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Topics - OblivionKnight

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126
Unranked Games / Okage: Shadow King
« on: January 16, 2008, 12:10:07 AM »
I'm going to keep the intro brief, though there's a good deal I could say.  Suffice to say I'm going to redo the topic.  All characters taken at level 60, because I ended up at 58 end-game, and I like round numbers.

Notes:
1) The HP cost isn't a set number: it's a % of their max HP.  The lower amount is 5%, the higher amount ones are 10%, except for Overdrive which is 15%.
2) Big Bull, Epros, and Linda have boss forms.  Of these, I'm fully aware of Epros', and semi aware of Big Bull's.  Linda's I know shit about.  If anyone has info on Big Bull or Linda's boss forms, send it my way.


Stats - Equipment is already factored into these
HP - OMFGWTF
LP ( called Magic in-game ) - MP, basically
AP - Attack power
DP - Defense power
AG - Agility
LU - Luck ( no fucking clue what this does, though I suspect it may influence status attacks/defense, as well as damage variance and status enhancing/de-buffing )


Ari: Neutral innate.  Neutrals take no additional damage from attacks, instead having a slight reduction ( not sure how much ) to elements.  No Stan information ( including the +5/+5 boost ) is added, at the behest of Zenny.  And...I think I agree with him on it, even if I have all the information figured out.  I can add it, if anyone desires.
HP - 294
LP - 42
AP - 174
DP - 85
AG - 55
LU - 6

Equipment:
Sword of Gear - +50 AP, +10 DP
Reunion Outfit - +16 DP
Holly - +1 LU

Skills:
Overdrive ( 45 HP ) - Doubles Ari's damage, as well as gives him an immediate turn afterwards ( basically, he gets a double-cast when he uses this )
Elemental Sword ( 15 HP ) - Comes in 3 flavours: Fire, Thunder, or Ice
Restore ( 12 LP ) - Full-healing
Heal ( 8 LP ) - Restores 90 HP
Mend ( 4 LP ) - Restores 30 HP
Slumber ( 3 LP ) - Sleep status, with a 50% hit rate, and it lasts 2 rounds

Physical Attack - 135
Elemental Sword - 150 Fire/Thunder/Ice
OD Physical Attack - 270
OD Elemental Sword - 300 Fire/Thunder/Ice


Rosalyn: Ice innate.  In-game, she takes 50% more damage from thunder, and reduces fire by 50%.  As well, her physicals deal 50% less damage to thunder innates, and 50% more damage to fire innates.
HP - 265
LP - 17
AP - 165
DP - 65
AG - 65
LU - 10

Equipment:
Gallant Rapier - +40 AP, +5 AG, +5 LU
Hero's Armour - +17 DP
Wildcat's Fang - +1 AP

Skills:
Elemental Parasol ( 14 HP ) - Comes in 2 flavours: Fire or Thunder
Parasol Amulet ( 27 HP ) - Blocks Poison, Paralysis, Seal ( Silence ) and Sleep statuses
Antidote ( 2 LP ) - Cures all abnormal statuses except Curses
Blessing ( 5 LP ) - Cures Curses
Shield ( 4 LP ) - Increases DP 50%
Silence ( 5 LP ) - Silences target, 70% hit rate
Powerless ( 4 LP ) - Decreases AP 50%

Physical Attack - 115
Elemental Parasol - 125 Thunder/Fire
Frost ( 2 LP ) - 25 Ice
Ice ( 5 LP ) - 50 Ice
Crystal ( 8 LP ) -80 Ice


Kisling: Thunder innate.  In-game, he takes 50% more damage from fire, and reduces ice by 50%.  As well, his physicals deal 50% less damage to fire innates, and 50% more damage to ice innates.
HP - 174
LP - 43
AP - 138
DP - 60
AG - 50
LU - 10

Equipment:
Ghostomicon - +60 AP
Basics Only Coat - +18 DP, +5 AG, +5 LU
Heatwave Ring - Increases Evasion to physicals and magic ( 25% to physicals, ~10% to magic )

Skills:
Elemental Book ( 9 HP ) - Comes in 2 flavours: Fire or Ice
Spell Suction ( 18 HP ) - Steals 1 LP from all enemies
Speedy ( 4 LP ) - Increases AG 50%
Burden ( 4 LP ) - Decreases AG 50%
Paralyze ( 8 LP ) - Paralyzes target, 85% hit rate

Physical Attack - 75
Elemental Book - 80 Ice/Fire
Storm ( 2 LP ) - 32 Thunder
Mega Storm ( 5 LP ) - 72 Thunder
Maximum Voltage ( 8 LP ) - 132 Thunder


Big Bull: Fire innate.  In-game, he takes 50% more damage from ice, and reduces thunder by 50%.  As well, his physicals deal 50% less damage to ice innates, and 50% more damage to thunder innates.
HP - 406
LP - 15
AP - 172
DP - 57
AG - 47
LU - 5

Equipment:
Battle Manual - +20 AP
Inferno Pants - +8 DP, +5 AG
1st Fight Charm - +1 DP

Skills:
Elemental Fists ( 21 HP ) - Comes in 2 flavours: Thunder or Ice
Charge ( 4 LP ) - Increases AP by 50%
Defenseless ( 4 LP ) - Decreases DP by 50%

Physical Attack - 125
Elemental Fist - 145 Ice/Thunder
Charged Physical Attack - 165
Charged Elemental Fist - 190 Ice/Thunder
Flame ( 2 LP ) - 15 Fire
Fire ( 5 LP ) - 45 Fire
Blaze ( 8 LP ) - 75 Fire


Linda: Ice innate.  In-game, she takes 50% more damage from thunder, and reduces fire by 50%.  As well, her physicals deal 50% less damage to thunder innates, and 50% more damage to fire innates.
HP - 222
LP - 26
AP - 123
DP - 87
AG - 53
LU - 10

Equipment:
Love Mike - +30 AP
Celeb Dress - +15 DP
Bandit's Shoes - +1 AG

Skills: Linda's 4 LP skills affect both party members and enemies
Elemental Kiss ( 12 HP ) - Comes in 2 flavours: Fire or Thunder
Omni Concert ( 23 HP ) - Slows down all enemies by 50% ( nor sure what the difference between this and Burden is, yet )
Replenish ( 15 LP ) - Heals 70 HP to all characters
Revitalize ( 30 LP ) - Heals Full HP to all characters
Charmer ( 4 LP ) - Raises critical %
Deflector ( 4 LP ) - Decreases all magical damage done by 50%
Match ( 4 LP ) - Sets everyone to the same speed
Full Power ( 4 LP ) - Increases everyone's damage by 50% ( magical and physical )
Dispel ( 4 LP ) - Relieves positive and negative statuses for everyone
Repulsor ( 4 LP ) - Decreases all physical damage done by 50%

Physical Attack - 65
Elemental Kiss - 70 Thunder/Fire


PC Epros: Thunder innate.  In-game, he takes 50% more damage from fire, and reduces ice by 50%.  As well, his physicals deal 50% less damage to fire innates, and 50% more damage to ice innates.
HP - 223
LP - 0
AP - 123
DP - 69
AG - 48
LU - 5

Equipment:
King of Clubs - +20 AP, +5 DP [Note: This isn't his ultimate weapon.  I'm pretty sure his ultimate weapon is +30/+10, but I'm not sure.  Plus...it still doesn't get him out of Light, NOR do I intend to go through the game a 4th time, as much as I liked it]
Conjurer Tux - +12 DP
Aves Amulet - Increases Evasion to physicals and magic ( 25% to magic, ~10% to physicals )

Skills: Epros has no LP, hence, he...can't use any LP-using skills.  I'll post them later if you want.  All he has access to are his HP-using Elemental Masks, which cost 12 HP/use, and come in either a fire or ice variety.

Physical Attack - 75
Elemental Mask ( 12 HP/use ) - 90 Fire/Ice


Boss Epros - The Phantom Evil King
Thunder Innate
HP - 870
Immune to Physical attacks, pseudo-physical attacks ( elemental swords, etc. ), and non-elemental magic.  Basically, the only way to damage him is by using elemental magic.  As is usual of a Thunder innate, he reduces ice by 50%, and takes 50% more damage from fire.

Physical Attack ( tested on Kisling to avoid elemental affinity insanity ) - 80
Maximum Voltage ( tested on Kisling once again ) - 132 Thunder


Averages:

HP - 264
1) Big Bull - 406
2) Ari - 294
3) Rosalyn - 265
4) Epros - 223
5) Linda - 222
6) Kisling - 174

DP - 71
1) Linda - 87
2) Ari - 85
3) Epros - 69
4) Rosalyn - 65
5) Kisling - 60
6) Big Bull - 57

AG - 53
1) Rosalyn - 65
2) Ari - 55
3) Linda - 53
4) Kisling - 50
5) Epros - 48
6) Big Bull - 47

Best Initial Damage - 119
1) Ari - 150 ( Elemental Sword )
2) Big Bull - 145 ( Elemental Fist )
3) Kisling - 132 ( Maximum Voltage )
4) Rosalyn - 125 ( Elemental Parasol )
5) Epros - 90 ( Elemental Mask )
6) Linda - 70 ( Elemental Kiss )

Best Late Damage - 151
1) Ari - 300 ( OD Elemental Sword )
2) Big Bull - 190 ( Charged Elemental Fist )
3) Kisling - 132 ( Maximum Voltage )
4) Rosalyn - 125 ( Elemental Parasol )
5) Epros - 90 ( Elemental Mask )
6) Linda - 70 ( Elemental Kiss )

...Okage has FUCKED UP averages.  That is all.

127
Unranked Games / Septerra Core: Legacy of the Creator
« on: January 16, 2008, 12:09:21 AM »
PC RPG stat topic number 2!  Slightly different from PS:T, in that the stats and everything are far more console-ish.  First, the usual notes:

1) Levels
Levels are not taken equally, since every character levels at different speeds.  I took levels at an arbitrary experience point total of 2056481.  This works very well - taking the average of everyone's levels at this total gives an average level of 54, which is only 2 levels below Maya's level at this point ( Maya being the generally average character at everything ).  Led levels very slowy ( level 32! ), while Selena levels very fast ( level 72! ). 

2) Equipment
As per the usual, just best store-boughts or uniques.  Granted, this does slightly inflate the couple characters who don't share weapons ( Led, Badu ) or armour ( Badu ), but not by too much overall.  So, who uses what:

Weapons
Engines: Maya, Grubb, Runner, Araym, Lobo
Swords: Corgan, Selena 
Wrenches: Led
Knives: Badu

Armour
Human Body Armour: Maya, Grubb, Corgan, Led, Selena, Araym
Robot Body Armour: Runner, Lobo
Primitive Body Armour: Badu

Human Leg Armour: Maya, Grubb, Corgan, Selena, Araym
Robot Leg Armour: Runner, Led, Lobo
Primitive Leg Armour: Badu

3) Statistics
HP - OMG DEATH!!!!
Strength - Physical power; factors into HP, Armour and Power of melee attacks
Vitality - Hardiness; factors into HP, Armour and Speed
Agility - Speediness; factors into Strike for physical attacks, Power in general and Speed
Perception - Awarness; factors into Strike, Core, and Power of ranged attacks
Psyche - Intellecutal ability; factors into Strike for spells, as well as Core

Strike - Accuracy
Armour - Defense
Power - Physical Power
Core - Functions as MP, magic attack power, and magical defense power
Speed - Actual speed value of a character; this can be taken literally, as characters twice the speed of another will actually be twice as fast in building up their attack gauge

4) Speed Notes
The game uses an ATB-esque system to dictate who gets to act when.  The bar that indicates this is divided into 3 sections.  When the battle starts, all allies and enemies have the bar set at 0, and it fills up based on their speed.  Once you reach the end of each 1/3 of the bar, you can perform a tech of that level ( level 1 techs at 1/3, level 2 techs at 2/3, level 3 techs at 3/3 ) or any lower levels.  Using any tech at any level of the bar ( i.e., using a level 1 tech at 1/3 fill or using a level 1 tech at 3/3 fill ) will reset the bar to 0, and start the filling up process again.

For what actually constitutes a "turn": I'd say that, upon their turn ( based on speed ), 1.5 sections of the bar would be filled.  This works out quite well: vs. endgame enemies, Araym tends to have nearly his full bar filled ( missing only a tiny sliver of it ) before the opponents get a chance to act; on the other hand, Runner has a little less than 1/3 of his bar filled by the time all enemies act.  Corgan and Maya, the two closest to average speed, get about 1/2 of the total bar filled before enemies get to act.  So this works out well: their speed indicates when they get to act, and each action, they have 1/2 of the bar to work with ( so if they save up for a round, they can use the level 3 techs ).

