approximation is the in average.

10. Averages up Top-
HP- 491
Damage: 1550 (1338 w/o Yamikei) (1278 w/o Kokei or Yamikei)
-->2.5x Kill Point: 3875 (3345) (3194)

FEI
HP: 542.........(110.4%)
EP: 73
DEF: 170………(-18 Damage/-9.2% of average attack, -21 w/ Martial Cap)
Evasion: -6%...(8% Raw)
E. DEF: 41……..(+2 Damage/+1% of average attack)
AGI: 11............(115.2%)

(Martial Cap (+1 Defense))

Deathblows
1. Raijin- 230 Damage, 4  AP………..(31+199)……………..<334/430>
2. Hagan- 371 Damage, 5 AP………..(62+309)………………<532/660>
3. Koho- 652 Damage, 6 AP…………...(122+530)…………..<891/1115>
4. Fukei- 1026 Damage, 890 Wind+136 NE, 7 AP…..….(31+29+37+39+890)…<1366/1610>
5. Chikei- 1041 Damage, 918 Earth+ 123 NE, 7 AP…...(31+29+63+918)……….<1384/1625>
6. Kakei- 1081 Damage, 940 Fire+141 NE, 7 AP….…...(31+73+37+940)………<1431/1730>
7. Suikei- 1101 Damage, 972 Water+129 NE, 7 AP…..(63+29+37+972)………<1481/1820>
8. Kokei- 1644 Damage, 1509 Holy+135 NE, 7 AP…....(62+73+1509)………….<2131/2620>
9. Yamikei- 3551 Damage, 3400 Dark+151 NE, 7 AP…(122+29+3400)…………<4692/5843>

Chi
1. Guided Shot- 190 Magic Damage, 2 EP
2. Inner Healing- Heals 210 HP, 2 EP
3. Iron Valor- Boosts physical damage, Effects in Brackets, 4 EP.
4. Yang Power- Increases Def 20% and decreases Fei's best damage by ~20% (25% for Kokei, 35% for other Hyper DBs). Iron Valor+Yang Power gives the default attack levels, 5 EP
-->Cuts physical damage by 120 (61.2% of average attack)
5. Yin Power- Increases Physical Damage and Lowers Defense 20%. This can stack with Iron Valor to yield. Effects are in after the slash in the brackets, 5 EP.
-->Takes 84 physical extra damage (42.9% of average attack)
6. Counter Force- 50% Chance of Evasion+200 Damage Counter, Lasts 10 turns, 4 EP
7. Radiance- 560 Magic Damage, 10 EP
8. Big Bang- 775 Magic Damage+Dispel (per the BMG), 20 EP

CITAN
HP: 594......(121%)
EP: 85
DEF: 167…..(-9 Damage; -4.6% of average attack)
Evade: 6%...(18% Raw) (10%/21% w/ Stepping Shoes)
E. DEF: 43…(-7 Damage; -3.6% of average attack)
AGI: 13.......(157.6%)

(Stepping Shoes +2% Evade) (Glasses +2% Accuracy)

Deathblows
1. Amaoto- 562 Damage, 4 AP………..(82+482)…………………<615/495>
2. Amagumo- 844 Damage, 5 AP…….(165+679)………………<910/750>
3. Myogetsu- 1378 Damage, 6 AP…..(320+1058)……………..<1600/1270>
4. Festive Wind- 1739 Damage, 1360 Wind+379 NE, 7 AP…….(80+82+103+114+1360)…<1960/1500>
5. Rumble Earth- 1758 Damage, 1396 Earth+362 NE, 7 AP…..(80+81+200+1396)………….<1965/1520>
6. Haze of Fire- 1812 Damage, 1432 Fire+380 NE, 7 AP………(78+200+102+1432)………..<1960/1645>
7. Crystal Water- 1837 Damage, 1485 Water+352 NE, 7 AP…(165+84+103+1485)……….<2135/1560>

Arcanes
1. Sazanami- Heals 280 HP, 2 MP
2. Renki- Next spell becomes MT, 2 MP
3-6. Fuuseii/Chiseii/Kaseii/Suiseii- Cuts Earth/Wind/Water/Fire by 100 damage, takes 75 Extra from the opposing element, 4 MP
7. Ryukusho- Removes physical statuses, 3 MP
8. Reisho- Removes mental statuses, 3 MP
9. Koga- Boosts Defense 10%, damage decreased by ~10%, Second Number in Brackets, 2 MP
10. Yamiga- Increases Damage, Decreases Defense 10%, First Number in Brackets, 2 MP
11. Senkei- Doubles Speed for 10 turns, 6 MP

ELLY
HP: 460.........(93.7%)
EP: 83
DEF: 155……….(+27 Damage or +13.8% of Average Damage)
Evade: -13%...(2% Raw)
E. DEF: 53…….(-52 Damage or -26.5% of Average Damage)
AGI: 8.............(83.6%)

Psycho Rod  (Lunar Rod- 100% Chance of Sleep on All Physicals, Reapplicable, Applies even if all hits miss, Broken, Damage in Brackets Below)
(Ether Stone- +2 Ether)
(Anti Ether Stone- +2 E. Def)

Deathblows
1. Screamer- 324 Damage, 4 AP…………(44+280)……………..<196>
2. Breakthrough- 496 Damage, 5 AP….(88+410)………………<312>
3. Sting Kick- 855 Damage, 6 AP………..(175+680)…………….<575>
4. Anemo Zap- 1078 Damage, 873 Lightning+205 NE, 7 AP...(44+46+57+58+873)…<708>
5. Terra Charge- 1093 Damage, 915 Earth+178 NE, 7 AP…….(44+46+88+915)………..<738>
6. Thermo Thump- 1162 Damage, 950 Fire+212 NE, 7 AP….(44+111+57+950)………<780>
7. Aqua Frost- 1178 Damage, 987 Ice+191 NE, 7 AP………….(88+46+57+982)…………<785>

Ethers
1-4 Anemo Bolt, Terra Lance, Thermo Cube, Aqua Ice- 450 Lightning/Earth/Fire/Ice Magic, 2 MP
5-8. Anemo Burn, Terra Storm, Thermo Dragon, Aqua Mist (same)- 520. 91% success rate, 6 MP
9-12. Anemo Wave, Terra Ghost, Thermo Largo, Aqua Lord- Same damage as the first series, but attacks all. 81% success rate, 10 MP

BART
HP: 477..........(97.1%)
EP: 67
ATT: 62 (86) (88)
DEF: 165…......(-3 Damage or -1.5% of average damage)
Evade: 3% (77% w/ Blue Cologne) (100% w/ BC & Wild Smile)…(16%/80%/100% Raw)
E. DEF: 34.......(+34 Damage or +17.3% of average damage)
AGI: 10.........(100.6%)

Death Adder (Black Snake- 100% Chance of Lowering Magic, About Halves Magic Damage, Applied even if all hits miss)
(Power Ring (+2- Not used in testing, 25 more damage for DB String))

Deathblows- Death Adder
1. Head Hunter- 365 Damage, 4 AP………(50+315) …..<478>
3. Rhythm Shock- 563 Damage, 5 AP…..(103+460)….<723>
3. Justice- 931 Damage, 6 AP………………..(201+730)…<1140>
4. Angel- 1172 Damage, 936 Wind+236 NE, 7 AP……………...(50+52+60+74+936)…<1510, 1200 Wind>
5. Land Break- 1187 Damage, 980 Earth+191 NE, 7 AP…….(50+52+105+980)………<1490, 1220 Earth>
6. Prominence- 1243 Damage, 1015 Fire+238 NE, 7 AP…..(50+118+60+1015)……..<1550, 1250 Fire>
7. Tornado- 1272 Damage, 1057 Water+215 NE, 7 AP…….(103+52+60+1057)……..<1625, 1335 Water>

Deathblows- Black Snake
NOTE: Black Snake essentially halves magic damage against Bart after his first turn.
1. Head Hunter- 256 Damage, 4 AP…..(32+224)…….<348>
2. Rhythm Shock- 394 Damage, 5 AP…(69+325)……<545>
3. Justice- 700 Damage, 6 AP……………..(136+564)…<915>
4. Angel- 873 Damage, 719 Wind+154 NE, 7 AP………….(32,34,39,49,719)…<1160>
5. Land Break- 881 Damage, 752 Earth+129 NE, 7 AP…(32+34+63+752)…..<1150>
6. Prominence- 930 Damage, 777 Fire+153 NE, 7 AP….(32+82+39+777)…..<1230>
7. Tornado- 995 Damage, 853 Water+142 NE, 7 AP……(69+34+39+853)……<1240>

Ethers
1. Wild Smile- Lowers enemy accuracy, Combine w. Blue Cologne for 100% Evasion, 2 EP.
2. Heaven Cent- 140 Magic Damage, 2 EP.
3. Red Cologne- Raises damage by about 20% (Amount listed in brackets), 4 EP.
4. Blue Cologne- Increases Evasion to 80% and Accuracy by 50%, 4 EP.
5. White Cologne- 50% Chance of Evasion+200 Damage, 6 EP.
6-9. Wind, Earth, Fire, and Water Mode- Adds __ element to Bart's attack, 4 EP.


BILLY
HP: 460........(93.7%)
EP: 76
DEF: 159……..(+15 Damage or +7.7% of Average Damage)
Evade: 16%...(27% Raw)
E. DEF: 49……(-34 Damage or -17.3% of Average Damage)
AGI: 9...........(90.1%)

Holy Pendant- Doubles the Duration of Support Spells (Makes Haste last 20 turns)
(Stamina Ring S- Raises Defense by 5)

1. Adams Apple- 507 Damage, 4 AP…..(66 Holy+441 Holy)
2. Gunholic- 657 Damage, 5 AP………….(66 Holy+66 Holy+525 Holy)
3. Hell Blast- 723 Damage, 5 AP………..(113 ELEMENTAL+610 Holy)
4. Devil Blast- 1063 Damage, 6 AP…….(113+66 Holy+884 Holy)
5. Banfrau- 1166 Damage, 6 AP………….(181 ELEMENTAL+985 Holy)
6. True Dream- 1505 Damage, 7 AP…..(66 Holy+66 Holy+82 Holy+1203 Holy)
7. Holy Gate- 1600 Damage, 7 AP………(66 Holy+66 Holy+118 ELEMENTAL+1350 Holy)
8. Dear Friend- 1569 Damage, 7 AP….(66 Holy+141 ELEMENTAL+82 Holy+1280 Holy)

Elemental Maximizing String- 475, 409 Elemental+66 Holy……(66+141+118+150)

Ether
1. Purity Light. Removes all effects. I think this is just status effects (ie, it doesn't act like a Dispel spell), 2 MP
2. Healing Light- Heals 590 HP, 2 MP
3. Holy Light- Heals 590 to all, 2 MP
4. Goddess Call- Doubles Speed for 10 turns, 4 MP
5. Goddess Eyes- Defense up, Bugged to do Nothing, Likely was supposed to raise it 20%, 4 MP
6. Wind/Earth/Fire/Water Shield- Cuts Wind/Earth/Fire/Water by 100, Takes an Extra 75 from the opposite, 4 MP
7. Goddess Wake- 50% Revival, 8 MP

RICO
HP: 586.........(119.3%)
EP: 51
DEF: 186………(-66 Damage or -33.7% from average attack)
Evade: -15%...(0% Raw)
E. DEF: 30…….(+52 Damage)(+33 w/ MC and the MC average) (-16/-48 with MC&MC average after Steel Spirit) (+26.5%/+16.9%/-8.2%/-24.4% from average attacks)
AGI: 7 (8 w/ Speed Ring)...(74.2%) (78.9% w/ Speed Ring average)

Momento Chain: Ether/Ether Defense +6
(Speed Ring- +1 Speed)
(Power Ring S- +5 Attack)

Deathblow
1. Rico Rocket- 295 Damage, 4 AP…...(40+255)………………<418>
2. Banderas- 470 Damage, 5 AP……...(80+390)……………….<635>
3. Spin Strike- 793 Damage, 6 AP…….(163+630)……………<1076>
4. Death Roll- 1152 Damage, 7 AP……(40+40+47+55+970)…<1506>
5. Flame Lariat- 1180 Damage, 1020 Fire+160 NE, 7 AP……..(40+40+80+1020)…<1559, 1320 Fire>
6. Hell Splash- 1271 Damage, 1085 Earth+186 NE, 7 AP…..(40+99+47+1085)…<1658, 1375 Earth>

Spirit
1. Steel Fist- Increases Physical Damage (Numbers above after the ellipses), 2 EP
2. Steel Body- Defense up, Bugged so that it does nothing, Likely supposed to raise it 20%, 2 EP
3. Steel Spirit- Boosts Edef by 50%, 2 EP
4. Steel Mettle- 125 (170 w/ Momento Chain) Magic Damage, 4 EP

CHU-CHU
HP: 414........(84.3%)
EP: 64
DEF: 159…....(-81 Damage w/Idol, +15 Damage w/o Idol, -41.3%/7.7% of average attack)
Evade: 0%.....(13% Raw)
E. DEF: 36…..(+25 Damage, +12.8% of average attack)
AGI: 7..........(74.2%)

Chu-Chu Idol- Defense/Attack +20% (Bonus Doesn’t Show On Screen)

Physical String: 220 Average (160 (90 w/o the Chu-Chu Idol), About 33% Crit Rate)
Physical String below 20% HP: 600 (425*, About 33% Crit Rate)

*This appears to kick in when any ally is below this amount too. It might increase below 10%, but it’s sometimes hard to tell.
**Chu Chu may also get power ups when allies are dead
***Note that I’m really unsure on this in general, because both the Power Crisis effect and the crits seem very muddled overall.

Spells
1. Forest Dance- Heals 288 HP, 2 EP
2. Culent Prayer- Removes physical statuses, 2 EP
3. Myrm Prayer- Removes mental statuses, 2 EP
4. Play Dead- Enemy ignores you, No Duelling Use
5. Maiden Kiss- 30% Revival, 8 EP
6. Forest Wind- 680 Wind Magic , 4 EP
7. Earth Gnome- 720 Earth Magic , 6 EP
8. Ancient Myth- 780 Magic Damage, 8 EP

MARIA
HP: 388.........(79%)
EP: 57
DEF: 147………(+51 Damage or +26% of average attack)
Evade: -10%...(4% Raw)
E. DEF: 41…….(+2 Damage or 1% of average attack)
AGI: 7.............(74.2%)

Physical: 15

Controls
1. Robo Beam- 260 Magic Damage, 2 EP
2. Robo Missile- 320 Magic Damage, 4 EP
3. Robo Punch- 625 Physical Damage, 5 EP
4. Robo Kick- 985 Physical Damage, 8 EP
5. Graviton Gun- 1300 Magic Damage, 30 EP.

EMERALDA
HP: 499...........(101.6%)
EP: 90
DEF: 165…….....(-3 Damage or -1.5% of average attack)
Evade: 18%.....(29% Raw)
E. DEF: 47……...(-25 Damage/-16 w/ MR Ring average) (57/-62 w/ Mermaid Ring) (-12.8%/8.2%/29.1%/31.6% of average attack)
AGI: 12 (13 w/ Speed Ring)...(132.6%) (151.9% w/ SR average)

Mermaid’s Ring: Ether/Ether Defense +10
(Speed Ring +1 Speed)

Deathblows
1. Leg Cutter- 345 Damage, 4 AP…………(48+297)
2. Leg Spin- 561 Damage, 5 AP…………….(100+461)
3. Flying Arm- 940 Damage, 6 AP………….(200+740)
4. Tornado Hand- 1250 Damage, 1025 Wind+225 NE, 7 AP…(48+52+48+67+1025)
5. Reycount- 1292 Damage, 1085+207 NE, 7 AP…………(48+52+107+1085)
6. Dark Beast- 1391 Damage, 1167 Dark+224 NE, 7 AP…….(48+118+58+1167)

Ethers
Anemo Dharm, Terra Feist, Thermo Gord, Aqua Aroum- 380  (440 w/ M. Ring) Lightning/Earth/Fire/Water Magic, 3 EP
Anemo Omega, Terra Holz, Thermo Giest, Aqua Dhaum- MT of Above Spells, 6 EP

AVERAGES
Damage
1. Fei 3551
2. Citan 1837
(Fei 1644)
3. Billy 1600
4. Emeralda 1391
5. Rico 1271
6. Bart 1252
7. Elly 1178
(Fei 1101)
8. Maria 1090
9. Chu-Chu 780
Average: 1550 (1338 w/o Yamikei) (1278 w/o Kokei or Yamikei)
Kill Point: 3875 (3345) (3194)

HP
1. Citan 594
2. Rico 586
3. Fei 542
4. Emeralda 499
5. Bart 477
6. Billy 460
6. Elly 460
8. Chu-Chu 414
9. Maria 388
Average: 491

DEF
1. Rico 186
2. Fei 170
3. Citan 167
4. Bart  165
4. Emeralda 165
6. Billy 159
6. Chu-Chu 159
8. Elly 155
9. Maria 147
Average: 164

EDEF
(Mermaid Ring Emeralda 57)
1. Elly 53
2. Billy 49
3. Emeralda 47
4. Citan 43
5. Fei 41
5. Maria 41
7. Chu-Chu 36
(Momento Chain Rico 36)
8. Bart 34
9. Rico 30
Average: 41.5 (43.3 w/ MDef Equips)

SPEED
1. Citan- 13 ………(157.6%)
(Emeralda- 13 w/ Speed Ring)...(151.9% w/ SR average)
2. Emeralda- 12…(132.6%)
3. Fei- 11…………..(115.2%)
4. Bart- 10…………(100.6%)
5. Billy- 9…………..(90.1%)
6. Elly- 8……………(83.6%)
(Rico- 8 w/ Speed Ring)………….(78.9% w/ SR average)
7. Rico- 7…………..(74.2%)
7. Maria- 7………..(74.2%)
7. Chu-Chu- 7……(74.2%)
Average: 9.33  (9.56 w/ Speed Rings)
« Last Edit: January 27, 2020, 01:07:16 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Xenogears
« Reply #1 on: April 06, 2008, 03:48:30 AM »
Bosses!
1. The saves I am using might be a tad overlevelled, but no more than 2-3 levels (Which means that the overall effect is pretty small, except for maybe 15-20 points f HP. I'm wouldn't really call them overlevelled, but some people did finish the game at lower levels and such).

2. Defenses and PC Damages aren't fully concrete because defense and mdef for enemies can really vary wildly, and PC stats can have a fair amount of random variance. So these are more approximations based on my testings than anything fully concrete.