5) Characters

Maya - Level 56
HP - 522
Strength - 504
Vitality - 560
Agility - 670
Perception - 670
Psyche - 672

Equipment:
Turbine - +275 Strike/Power
Light Plate - +175 Armour, -4 Speed
Wing Boots - +44 Armour, +6 Speed

Strike - 608
Armour - 469
Power - 553
Core - 47
Speed - 72

Techniques

Level 1:
Rifle Shot - 188
Beam (3 Core) - 188, line effect
Heat Seeker (8 Core) - 168, all target effect

Level 2:
Rifle Vulcan - 378
Grenade (5 Core) - 364, small area effect
Shrapnel (5 Core) - 347, large area effect

Level 3:
Rifle Gatling - 615
Napalm (5 Core) - 553, large area effect
Sphere (20 Core) - 482, all target effect


Grubb - Level 41
HP - 407
Strength - 600
Vitality - 445
Agility - 886
Perception - 885
Psyche - 698

Equipment:
Turbine - +275 Strike/Power
Light Plate - +175 Armour, -4 Speed
Wing Boots - +44 Armour, +6 Speed

Strike - 605
Armour - 410
Power - 507
Core - 57
Speed - 88

Techniques

Level 1:
Staff - 129
Buzzsaw (10 Core) - 252
Taser (20 Core) - Stuns target

Level 2:
Staff Hit - 295
Repair (5 Core) - Heals 1085 HP to allied mechanical units; deals 1085 damage to enemy mechanical units
Led Combo (10 Core) -

Level 3:
Staff Strike - 444
Blades (3 Core) - 294, spreading effect
Arc Blast (17 Core) - 334, all target effect


Runner - Level 50
HP - 584
Strength - 897
Vitality - 997
Agility - 445
Perception - 996
Psyche - 560

Equipment:
Turbine - +275 Strike/Power
Light Cover - +175 Armour, -4 Speed
Quick Shocks - +44 Armour, +7 Speed

Strike - 650
Armour - 549
Power - 645
Core - 33
Speed - 44

Techniques

Level 1:
Beam - 210, line effect
Charge (8 Core) - On it's own, seems to not do much of anything
Heat Seeker (8 Core) - 192, all target effect

Level 2:
Beam Strike - 433, line effect
Napalm (5 Core) - 411, large area effect
Fetch - Steals money

Level 3:
Beam Lance - 676, line effect
Rabid (20 Core) - Doubles speed and, when combined with Charge, doubles damage done
Blast (15 Core) - 951, line effect


Corgan - Level 65
HP - 557
Strength - 697
Vitality - 780
Agility - 779
Perception - 779
Psyche - 698

Equipment:
Daemon Sword - +295 Strike/Power, +3 Core
Light Plate - +175 Armour, -4 Speed
Wing Boots - +44 Armour, +6 Speed

Strike - 674
Armour - 493
Power - 599
Core - 43
Speed - 76

Techniques

Level 1:
Sword Strike - 183
Observe (10 Core) - Analyzes enemy weaknesses, stats, etc.
Charge (10 Core) - Seems to not do much of anything

Level 2:
Double Strike - 525
Tremor (10 Core) - 578
Core Force (3 Core) - 392, line effect

Level 3:
Triple Strike - 655
Protect (10 Core) - All damage done to a target is instead redirected towards Corgan
Demon Force (20 Core) - 447, all target effect


Led - Level 32
HP - 428
Strength - 400
Vitality - 334
Agility - 885
Perception - 554
Psyche - 716

Equipment:
Glamdink - +295 Strike/Power
Light Plate - +175 Armour, -4 Speed
Quick Shocks - +44 Armour, +7 Speed

Strike - 607
Armour - 388
Power - 547
Core - 55
Speed - 85

Techniques

Level 1:
Wrench - 179
Repair (5 Core) - Heals 208 HP to allied mechanical units; deals 208 damage to enemy mechanical units
Berserker (20 Core) - Doubles speed

Level 2:
Wrench Hit - 358
Wind Strike (3 Core) - 472
Boomerang (3 Core) - 288, line effect

Level 3:
Wrench Strike - 578
Grubb Combo (10 Core) -
Air Lash (20 Core) - 396, all target effect


Selena - Level 72
HP - 523
Strength - 523
Vitality - 782
Agility - 673
Perception - 665
Psyche - 653

Equipment:
Daemon Sword - +295 Strike/Power, +3 Core
Light Plate - +175 Armour, -4 Speed
Wing Boots - +44 Armour, +6 Speed

Strike - 668
Armour - 453
Power - 598
Core - 55
Speed - 80

Techniques

Level 1:
Sword - 179
Curse Strike (20 Core) - 100, curses target
Core Force (3 Core) - 163, line effect

Level 2:
Sword Hit - 381
Kiss of Death (10 Core) - 493
Charge (12 Core) - Seems to not do much of anything

Level 3:
Sword Strike - 597
Ghost Force (12 Core) - 551
Sword Rain (28 Core) - 416, all target effect


Araym - Level 58
HP - 473
Strength - 800
Vitality - 669
Agility - 996
Perception - 996
Psyche - 700

Equipment:
Turbine - +275 Strike/Power
Light Plate - +175 Armour, -4 Speed
Wing Boots - +44 Armour, +6 Speed

Strike - 645
Armour - 430
Power - 555
Core - 46
Speed - 92

Techniques

Level 1:
Arm Hit - 157, line effect
Taser (20 Core) - Stuns target
Blade Spin (10 Core) - 316, line effect

Level 2:
Arm Strike - 377, line effect
Venom (10 Core) - Poisons target
Steal - Steals money

Level 3:
Arm Blast - 589, line effect
Mug - 313, steals money
Arm Whip (24 Core) - 399, all target effect


Badu - Level 53
HP - 617
Strength - 996
Vitality - 887
Agility - 338
Perception - 557
Psyche - 591

Equipment:
Orion Blades - +295 Strike/Power
Medium Bone - +176 Armour, -5 Speed
Hard Bindings - +51 Armour, +4 Speed

Strike - 733
Armour - 537
Power - 680
Core - 38
Speed - 50

Techniques

Level 1:
Knife - 228
Core Knife (10 Core) - 418
Sonic Strike (5 Core) - 334

Level 2:
Knife Hit - 488
Poison Spit (10 Core) - 221, poisons target
Sonic Stun (20 Core) - Stuns target

Level 3:
Knife Strike - 743
Vampyre (15 Core) - 345, heals Badu for the same amount
Sonic Wave (30 Core) - 612, all target effect


Lobo - Level 62
HP - 579
Strength - 805
Vitality - 787
Agility - 452
Perception - 560
Psyche - 584

Equipment:
Turbine - +275 Strike/Power
Light Cover - +175 Armour, -4 Speed
Quick Shocks - +44 Armour, +7 Speed

Strike - 628
Armour - 509
Power - 593
Core - 35
Speed - 81

Level 1:
Rifle Shot - 199
Beam (3 Core) - 197, line effect
Torso Spin (16 Core) - 157, all target effect

Level 2:
Rifle Vulcan - 431
Grenade (5 Core) - 341, small area effect
Torso Blast (23 Core) - 341, all target effect

Level 3:
Rifle Gatling - 645
Napalm (5 Core) - 521, large area effect
Torso Burst (27 Core) - 446, all target effect


Averages

HP: 521
1) Badu - 617
2) Runner - 584
3) Lobo - 579
4) Corgan - 557
5) Selena - 523
6) Maya - 522
7) Araym - 473
8) Led - 428
9) Grubb - 407

Armour: 470
1) Runner - 549
2) Badu - 537
3) Lobo - 509
4) Corgan - 493
5) Maya - 469
6) Selena - 453
7) Araym - 430
8) Grubb - 410
9) Led - 388

Core: 45
1) Grubb - 57
2t) Led - 55
2t) Selena - 55
4) Maya - 47
5) Araym - 46
6) Corgan - 43
7) Badu - 38
8) Lobo - 35
9) Runner - 33

Speed: 74
1) Araym - 92
2) Grubb - 88
3) Led - 85
4) Lobo - 81
5) Selena - 80
6) Corgan - 76
7) Maya - 72
8) Badu - 50
9) Runner - 44

*Average Damage is based on level 1 techs, i.e., see my speed notes at the beginning of the post.  All level 1 attacks are considered in this average.*

Damage: 236
1) Badu - 418
2) Araym - 316
3) Grubb - 252
4) Runner - 210
5) Lobo - 199
6) Maya - 188
7) Corgan - 183
8t) Led - 179
8t) Selena - 179

128
Unranked Games / Kingdom Hearts
« on: January 16, 2008, 12:06:49 AM »
Lalalala!  Ok, let's make use of these equations here.  I'll be using Sora's Type 4 stats ( Rod - Sword - Shield ), as this seems to be the best set-up to me, as it gives a solid balance on Atk and MP, his two most vital stats ( and was the one I chose first time through, so it's mostly familiar to me ).  This will be utilizing the KH Original Version stats, and not Final Mix ( since the US version uses KHO ).  Also, all temps will be listed as well for average purposes.  For all techs, I'm assuming everything hits.  Yay, and such.  So, let's go!


Sora
HP - 72
MP - 9 (11)
AP - 29
Atk - 29 (41)
Def - 25

Keyblade: Ultima Weapon - Atk+12, MP+2, Critical Ratex2, Critical Power+4

Skills (Ignoring Arial skills, because...uh...stuff tends to stay on the ground; AP costs to equip are listed as well):
Vortex (+2 Atk for first combo hit) - 1 AP
Blitz (+6 Atk, +4 Critical Power, 20% critical rate on final combo hit) - 3 AP
MP Haste (Regains more MP when hit with an attack or attacking) - 3 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP
Combo Plus (Adds an extra combo hit) - 1 AP *Note that you can technically add 4 of these total (for a total of 4 more hits in the combo), but I'm limiting it to +1 for the moment to avoid headaches*
Critical Up (Critical ratex2) - 3 AP *Three of these can be equipped total, giving a x6 critical rate possibility.  Again, only considering 1 for the moment*
Second Chance (Can only be killed when at 1 HP, basically) - 2 AP

Attack Sequence:
Hit 1: 43
Hits 2-4: 41x3 (123 total)
Hit 5: 59
Total: 225

The 5th hit will critical all the time under this set-up (20% basex2x2x2=160%).  The other 4 hits have a x4 chance to critical, but I don't know the base rate off-hand.  If you take 3 more Combo Plus skills, then it adds 41x3 (123) damage to the attack sequence (348 total).

Techniques (I'm going to assume everything hits; no Arial skills either; AP costs to equip and MP costs to use are listed):

Sonic Rave (3 AP, 2 MP)
Hits 1-6: 51x6 (306 total)
Hit 7: 57
Total: 363

Ars Arcanum (4 AP, 3 MP)
Hits 1-6: 41x6 (246 total)
Hit 7: 57
Hits 8-11: 41x4 (164 total)
Hits 12-13: 53x2 (106 total)
Total: 573

Strike Raid (3 AP, 2 MP)
Hits 1-4: 55x4 (220 total)
Hit 5: 57
Total: 277

Ragnarok (4 AP, 3 MP) - Arial attack only
Hits 1-4: 41x4 (164 total)
Hit 5: 53
Hits 6-30: 40x25 (1000 total)
Total: 1217

Magic:

Firaga - 41 fire damage (0.5 MP)
Blizzaga - 43 ice damage (1 MP)
Thundaga - 44 lightning damage (1 MP)
Gravija - 125% HP Reduction; enemies do have resistance to it, apparently ~25%...meaning it does 100% MHP (1 MP)
Stopga - Stops foe for 13 seconds, which I'd probably consider 2-3 actions, but I'd have to check on that (2 MP)

Curaga - Full healing (1 MP)
Aeroga - Halves all damage coming towards caster; duration of 29 seconds; enemies within melee range of the caster take 17 damage (2 MP)

Unfortunately, Sora cannot use summons when alone, so the awesomeness of Tinkerbell and Genie will not be seen today ( poor Robin Williams ).


Donald Duck
HP - 54
MP - 8 (10)
AP - 11
Atk - 33 (42)
Def - 33
Resists Fire, Ice, Lightning and Darkness by 20%

Staff: Save the Queen - Atk+9, MP+2

Skills:
Berserk (+4 Atk when at critical HP) - 1 AP
MP Haste (Regains more MP when hit with an attack or attacking) - 3 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP
Second Chance (Can only be killed when at 1 HP, basically) - 2 AP

Attack Sequence:
Hit 1-2: 42x2 (84 total - 92 at critical HP)
Total: 84 (92 at critical HP)

Magic:

Firaga - 40 fire damage (0.5 MP)
Blizzaga - 42 ice damage (1 MP)
Thundaga - 42 lightning damage (1 MP)
Gravija - 120% HP Reduction; enemies do have resistance to it, apparently ~25%...meaning it does 95% MHP (1 MP)
Stopga - Stops foe for 12 seconds, which I'd probably consider 2-3 actions, but I'd have to check on that (2 MP)

Curaga - Full healing (1 MP)
Aeroga - Halves all damage coming towards caster; duration of 28 seconds; enemies within melee range of the caster take 16 damage (2 MP)


Goofy
HP - 78
MP - 5 (7)
AP - 14
Atk - 26 (36)
Def - 31
Takes 50% more damage from Fire, Ice, Lightning and Darkness

Shield: Save the King - Atk+10, MP+2

Skills:
Berserk (+4 Atk when at critical HP) - 1 AP
MP Haste (Regains more MP when hit with an attack or attacking) - 3 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP
Second Chance (Can only be killed when at 1 HP, basically) - 2 AP

Attack Sequence:
Hit 1-2: 36x2 (72 total - 80 at critical HP)
Total: 72 (80 at critical HP)

Techniques:

Charge (2 AP, 1 MP)
Hits 1-4: 32x4 (128 total)
Total: 128

Goofy Rocket (1 AP, 1 MP)
Hits 1: 44
Total: 44

Goofy Tornado (2 AP, 1 MP)
Each Hit: 28
Total: ???