Ramsus
HP: 800
10 Speed (~95%)
Immune to Status, but not Stat Downs
Very good Accuracy (Wild Smile didn’t have a large effect)

PC HP: 200
PC Damage: 170
PC Speed: 10.5

Attack String: 40
Mirror Stance: Evade and Counter for 3 turns; Can’t attack normally during this
Mirror Stance Counter: 120 Physical Damage

Id
Courtesy of NEB
HP: 3000
Def: 40 [average]
EDef: 30 [~43% reduction]
Hit: 100 (this is very high. He's by no means ITE, but regular evade shouldn't bother him)
Evade: 35 (unspecial). He also has a special, non-standard evade which kicks in ~25% of the time against everything evadable.
Agility: 11 [114%, but see below]

Upon getting his first turn, Id's stats change. In his case, his Agility rises to 15 [250%].

PC Stats
Level 41-42, HP ~340, Def ~96, Ether Def ~32, Agility ~10, Damage ~422

Attack: 70 physical damage
Hagan: 140 physical damage
Raijin: 130 physical damage, hits 2 times against random targets
Black Hole: 75 magic damage, MT

Notes: In-game, He can only use a special move (anything besides his basic physical) every 3 turns, which really reins in his speed in-game

GRAHF AND MIANG
PC HP: 450 (420 w/ all PCs, even the worthless ones)
PC Damage: 1235 (1080 w/ all PCs) (I have Hyper Deathblows at this point. Without them, damage falls by about 300)
PC Speed: 10.5 (9.3 w/ all PCs) (There are 2 +1 Speed Rings and 1 +2 Speed Ring S around)

*Randoms in this area all have stupid MDef (Most taking 1 from everything. These Mdef amounts are more comparing to what was more normal otherwise)

Grahf
HP: 6666
Average to Physicals, Takes extra 45% from Magic*
Immune to Status, but Neither Stat Down
Great Accuracy (Needs both Blue Cologne and Wild Smile before he starts missing)
9 Speed

Super Guided Shot- 135 Magical Damage
Deathblow/Foot Stomp- 300 Physical Damage

Miang
HP: 4444
Takes Extra 150 from Physicals, Cuts Magic by 35%*
Immune to Status, But Neither Stat Down
6 Speed

Inverse Cross- 100% Instant Death
Black Purge- 85 MT Magic (This could be Dark elemental?)

THE ELEMENTS
Average Damage: ~1260 (1100 w/ the relatively worthless PCs included)
Average HP: 470 (440 w/ all PCs)
Average Speed: 10.5 (9.3 w/ all PCs) (Note that Speed Rings, which boost speed by 1, are storebought by this point, and there is 1 Speed Ring S (+2 Speed)

Dominia
HP: 4000 (Note that she regens all her HP when she is hit unless she is the last to be killed).
Cuts Physical Strings by 50, Cuts Magic by 60%
Immune to Status and Stat Downs, except for White Lure (Could be seen as Confuse/Berserk type statuses)
14 Speed

Sword Slash- 50 Physical Damage
Sword Attack- 200 ITE Physical Damage; Unlocks when all allies are dead

Tolone
HP: 2500
Absorbs Wind/Lightning, Water/Ice, and Fire
Average to Physicals, Cuts Magic by 50%
Takes Double from Earth
Immune to Status and MAtk Down, Not Immune to Wild Smile
8 Speed

Dive- 160 Physical Damage
Positron Beam- 80 Wind Magic
Tornado- 80 MT Wind Magic
Hyper Tornado- 160 Wind Magic, Unlocks when one ally is dead

Kelvana
HP: 2500
Absorbs Water/Ice, Wind/Lightning and Earth
Takes an extra 40 from Physicals, Cuts Magic by 50%
Takes Double from Fire
Immune to Status and MAtk Down, Not Immune to Wild Smile
9 Speed

Water Ether- 85 Ice Magic, Unlocks when two allies are dead
Heal- 770 to Self.

Seraphita
HP: 2000
Absorbs Fire, Wind/Lightning, and Earth
Takes an extra 40 from Physicals, Cuts Magic by 50%
Takes Double from Water/Ice
Immune to Poison and MAtk Down, Not Immune to Sleep, Wild Smile or White Lure (Could be seen as Confuse/Berserk type statuses)
10 Speed

I'll get you- 190 Fire Magic
Rush Punch- 30 Physical Damage.
Jump + Stomp 60 to Citan
Taunt- Does EP damage equal to a character's max EP.
« Last Edit: February 24, 2020, 03:24:51 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Xenogears
« Reply #2 on: April 06, 2008, 03:48:47 AM »
Text drop
...into the nightfall.

Tide

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Re: Xenogears
« Reply #3 on: July 05, 2010, 09:31:44 PM »
http://www.gamefaqs.com/ps/199365-xenogears/faqs/58934

Xenogears battle mechanics guide from ForteGSOmega. Everything below is more or less found out by him and his crew of testers. Like the KSS topic, I'm just adding notes and what not for relevant DL purposes.

a) XG speed formula derived

In the words of ForteGSOmega, the exact formula is:

Ticks = 165 - 9 * Agility + [-4..4]

The +4..-4 is a randomized number that gets added, although for DL purposes, it would average out to around 0 in a long match. With this information in hand, we can recalculate the speeds as follows:

1. Citan - 13 ……… 48 ticks or 168%
(Emeralda- 13 w/ Speed Ring)...(48 ticks or 164% average)
2. Emeralda - 12.. 57 ticks or 142%
3. Fei - 11………….. 66 ticks or 122%
4. Bart - 10………… 75 ticks or 108%
5. Billy - 9………….. 84 ticks or 96.4%
6. Elly - 8…………… 93 ticks or 87.1%
(Rico- 8 w/ Speed Ring)………….(93 ticks or 84.9%)
7. Rico- 7………….. 102 ticks or 79.4%
7. Maria- 7……….. 102 ticks or 79.4%
7. Chu-Chu- 7...…102 ticks or 79.4%

Average: 9.33 or 81.03 ticks (9.56 w/ Speed Rings or 78.96 ticks).

Ticks can then be taken linearly if you want to compare speeds. So 13 Speed Citan does indeed outright double 7 speed Rico and have room to spare. Note that the maximum speed cap via testing is 16. Fei/Emmy/Citan can reach this number (for dungeon purposes or twink potential). % numbers are calculated using the no speed ring average ticks needed to get a turn. The exceptions being the speed ring numbers for Emmy and Rico. Some additional numbers:

Character with 16 speed and Haste: 10.5 ticks (fastest speed possible in the game. 771%)
Character with 16 speed: 21 ticks (385%)
Character with 15 speed: 30 ticks (270%)
Character with 14 speed: 39 ticks (207%)


b) XG accuracy derived

Exact formula again from ForteGSOmega:

HitChance = AttackerHit - TargetEva + BaseHitChance

If the attacker is character-sized:
  • Hit% = 100 + HitChance
If the attacker is Gear-sized:
  • Hit% = 95 + HitChance

"BaseHitChance is a value different for each normal attack and DeathBlow:

  • All Triangle attacks - 70
  • All Square attacks - 10
  • All Cross (X) attacks - 0
  • All Standard Deathblows - 70
  • All Hyper Deathblows - 90

If the target used Defend or Charge (gear command), then set Hit% to always be 100%"

In other words, both Hyper Deathblows and Regular Deathblows are definitely effected by the target's evade. I don't see a Hit% average from Dhyer, so...these are taken from my own game. I don't have Elly because...well...plot spoilers >_> You all know why. Fei is at level 80 (just in Yamikei's reach), while Citan is at 77. Everyone else is mid 70ish.

Emeralda: 42%
Billy: 38%
Fei: 37%
Citan: 37%
Bart: 28%
Chu-chu: 26%
Rico: 25%
Maria: 18%

Average Hit%: 31.37%

c) Damage formulae derived:

Standard attacks follow this formula:

Damage = ( 4 * AttackerAttack - 3 * TargetDefense ) * Power

Power is the multiplier of the regular attack used, which are as follows...

Triangle 1/2 - 0.25
Triangle 3 - 0.3
Triangle 4 - 0.35
Square 1 - 0.5
Square 2 - 0.6
Cross (X) - 1.0

For Deathblows, the exact formula is:
Damage = 4 * (AttackerAttack * Power) - 3 * TargetDefense

Power again, is the multiplier of the deathblow chosen. Which is as follows:

TX - 1.3
TTX - 1.5
SX - 1.7
TTTX - 1.9
TSX - 2.1
STX - 2.3
XX - 2.5
TTTTX - 3.8
TTSX - 3.9
TSTX - 4.0
STTX - 4.1

Only Fei has access to SSX and XTX which have the mults 6.0 and 12.5 respectively (and you wonder why Yamikei kinda shatters the damage curve). Most of this shouldn't be news, but for those of you who are like me and didn't know before hand, DBs have their mults applied before defense as you can see. Further more, the animation on Triangle 3 and 4 are higher than Triangle 1 and 2. I don't think this changes the damage average at all since the strongest mults should still be STTX (same base attack mults as TSTX, but 0.1x higher from the deathblow). Good info to know though.
« Last Edit: July 06, 2010, 05:26:31 AM by Tide »
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Dhyerwolf

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Re: Xenogears
« Reply #4 on: July 06, 2010, 02:30:54 AM »
Just looking through the FAQ in a cursory manner, potential changes that jump out:

--Billy is all Holy
--Emeralda's Reycount is not Holy
--Fei and Bart can get perfect evade (To be tested)
--Fei has Dispel, not Stop, on his final spells

(Minor changes include more accurate speed numbers, although the changes aren't too big and maybe more accurate Chu Chu damage numbers. Some things like other bugs or Emeralda have hidden boosts were already known. Ugh, I guess Maria might have some changes since her stuff is also based on her gear stats, although I really don't feel like grappling with that).
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Cmdr_King

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Re: Xenogears
« Reply #5 on: July 06, 2010, 02:44:53 AM »
Shouldn't be too big.  Her higher end spells are based on Ether Amp score rather than engine power, and she can't legally boost that.  Most likely outcome is she has more efficent half average damage.
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Dhyerwolf

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Re: Xenogears
« Reply #6 on: July 13, 2010, 09:12:12 AM »
Fei and Bart's evasion buff came out to 50% Evade and Counter and lasting for about 10 turns. Bart doesn't care much, but it gives Fei a good chunk of extra wings likely.

Speed average is recalibrated (Compared to the previous average, Citan and the 7 speeds went up a little. Most other went down. Bart now manages to barely hang on being over 100% speed).
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Dark Holy Elf

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Re: Xenogears
« Reply #7 on: February 09, 2014, 06:32:53 AM »
I may grab some random boss notes on the replay. Definitely Tolone/Seraphita 1 because I'm more incined to vote on them there, others based on my mood / request if you ask very nicely. Also some gear bosses because why not, CK got the PCs after all.

Calamity

Damage to him:
Fei X: 60
Fei TS: 15+180=195
Fei ST: 30+228=258
Bart X: 52
Bart TT: 13+122=135

Party stats:
HP: 2600 (Fei 2500, Bart 2700)
Damage: 110 (Fei 127, Bart 93)
Def: 72.5
Ether Def: 17 (Fei 20, Bart 14)
Response: 5
Agility: 9.5 (Fei 10, Bart 9)

Calamity's stats and attacks

HP: 2500 [2.60 PCHP]
Agility: 9 [95%] (the BMG claims 7, but he was clearly equal to Bart from testing)
Hit: 18% [it's hard to say how bad this is since attacks have their own acc, I believe, but see below]

Punch: ~120 physical. Horrible accuracy, went like 2/6 or something.
Rocket Punch: Never hit. -_-
Magic Missiles: ~440 magic.

Notes: In theory he probably has above average defence so you could respect his magic durability less due to this... but whatever.

Comments: Calamity is a total badass! ... if you miss the fact you can upgrade your gears when you visit Balthazar. Otherwise he's not too great. Very durable though, and if he decides to use missiles a lot and focusses one person you could get into trouble. Maybe. In a duel, nice durability + 6HKO damage. He should outslug average duellers, but not those who are much better, and he gets owned by every healer who isn't horribly incompetent (you fight him before you can heal in-game). Low Middle?


Ramsus

See Dhyer's notes, although my levels were a bit lower, so Ramsus did 56 damage to ~180 HP and faced a damage average of closer to 140 (despite both PCs having Power Rings). Also it should be noted that both he and Miang get a huge initiative boost in that fight. The BMG calls them 16 speed (336% of 10.5), which I'd guess is their speed until their first turn at which point events run which slow them down to the 10 Dhyer observed. Miang will heal Ramsus for 100 and can not be targetted in any way. (edit: apparently the damage difference is due to my missing the Iron Mail which can be found in Fatima Castle. I'm not really a big fan of exploring a castle which is being patrolled by guards but take this as you will.)

Also, Ramsus 2 is outright immune to Wild Smile, but his accuracy is unspecial before then; I certainly so him get blocked periodically.


Dora (Vanderkaum)

For this boss you have Maitreya and Falkon, a pair of generic allies with 1500 HP, 6 speed, and who are so bad they can't break the boss's defence at first. If you scale this boss against them he gets much better. I do not.

Damage to average defence / Dora / Dora after defence down:
Fei X: 240 / 60 / 285
Fei TS: 60+420=480 / 15+240=255 / 71+465=536

Party stats:
HP 3000, Damage 157 (410 after defence down), Def 106, Ether Def 29, Response 10, Agility 9

Dora's stats and attacks

HP: 3000 [0.95 PCHP]
Agility: 9 [100%]
Defence: 100 -> 25 [56% reduction -> 14% increase]

Bullet Swarm: ~140 MT, type unknown
Big Gun: ~400, type unknown
Grab mech: Picks up one of his opponents. Can not be used to grab Fei. Can be used to two gears, though takes two turns to do so. The gears are dropped after some random interval, no clue when.
Mech counterattack: ~130, used as a counter to any damage if Dora is holding a gear.

Dora's defence is initially very high but after a few hits (one FAQ says it's nine, but do note that non-damaging hits count, and deathblows I believe count as two) his armour will shatter causing it to drop to the second listed figure instead (disclaimer: the second figure is an estimate).

Comments: This guy is just as bad in gameplay as he is in plot. I'm sure there are some scalings which make him not dogshit but I certainly don't take any of them. Light.


Redrum

I didn't get exact stats here, sorry. The broad strokes work pretty well for him, though.

Party stats:
HP ~270, Damage ~250

Redrum's stats and attacks

HP: 4242 [1.94 PCHP]
Agility: 11 [104%]
Absorbs fire

Attack: ~80
Bloody Rain: ~50 fire magic MT, heals Redrum as well. This fluctuates ridiculously with MDef, Rico took 100 and Fei just 15...
Murder: Instant death, heals Redrum for damage = target's max HP. 2PB, an HP limit of some sorts (2/3 max and 1/3 max), I didn't test exactly.
Gel: Inflicts either poison or confuse (there are two separate versions). Used twice on random targets each time (so overall a 75% chance of confuse against one target, which is what he cares about). Poison makes the target take 5% MHP damage after each turn, while confuse makes the target act randomly, using only one-hit physicals if he or she opts for those, against random non-self targets. Both statuses are permanent, although confuse ends if the target takes physical damage.

Redrum has first strike, which is always used on Gel (confusion version, twice).

Comments: Well he's a great PC killer. Block both instant death as confuse (although you can get away without confuse blocking if you also block fire and poison, since then Redrum will have no way to punish characters while they flail around in confusion). If you do block that then all he's left with is some pretty bad damage, although decent durability. High Heavy?


Hecht (Dominia)

Damage to her:
Fei X: 270
Fei TS: 67+510=577
Rico X: 414
Rico TS: 103+738=841

Party stats:
HP: 5450 (Fei 5100, Rico 5800)
Damage: 525 (Fei 423, Rico 627)
Def: 190 (Fei 170, Rico 210)
Ether Def: 19 (Fei 27, Rico 11)
Agility: 8.5 (Fei 10, Rico 7)

Hecht's stats and attacks

HP: 7500 [1.63 PCHP]
Agility: 9 [105%]

Aerod: ~210 physical, beam-elemental. Also used as a counterattack to any damage.
Summon Super Aerod: Does what it says. Hecht skips her next turn.

Super Aerod has ~2100 HP [0.46 PCHP], and gets a turn somewhat slower than Hecht's next (hard to say for sure how much). On that turn it will do ~1250 physical beam MT damage and self-destruct.

Comments: Well her best damage is a charge turn for a 5HKO (okay, counters push it to a 4HKO in practice, but still...). Also is utterly screwed against anyone with enough offence to one-shot the Super Aerod, but honestly given her offensive output she wasn't winning any such fights anyway. Light. Gear bosses get better eventually, I promise.


Haishao (Ramsus)

Damage to him:
Fei X: 420
Fei TS: 884
Elly ether: 543
Bart X: 348
Bart TS: 759

Party stats:
HP: 6100 (Fei 6100, Elly 5800, Bart 6400)
Damage: 583 (Fei 652, Elly 543, Bart 553)
Def: depends on armour choice, but ~250
Ether Def: depends inversely on previous armour choice, but ~50
Agility: 8.3 (Fei 8, Elly 10, Bart 7)

Haishao's stats and attacks

HP: 4500 [0.88 PCHP] (can be healed up to a maximum of 5000)
Agility: 10 [120%]

Electric Arm: ~700 lightning physical, hits 3 times (or 2 times, if Mirror Stance is active)
Mirror Stance: Perfect evade and counter for three turns. The turn on which this is used, Ramsus will also use Electric Arm as a free attack, but it only hits twice.
Nereid Cyclone: ~1000 water magic MT. Used as a 100% counter to physical attacks while Mirror Stance is active, and can also be used as Ramsus's action on the turn Mirror Stance ends.

Notes: Ramsus is once again accompanied by untargettable Miang, who will heal him for 750 or remove status if you inflict any (Wild Smile works). Miang's Gear has 16 agility first turn but it drops to something more normal thereafter, not certain what exactly.

Comments: Better version of his on-foot form, as he can now use Mirror Stance and attack at the same time. Also, a gear with 3HKO damage! That's a first. On my first playthrough I found this the first boss worthy of respect since Calamity, and it's not hard to see why. The HP and element reliance prevents the slugging from being actually impressive but the physical spoiling is too good, probably makes Heavy as per early-DL Ramsus hype.


Tolone and Seraphita 1

You fight them together.

Damage to average (vs median def):
Citan STX: 546
Elly TTTX: 345
Billy TTTX: 329
(Bart should be similar to Elly, Rico a little higher.)