Tarzan
HP: 84
MP: 6
AP: 16
Atk: 41
Def: 42

Skills:
Berserk (+4 Atk when at critical HP) - 1 AP
Critical Up (Critical ratex2) - 3 AP
Critical Up (Critical ratex2) - 3 AP
Second Chance (Can only be killed when at 1 HP, basically) - 2 AP

Attack Sequence:
Hit 1-2: 41x2 (82 total - 90 at critical HP); 80% critical rate, 47x2 (94 total - 102 at critical HP) 
Total: 82 (92 at critical HP); 94 (102 at critical HP)

Techniques:

Asp's Bite (2 AP, 1 MP)
Hits 1: 49
Total: 49

Raging Boar (2 AP, 1 MP)
Hits 1-2: 49x2 (98 total)
Total: 98

Healing Herb (3 AP, 1 MP)
Heals 24 HP

Wind Armour (3 AP, 2 MP)
Halves all damage coming towards caster; duration of 24 seconds


Aladdin
HP: 72
MP: 4
AP: 12
Atk: 45
Def: 46 (48)

Accessory: Fire Ring - Def+1, Fire Resist+20%; Protect Necklace - Def+1

Skills:
Critical Up (Critical ratex2) - 3 AP

Attack Sequence:
Hit 1-2: 45x2 (90 total); 40% critical rate, 51x2 (102 total)
Total: 90; 102

Techniques:

Crescent (2 AP, 1 MP)
Hits 1: 57
Total: 57

Sandstorm (2 AP, 1 MP)
Hits 1: 53
Total: 53


Ariel
HP: 60
MP: 8
AP: 21
Atk: 43
Def: 43 (46)

Accessory: Thunder Ring - Def+1, Lightning Resist+20%; Protect Necklace - Def+1; Protect Necklace - Def+1

Skills:
MP Haste (Regains more MP when hit with an attack or attacking) - 3 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP

Attack Sequence:
Hit 1-2: 43x2 (86 total); 20% critical rate, 49x2 (98 total)
Total: 86; 98

Techniques:

Spiral Wave (1 AP, 1 MP)
Hits 1-10: 43x10 (430 total)
Total: 430

Cure Potion (3 AP, 1 MP)
Heals 30 HP

Aero Potion (3 AP, 2 MP)
Halves all damage coming towards caster; duration of 26 seconds

Thunder Potion (3 AP, 1 MP)
24 lightning damage


Jack Skellington
HP: 72
MP: 9
AP: 16
Atk: 50
Def: 39 (41)

Accessory: Fire Ring - Def+1, Fire Resist+20%; Protect Necklace - Def+1

Skills:
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP

Attack Sequence:
Hit 1-2: 50x2 (100 total); 20% critical rate, 56x2 (112 total)
Total: 100; 112

Techniques:

Applause! (1 AP, 1 MP)
Hits 1: 58
Total: 58

Blazing Fury (2 AP, .5 MP)
32 fire damage

Icy Terror (2 AP, .5 MP)
34 ice damage

Bolts of Sorrow (3 AP, .5 MP)
37 lightning damage

Ghostly Scream (3 AP, 1 MP)
100% HP Reduction; enemies do have resistance to it, apparently ~25%...meaning it does 75% MHP


Peter Pan
HP: 66
MP: 8
AP: 26
Atk: 45
Def: 43 (45)

Accessory: Protect Necklace - Def+1; Protect Necklace - Def+1

Skills:
Critical Up (Critical ratex2) - 3 AP
Critical Up (Critical ratex2) - 3 AP
Critical Up (Critical ratex2) - 3 AP
MP Haste (Regains more MP when hit with an attack or attacking) - 3 AP

Attack Sequence:
Hit 1-2: 51x2 (102 total)
Total: 102

Both hits will always critical under this set-up ( 120% critical rate ).

Techniques:

Hummingbird (2 AP, 1 MP)
Hits 1-6: 42x6 (252 total)
Total: 252

Storm's Eye (3 AP, 2 MP)
Halves all damage coming towards caster; duration of 26 seconds

Time Out (4 AP, 2 MP)
Stops foe for 10 seconds, which I'd probably consider 1-2 actions, but I'd have to check on that


Beast
HP: 81
MP: 4
AP: 12
Atk: 54
Def: 48 (49)

Accessory: Blizzard Ring - Def+1, Ice Resist+20%

Skills:
Berserk (+4 Atk when at critical HP) - 1 AP
Critical Up (Critical ratex2) - 3 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP
MP Rage (Regains 1/2 HP damage received as MP) - 2 AP
Second Chance (Can only be killed when at 1 HP, basically) - 2 AP

Attack Sequence:
Hit 1-2: 54x2 (108 total - 116 at critical HP); 40% critical rate, 60x2 (120 total - 128 at critical HP)
Hit 3: 56 (60 at critical HP); 40% critical rate, 62 (66 at critical HP)
Total: 164 (176 at critical HP); 182 (194 at critical HP)

Techniques:

Ferocious Lunge (2 AP, 1 MP)
Hits 1: 70
Total: 70

Furious Bellow (3 AP, 1 MP)
Hits 1: 66
Total: 66


Averages

HP: 71
1) Tarzan - 84
2) Beast - 81
3) Goofy - 78
4t) Jack - 72
4t) Aladdin - 72
4t) Sora - 72
7) Peter - 66
8) Ariel - 60
9) Donald - 54

Non-Temp Average: 68

Temp-Only Average: 73

Def: 40
1) Beast - 49
2) Aladdin - 48
3) Ariel - 46
4) Peter - 45
5) Tarzan - 42
6) Jack - 41
7) Donald - 33
8) Goofy - 31
9) Sora - 25

Non-Temp Average: 30

Temp-Only Average: 45

Damage: 213
1) Sora - 573 (Ars Arcanum)
2) Ariel - 430 (Spiral Wave)
3) Peter - 252 (Hummingbird)
4) Beast - 164 (Attack Sequence)
5) Goofy - 128 (Charge)
6) Jack - 100 (Attack Sequence)
7) Tarzan - 98 (Raging Boar)
8) Aladdin - 90 (Attack Sequence)
9) Donald - 84 (Attack Sequence)

Non-Temp Average: 262

Temp-Only Average: 189

129
Unranked Games / Sailor Moon: Another Story
« on: January 16, 2008, 12:04:52 AM »
Damnit Fenrir, you made me get unlazy and actually post this ;_;

Anyway, the Sailor Scouts.  Fear, and such.  Levels taken at level 51, mostly because people start capping HP at like 48, so...kind of a consolation ( endgame varies widely anyway ).  Each character has 2 unique accessories, the stat boosts of which I've already factored in ( but am writing out anyway ). 

Notes:
1) I would...personally consider these attacks elemental, which is something I rarely do.  The game has no elements, but the game does describe them as "fire skill" and the like.  Plus...uh...watch the anime, see the names, see the animations.  It makes sense.  They should be fairly obvious, but I'll list the element of the character under their name, assuming they have one to correspond with them.
2) Every character has 3 accessory slots, 2 of which are covered up by their uniques.  I haven't added any into their stats yet, but here are the storebought ones:
Bracelet - Attack+5
Tiara - Defense+8
Watch - Speed+9
3) Stats are self-explanatory, except for Evade, which is really status resistance.  Oh, and HP mean a lot less than Defense in this game.  A minor point difference in Attack or Defense means a lot, here.  Anyway, enjoy!



Sailor Moon
HP: 625
EP: 12
Attack: 97
Defense: 146
Speed: 81
Evade: 137

Diamond Tiara - HP+5, Attack+5, Defense+10, Speed+3, Evade+7
Diamond Bracelet - HP+5, Attack+10, Defense+5, Speed+2, Evade+8

Physical - 480
Moon Tiara Action - 690 (1 EP)
Moon Healing Escalation - Heals 50% of max HP (2 EP)
Moon Spiral Heart Attack - 1070 (3 EP)
Rainbow Moon Heartache - 4050, MT (6 EP); only usable as Super Sailor Moon

*Sailor Moon can transform into Super Sailor Moon by using the Moon Chalice 1 on herself in battle.  This fully heals her, and is usable only once per battle.


Sailor Mercury
Water
HP: 600
EP: 12
Attack: 98
Defense: 137
Speed: 100
Evade: 139

Sapphire Ring - HP+8, Attack+10, Defense+3, Speed+6, Evade+6
Sapphire Earring - HP+2, Attack+1, Defense+10, Speed+10, Evade+4

Physical - 1400
Shabon Spray - 20 (2 EP)
Shabon Spray Freezing - 2770 (3 EP)
Shine Aqua Illusion - 3600 (4 EP)
Mercury Aqua Mirage - 3100, MT (4 EP)


Sailor Mars
Fire
HP: 999
EP: 12
Attack: 138
Defense: 89
Speed: 90
Evade: 92

Ruby Bracelet - HP+3, Attack+3, Defense+5, Speed+10, Evade+2
Ruby Tiara - HP+2, Attack+2, Defense+10, Speed+3, Evade+6

Physical - 3500
Fire Soul - 5290 (2 EP)
Fire Soul Bird - 5200, MT (4 EP)
Burning Mandala - 8600, MT (6 EP)
Mars Fire Snake - 9999 (6 EP)


Sailor Jupiter
Lightning
HP: 999
EP: 12
Attack: 137
Defense: 102
Speed: 101
Evade: 84

Emerald Earring - HP+3, Attack+4, Defense+2, Speed+10, Evade+2
Emerald Ring - HP+1, Attack+9, Defense+15, Speed+12, Evade+3

Physical - 3400
Supreme Thunder - 5740, MT (1 EP)
Thunder Dragon - 6730 (3 EP)
Sparkling Wide Pressure - 8500 (4 EP)
Coconut Cyclone - 6800, MT (6 EP)


Sailor Venus
HP: 639
EP: 12
Attack: 133
Defense: 93
Speed: 80
Evade: 136

Topaz Tiara - HP+7, Attack+2, Defense+8, Speed+5, Evade+7
Topaz Bracelet - HP+1, Attack+10, Defense+8, Speed+2, Evade+3

Physical - 3200
Crescent Beam - 4880 (2 EP)
Crescent Beam Shower - 5650, MT (4 EP)
Venus Love-Me Chain - 6650 (3 EP)
Venus Wink Sword - 7800 (6 EP)


Sailor Chibi-Moon
HP: 605
EP: 12
Attack: 93
Defense: 96
Speed: 142
Evade: 88

Rainbow Feather - HP+5, Attack+5, Defense+10, Speed+6, Evade+4
Rainbow Choker - HP+1, Attack+10, Defense+5, Speed+4, Evade+2

Physical - 820
Pink Sugar Heart Attack - 1230 (4 EP)
Pink Sugar Heartache - 3280, MT (6 EP); only usable as Super Sailor Chibi-Moon

*Sailor Chibi-Moon can transform into Super Sailor Chibi-Moon by using the Moon Chalice 2 on herself in battle.  This fully heals her, and is usable only once per battle.


Sailor Uranus
Earth
HP: 999
EP: 12
Attack: 132
Defense: 96
Speed: 88
Evade: 105

Amber Earring - HP+4, Attack+3, Defense+5, Speed+10, Evade+8
Amber Tiara - HP+4, Attack+2, Defense+10, Speed+2, Evade+5

Physical - 3200
World Shaking - 7700, MT (3 EP)
Space Sword Blaster - 8670 (4 EP)


Sailor Neptune
Water
HP: 609
EP: 12
Attack: 98
Defense: 142
Speed: 89
Evade: 140

Aquamarine Earring - HP+3, Attack+8, Defense+10, Speed+7, Evade+7
Aquamarine Bracelet - HP+2, Attack+10, Defense+6, Speed+2, Evade+3

Physical - 950
Deep Submerge - 1500, MT (3 EP)
Submarine Reflection - 2300, MT (4 EP)


Sailor Saturn
HP: 703
EP: 12
Attack: 101
Defense: 147
Speed: 92
Evade: 140

Destruction Tiara - HP+1, Attack+15, Defense+2, Speed+4, Evade+2
Amulet - HP+10, Attack+8, Defense+14, Speed+7, Evade+10

Physical - 1170
Death Reborn Revolution - 3900, MT (2 EP)


Sailor Pluto
HP: 538
EP: 12
Attack: 86
Defense: 126
Speed: 91
Evade: 118

Garnet Pin - HP+8, Attack+8, Defense+8, Speed+10, Evade+7
Garnet Earring - HP+2, Attack+1, Defense+10, Speed+4, Evade+2

Physical - 550
Dead Scream - 1100 (3 EP)
Chronos Cyclone - 1480 (4 EP)
Time Stop - Stops all enemies for 3 turns, including the turn it was cast (12 EP)


Averages!

HP: 732
1t) Uranus - 999
1t) Mars - 999
1t) Jupiter - 999
4) Saturn - 703
5) Venus - 639
6) Moon - 625
7) Neptune - 609
8) Chibi-Moon - 605
9) Mercury - 600
10) Pluto - 538

Defense: 117
1) Saturn - 147
2) Moon - 146
3) Neptune - 142
4) Mercury - 137
5) Pluto - 126
6) Jupiter - 102
7t) Chibi-Moon - 96
7t) Uranus - 96
9) Venus - 93
10) Mars - 89

Speed: 95
1) Chibi-Moon - 142
2) Jupiter - 101
3) Mercury - 100
4) Saturn - 92
5) Pluto - 91
6) Mars - 90
7) Neptune - 89
8) Uranus - 88
9) Moon - 81
10) Venus - 80

Damage: 4269
1) Uranus - 8670
2) Jupiter - 8500
3) Venus - 6650
4) Mars - 5290
5) Saturn - 3900
6) Mercury - 3600
7) Neptune - 2300
8) Pluto - 1480
9) Chibi-Moon - 1230
10) Moon - 1070

*I took this average with attacks that can be used 3 or more times before running out of EP.  Felt truer to in-game.

130
Unranked Games / Tales of Legendia
« on: January 16, 2008, 12:03:00 AM »
Tales of Legendia!

Boring stuff first!

HP: Avoid losing these, and live!
TP: Keep these up, and the Hadoukens keep coming!  Note that ToL characters regenerate ~1-2 TP a second during battle, so running them out isn't an easy thing to do.
ATT: Stabbing power!
DEF: Easiest way to own FE characters - make them tink!
INT: Not only does it make Fire1 stronger, it also owns VP mages!
ACC: Allows you to more easily break enemy evade and guard.
EVA: Evade and guard, duh.
LUK: Affects a multitude of things, such as critical rates, status resistance, and everything under the sun.  But, like in all other Tales games, it's random - it changes after resting at inns, turning the game on, etc.  Hence, it's not listed >_>

Stats are taken at level 76.  This is the level at which all but one character gain their last eres.  The last remaining skill is level 99, but it's basically nothing besides a throw that works on any enemy regardless of class - not that useful when you've got enemy-specific throws as well.  It's just a lazy person skill >_>

An * indicates a customized piece of equipment that isn't unique.  There's enough to make everything for everyone, but in case you don't allow customization, here it is.  All other equipment is unique or storebought.  Titles...I defaulted to base titles, i.e., no stat boosts.  Titles in this game are merely equipment - it minimally boosts stats when equipped (like +10 ATT, +5 INT, stuff like that), but I figured I'd ignore them, as the boosts are minor, in addition to how the Tales of Symphonia opinions on titles panned out.

Combat notes: the four Crystal Erens (Teach, Bubbles, G-Girl and Shirl) can't combo, obviously.  As for the Iron Erens, they have techs listed as Base, Arcane and Compound eres (and, for Senny, Throws, but these are an entirely different category).  Think of Base and Arcane Eres as level 2 and 3 techs.  You can combo from a physical sequence (1) into a Base Eres (2) into an Arcane Eres (3).  Compound Eres cannot be combo'd.  Compound eres have special affinities that can be modified that I'll list with individual characters, as it's too much to list right now.  Senny's throws can be combo'd, however - they count as Base Eres in combo terms.  Note that they're also a pain in the ass to test, so the damages are as close as I could get them, but could be a bit off in some cases (due to the weight and defense variations among enemies).  The same can be said of all the other Compound Eres.

Every character has the Guardian tech, like in ToS.  However, unlike ToS, it's free, and activates the same way.  Much like blocking reduces physical damage by ~80%, using Guardian will reduces a magic attack by ~80%. 

The game has 6 elements: Fire, Ice, Lightning, Earth, Sea, Curse.  Sea is an oddity, as it's a mix of previous Tales games' Light and Water elements (it has both spells like Spread and Ray classed as Sea).  Everything else is pretty easy to get the hang of.

As always, I assume every hit connects with every tech.  That should be it!   


Senny
"Sorry, I forgot to go easy on you"
HP: 4554
TP: 576
ATT: 538 (1431)
DEF: 177 (291)
INT: 182
ACC: 148 (153)
EVA: 136

Weapon - Kaiser Gears: +893 Attack, Increased damage to evil gods
Armour - Mumbane: +88 Defense, Resists all elements by 30%
Helmet - Star Helm: +26 Defense, +5 Accuracy
Title - Kind Brother: Nothing

Alternate Equipment
Weapon
Heaven's Claw: +673 Attack, sea element
High Speed Bracers: +673 Attack, +50 Evade
Ghost Shell: +536 Attack, curse element
Armour
*Star Mail: +62 Defense, Restores 5% of max TP every 5 seconds
*Reflex: +58 Defense, Reduces physical damage received by 30%
Prereflex: +50 Defense, Reduces physical damage received by 10%
Rune Mail: +31 Defense, +5 Intelligence
Helmet
...
Title
Light Speed Fist: +50 HP, +5 Attack, +5 Accuracy
Sexy Senel: +15 TP, +3 Defense
Combo Master: +50 HP, +25 TP
True Puzzle Master: +5 Intelligence
Mirage Palace Master: +5 Luck
Baker: +5 Defense, +5 Accuracy

Physical Sequence: 1500 (3 hits)

Base Eres
Demon Fist (4 TP): 650, LR
Shadow Rush (4 TP): 650
Impact (5 TP): 700, Downs Target
Dragon Blast (8 TP): 900
Talon Strike (9 TP): 900
Swallow Dance (13 TP): 1100
Talon Storm (14 TP): 1000
Whirlwind Dash (16 TP): 1250
Twin Demon Fist (17 TP): 1300, LR
Dragon Crush (19 TP): 1350
Wyrm Rush (21 TP): 1350
Beast (23 TP): 1600, Downs Target
Talon Blast (27 TP): 1800, Downs Target
Phoenix Strike (31 TP): 2000, fire element, Downs Target

Coil (11 TP): Boosts ATT by ~10%

Throws
Ground Slam (6 TP): 3000; enemy must be downed (Feather Weight)
Stone Crush (10 TP): 3000; enemy must be downed (Light Weight)
Landslide (13 TP): 3000; enemy must be downed (Middle Weight - most human enemies in-game are this weight)
Avalanche Drop (17 TP): 3000; enemy must be downed (Heavy Weight)
Rending Earth (20 TP): 3000; enemy must be downed (Massive Weight)
Lord of Creation (40 TP): 3000-4500; enemy must be downed (Any Weight, including "Special" weights, including those thrown specifically by Senny's Compound Eres); note that this skill basically will perform the appropriate Throw on the enemy it's used on, so if Senny uses it against a Feather Weight enemy, it will perform Ground Slam

Arcane Eres
Demon Shadow (6 TP): 950
Demon Blast (7 TP): 1000, Downs Target
Divine Dragon (10 TP): 1200
Impact Coil (14 TP): Raises ATT by ~10%; 1850, Downs Target (Note that the Coil effect kicks in before the attack, so this is the damage with Coil in effect - you won't see it without Coil in-game at all)
Phantom Dragon Dance (16 TP): 1550 
Swallow Storm (18 TP): 1500
Whirlwind Blast (20 TP): 1150
Demon Strike (22 TP): 2050
Wyrm Crush (27 TP): 1800
Beast Impact (29 TP): 2000, Downs Target
Whirlwind Talon Blast (34 TP): 2200, Downs Target
Dragon Strike (39 TP): 2700, fire element (1/2 of it), Downs Target

Compound Eres
*Senny can add the following effects to his Compound Eres (his choice):
- Lower enemy ATT, DEF or ACC by ~10%
- Inflict Poison, Burned, Paralysis, Panic or Instant Death status (~100% if attack fully connects; ~33% otherwise)
- Nerifes Crush and Killing Time cannot have any added effects
Writhing Demon (40 TP): 4500; enemy must be downed (Dinowyrm Weight)
Ogre Drop (40 TP): 4500; enemy must be downed (Megant Weight)
Scale Assault (40 TP): 4500; enemy must be downed (Hill Angler Weight)
Sandman Hurl (40 TP): 4500; enemy must be downed (Mimic Bed Weight)
Dag Surge (40 TP): 4500; enemy must be downed (Sea Gaet Weight)
Serpent Strangle (40 TP): 4500; enemy must be downed (Dragon Weight)
Demolition (40 TP): 4500; enemy must be downed (Automaton Weight)
Nerifes Crush (40 TP): 4500; enemy must be downed (Embodiment of the Sea Weight)
Killing Time (40 TP): 4500; enemy must be downed (Evil God Weight)

Ideal Combo: Physical Sequence->Dragon Crush->Dragon Strike (5550)


Teach
"Every drop of sweat in training is one less drop of blood in battle!"
HP: 4347
TP: 633
ATT: 449 (1189)
DEF: 169 (262)
INT: 273 (293)
ACC: 111 (161)
EVA: 124

Weapon - Mjolnir: +740 Attack, +50 Accuracy
Armour - Amelia's Love: +69 Defense, +50 Luck
Helmet - Graduation Hat: +24 Defense, +20 Intelligence
Title - Old Naturalist: Nothing

Alternate Equipment
Weapon
...
Armour
*Stole: +55 Defense, Resists sea element by 20%
*Moon Robe: +51 Defense, Restores 5% of max TP every 5 seconds
*Spirit Robe: +50 Defense, +20 Intelligence
Rune Robe: +44 Defense, +10 Intelligence
Helmet
...
Title
Brainy Champ: +25 TP, +5 Defense, +5 Intelligence
Combo Master: +50 HP, +25 TP

Physical Sequence: 380 (1 hit)

Lightning (7 TP): 400 lightning/magic
Stone Blast (9 TP): 460 earth/magic
Fire Ball (12 TP): 570 fire/magic
Ice Arrows (17 TP): 500 ice/magic
Spread (25 TP): 800 sea/magic, AoE
Freeze Lancer (28 TP): 930 ice/magic
Flame Blade (31 TP): 1050 fire/magic, AoE
Thunder Blade (33 TP): 1290 lightning/magic, AoE
Indignation (36 TP): 1500 lightning/magic, AoE
Icicle Volt (42 TP): 1100 ice/magic, AoE
Eruption (50 TP): 1420 fire/magic, AoE
Final Embrace (53 TP): 1220 ice/magic, AoE
Black Hole (57 TP): 1920 curse/magic, AoE
Extension (60 TP): 2300 magic, AoE; inflicts instant death ~50%
Shooting Stars (64 TP): 1580 ice/magic
Big Bang (68 TP): 2550 fire/magic, AoE

First Aid (7 TP): Heals 30% MHP
Antishield (15 TP): Lower enemy DEF by ~10%
Recover (20 TP): Cures status effects
Shield (23 TP): Raise ally DEF by ~10%
Cure (39 TP): Heals 100% MHP
Anitshelter (44 TP): Lower enemy DEF by ~10%, MT
Shelter (47 TP): Raise ally DEF by ~10% , MT


C
"Rest in peace!"
HP: 3933
TP: 576
ATT: 449 (1328)
DEF: 161 (290)
INT: 227 (247)
ACC: 124
EVA: 136

Weapon - Eternal Sword: +879 Attack
Armour - Golden Armour: +92 Defense, +20 Intelligence
Helmet - Skeleton Mask: +37 Defense, -10 Luck
Title - Girl Knight: Nothing

Alternate Equipment
Weapon
Destroyer: +731 Attack, Increased damage to Mini-Automaton
Last Fencer: +588 Attack, Increased damage to Humans
Laser Blade: +586 Attack, sea element
Ice Coffin: +569 Attack, ice element
Flamberge: +558 Attack, fire element
Armour
*Star Mail: +62 Defense, Restores 5% of max TP every 5 seconds
*Reflex: +58 Defense, Reduces physical damage received by 30%
Prereflex: +50 Defense, Reduces physical damage received by 10%
Helmet
Star Helm: +26 Defense, +5 Accuracy
Title
Soul Edge: +50 HP, +5 Attack, +5 Accuracy
Combo Master: +50 HP, +25 TP
Masked One: +3 Defense, +3 Intelligence

Physical Sequence: 1350 (3 hits)

Base Eres
Demon Fang (5 TP): 600, LR
Sword Rain (5 TP): 650
Tiger Blade (7 TP): 750
Shining Gale (8 TP): 800
Alpha Tempest (10 TP): 750
Eagle Rising (11 TP): 900
Ram Strike (13 TP): 1000, Downs Target
New Moon Blade (15 TP): 1000
Phantom Blade (16 TP): 700
Gambit (19 TP): 1250, Draws target closer
Sword Rain: Alpha (21 TP): 1500
Shining Storm (23 TP): 1400
Twin Demon Fang (27 TP): 1200, LR
Lightning Tiger Blade (31 TP): 1900, lightning element (1/5 of it)

Focus (18 TP): Raises ACC by ~10%

Arcane Eres
Sword Rain Demon (6 TP): 900
Sword Rain Tiger (9 TP): 1000
Tiger Tempest (13 TP):  1000
Demon Fang Blast (17 TP): 1700, Downs Target
New Moon Rising (19 TP): 1700
Sword Rain Phantom (21 TP): 1550
Tempest Gambit (25 TP): 1550, Draws target closer
Sword Rain: Omega (27 TP): 1900
Shining Storm Rising (29 TP): 1900
Demon Fang Fury (34 TP): 2000, LR
New Moon Lightning (39 TP): 2250, lightning element (1/4 of it), Downs Target

Compound Eres
*C can add the following effects to her Compound Eres (her choice):
- Lower enemy ATT, DEF or ACC (by ~10%)
- Inflict Frozen, Blind or Panic status (~100% if the attack fully connects; ~33% otherwise)
Cold Blood Rush (40 TP): C enters a defensive stance whereupon if she is attacked, she will automatically counter with an attack that deals 500 physical damage; must be maintained; C does not take damage in this stance; Increased damage to Lizardmen
Ursa Rage (40 TP): C enters a defensive stance whereupon if she is attacked, she will automatically counter with an attack that deals 500 physical damage; must be maintained; C does not take damage in this stance; Increased damage to Egg Bears
Wolf Rising (40 TP): C enters a defensive stance whereupon if she is attacked, she will automatically counter with an attack that deals 500 physical damage; must be maintained; C does not take damage in this stance; Increased damage to Galfs
Shadow Steel (40 TP): C enters a defensive stance whereupon if she is attacked, she will automatically counter with an attack that deals 500 physical damage; must be maintained; C does not take damage in this stance; Increased damage to Gelures Swords
Carapace Gambit (40 TP): C enters a defensive stance whereupon if she is attacked, she will automatically counter with an attack that deals 500 physical damage; must be maintained; C does not take damage in this stance; Increased damage to Base Turtles
Prima Donna (40 TP): C enters a defensive stance whereupon if she is attacked, she will automatically counter with an attack that deals 500 physical damage; must be maintained; C does not take damage in this stance; Increased damage to Divas

*The damage from hitting the proper enemy is ~3600, so it's pretty significant

Ideal Combo: Physical Sequence->Lightning Tiger Blade->New Moon Lightning (5500)


Bubbles
"You call that...uh...where'd it go?"
HP: 3312
TP: 691
ATT: 359 (1032)
DEF: 161 (250)
INT: 227 (247)
ACC: 99
EVA: 124