Party stats:
Level 40-42, HP ~335, Def ~96, Ether Def ~31, Agility ~10, Damage ~410
The specifics vary a good deal on which party you bring. Agility average of the available PCs is 9.4 (Fei would raise this slightly if considered), but you do have Speed Rings, of which you'll probably use two (Long Dark Coat's too good an accessory not to use, and helmets matter a lot). For defence, Billy is a fair bit behind everyone else here, Rico ahead, so I'll be testing against Citan (with Knight Helm) and Elly. For ether defence, I'll use a figure halfway between Billy and Elly... this sounds high, until you remember that Long Dark Coat gives +10.


Tolone's stats and attacks

HP: 2500 [0.70 PCHP]
Def: 40 [average]
EDef: 10 [takes ~18% extra]
Evade: 50 (good against T/X attacks, but doesn't dodge deathblows so hard to care)
Agility: 10 [100%, though Citan being forced makes me inclined to see her losing tiebreaks]
Absorbs fire, water/ice, and wind/lightning. Weak to earth.

Tornado: 80 wind magic, MT, OPB. Gains one additional use when Seraphita falls.
Positron Beam: 80 wind magic
Head Stomp: 30 physical daamge. 280 after ATK Up.
"Leave it to Me...:" ATK Up, self. Used as a free action once alone.

Comments: She varies a lot with interpretation. At best you could see her as always alone, at which point she can spam her high 2HKO physical, or you could give her some support credit. At worst you may not give her any credit and deny her her auto-boost. I'd probably be somewhere in between? Varies from Light to Heavy, I'll say Middle. Element spoiling is nice at least, as she notably gets all of the big three.


Seraphita's stats and attacks

HP: 2000 [0.56 PCHP]
Def: 30 [takes ~13% extra]
EDef: 10 [takes ~18% extra]
Evade: 50 (see Tolone)
Agility: 11 [114%]
Absorbs fire, earth, and wind/lightning. Weak to water/ice.

Thermo Largo: 170 fire magic, MT, OPB. Gains one additional use when Tolone falls. 230 after EATK Up.
Thermo Cube: 170 fire magic. 230 after EATK Up.
Taunt: Drains 20% max EP from target
"I'll get you.": EATK Up, self. Used as a free action once alone.

Comments: See above. She's more damaging than Tolone before her powerup, though slightly less after, and she's also faster. However, she is more fragile and easier to wall. Same comments apply, Middle.


Id

Damage to average (vs median def):
Citan STX: 546
Elly TSX: 392
Billy TTTX: 329

Party stats:
Level 41-42, HP ~340, Def ~96, Ether Def ~32, Agility ~10, Damage ~422
See Tolone and Seraphita for party commentary and how that affects these numbers; they've increased slightly but yeah same idea.

Id's stats

HP: 3000 [0.82 PCHP]
Def: 40 [average]
EDef: 30 [~43% reduction]
Hit: 100 (this is very high. He's by no means ITE, but regular evade shouldn't bother him)
Evade: 35 (unspecial). He also has a special, non-standard evade which kicks in ~25% of the time against everything evadable.
Agility: 11 [114%, but see below]

Upon getting his first turn, Id's stats change, similarly to Ramsus, Miang, and Miang's gear. In his case, his Agility rises to 15 [250%].

Attack: 70 physical damage
Hagan: 140 physical damage
Raijin: 130 physical damage, hits 2 times against random targets
Black Hole: 75 magic damage, MT

Notes: He can only use a special move (anything besides his basic physical) every 3 turns, which really reins in his speed in-game.

Comments: It's Id, now with his speed finally understood! Anyway he's not too special on the quickdraw, so you can certainly OHKO him, but after that he can start piling on the damage, decently if held to in-game AI and frighteningly so if you give him free rein. Hates counters a lot (Auron was an awful draw) and physical spoilers (though modest evade does nothing), but otherwise good at what he does. High Heavy.


Alkanshel (Bishop Stone)

There's a plot fight with him before the real thing. It doesn't really mean much, he gets two free shots of Seal in (you can heal, it just consumes fuel).

Damage to him (X, TS = avg):
Elly: 450, 863 = 656
(Elly's ether: does double-digit damage ignoring elemental effects...)
Bart: 566, 1066 = 816
Rico: 714, 1325 = 1019
Billy: 594, 1114 = 854
(Billy's square does 0, for those curious)

Party stats:
HP: 6575 (Elly 5800, Bart 6400, Rico 6900, Billy 7200)
Damage: 836
Def: depends on armour choice, but ~250
Ether Def: depends inversely on previous armour choice, but ~50
Agility: 9.5 (Elly 12, Bart 9, Rico 7, Billy 10)

Alkanshel's stats and attacks

HP: 13000 [1.78 PCHP]
Def: 50 (pretty low)
EDef: 200 (insane, cuts Elly's magic by ~90% even with two E Circuits)
Agility: 10 [106%]
Absorbs fire, water/ice, wind/lightning, and earth

Note: Since Alkanshel's durability has been scaled to physical damage, given the nature of his stats, he's probably notably more durable against ITD, and obviously outstanding against magic.

Mass Limit: Halves target HP, MT.
Seal: ~1500 seal-elemental (...yes) magic damage
Slow: Halves target speed, lasts 5 target turns
Power Loss: In theory lowers power, but I didn't notice a difference.
Explosion: ~600 magic MT. Used as a death counter.

Comments: Gravity and the death counter mean he has an effective 3HKO on most (and a literal 3HKO on the below average), off good speed and durability. Slow makes healers' lives miserable (and is definitely a possible route to him killing gears in-game) and just plain speeds up his 3HKO against everyone else. If both his tricks are immuned and the opponent isn't magic- or element-reliant, he kinda sucks, but no reason he can't play in Heavy. Dalton plus (not to be confused with Dalton Plus).


Shakhan

Power Magics are available at this point. I have Billy and Elly each equipped with two along with the standard healing accessory. This lowers their speed by 2 and defence a small amount, though. (The trade is worth it.)

There is also a Deathblower1 before this boss, which raises the deathblow damage of one PC. I'm not bothering to factor it in (honestly it probably just helps offset some misses from X attacks) but noting it here anyway.

Damage to median Shevat/Nisan gear enemies (300 def, 100 edef):
(Except where noted, figures are listed as: X, TS = average)
Fei: 500, 1325 = 912
(Elly w/o Power Magics: 340, 1045 = 692)
Elly's ether = 1192
Citan: 500, 1325 = 912
Bart: 944, 2102 = 1523
(Billy w/o Power Magics: 460, 1327 = 893)
Billy S, S, SS: 867, 867, 2642 = 1459
Rico: 780, 1815 = 1297
Maria: 1500, 3075 = 2287
Chu-Chu X: 284

Party stats (Fei/Elly/Citan/Bart/Billy/Rico/Maria/Chuchu):
HP: 14250 (124/120/130/185/120/138/180/143)
Damage: 1233
Defence: 526 (540/500/540/640/500/540/540/408)
Ether Def: didn't note exactly, but double-digits except Maria/Chu-Chu
Agility: 8.75 (10/10/11/9/8/7/8/7)

Shakhan's stats and attacks

HP: 18000 [1.67 PCHP] (can heal up to a maximum of 20000)
Def: 450 [~56% reduction]
EDef: 100 [average]
Agility: 11 [131%]

Attach to gate: Changes Shakhan's skillset and counters. (Initially, Shakhan is not attached to the gate.)
Absorb gate energy: 1000 HP healing. Only used while attached.
Ignas Storm: ~3000 fire magic MT. Only used while attached.
Seal Punch: ~3500 seal magic. Shakhan must detach from the gate to use this attack, but does so as a free action immediately prior.

When unattached, Shakhan will counter any attempt to damage him with ~500 physical damage. When attached, Shakhan at first can not counter, but once he falls below 10000 HP he will counter with ~1000 healing. He retains this ability even if heals up out of the limit threshold.

Comments: As a slugger, he's surprisingly good against fighters (and okay against mages) despite because of all that speed and durability (and those wussy counters do push him to 4HKO versus average). Against those with lower offence, he may want to attach to the gate and heal + counter-heal to wall those without good spammable damage, as two shots of healing can offset a shot average physical damage. Despite that offence, should make Heavy.


Elements Gear Gauntlet

See Shakhan for party HP and damage figures; they haven't changed.

You fight Dominia/Kelvena with Fei and Elly, and Tolone/Seraphita with two other non-Citan, non-Billy PCs of your choice (the game's writing wants you to choose Bart and Chu-Chu). I've chosen to scale them against the averages above, but note that Bart/Billy/Rico/Chu-Chu are on average more durable, more damaging, and slower than Fei/Elly, so if you feel differently, adjust the figures provided.

Also, you have to fight each battle twice, with no chance to heal or restore fuel in between. Plotwise you can argue that the two fights with each are really one fight which is interrupted by the Fort Jasper firing cutscene, and thus treat the HP of each boss as doubled. You could also give them support credit or credit for fighting only two PCs.

Unless you give them a lot of credit, though, none of them want these forms, except maaaybe Tolone.

Bladegash (Dominia)

HP: 4000 (8000) [0.74 PCHP]
Def: 300 [average]
EDef: 100 [average]
Agility: 10 [115%]
Evade: 25% vs. everything, not stat-related

After Dominia's first turn, her speed rises to 14 [221%].

Attack: ~420 physical (~1600 after elemental sword)
Fire/Water/Earth/Wind Sword: Imbues her weapon with the power of the appropriate element. Used at will, and also used as a counter to an attack of the same element. Only applies to one attack.
Restore Frame HP: 1600 healing, OPB (2PB counting both acts of the fight)

Comments: It's Id, only with much less damage! Evade and the healing gives her a little push and the speed makes up for needing to buff every other turn, but still that's... uh... 9HKO damage. Light. Better than Hecht probably?