Weapon - Gold Straw: +673 Attack
Armour - Heavenly Garb: +68 Defense, +20 Intelligence
Helmet - Magical Ribbon: +21 Defense, Resists sea element by 10%
Title - Treasure Chick: Nothing

Alternate Equipment
Weapon
Scope Straw: +515 Attack, +50 Accuracy
Marbled Straw: +490 Attack, Restores 5% of max TP every 5 seconds
Love Love Straw: +447 Attack, +15 Luck
Armour
*Star Cloak: +50 Defense, Restores 5% of max TP every 5 seconds
Helmet
*Angel's Halo: +24 Defense, +30 Intelligence
Star Circlet: +18 Defense, +15 Intelligence
Title
Bubble Master: +25 TP, +5 Defense, +5 Intelligence
Combo Master: +50 HP, +25 TP
Rich Girl: +50 HP, +5 Luck

Physical Sequence: 900 (3 hits)

Grave (9 TP): 440 earth/magic, AoE
Fire Wall (12 TP): 470 fire/magic, AoE
Ice Wall (15 TP): 600 ice/magic, AoE
Thunder Arrow (23 TP): 1050 lightning/magic, AoE
Fire Storm (31 TP): 980 fire/magic, AoE
Dark Force (37 TP): 1200 curse/magic, AoE
Rolling Stone (42 TP): 1310 earth/magic, AoE/LT/MT
Blizzard (45 TP): 1500 ice/magic, MT
Ray (50 TP): 310 damage per hit, sea/magic, hits an average of 4 times on normal size enemies, AoE
Ground Dasher (54 TP): 1760 earth/magic, AoE
Black Hole (57 TP): 1700 curse/magic, AoE
Tractor Beam (61 TP): 1900 magic, AoE
Ancient Nova (64 TP): 2050 fire/magic, AoE
Meteor Storm (68 TP): 380 damage per hit, fire/magic, hits an average of 3 times on normal size enemies up to a max of 6 times, AoE

Taunt (18 TP): Lowers enemy ATT by ~10%
Rally (20 TP): Raises ally ATT by ~10%
Silence (26 TP): Silences target ~65%; it felt higher during casual testing, but this is the number I got when I say down and tests; note that ToL silence seals both magic and techniques (crystal and iron eres)
Revive (28 TP): Heals 30% MHP, MT
Resurrection (34 TP): Revives a target to 50% MHP
Cheerleader Taunt (39 TP): Lowers enemy ATT by ~10%, MT
Cheerleader Rally (47 TP): Raises ally ATT by ~10%, MT


Red
"Come on, y'all gotta' do better than that!"
HP: 4554
TP: 518
ATT: 494 (1287)
DEF: 169 (279)
INT: 182
ACC: 124 (129)
EVA: 124

Weapon - Gungnir: +793 Attack, Restores 10% max TP for each enemy killed
Armour - Body Paint: +84 Defense, Restores 10% of max HP every 5 seconds
Helmet - Star Helm: +26 Defense, +5 Accuracy
Title - Beast Tamer Man: Nothing

Alternate Equipment
Weapon
Earth Javelin: +592 Attack, earth element
Thunder Javelin: +507 Attack, lightning element
Armour
*Star Mail: +62 Defense, Restores 5% of max TP every 5 seconds
*Reflex: +58 Defense, Reduces physical damage received by 30%
Prereflex: +50 Defense, Reduces physical damage received by 10%
The Emperor's New Clothes: +0 Defense, Absorbs all elemental damage
Helmet
...
Title
Best Brawler: +50 HP, +5 Attack, +5 Accuracy
Combo Master: +50 HP, +25 TP

Physical Sequence: 860, LR (2 hits)

Base Eres
Lone Wolf (9 TP): 800, LR
Eagle Shot (11 TP): 900, LR
Savage Strike (13 TP): 1000, LR
Outcast (15 TP): 1050, LR
Wolf Pack (17 TP): 1100, LR
Wolf Storm (19 TP): 1200, LR
Wild Rain (21 TP): 350 damage per hit, hits an average of 2 times against normal size enemies up to a maximum of 4 times, AoE, LR
Rogue Hunt (25 TP): 1400, Downs Target, LR
Lion Cannon (29 TP): 1500, Downs Target, LR

Arcane Eres
Rabid Wolf (14 TP): 1200, LR
Lion Rain (17 TP): 150 damage per hit, hits an average of 6 times against normal size enemies up to a maximum of 12 times, AoE, LR
Savage Wolf (22 TP): 1000, Downs Target, LR
Outlaw (24 TP): 1500, LR
Lone Eagle (27 TP): 1700, LR
Savage Wolf Storm (29 TP): 1800, LR
Outcast Hunt (36 TP): 2100, Downs Target, LR

Compound Eres
*Red can add the following effects to his Compound Eres (his choice):
- Lower enemy INT, ACC or CST (Casting Time) by ~10%
- Inflict Silence (~100% if the attack fully connects; ~33% otherwise)
Witch Dragon (40 TP): 450, Downs Target, LR; Increased damage to Eres
Rotting Tiger (40 TP): 450, Downs Target, LR; Increased damage to Eryngi
Bird of Prey (40 TP): 450, Downs Target, LR; Increased damage to Peepits
Elemental Storm (40 TP): 450, Downs Target, LR; Increased damage to Elementals
Phoenix Scamble (40 TP): 450, Downs Target, LR; Increased damage to Eggtopi
Gryphon Shot (40 TP): 450, Downs Target, LR; Increased damage to Phynxes

*Like with C's Compound Eres, Red's will do ~3500 damage to the appropriate enemy

Ideal Combo: Physical Sequence->Wolf Storm->Outcast Hunt (4160)


JJ
"I'd rather be small and strong than big and stupid!"
HP: 4140
TP: 576
ATT: 494 (1301)
DEF: 161 (272)
INT: 250
ACC: 136 (146)
EVA: 136 (186)

Weapon - Hotate: +807 Attack, Restores 10% max TP for each enemy killed
Armour - Capoeriacco Robe: +78 Defense, +50 Evade
Helmet - Ninja Mask: +33 Defense, +10 Accuracy
Title - Jay the Unseen: Nothing

Alternate Equipment
Weapon
Kusanagi Blade: +652 Attack, +20 Accuracy, sea element
Kageboshi: +602 Attack, +50 Evade
Fuji: +499 Attack, earth element
Shiden: +491 Attack, lightning element
Chizakura: +427 Attack, curse element
Armour
*Stole: +55 Defense, Resists sea element by 20%
*Moon Robe: +51 Defense, Restores 5% of max TP every 5 seconds
*Spirit Robe: +50 Defense, +20 Intelligence
Rune Robe: +44 Defense, +10 Intelligence
Helmet
Rune Beret: +15 Defense, +5 Intelligence
Title
Jay the Assassin: +50 HP, +5 Attack, +5 Accuracy
Combo Master: +50 HP, +25 TP
Flavour of Home: +4 Evade, +3 Luck

Physical Sequence: 1300 (3 hits)

Base Eres
Dagger (13 TP): 1000, LR
Pyre (13 TP): 900, fire element, AoE
Ice Storm (14 TP): 1000, ice element, AoE
Silent Reaper (17 TP): ~800, curse element; Silent Reaper seems to have a random element of sorts attached to it - I've seen it deal from ~300 to ~1300 damage
Brutal Earth (18 TP): 1100, earth element, AoE
Merciless Thunder (19 TP): 1200, lightning element, AoE
Shadow Blade (20 TP): 1300, curse element
Dark Cloud (21 TP): 1200, Downs Target
Ill Wind (23 TP): 1400
Falcon (25 TP): 1500, LR
Crow Blade (26 TP); 1500
Sparrow Hawk (30 TP): 1600

Ghost Blade (15 TP): Raises Running Speed by ~50%

Arcane Eres
Wraith Earth (17 TP): 1600, earth element, AoE
Wraith Ice (20 TP): 1700, ice element, AoE
Hawk Talon (21 TP): 1600
Flame Dagger (23 TP): 1600, fire element (1/2 of it), AoE
Silent Pyre (24 TP): 1600, fire element, AoE
Silent Lightning (26 TP): 1900, lightning element, AoE
Shadow Reaper (29 TP): ~3550, curse element; I...don't know what's up with this, as it's not hitting a weakness; the random element of the Silent Reaper hit (2nd hit - the first hit is a 900 damage Shadow Blade) seems to only range from ~2500-~3000; no, I have no idea what's going on here
Dark Wind (38 TP): 2400

Compound Eres
*JJ can add the following effects to his Compound Eres (his choice):
- Decrease resistance to Lightning, Fire, Ice, Sea, Curse or Earth elements (resistance drop is ~10%)
Fallen Idol (40 TP): 250, Downs Target; Increased damage to Humans
Arachne Shot (40 TP): 250, Downs Target; Increased damage to Dadarantulas
Brimstone Plague (40 TP): 250, Downs Target; Increased damage to Hoppers and Hopperflies
Tragic Gale (40 TP): 250, Downs Target; Increased damage to Zephyrs
Shield Blast (40 TP): 250, Downs Target; Increased damage to Gelures Shields
Demon Seal (40 TP): 1000, Downs Target; Increased damage to Fiends

*Like with all the Compound Eres mentioned so far, JJ's will do ~3000 to appropriate enemies, except Demon Seal, which should do ~5000

Ideal Combo: Physical Sequence->Sparrow Hawk->Dark Wind (5300)

**I'm not touching Shadow Reaper until I know what's going on with it


G-Girl
"Oh...my hand's stuck..."
HP: 4140
TP: 633
ATT: 359 (876)
DEF: 161 (264)
INT: 250
ACC: 124 (144)
EVA: 124

Weapon - Temnein: +517 Attack, sea element
Armour - Aurora: +72 Defense, Resist all elements by 40%
Helmet - Purple Hood: +31 Defense, +20 Accuracy
Title - Mystery Babe: Nothing

Alternate Equipment
Weapon
Diktyon: +502 Attack, curse element
Spyra: +468 Attack, ice element
Bomba: +410 Attack, fire element
Dory: +357 Attack
Armour
*Star Cloak: +50 Defense, Restores 5% of max TP every 5 seconds
Warlock Garb: +44 Defense, +10 Intelligence
Helmet
*Angel's Halo: +24 Defense, +30 Intelligence
Star Circlet: +18 Defense, +15 Intelligence
Title
Her Majesty: +25 TP, +5 Defense, +5 Intelligence
Combo Master: +50 HP, +25 TP
Lethargic Syndrome: +4 Evade, 1/2 TP Usage

Physical Sequence: 220 (1 hit)

Bloody Howling (37 TP): 1050 curse/magic, AoE
Aqua Laser (40 TP): 1350 sea/magic, LT
Absolute (43 TP): 1350 ice/magic, AoE
Brilliant Lance (45 TP): 300 damage per hit, sea/magic, hits an average of 3 times against normal size enemies, AoE
Eruption (50 TP): 1200 fire/magic, AoE
Demon Lance (51 TP): 1670 curse/magic, AoE
Negative Blade (54 TP): 1770 curse/magic, AoE
Ray (50 TP): 350 damage per hit, sea/magic, hits an average of 4 times against normal size enemies, AoE
Black Hole (57 TP): 1800 curse/magic, AoE
Maelstrom (65 TP): 1850 sea/magic, AoE
Judgment (69 TP): 2270 sea/magic, AoE


Shirl
"Humhumhumhum, humhum!"
HP: 4140
TP: 633
ATT: 449 (1050)
DEF: 161 (256)
INT: 227
ACC: 124
EVA: 124

Weapon - Angelic Quill: +601 Attack, sea element
Armour - Shaman Dress: +68 Defense, Resist sea element by 50%
Helmet - Baker's Hat: +27 Defense, Restores 5% of max TP every 5 seconds
Title - Praying Girl: Nothing

Alternate Equipment
Weapon
High Grade Pen: +541 Attack, +50 Accuracy
Armour
*Star Cloak: +50 Defense, Restores 5% of max TP every 5 seconds
Warlock Garb: +44 Defense, +10 Intelligence
Helmet
*Angel's Halo: +24 Defense, +30 Intelligence
Star Circlet: +18 Defense, +15 Intelligence
Title
Angry Merines: +25 TP, +5 Defense, +5 Intelligence
Combo Master: +50 HP, +25 TP

Physical Sequence: 930 (3 hits)

Fire Ball (52 TP): 1500 fire/magic
Ice Wall (54 TP): 1620 ice/magic, AoE
Indignation (57 TP): 1700 lightning/magic, AoE
Ground Dasher (60 TP): 2000 earth/magic, AoE
Blizzard (63 TP): 1780 ice/magic, MT
Shooting Stars (68 TP): 1800 ice/magic
Tractor Beam (71 TP): 2050 magic, AoE
Tidal Wave (73 TP): 1650 sea/magic, AoE

Cure (39 TP): Heals 100% MHP
Rally (20 TP): Raises ally ATT by ~10%
Shelter (47 TP): Raise ally DEF by ~10% , MT


Averages

HP: 4140
1t) Senny - 4554
2t) Red - 4554
3) Teach - 4347
4t) JJ - 4140
4t) G-Girl - 4140
4t) Shirl - 4140
7) C - 3933
8) Bubbles - 3312

DEF: 271
1) Senny - 291
2) C - 290
3) Red - 279
4) JJ - 272
5) G-Girl - 264
6) Teach - 262
7) Shirl - 256
8) Bubbles - 250

INT: 235
1) Teach - 293
2t) JJ - 250
2t) G-Girl - 250
4t) Bubbles - 247
4t) C - 247
6) Shirl - 227
7) Senny - 182
8) Red - 182

Non-Combo Damage: 2296
1) Senny: 2700 (Dragon Strike)
2) Teach: 2550 (Big Bang)
3) JJ: 2400 (Dark Wind)
4) G-Girl: 2270 (Judgment)
5) C: 2250 (New Moon Lightning)
6) Red: 2100 (Outcast Hunt)
7t) Bubbles: 2050 (Ancient Nova)
7t) Shirl: 2050 (Tractor Beam)

Combo Damage: 3679
1) Senny: 5550 (Physical-Dragon Crush-Dragon Strike)
2) C: 5500 (Physical-Lightning Tiger Blade-New Moon Lightning)
3) JJ: 5300 (Physical-Sparrow Hawk-Dark Wind)
4) Red: 4160 (Physical-Wolf Storm-Outcast Hunt)
5) Teach: 2550 (Big Bang)
6) G-Girl: 2270 (Judgment)
7t) Bubbles: 2050 (Ancient Nova)
7t) Shirl: 2050 (Tractor Beam)

131
Unranked Games / Grandia XTREME ***NEEDS DONE***
« on: January 16, 2008, 12:02:00 AM »
I'm working on it.  Need to transfer some stuff over.  A note to myself!