Marinebasher (Kelvena)

HP: 5000 (10000) [0.93 PCHP] (can heal up to 120% of this figure)
Def: 300 [average]
EDef: 100 [average]
Agility: 8 [93%]
Absorbs water/ice, wind/lightning, and earth. Weak to fire.

Bubble: ~1600 water magic
Nereid Cyclone: ~1600 water magic MT
Restore Frame HP: 2400 healing, OPB (2PB counting both acts of the fight)

Comments: Some element spoiling, but yeah that offence is even worse than Dominia's. Light.

Skyghene (Tolone)

HP: 5000 (10000) [0.93 PCHP] (can heal up to 120% of this figure)
Def: 350 [~18% reduction]
EDef: 100 [average]
Agility: 10 [115%]
Absorbs fire, water/ice, and wind/lightning. Weak to earth.

Tornado: ~1400 wind magic
Drill Peck: ~1300 non-elemental magic, hits 3 times against random targets
Restore Frame HP: 2400 healing, OPB (2PB counting both acts of the fight)

Comments: The best of the Element-gears at damage by far, 4HKO off decent stats with the same element spoiling as her PC form. Light/Middle.

Grandgrowl (Seraphita)

HP: 6000 (12000) [111%]
Def: 350 [~18% reduction]
EDef: 50 [takes ~19% extra]
Agility: 9 [103%]
Absorbs fire, earth, and wind/lightning. Weak to water/ice.

Flame Ring: ~1400 fire magic
Pounce: ~1400 non-elemental magic
Restore Frame HP: 2400 healing, OPB (2PB counting both acts of the fight)

Comments: Kelvena who starts with more HP, an element swap, and some stat adjustments. Light.


Crescens (Emeralda)

Damage to her (about average defences):
(Except where noted, figures are listed as: X, TS = average)
Fei: 400, 1300 = 850
(Elly w/o Power Magics: 240, 1020 = 630)
Elly's ether = 1192
Citan: 400, 1300 = 850
Bart: 644, 1727 = 1185
(Billy w/o Power Magics: 400, 1396 = 898)
Billy S, S, SS: 867, 867, 2828 = 1520
Rico: 720, 1860 = 1290
Maria: 1200, 2700 = 1950
Chu-Chu X: 0 -_- (she does break defence on 3 out of 5 randoms in Sargasso, for what it's worth)

Party stats (Fei/Elly/Citan/Bart/Billy/Rico/Maria/Chuchu):
HP: 15475 (148/143/130/185/142/165/180/145)
Damage: 1105
Defence: 527 (540/500/540/640/500/540/540/420)
Ether Def: didn't note exactly, but double-digits except Maria/Chu-Chu
Agility: 8.75 (10/10/11/9/8/7/8/7)

Crescens' stats and attacks

HP: 14800 [1.53 PCHP]
Def: 400 [average]
EDef: 100 [average]
Agility: 12 [151%]
Pretty high accuracy/evade but doesn't evade deathblows

Attack: ~1100 physical
Deathblow: ~1600 physical
Various ethers: ~2200 magic of each of the four primary XG elements
Various MT ethers: ~2200 magic MT of each of the four primary XG elements

Comments: XG seems to believe that male gear pilots > female gear pilots (except on the PC end) and those hoping Emeralda would buck this trend can prepare to be disappointed. Like plenty of other gear bosses, she has good speed and durability, but the damage ruins her. Falls just short of outslugging a pure average dueller. Emeralda only wants this form against some one-trick fatal-status pony. High Light.


Ft. Hurricane

Fights one PC.

Party averages: 99999 HP, 4100 damage (with one shot of 9999), 5 Agility

Fort Hurricane stats:
HP: 15000
Agi: 14 [308%]

Attack: 160
Beam attack: 320. Requires one turn to charge.

Comments: ...... 308% speed!


Sufal Mass

Fights with four Sufals.

Party averages: ~800 damage, ~10.2 speed, HP doesn't matter

HP: 4800 [0.69 PCHP]
Agi: 9 [87%]
Absorbs fire, water/ice, wind/lightning, and earth

Attack: 1 damage
HP Drain: Instant death, heals Sufal Mass for damage = target's max HP. Used only when alone.

The Sufals have 1300 HP [0.21 PCHP], 7 Agility [72%], skip half their turns, and use draining equal to 20% of target's max HP as their only action.

Comments: The worst "powers up when alone" boss ever. If you don't allow his HP drain, Puny. If you allow it at will... Middle? Slow and frail (if element-spoiling) with instant death who very possibly loses to Euram Barrows. If you make it some sort of limit, somewhere in between.


Okay, back to real bosses.

G Elements (Dominia, Kelvena, Tolone, and Seraphita)

Thanks to awesome disc 2 engines, Power Magics... probably aren't worth it any more. Ether Doublers are needed to keep ether relevant past this point, and for various reasons I'm not inclined to consider those. On the plus side, hey, the speed average rises again! (Note that if you do use magic-heavy setups, the damage average rises slightly and the speed average falls, so feel free to adjust boss stats accordingly.)

Damage to 400/100 defences:
(Except where noted, figures are listed as: X, TS = average)
(Fei: 1000, 2350 = 1675)
Fei System Id, S, S: 0, 4850, 4850 = 3233
Elly: 660, 1755 = 1207
(Elly ether: 1387, at -2 speed)
Citan: 1220, 2735 = 1977
Bart: 1260, 2805 = 2032
Billy: 960, 2308 = 1634
(Billy S, S, SS: 1095, 1095, 4060 = 2083, at -2 speed)
Rico: 1440, 3120 = 2280
Maria: 1440, 3120 = 2280
Chu-Chu X: 144
Emeralda: 1000, 2350 = 1675

Damage per clocktick (yay random trivia?):
Fei 43 > Emeralda 35 > Citan 30 > Billy 25 = Maria 25 > Bart 24 > Rico 22 > Elly 21

Party stats (Fei/Elly/Citan/Bart/Billy/Rico/Maria/Chuchu/Emeralda):
HP: 19544 (212/170/190/222/208/200/220/165/172)
Damage: 1829
Defence: ~650 (Chu-Chu's a fair bit less)
Ether Def: ~300
Agility: 9.78 (10/12/11/9/11/7/8/7/13)

G Elements' stats and attacks

HP: 45000 [2.81 PCHP]
Def: 600 [~33% reduction]
EDef: 0 [~32% increase]
Agility: 16 [367%] -> 15 [257%] after first turn

Change pilot: Switches the current pilot of G Elements. Each pilot has access to different skills. Dominia can not become the active pilot until the boss is below 1/3 max HP (at which point G Elements will switch to Dominia with its first turn and remain in that mode for the rest of the fight).
Attack (Seraphita): ~2000 physical
Thermo Cube (Seraphita): ~1000 fire magic
Tornado (Tolone): ~1200 wind magic
Attack (Kelvena): ~1000 physical
Nereid Cyclone (Kelvena): ~1200 water magic MT

Tolone probably has a physical, but I never saw it.

Kishin Sword (Dominia): ~7500. I think it's magic, but it's so much more powerful than your defences that I'm not certain.

Comments: XG gear boss, durable and fast... in fact, the (second) fastest yet! Terrible damage though... until low HP. At which point, Kishin Sword spam off that WA4-boss-esque speed will absolutely shred single opponents. So yeah, being able to get through that limit (either with overwhelming backloaded offence or with lots of buffing beforehand) will be key, and it's something physical foes at least will probably struggle with. Seems like yet another Heavy gear boss to me, but probably the best one yet?


Hammer

See G Elements for party stats, the differences are subtle.

As a warning, this entry is more complicated than most. Hammer is, somewhat fittingly, fucked up.

Hammer's stats and attacks

HP: 48000 [3.00 PCHP... but closer to 1.65 in practice]
Def: 600 [~33% reduction]
EDef: 500 [nulls any non-wind ether without an EtherDoubler, and greatly reduces those... even max twinking still has him reducing damage by 40-50%]
Agility: 10 [103%]
Very weak (+80% before defence) to wind/lightning, so wind/lightning magic which will actually do some damage to him, but still much less than it does to average (60% reuduction or so).

Self Modification: Counter, unlocks new attacks and combos. The third use of Self Modification also raises Hammer's attack (damage change shown in parentheses). Not 100%, but reasonably close to it? My inclination is to raise his counter rate to 100% out of respect for the fact that he only faces one opponent and to make him less of a headache, but this isn't strictly consistent with how we deal with counter bosses... I dunno. Big YMMV here! Even worse, the order the modifications come out seems to be random. There are four.

Tail = Allows Sweep.
Upper claws = Allows Double Attack and Defence Down.
Lower claws = Allows a second Double Attack to be used in combos. I think this always comes after upper claws.
Fins = Allows Deathblow, but only if both claws are also unlocked. (If this upgrade comes first, it does nothing!)


Onto the attacks...

Attack: ~500 (~900) physical. Usable initially.
Gel Breath: ~3000 (~4000) physical, gel-elemental. Usable initially.
Double Attack: Two hits of ~500 (~900). Requires a Self Modification.
Sweep: ~500 (~900) physical MT. Requires a Self Modification.
Defence Down: Lowers target defence 20%, permanent, stackable. Adds ~400 to each of Hammer's attacks (per hit, so this is potentially a lot!). Requires a Self Modification.
Deathblow: ~1600 (~2400) physical. Requires a Self Modification.