132
Unranked Games / La Pucelle: Tactics
« on: January 15, 2008, 11:59:41 PM »
Yes, we could have used this a long while ago.  I didn't have access to the game, sue me ( as long as you don't bring Zombie Cochran against me, I'll be fine ).

Anyway, this is a topic, taken slightly differently than I intended to.  I didn't play the game through again, simply because that would take too long.  So, here are the settings and assumptions I took for this:

1) Level 50 for all characters, except Salade at 60.  This is higher than I would have wanted to use, but still keeps the general idea.  Basically, Salade joins at level 50 when the rest of your characters are about level 30; these were the levels I wanted to use originally.  This still retains Salade's level advantage, and usually by level 70, everyone is equal anyway, so this compromises everything decently well.

2) I'm using shop level 6.  While I had originally intended to use shop level 9, I realized that that stuff is...extremely expensive.  Shop level 6 is the last shop level with prices below 6 figures, so I figured this would be the best place to stop.  I'll list equipment options in a bit.

3) Speaking of equipment: characters have 4 equipment slots, like Disgaea.  However, you can equip 4 of anything: 4 weapons, 4 armours, 4 rings, etc.  I'm defaulting to 2 armours and 2 weapons each character.  Hell, here's the best place to list equipment:

Wise Staff - INT+120, SP+30, RES+30
Axe Bomber - ATK+120
Karate Chop! - ATK+130, HIT+20, SPD+20
Megaton Punch - ATK+140, HP+40, SPD-20, HIT-20
Wise Robe - DEF+105, INT+40, RES+40, SP+40
Guts Vest - DEF+128
Thor's Armour - DEF+140, SPD+40, RES+20
Odin's Armour - DEF+140, SP+20, RES+20
Ghost Cape - DEF+100, HP+30, SPD+30, RES+30
Divine Book - SP+60, RES+60

There are also some status weapons (Poison, Paralysis) which have 70 and 110 ATK, respectively, that inflict the status ~30%.  Fairly worthless, to me.

I'm defaulting to certain sets for certain characters.  Basically, here's the set-up I'm using:

Axe Bomber (Alouette will be using 1 Wise Staff in place of a Axe Bomber)
Axe Bomber (Culotte will be using 2 Wise Staves in place of the Axe Bombers)
Odin's Armour
Odin's Armour

4) Stats!  Actually, these are very similar to Disgaea, with one exception:

HP - Life
SP - Needed for special abilities
ATK - Physical punching power
DEF - Physical non-dying power
HIT - Accuracy, affects prevalence of stat-skill effects
INT - Magical nuking power
SPD - Speed and evasion (unlike Disgaea, this can be taken as actual speed in most senses, and not just for the clinically insane like me; this stat affects who acts first in LPT "battles")
RES - Magical non-dying power

5) Skill levels...are not equal, unfortunately.  I'm listing the levels of them with their damage, so it can be scaled accordingly.  I had a penchant for the cheaper skills (Coup de Grace, Holy Punch, etc.), so those are the really high ones, comparatively.  It makes a little difference, but shouldn't do too much.  All damage was tested on an arbitrary DEF stat of 304, and RES stat of 318.

Anyway, that's about it!  Here we go!


Prier
"You suck!"
HP - 455
SP - 171 (211)
ATK - 324 (564)
DEF - 227 (507)
HIT - 297
INT - 199
SPD - 238
RES - 92 (132)

Coup de Grace (Lvl.14, 8 SP) - 561
Deliverance (Lvl.5, 20 SP) - 407
Divine Storm (Lvl.5, 32 SP) - 460
Redemption (Lvl.3, 60 SP) - 456
Holy Wind (Lvl.1, 8 SP) - 155, long range
Batter Up (Lvl.1, 22 SP) - 204, long range
Recovery (Lvl.1, 8 SP) - Restores status, long range


Culotte
"That was scary!"
HP - 352
SP - 394 (494)
ATK - 226
DEF - 148 (428)
HIT - 221
INT - 407 (647)
SPD - 266
RES - 280 (380)

Iyashi (Lvl.8, 5 SP) - 181 healing (110 healing with 2 axes)
Cure (Lvl.6, 20 SP) - 652 healing (399 healing with 2 axes)
Blessing (Lvl.1, 62 SP) - 1570 healing (960 healing with 2 axes)
Kitchen Sink (Lvl.3, 8 SP) - 51, long range (93 with 2 axes)
Tulip Spear (Lvl.2, 20 SP) - 35, long range (85 with 2 axes)
Mushroomania (Lvl.1, 30 SP) - 274, long range (100 with 2 axes)
Kitty Kitty (Lvl.4, 90 SP) - 286, long range (197 with 2 axes)


Alouette
"In the name of the Maiden of Light!"
HP - 429
SP - 405 (475)
ATK - 265 (385)
DEF - 166 (446)
HIT - 210
INT - 410 (530)
SPD - 284
RES - 226 (296)

Iyashi (Lvl.6, 5 SP) - 141 healing (157 healing with 2 staves) <107 healing with 2 axes>
Cure (Lvl.4, 20 SP) - 522 healing (579 healing with 2 staves) <395 healing with 2 axes>
Blessing (Lvl.1, 62 SP) - 1420 healing (1575 with 2 staves) <965 healing with 2 axes>
Tough Love (Lvl.3, 4 SP) - 150 (244 with 2 axes)
Repent! (Lvl.2, 15 SP) - 175 (295 with 2 axes)
Book Bash (Lvl.2, 35 SP) - 277 (362 with 2 axes)
Rain of Fire (Lvl.8, 13 SP) - 308 fire, long range (455 with 2 staves)
Holy Bells (Lvl.4, 25 SP) - 309 lightning, long range (533 with 2 staves)
Divine Light (Lvl.1, 60 SP) - 263 holy, long range (334 with 2 staves)


Croix
"Time to die!"
HP - 540
SP - 272 (312)
ATK - 369 (609)
DEF - 220 (500)
HIT - 253
INT - 333
SPD - 308
RES - 169 (209)

Flaming Shot (Lvl.7, 8 SP) - 382 fire, long range
Icy Shot (Lvl.3, 20 SP) -
Double Shot (Lvl.-, - SP) -
Machinegun (Lvl.-, - SP) -
Lethal Weapon (Lvl.1, 75 SP) -
Sacrifice (Lvl.1, 150 SP) - 666, long range


Light Eclair/Dark Eclair
"I hope you're not hurt/Is that all you've got?"
HP - 455/455
SP - 280/280 (320/320)
ATK - 272/426 (512/666)
DEF - 310/120 (590/400)
HIT - 306/250
INT - 319/261
SPD - 238/393
RES - 250/94 (290/134)

Royal Blade (Lvl.6, 8 SP) - 327
Royal Thunder (Lvl.3, 19 SP) - 173, long range
Royal Lightning (Lvl.2, 37 SP) - 348
Light and Dark (Lvl.1, 100 SP) - 387
Transform (Lvl.1, 10 SP) - Morphs into Dark Eclair; this does not take up a turn, and additionally, Eclair can enter the battle in either form, and switch as much as she wants, as long as SP holds out

Dark Sword (Lvl.9, 10 SP) - 559
Omega Lance (Lvl.5, 40 SP) - 606
Meteor Slash (Lvl.5, 22 SP) - 218, long range
Light and Dark (Lvl.2, 100 SP) - 655
Transform (Lvl.1, 10 SP) - Morphs into Eclair; this does not take up a turn, and additionally, Eclair can enter the battle in either form, and switch as much as she wants, as long as SP holds out


Father Salade
"Feel the weight of fifty years!"
HP - 945
SP - 190 (230)
ATK - 668 (908)
DEF - 427 (707)
HIT - 564
INT - 363
SPD - 557
RES - 62 (102)

Holy Punch (Lvl.6, 8 SP) - 653
50 Year Jab (Lvl.3, 22 SP) - 615
50 Year Kick (Lvl.3, 40 SP) - 597
Holy Truth (Lvl.3, 63 SP) - 886


Homard
"Behold our kitty and crossbones flag and despair!"
HP - 590
SP - 230 (270)
ATK - 399 (639)
DEF - 278 (558)
HIT - 271
INT - 245
SPD - 354
RES - 141 (181)

Thunder Blade (Lvl.7 10 SP) - 470 lightning
Shadow Dash (Lvl.2, 22 SP) - 392
King Slash (Lvl.2, 50 SP) - 410
Demon Blade (Lvl.2, 60 SP) - 590
Broken Arrow (Lvl.4, 25 SP) - 261 fire, long range
Burning Soul (Lvl.3, 100 SP) - 1200, decreases HP to 1 and SP to 0; x10 damage to demon lords


Papillon
"I'll do anything for Homard!"
HP - 164
SP - 352 (392)
ATK - 151 (391)
DEF - 86 (366)
HIT - 320
INT - 345
SPD - 496
RES - 497 (537)

Fan Chop (Lvl.4, 6 SP) - 132
Pretty Kiss (Lvl.2, 10 SP) - 57 (112 with 2 staves)
Cupid Arrow (Lvl.5, 25 SP) - 144
Fairy Charge (Lvl.3, 55 SP) - 162


Yattanya
"I'm not pussy-footing around!"
HP - 469
SP - 172 (212)
ATK - 354 (594)
DEF - 187 (467)
HIT - 247
INT - 211
SPD - 272
RES - 131 (171)

Giant Paw (Lvl.7, 8 SP) - 446
Long Paw (Lvl.3, 22 SP) - 330, long range
Burning Paw (Lvl.1, 55 SP) - 342 fire
Meteor Paw (Lvl.2, 45 SP) - 299 fire, long range


Averages
*Note that the Eclair listed is the average of Dark Eclair and Light Eclair's relevant stat*

HP: 489
1) Salade - 945
2) Homard - 590
3) Croix - 540
4) Yattanya - 469
5t) Prier - 455
5t) Eclair - 455
7) Alouette - 429
8) Culotte - 352
9) Papillon - 164

DEF: 497
1) Salade - 707
(Light Eclair - 590)
2) Homard - 558
3) Prier - 507
4) Croix - 500
5) Eclair - 495
6) Yattanya - 467
7) Alouette - 446
8) Culotte - 428
(Dark Eclair - 400)
9) Papillon - 366

SPD: 343
1) Salade - 557
2) Papillon - 496
(Dark Eclair - 393)
3) Homard - 354
4) Eclair - 315
5) Croix - 308
6) Alouette - 284
7) Yattanya - 272
8) Culotte - 266
(Light Eclair - 238)
9) Prier - 238

RES: 247
1) Papillon - 537
2) Culotte - 380
3) Alouette - 296
(Light Eclair - 290)
4) Eclair - 212
5) Croix - 209
6) Homard - 181
7) Yattanya - 171
(Dark Eclair - 134)
8) Prier - 132
9) Salade - 102

Damage: 463
1) Salade - 886 (Holy Truth)
[Dark Eclair - 606 (Omega Lance)]
2) Homard - 590 (Demon Blade)
3) Prier - 561 (Coup de Grace)
4) Eclair - 477 (Royal Lightning/Omega Lance)
5) Yattanya - 446 (Giant Paw)
[light Eclair - 348 (Royal Lightning)]
6) Alouette - 308 fire (Rain of Fire)
7) Culotte - 274 (Mushroomania)
8) Papillon - 162 (Fairy Charge)

133
RPG Stats Forum / Megaman X Command Mission
« on: January 15, 2008, 11:54:37 PM »
Welcome to a redone MMXCM stat topic!  The one and only, at the moment >_> 

Many thanks to Meeple and NEB for doing a lot of work on things I haven't been able to check (bosses and Spider from NEB), clarifying things (Hyper Mode changes), and figuring out things I missed (different weapons and loads of other shit).  Now, on with the show!


Mechanics
MMXCM plays similarly to a BoF game, a bit of a mix of BoF3 and BoF5.  Speed is linear+a constant, defenses are divisional, and most else is self-explanatory.

Levels are taken at 41.  Yes, I know, it's not round and OMG NORMAL!  It's the level X hit after beating Ninetails, if you really want to know.  That, and 42 is a really badass number, and X doesn't deserve to be related to it in any way. 

I listed what I feel are the best weapons for each character under their default set-up.  In some cases (Cinnamon's Kitty Gloves), this is pretty ideal, but in others (*cough*ZERO*cough*X*COUGH*) they might want to switch it around a little.  I've listed all their possible weapons they might want to use, and made notes on some of the more common weapons they might want to use. 

I've listed starting and unique force metals for each character.  Typically, this is kind of worthless (OMG FEAR LUCKY GIRL!), but in some cases (X-Heart), this is a good thing.  Since people don't actually use armour, but add parts (OMG ROBOTZ!) to themselves, I'm going to list some common stuff like Water Guards and the like.  This works, for me, though your mileage may vary.  There are 10 subtanks in the game, totalling 1000% for healing.  Frankly, I don't allow them period, for anyone, since they're not unique, although you could argue that X gets 100%, since he does start the game solo with one in the inventory, but...Characters have sub-weapons and normal weapons.  For sub-weapons, I only allowed starters and uniques.  Granted, most of these suck complete ass, so it really doesn't matter.

For status-blockers and other stuff...anything here is either refinable or storebought.  Refined stuff is simple, nothing complicated or that uses rare items.  Note that the elemental resistances stack, but you cannot reduce an element more than 75%, or +5 resistance (hence why I listed both the Guards and Resists...depends on what you allow).  From NEB, here's a list of what each resistance level means:

0: 200% damage
1: 150% damage
2: 100% damage
3: 75% damage
4: 50% damage
5: 25% damage
6: Nulls
7: Absorbs

And a list of statuses, courtesy of NEB again:

Virus: 5% mHP damage per turn, kicks in after the target has acted.
Bind: Slow. Effective CTB-style, targets half as many turns as usual.
Frozen: Can not act. Cancelled by damage. I believe damage against a frozen target auto-criticals, meaning it acts as if the opponent has 0 Armour/Shield. I do know that all attacks have a 100% hit rate against a frozen target, even normally inaccurate ones.
Berserk: Use attack command randomly. There's a chance of said random attack being directed against one's own team (self included), I believe the chance is 50% but that's very much a guess. Cancelled by damage.
Blind: Nerfs accuracy. I think the loss is 50%, despite documentation suggesting otherwise. Also nerfs evade, no clue how much. I've never seen a blind PC evade anything, but PCs in this game tend to be only moderately evasive at best.
Instant Death: You know this.

And a list of the actual force metals that might be useful:

- Fire Guard: +1 to Fire
- Fire Resist: +2 to Fire
- Water Guard: +1 to Water
- Water Resist: +2 to Water
- Thunder Guard: +1 to Lightning
- Thunder Resist: +2 to Lightning
- Virus Block: Blocks virus status
- Bind Block: Blocks bind status
- Freeze Block: Blocks frozen status
- Berserk Block: Blocks berserk status
- Blind Block: Blocks blind status
- DOA Block: Blocks instant death status
- Firewall: Resists negative statuses ~50%
- Super Resist: Resists stat-downs ~50%

In addition, each character has a certain amount of "slots" for force metals.  There's also the erosion factor, but none of the store-bought or DL-legal metals should add up enough to cause any erosion for the characters, so I'm ignoring it now.
X, Axl - 4
Zero, Marino, Cinnamon - 3
Massimo - 2

Vital Statistics and What They Mean
LE: OMG HP!
WE: The amount of Weapon Energy a character starts with.  Characters gain 25% weapon energy each turn (more, if in Hyper Mode), and max out at 100%.  Action Triggers can only be used at 50% WE or higher.  Each character starts with a certain amount of WE, which is listed in their profiles.  Defending halves WE gain upon next turn, so characters would only gain 13 WE next turn.
Hyper Mode Activations: Number of turns a hyper mode can be activated
Power: A factor in how much damage you do
Armour: This is the defense against "close" attacks, such as Zero's sword, or Massimo's lance
Shield: This is defense against "shot" attacks, such as Axl or X's regular attack
Speed: Duh.  Equipment weight lowers speed, like in all other Capcom RPGs.
*Note: there are two numbers listed - in parentheses is the final stat with equipment, while the base stat is listed without parentheses; brackets are used for other potential set-ups

Should be most everything.  Should we begin?  I think so! 



X 
LE: 4164
WE: 25%
Hyper Mode Activations: 6

Main Weapon: X-Buster MKIII - +110 Power, +30 Armour/Shield, 20 Weight
*Turbo Buster - +90 Power, +10 Armour/Shield, 0 Weight, damage increases with higher WE
**Fire/Ice/Thunder Buster MKIII - +80/83/81 Power, +23/23/25 Armour, +23/23/25 Shield, 13/16/16 Weight, Fire/Water/Lightning Elemental Attack
Sub-weapon 1: Micro-Missile - 40 Power (10 WE)
Sub-weapon 2: Micro-Missile - 40 Power (10 WE)
Force Metals: X-Heart (Revives upon death to 10% max HP; only once per fight)

Power: 200 (310)
Speed: 74 (54)
Armor: 136 (166)
Shield: 136 (166)
 
Attack: 1800
Sub-weapon 1: Micro-Missile - 105 (10 WE)
Sub-weapon 2: Micro-Missile - 105 (10 WE)
Action Trigger - Charge Shot: 1250 (50% WE) ----> 3400 (100% WE)
 
Hyper Modes
X-Fire: HP+50%, WE gain rises to 31%, Reduces all non-fixed damage by 50%, speed increases by 25%, basic physical becomes Fire Elemental

Attack: 2600 (4750 w/PCx1) {6925 w/PCx2}
Sub-Weapon 1 - Power Charge: Boosts power x1.5 on first use, x2.0 on second use (30 WE)
Sub-Weapon 2 - Shell Buster: 1400 (20 WE)
Action Trigger - Charge Collider: 9400 (50% WE) ----> 15000 (100% WE)

Ultimate Armour: WE gain rises to 35%, Reduces all non-fixed damage by 50%, speed increases by 50%, evade increases by 25%

Attack: 3900, ignores target defense
Sub-Weapon 1 - Impact Cannon: 1200, ignores target defense (20 WE)
Sub-Weapon 2 - Strike Bullet: 1200, ignores target defense (20 WE)
Action Trigger - Nova Strike: 11000 (50% WE) ----> 21000 (100% WE)



Zero 
LE: 5028
WE: 15%
Hyper Mode Activations: 3

Main Weapon: Z-Rapier+ - +40 Power, +8 Armour, +4 Shield, 5 Weight, 3 Hits, 5% boost to evasion
*Z-Sabre+++ - +50 Power, +30 Armour, +25 Shield, 25 Weight, 2 Hits (This is for those of you who think the Z-Rapier+ should be deemed illegal because it's a dropped item; this should then be deemed his default weapon)
**Rei Ichimonji - +60 Power, +20 Armour, +25 Shield, 9 Weight, 2 Hits, Ignores Target Defenses but doesn't use the full Power stat (only hits with 40% of total power)
***Red Lotus Sabre - +80 Power, +0 Armour/Shield, 0 Weight, 3 Hits, Converts Armour, Shield and Speed into Power stat, Fire Elemental Attack
****Flame/Ice/Thunder Sabre+ - +82/85/83 Power, +22/22/23 Armour, +20/20/21 Shield, 18/18/20 Weight, Fire/Water/Lightning Elemental Attack
Sub-weapon 1: Heat Haze - Gives additional hits to Zero's basic attack, 1 extra hit per Heat Haze; the damage done with these extra hits is about 30% of his normal attack's damage (25 WE)
Sub-weapon 2: Heat Haze - Gives additional hits to Zero's basic attack, 1 extra hit per Heat Haze; the damage done with these extra hits is about 30% of his normal attack's damage (25 WE)
Force Metals: Zero Shift (All damage less than Zero's levelx5 is negated...in this case, all damage below 205 is negated)

Power: 230 (270)
Speed: 65 (60)
Armor: 121 (129)
Shield: 123 (127)
 
Attack: 4200 (6150 w/1 Heat Haze) {8100 w/2 Heat Hazes}
Attack w/Red Lotus Sabre: 9150 (12210 w/1 Heat Haze) {15270 w/2 Heat Hazes}
Action Trigger - Command Arts: Can Use Any of the following Command Arts within the time-limit (more WE = more time):
1) Zero Slash - 1000
2) Zero Breakthrough - 720, ignores target defense
3) Zero Dragon Slash - 1390, double damage to flying targets, with increased accuracy
4) Zero Wave Slash - Ranges from 650 to 2500 damage (average ~1250)
5) Zero Skull Crush - 2350, ignores target defense
 
Hyper Modes
Black Zero: WE gain rises to 31%, speed increases by 50%, +1 to fire element

Attack: 10050 (13230 w/1 Heat Haze) {16410 w/2 Heat Hazes}
Attack w/Red Lotus Sabre: 15420 (21300 w/1 Heat Haze) {27180 w/2 Heat Hazes}
Action Trigger - Command Arts: Can Use Any of the following Command Arts within the time-limit (more WE = more time):
1) Zero Slash - 2300
2) Zero Breakthrough - 1260, ignores target defense
3) Zero Dragon Slash - 3330, double damage to flying targets, with increased accuracy
4) Zero Wave Slash - Ranges from 1620 to 5300 damage (average ~2790)
5) Zero Skull Crush - 5200, ignores target defense

Absolute Zero: HP+50%, WE gain rises to 37%, speed increases 50%, +2 to water element, evade increases by 25%, all attacks are Water Elemental

Attack: 6000
Sub-Weapon 1 - Brutal Left: 3300 (20 WE)
Sub-Weapon 2 - Killer Right: 3300 (20 WE)
Action Trigger - Calamitous Arts: 18000 (50% WE) ----> 30000 (100% WE)

*A Note about Zero's Action Trigger: Command Arts (and Calamitous Arts, to an extent).  i.e., button combos.  I have absolutely no idea what to consider fair for these.  I originally thought, for Command Arts, that I would assume 6 arts at 50% WE, and 12 at 100% WE, but....that's honestly not perfectly reasonable, I guess (it's easy to get more or less, depending on skill).  So, what I did, is list each Command Art damage ---> the faster to execute ones are listed first, the longer ones listed last.  The stronger the weapon used, the more damage the Command Arts do, so if Zero is using Command Arts, he wants to use a single-hit weapon with high power (I think the Red Lotus Sabre's Shield/Armour/Speed conversion doesn't carry over, but I'm not sure).  Now, Calamitous Arts are a whole 'nother story...what you get to input is randomly generated.  Hence, I just listed what I got after a use of it.  Usually, he'll get one critical, and 2 chances to freeze the opponent on average (at ~20% chance to freeze each hit).  Like with Command Arts, Calamitous Arts are also not affected by hits, so he'd want to use a strong single-hit weapon with high power for these as well. 



Massimo
LE: 5459
WE: 20%
Hyper Mode Activations: 3

Main Weapon: Interceptor - +93 Power, +16 Armour, +14 Shield, 16 Weight, Randomly Causes Enemies to Miss their next turn
*Beast Lancer - +120 Power, +30 Armour/Shield, 20 Weight, Fire Elemental Attack, Deals 5% of Massimo's Max HP in damage whenever he does a basic physical
**Protect Lance Gamma - +72 Power, +33 Armour, +31 Shield, 32 Weight, Gives Resistance to Statuses
Sub-weapon 1: Power Charge: Boosts power x1.5 on first use, x2.0 on second use (30 WE)
Sub-weapon 2: Nothing
Force Metals: Massimo Plus (+1 Power/Armour/Shield/Speed, counterattack and Critical Rate Rises 25%), Water Guard (+1 to water element...for Massy, it now does normal damage instead of 50% more)

Power: 220 (340)
Speed: 57 (41)
Armor: 144 (160)
Shield: 114 (128)
Takes 50% more damage from Fire and Lightning attacks.

Attack: 2000 (3300 w/PCx1) {4600 w/PCx2}
Action Trigger - Berserk Charge: 6600 (50% WE) ----> 13900 (100% WE)
 
Hyper Mode
Glint Armour: HP+50%, WE gain rises to 37%, armour and shield increase 25%, +1 to water, fire and lightning elements

Attack: 3200 (4950 w/PCx1) {7400 w/PCx2}
Action Trigger - Berserk Charge: 9700 (50% WE) ----> 19950 (100% WE)

*A Note about Massimo's Action Trigger: At 50% WE, he can hit about 2 of the columns (but if you're good, you can get 3...I went with 2 for simplicity sake).  At 100%, he can get 3 easy (and 4's not hard to do either).  Frankly, I find the status effect column worthless, so here's what I assumed: at 50% WE, he hits Power and Critical...at 100%, he hits the #Hits column as well. 



Marino
LE: 3656
WE: 32%
Hyper Mode Activations: 5

Main Weapon: Beam Sword - +62 Power, +23 Armour, +25 Shield, 18 Weight, 2 Hits
*Fire/Ice/Thunder Comet - +78 Power, +14 Armour, +16 Shield, 16 Weight,  5 Hits, Fire/Water/Lightning Elemental Attack {*Note: the 5 individual hits for these weapons combined are about as strong as one hit from the Beam Sword...they're useful if she's hitting a weakness, but not for normal fighting}
**Beam Chakram S - +22 Power, +4 Armour, +6 Shield, 4 Weight, 3 Hits
Sub-weapon 1: Get Zenny+ - Boosts Zenny gained from an enemy by 10% (7 WE)
Sub-weapon 2: Hawkeye - All attacks for the remained of the round have perfect accuracy (5 WE)
Force Metals: Fat Slicer (+10% evasion)

Power: 179 (241)
Speed: 86 (68)
Armor: 132 (155)
Shield: 131 (156)

Attack: 1980 (2220 with Beam Chakram S)
Action Trigger - Emotion Reels: Slots game with one of the following results (more WE = slower reel spinning = easier to hit):
1) Hyper Dive - 3100 (2690 with Beam Chakram S)
2) I'll Take That - 1280, steals items 100% (1030 with Beam Chakram S)
3) Your Life, Please - 1100, heals Marino for the same amount (970 with Beam Chakram S)
4) Scattered Flower - 2550, inflicts death status ~70% (1980 with Beam Chakram S)
5) Mirage Dive - 6100 (3820 with Beam Chakram S)
 
Hyper Mode
Quicksilver: HP+50%, Every action until Hyper Mode Cooldown is uninterrupted (well, in practice - theoretically, super-fast enemies can get turns in, since it's just a huge speed boost, but you'll only see this with Ninetails in-game if you let him get going), i.e., she gets the next 6 actions in a row

Attack: 2600 (3090 with Beam Chakram S)
Action Trigger - Emotion Reels: Slots game with one of the following results:
1) Hyper Dive - 3460 (2990 with Beam Chakram S)
2) I'll Take That - 1490, steals items 100% (1150 with Beam Chakram S)
3) Your Life, Please - 1500, heals Marino for the same amount (1200 with Beam Chakram S)
4) Scattered Flower - 2920, inflicts death status ~70% (2460 with Beam Chakram S)
5) Mirage Dive - 7350 (5050 with Beam Chakram S)

For the full six actions in Hyper Mode, her total damage (alternating Mirage Dive and her physical) is 29850 (24420 with Beam Chakram S).