Okay, now the fun part... combos! Hammer will usually act multiple times in one turn, using any of his available attacks in fixed order. I believe there is a limit of four actions in one turn, even though Hammer should otherwise be allowed to use five (Sweep, Gel Breath, double physical, double physical, deathblow). Of note, Defence Down is an exception: he can only use that in combo with Sweep. Here is a list of combos:

Gel Breath + Attack: ~3500 (~4900). Usable initially.
Gel Breath + Double Attack: ~4000 (~5800), once upper claws unlocked.
Sweep + Gel Breath + Attack: ~4000 (~5800), once tail unlocked.
Sweep + Defence Down
Sweep + Gel Breath + Double Attack: ~4500 (~6700), once upper claws and tail unlocked.
Sweep + Gel Breath + Double Attack + Double Attack: ~5500 (~8500), once two claws and tail unlocked
Gel Breath + Double Attack + Double Attack + Deathblow: ~6600 (~10000), once two claws and fins unlocked
Sweep + Gel Breath + Double Attack + Deathblow: ~6100 (~9100), once  everything unlocked

Hammer is also capable of shorter combos. I won't list the requirements or damage, you can figure those out yourself if you want.

Sweep + Double Attack + Deathblow
Sweep + Gel Breath + Deathblow
Gel Breath + Double Attack + Deathblow
Gel Breath + Deathblow
Double Attack + Double Attack + Deathblow
Sweep + Double Attack + Double Attack


Finally, Hammer has one last "skill"...

Self-Destruct: Once he is lowered below about 45% of his max HP, Hammer's gear will malfunction. The next turn he gets, he will skip. The next turn after that, he'll blow up, dealing 13000+ damage, MT... each Defence Down will make this notably worse, probably by around 2500 points each? However, once this phase of the battle starts, you can escape, so he probably shouldn't get much credit for it. It'd be pretty reasonable to say he auto-loses at this point (unless the attack used to critical him is extremely laggy?).


Comments: Hammer's weird. As usual for an XG gear boss, he has good durability, and the magic spoiling's extra nice. And he can get some really nasty combos going, topping out a 2HKO(!!!) even before Defence Down, potentially a high one if he has a lot of time to set up. Heck, even a OHKO is theoretically possible! But... with the weird nature of his counters, it's unclear how much time he has to set up, and risks being punted into his self-destruct phase just as he'd be about to unleash horrific damage upon his foe. Probably somewhere in Heavy, as always. Hates physical spoilers (in particular, everything except Self-Destruct is evadable) but pretty solid otherwise.


Deus (Eldridge form)

Same averages as the previous two bosses... except Elly is gone. You could drop boss durability and raise boss speed a bit as a result.

Deus' stats and attacks

HP: 40000 [2.50 PCHP]
Def: 0 [~67% increase]
EDef: 0 [~32% increase]
Agi: 8 [83%]
Weak to fire

Rotting Aura: Halves HP of everything on the field, self included
God Hand: ~3500 physical
Cosmic Crusher: ~4000 magic

Heal: Counter to any damage that isn't fatal. Heals self for 16000.
"See you in Hell ... from Heaven!": Death counter. Reduces target HP to 1. Possibly able to multi-act this against multiple targets. (You get fullhealed before the next fight so this is the worst death counter ever.)

I've never seen Deus use more than two turns in a row on attacks which aren't Rotting Aura, if you want to hold him to that.

Comments: Behold the power of a god! Defence is a bit low, so depending on how you scale him he might not be that impressive... he should be one-shottable after a single HP-halving and/or you might be able to bust past that healing with strong physical or fire offence. In-game you absolutely need him to use it at least three times, though. Varies from a badass Godlike to some sort of mediocre Middle depending on how you see his AI and if you give him any credit for his healing outpacing the damage cap.


Amphysvena (Ramsus)

Same party stats as Deus. Of note, you have to fight both him and another boss back-to-back with no chance to refuel or access the menu in between.

Amphsvena's stats and attacks

HP: 30000 [1.88 PCHP]
Def: 400 [average]
EDef: 50 [~16% increase]
Agi: 11 [117%]

Wave #3 Demiser: Lowers target's HP to 1, MT. Ramsus skips the next turn after this one.
Attack: Three hits of ~500
Ring Toss: ~2000 magic
Blaze Pose: Charge turn for Teraflare, which will happen three turns from the time this is used. Both Blaze Pose and Teraflare take a turn, but Ramsus can act normally on the two turns in between. (Note: Vendetta had this too, and you could interrupt the charge then. Doesn't seem like you can in this fight.)
Teraflare: ~2800 magic MT. Blaze Pose must have been used three turns previously.
Power Down: Sometimes uses this as a free action (or double-action?) immediately after the physical. Bugged and does nothing.
Defence Down: Lowers target defence 20%, permanent, stackable. Adds ~400 to each of Ramsus' physical hits
Camera Damage: Lowers target hit by 50%. Ramsus can dodge deathblows and T attacks after using this... maybe 25% of the time? Didn't get a good sense exactly.

Comments: Amphsyvena and Opiomorph are often considered the hardest gear fight in the game, but it's very much due to their combined efforts. Amphysvena, as you can see, isn't great. Demiser sounds nice (and is a huge pain in-game), but that lost turn right after using it means healers have plenty of time to regain their balance. Of course, anyone who can't heal is toast as you need to be a Heavy-calibre dueller to cut through his HP before he gets a chance to use Demiser and a followup poke. Otherwise he uh has a much worse version of Hammer's defence-busting game and he's one of the only times in the game you'll ever see an enemy dodge a gear deathblow without relying on a fixed evasion ability. Middle/Heavy?


Opiomorph (Miang)

The second half of the dreaded double-header.

Opiomorph's stats and attacks

HP: 25000 [1.56 PCHP]
Def: 500 [~17% reduction], but changes throughout the fight
EDef: 50 [~16% increase]
Agi: 11 [117%]

Wave #4 Devastator: Magic damage MT. After using this, Opiomorph's Def drops to 300 [~17% increase vs. average] and her Ether Attack also drops to its starting value. The damage done by this spell varies according to her current Ether Attack. It also looks dark, but knowing Xenogears I'd guess it's non-elemental. Can break the damage cap.

Okay, here's how the damage works. Every time Miang takes damage from anything, her Def and Ether Attack will rise. The Def rises by 50 each time, which is about an 8% cut on average damage. (If you attack her enough between uses of Devastator, physicals start tinking.) This is a gross simplification, but Devasator does approximately 1000 damage per time Miang has powered up. So if you never touch her and she uses it, it will do zero, but it rapidly becomes more dangerous.

Skip turn: Miang frequently skips turns early in the battle. Given how her mechanics work this makes sense; it's almost certainly AI rather than charge time.

Wave #4 Devastator: Below 1/3 max HP, the attack's effect changes. Same damage (see above), but instead of dropping her stats, it raises her Ether Attack one stage! From this point in the battle she will be unable to gain further Def and Ether Attack due to being attacked. She'll also stop skipping turns, for obvious reasons.

Comments: Adieu, boys! It's not hard to see how Devastator can wreck you in-game. Booster and pile in all the hits, and then watch her unleash MT 5-digit damage. Trying to turtle works better, but the low-HP phase can still be one hell of a rude surprise. (True hardcore turtling works well, though... you can if you're very patient spend eons charging at the start of the battle and provided your EDef doesn't suck she won't hurt you.) Anyway, DL-wise she's a headache with a wide range of how much you'll respect her. Taking her counter-powerup literally and she's just not that good as scaling cuts her opportunities to power up to a third, and the low-HP phase comes too little to late. Far better if you scale up the counter effects, though, as she'll easily outmuscle fighters, though still isn't a big fan of mages. Light taken literally with no support credit (... so wrong), Heavy if you take a more generous view of her powerup. (Or somewhere in between.)


Id

Again, no opportunity for upgrades. You can't use Fei here if that matters to you, it might prop up his durability a bit. But Chu-Chu has been getting less bad during this time so whatever, I'm being lazy with stats.

Id's stats and attacks

HP: 30400 [1.90 PCHP]
Def: 400 [average]
EDef: 100 [average]
Agi: 13 [160%] -> 14 [197%] after the first turn

Attack: 1400-4000 physical (see below)
Psychic Suplex: 3000-6400 physical (see below)
Ether Bodyslam: ~1000 magic

Id has a unique mechanic where his power rises as his HP falls. The first listed figure is at full HP; the second is when he's nearly dead. The increase seems to be roughly linear.

Comments: I've always regarded this guy as a scrub but he's really not that bad. The damage starts off as a 7HKO but by the end it's a high 4HKO, and the speed makes that a lot better in practice! Yeah depending on how you scale things he might be better than the previous two bosses in the DL. Weird eh? Being all ST and not using his good attack very often kinda doom him in-game though. Still, he's in his element here, Middle/Heavy. Has all the usual limit boss flaws, and if you spoil physicals that ether is um a thing. Decent enough slugger otherwise.


True Weltall (Grahf)

He fights Xenogears, who is a badass.

Party averages:
Damage 1680+3540 = 2610, Agi 10, HP 30400
If battles drag out, then from turn 5 on Xenogears can do 6720 damage.

True Weltall's stats and attacks

HP: 15000 [0.66 PCHP]
Def: 700 [~39% reduction]
EDef: 100 [average]
Agi: 10 [average, wins tiebreaks with rest of cast considered]

True Weltall has first strike.

Attack: ~400 physical
Super Guided Shot: ~2400 magic

Grahf can doubleact, using Attack and Super Guided Shot together in one terrifying, 11HKOing combo.

Comments: I don't care if you had Yamikei for his Solaris docks form, Grahf does not want this form. Ever. This is pretty much a plot fight, and a very embarrassing final showing for the Seeker of Power. The physical durability is some semblance of okay which keeps him afloat in Puny.


Final boss gauntlet

Okay. Whereas the equipment to scale against previous bosses is obvious, at this point things go off the rails a bit. If you just rush into the final dungeon, you'll have certain "unavoidable" equips. However, if you stop by Big Joe in Zeboim you can get much better things, mostly Omega100 engines which are nearly 50% stronger (but so little fuel you can't really heal in them), and the GNRS50 accessory, which raises attack an insane amount. You can equip up to three per gear, and shuffle them between PCs as needed (this is important due to the way the final battle works). However, they are very expensive.

Personally, I was able to afford the following:
-Omega100 engines for my main three PCs, Snowfield Hideout engines for everyone else
-Three GNRS50's (one for each active PC)
-Snowfield Hideout 60/25 armour for everyone (except Xenogears which is equipped with its default)
-Everyone's Snowfield Hideout frames (Stier and Seibzehn have more expensive, stronger ones available from Big Joe).
-Everyone's final weapons

With more money you could afford more GNRS50's, more Omega100's, the two frames I missed, and better armour. However I did both sidequests and pretty much bled myself dry selling things to afford all of this, so I'd tend to consider more a bit excessive.

Anyway, PC stats! I'll list damage several different ways:

Damage to 400/0 defences, no Big Joe (X, TS = average except where noted)
Fei: 2160, 4380 = 3270
(Fei 7-turn average: 2160x4, 8880x3 = 5040)
Citan: 2120, 4310 = 3215
Bart: 1800, 3750 = 2775
Billy: 1520, 3312 = 2416
Rico: 2160, 4380 = 3270
Maria: 2160, 4380 = 3270
Chu-Chu X: 432
Emeralda: 1600, 3400 = 2500
AVERAGE: 2644

Damage to 400/100 defences, with one GNRS50:
Fei: 4160, 7880 = 6020
(Fei 7-turn average: 4160x4, 9999x3 = 6662)
Citan: 4120, 7810 = 5965
Bart: 3800, 7250 = 5525
Billy: 3520, 6812 = 5166
Rico: 4160, 7880 = 6020
Maria: 4160, 7880 = 6020
Chu-Chu X: 432
Emeralda: 3600, 6900 = 5250
AVERAGE: 5050

Damage to 400/100 defences, with Omega100 + one GNRS50:
Fei: 5600, 10400 = 8000
Citan: 5200, 9700 = 7450
Bart: 4880, 9140 = 7010
Billy: 4480, 8492 = 6486
Rico: 5600, 10400 = 8000
Maria: 5600, 10400 = 8000
Chu-Chu X: 432
Emeralda: 4800, 9000 = 6900
AVERAGE: 6535

Average of the second and third averages (this is what I'll be using): 5792

HP: 26256 (27506 with Big Joe's frames)
Damage: 5792 (see above for other possibilities)
Defence: ~650 (Xenogears has more)
Ether Def: ~300 (Xenogears has less)
Agility: 9.5

Metatron

HP: 45000 [0.89 PCHP]
Def: 800 [~23% reduction]
EDef: 0
Agi: 10 [106%]

Attack: 2000x7 = 14000 physical
Gatling Gun: 4000 physical
Defence Down: Lowers defence 20%. Permanent, stackable. Adds ~400 per hit to Metatron's attacks.
Earthly Annointment: ~5000 magic, MT
Sky Pillar: ~6000 magic

Comments: The most damaging gear boss in the game! It's pretty much Hammer with much lower durability, but gets its full skillset right from the start. It also has some magic, but that won't win many fights. Middle/Heavy? Quite impressive if you ignore the Big Joe shop.

Sundel

HP: 20000 [0.39 PCHP]
Def: 200 [~12% increase]
EDef: 0
Agi: 10 [106%]

Attack: ~3500 physical
Whirlwind: ~2700 physical MT
Targeting: Chooses a PC target; allows Sundel to counterattack. If the chosen target attacks, Sundel will counter with Whirlwind. If another PC attacks, Sundel will counter with a basic physical on the chosen PC. Lasts until Sundel chooses another target.
Healing: Heals. The first time I saw this, it healed 1000. The second time, 8000. The improved version might be a limit?

Comments: In theory counter+healing is pretty good if you see his durability as better. With the given figures though, uh, no. Awful durability and 8HKO damage, counters can help against some Punies I guess. Low Light.

Marlute

HP: 54000 [1.07 PCHP]
Def: 255 [~8% increase]
EDef: 0
Agi: 8 [84%] -> 13 [166%] after first turn

Attack: ~600 physical
Gravity Explosion: Halves target HP, MT
Fuel Drain: Reduces fuel by 400, MT. PC average fuel is either 1000 or 7000, depending on the choice of engine.

Marlute will counter any damage 25%-33% of the time (not sure which), using any attack from its arsenal.

Marlute is considered a "small" target, which means it takes increased damage, but is invulnerable to deathblows. I'm just assuming these effects cancel out.

Comments: Kills average in seven turns. That's actually not... too worthless, due to the speed. Pretty good against non-healers without Joe equips. With, eh... you can hype the fuel drain against Omega100 as a resource-killer of some sort? I dunno, it doesn't get actual MP so it's hard to say how good this would be. Light.

Harlute

HP: 45000 [0.89 PCHP]
Def: 300 [~6% increase]
EDef: 0
Agi: 10 [106%]

Space Explosion: ~6500 magic MT
Space and Time: Chooses one PC target; the other two can not act for three rounds. Harlute can not act for three rounds. (......)
Heavenly Annointment: Inflicts Power Down. Remember what Power Down does, kids? Still a better use of its turn than Space and Time.

Comments: Harlute isn't... tooo bad in a duel with good AI because it can just use its damage instead of Space and Time, which it loves to use in-game. Light. A compelling reason to consider Joe equips, because this is pretty much the worst boss ever in-game and it might almost be competent without them.

Deus

HP: 40000 [0.79 PCHP]
Def: 700 [~17% reduction]
EDef: 0
Agi: 11 [120%]. Sometimes skips turns.

Deus has first strike, which it uses to activate its counterattack.

Counter: 50% chance in response to any damage. Does 2 hits of 1500 = 3000 physical.

Cosmic Crusher: ~6000 magic
Deus' Thunderbolt: ~5500 magic MT. The game says it's Angel-elemental, but I didn't notice a difference with Angel Armor equipped vs. not. IIRC Anti-Angel Sys does null this, though...

Comments: Hahaha. Well it has some speed at least. Light. Less of joke if you don't fight any other bosses before it, but nooo way am I giving it credit for that. Rank Cloud of Darkness without killing her support bosses?!

Urobolus

She fights Fei alone.

HP: 50000 [0.99 PCHP]
Def: 0 [~23% increase]
EDef: 0
Agi: 7 [78%]

Slash: Defence Down. Adds ~400 to each use of Coil.
Coil: ~1800 physical
Tail Suplex: ~7500 magic

Comments: If you're the type who gives solos lots of credit, Urobolus is actually surprisingly good. As usual, I don't. Slow 4HKOer. Light.
« Last Edit: February 26, 2015, 06:35:09 PM by Dark Holy Elf »

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Dark Holy Elf

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Re: Xenogears
« Reply #8 on: March 19, 2014, 03:06:43 AM »
Mostly for my own interest: "real" deathblow learning speed, measured in clockticks taken to learn all deathblows costing 6 AP or less. (Yes there are 7 AP deathblows, they complicate things, I'm ignoring them for now.) Basically this factors in both the character's innate learning speed AND their raw speed stat (Citan learns DBs faster than Rico because he gets over twice as many turns). I'm ignoring Speed Rings here (they help the faster characters more, paradoxically). More significantly I'm ignoring time spent in the party (and the fact that before you have 6 AP, it takes longer to build deathblows).

For reference:
-Fei misses the transport ship and Zeboim. He gets a few scattered fights others don't (the few fights before Ely joins, Aveh tournament).
-Elly misses Aveh and Kislev
-Citan misses Blackmoon Forest and a few other scattered fights, the Nisan recapture, and some of Solaris
-Bart misses Blackmoon, some of Aveh, all of Kislev and almost all of Solaris
-Rico misses Blackmoon, Aveh, some of Kislev, and almost all of Solaris
-Billy misses Blackmoon, Aveh, Kislev, and almost all of Solaris
-Emeralda misses Blackmoon, Aveh, Kislev, transport ship, Zeboim, Shevat, and almost all of Solaris


Anyway:

(Emeralda: N/A, she starts with six and learns the 7th after one battle)
Billy: 5040
Citan: 5712
Bart: 6000
Elly: 7440
Rico: 8160
Fei: 15708

My feeling is that once you adjust for time in the party, the gaps between Elly, Bart, and Billy will mostly close, Citan will take a clear lead, and Rico / especially Fei are way behind. My current playthrough does seem to be bearing these experiences out based on the people I'm actually using. Not sure if this will end up meaning anything DL-wise but it's interesting. I'll do one for 7 AP deathblows when I'm feeling less lazy.
« Last Edit: March 22, 2014, 06:50:20 PM by Dark Holy Elf »

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