*A Note about Marino's Action Trigger: Yes, it's a slots game.  However...it's probably the easiest slots ever used in an RPG.  Nothing is stacked against you, and it's pretty easy to hit whatever you want. 



Cinnamon
LE: 3329
WE: 10%
Hyper Mode Activations: 4

Main Weapon: Kitty Gloves - +16 Power, +18 Armour/Shield, 0 Weight, 5 Hits, Randomly lowers enemy Power, Armour, Shield and/or Speed by 25% (20% chance per hit that this effect will kick in)
*O Effector - +52 Power, +20 Armour/Shield, 4 Weight, Dispels positive statuses
**Head Hammer - +59 Power, +18 Armour/Shield, 4 Weight, Berserks target ~20%
Sub-weapon 1: Energy Field - Uses Cinnamon's WE to add 10% WE to her other two allies (20 WE)
Sub-weapon 2: Nothing
Force Metals: Lucky Girl (Increases Zenny gained by 10%)

Power: 160 (176)
Speed: 72 (72)
Armor: 149 (167)
Shield: 150 (168)
Takes 50% less damage from Fire, Water and Lightning attacks.

Attack: 2500
Action Trigger - Angelic Aid: 60% Healing (50% WE) ----> 110% (100% WE)
 
Hyper Mode
Iron Maiden: HP+50%

Attack: 5600
Action Trigger - Angelic Aid: 60% Healing (50% WE) ----> 110% (100% WE)

*A Note about Cinnamon's Action Trigger: You rotate a control stick around.  At 100% WE, you easily can get 100% healing.  Heck, I can get it at 85% or so.  I'd say that, at 50% she can get 60% healing, and at 90%, 100% healing.  Basically, her healing = WE% +10%.  Like all other action triggers, this varies based on skills and whether you've got Parkinson's or not.



Axl
LE: 3882
WE: 25%
Hyper Mode Activations: 2

Main Weapon: Manhunter - +90 Power, +20 Armour/Shield, 4 Weight, 75% critical rate vs. humans
*Ancient Gun - +100 Power, +20 Armour/Shield, 12 Weight, 75% critical rate vs. bosses
**Insect Killer - +85 Power, +18 Armour/Shield, 4 Weight, 75% critical rate vs. insects
***Beast Killer - +58 Power, +16 Armour/Shield, 4 Weight, 75% critical rate vs. beasts
****Noise Canceller - +45 Power, +13 Armour/Shield, 4 Weight, 75% critical rate vs. mechaniloids
*****Axl Bullets 3 - +60 Power, +18 Armor/Shield, 26 Weight, 2 Hits
******Auto Bullets - +30 Power, +10 Armour/Shield, 16 Weight, 8 Hits, "-30% accuracy" (for what it's worth, on average, 1-2 shots might miss, but it depends on enemy evasion a good deal - out of 10 attacks on Incentas 2 (80 total hits), only 10 hits total missed - I assume this could be a higher level thing)
Sub-weapon 1: Hunter Missile - 80 Power, +50% Accuracy (15 WE)
Sub-weapon 2: Cracker - 30 Power, inflicts Berserk status ~20% (15 WE)
Force Metals: Nothing

Power: 168 (258)
Speed: 88 (84)
Armor: 114 (134)
Shield: 145 (165)

Attack: 1300 (2000 with Auto Bullets, if every hit connects)
Sub-weapon 1: Hunter Missile - 225 (15 WE)
Sub-weapon 2: Cracker - 75, inflicts Berserk status ~20% (15 WE)
Action Trigger - DNA Change: Morph into any one of the following (more WE = more time):
1) Wild Jango - Deals from 3200 to 6400; lightning elemental
2) Silver Horn - 1800; water elemental
3) Mad Nautilus - Inflicts either virus, blind, berserk or bind status 100%
4) Mach Jentra - 1800; fire elemental
5) Incentas - 2600
6) Depth Dragoon - 2400; lightning elemental
7) Rafflesian - 2000; ignores target defense
8) Ninetails - 8991; ignores target defense
 
Hyper Mode
Stealth Mode: Speed decreases 25%, Impervious to everything (Including healing)

Attack: 3000 (4800 with Auto Bullets if all hits connect)
Sub-weapon 1: Hunter Missile - 225 (15 WE)
Sub-weapon 2: Cracker - 75, inflicts Berserk status ~20% (15 WE)
Action Trigger - DNA Change: Morph into any one of the following (more WE = more time):
1) Wild Jango - Deals from 6400 to 12800; lightning elemental
2) Silver Horn - 3200; water elemental
3) Mad Nautilus - Inflicts either virus, blind, berserk or bind status 100%
4) Mach Jentra - 3200; fire elemental
5) Incentas - 5900
6) Depth Dragoon - 4400; lightning elemental
7) Rafflesian - 2000; ignores target defense
8) Ninetails - 8991; ignores target defense


Averages

LE: 4253
1) Massimo - 5459
2) Zero - 5028
3) X - 4164
4) Axl - 3882
5) Marino - 3656
6) Cinnamon - 3329

Armour: 152
1) Cinnamon - 167
2) Massimo - 160
3) X - 166
4) Marino - 155
5) Axl - 134
6) Zero - 129

Shield: 152
1) Cinnamon - 168
2) X - 166
3) Axl - 165
4) Marino - 156
5) Massimo - 128
6) Zero - 127

Speed: 63
1) Axl - 84
2) Cinnamon - 72
3) Marino - 68
4) Zero - 60
5) X - 54
6) Massimo - 41

Damage: 2910
1) Zero - 6150
2) Massimo - 3300
3) Cinnamon - 2500
4) X - 2010
5) Marino - 1980
6) Axl - 1525

134
Unranked Games / Arcana
« on: January 15, 2008, 11:52:37 PM »
There are 5 characters in the game: Rooks, Teefa, Darwin, Salah and Axs. Salah joins in chapters 2 and 4, Axs joins in chapters 3 and 4, Teefa joins in chapters 1 and 5, Darwin joins in chapters 2, 4 and 5, and Rooks is in your party for the entire game. Darwin always joins 3 levels above Rooks, while Salah always joins 3 levels below Rooks ( Teefa and Axs join at the same level ). Levels are taken for Axs and Salah when they leave the party at the end of chapter 4, as is equipment.

Statistics:
HP - You know what this is
MP - Obvious
Strength - Physical Attack strength, factored with the weapon's power
Endurance - Physical Defense power, factored with the armou + shield's defensive strength
*note that Endurance affects defense more than Strength affects attack*
Intelligence - Affects how much damage your spells do, as well as how much damage you take from magic
Alertness - The be-all end-all stat. Alertness is a mixutre of other RPG stats, better know as ( in no particular order ): Agility ( action rate ), Luck ( critical rate ), Evade ( dodge rate ), Accuracy ( hit rate )

And now a couple other notes:
1) Stat-down and stat-up spells stack. However, the stat-ups are less effective than the stat-downs unless you power-level or use lots of honeys. The stat-downs are much superior, and have ~99% accuracy.
2) Spirits are immune to all statuses.
3) Paralysis and Stone seem to be permanent statuses ( I've not seen them wear off ). Sleep wears off randomly, though it usually takes 4 rounds on the enemies I tested before it does. Attacking a sleeped character DOES NOT wake them up.
4) Confusion causes an enemy to use only physical attacks on himself, or enemies. It does not seem to wear off, even if the confused are hit.
5) When someone wakes up from sleep or is cured from paralysis, they can act the same turn they get cured ( ie, they don't lose a turn ).
6) Weapons and Shields in Arcana can be "Annihilated" in battle to cast a spell. Contrary to what proper English might indicate, the equipment is NOT destroyed. The spells cast from these weapons seem MORE effective than the usual, non-item spells. ie, a Smash 3 from the Demon Axe was doing 70 damage. Granted, the stat-ups are as useless as ever, and HP Restore All only heals about 10 HP more ( for a grand total of 70 ), but mostly, the spells are stronger. These spells will be indicated next to the respective equipment by [brackets].

Hm....well, that's all the major notes for now...until we get to Rooks, that is....yes, I'm working BACKWARDS for the characters here...( I'll get better character pictures later )


Salah
Level 33
HP - 456
MP - 175
STR - 61
END - 115
INT - 114
ALR - 87

Equipment:
Wish Wand - +86 Attack [Water 2]
Shaman Robe - +63 Defense
Magic Shield - +31 Defense [Sleep]

Attack Power - 90
Defense Power - 120

Capabilities:
Physical Attack - 60
Physical Attack after Defense Impair All - 72
Attribute 6 - 60 Damage, more if used on an enemy weak to Fire or Wind ( 23 MP )
Attribute 3 - 60 Damage, more if used on an enemy weak to Fire or Water ( 20 MP )
Attribute 4 - 60 Damage ( sensing a trend here? ), more if used on an emeny weak to Earth or Wind ( 15 MP )
Attribute 8 - 100 Damage, more if used on an enemy weak to Earth, Wind or Water ( 24 MP )
Heal 1 - Heals 85 HP ( 16 MP )
Heal 2 - Heals 190 HP ( 24 MP )
Defense Impair All - Lowers Enemy Defense Power ( 7 MP )
Accuracy Impair All - Lowers Enemy Accuracy ( 7 MP )
Offense Impair All ( crappy name, I might add ) - Lowers Enemy Evade AND Agility ( 7 MP )
Attack Impair All - Lowers Enemy Attack Power ( 7 MP )

Comments:
Salah....is screwed. She lacks good equipment ( nothing unique, nor really good store-boughts ), and her levels are a little low, due to her being a temporary PC, as well as starting at a low level naturally. A pity, since she'd have pretty good stats at higher levels, and she's a pretty cool character. Her stat-down selection is really nice, but, lacking the levels and equipment, she can't take too much of an advantage of it. Though, if you allow her to cast item spells, she gets a major boost from that Magic Shield.



Axs
Level 35
HP - 633
MP - 111
STR - 137
END - 136
INT - 82
ALR - 83

Equipment:
Demon Axe* - +120 Attack [Smash 3]
Demon Mail - +81 Defense
Demon Shield - +35 Defense [lightning 2]

Attack Power - 126
Defense Power - 145

*The Demon Axe does much less damage to Undead typed enemies. Granted, he probably wouldn't be fighting many, but it's important to note. And...even with the reduction, he's still better off with the Demon Axe*

Capabilities:
Physical Attack - 85
Heal 1 - Heals 80 HP ( 16 MP )
Offense Impair - Lowers Enemy Evade AND Agility ( 7 MP )
Sleep - Puts enemy to sleep, 80% effective ( 10 MP )

Comments:
Axs is kind of the stereotypical fighter. He's got a little variety, though. Sleep is very nice, since Arcana status effects seem to be quite accurate. With Offense Impair, he moves nice and fast ( his speed may be the lowest, but it actually isn't bad in-game; he occasionally double-turns ), and he has healing ( even though it sucks ).



Teefa
Level 42
HP - 539
MP - 247
STR - 81
END - 82
INT - 152
ALR - 150

Equipment:
Spirit Staff - +122 Attack [lightning 2]
Robe of Valor - +79 Defense
Spirit Gauntlet - +39 Defense [Accuracy Increase All]

Attack Power - 126
Defense Power - 138

Capabilities:
Physical Attack - 72
Heal 1 - Heals 85 HP ( 16 MP )
Heal 2 - Heals 185 HP ( 24 MP )
Attribute 1 - 20 Damage, more if used on an enemy weak to Earth or Water ( 10 MP )
Attribute 2 - 20 Damage, more if used on an enemy weak to Earth or Fire ( 15 MP )
Attribute 5 - 40 Damage, more if used on an enemy weak to Water or Wind ( 20 MP )
Attribute 9 - 60 Damage, more if used on an enemy weak to Earth, Fire or Wind ( 30 MP )
Attribute 10 - 65 Damage, more if used on an enemy weak to Water, Fire or Wind ( 30 MP )
Attribute 11 - 120 Damage, more if used on an enemy weak to any element ( 40 MP )
Attack Impair All - Lowers Enemy Attack Power ( 7 MP )
Paralyze - Paralyzes Enemy, 80% effective ( 13 MP )

Comments:
Teefa is pretty good. Good MP reserves help her alot. Paralyze is nastily effective, and she can take advantage of any elemental weakness. And unlike her sister, she actually has unique equipment! A good character, overall.



Darwin
Level 44
HP - 630
MP - 193
STR - 155
END - 85
INT - 122
ALR - 159

Equipment:
Desiree - +187 Attack [Confused]
Earth Plate* - +91 Defense
Moon Gauntlet - +43 Defense [Stomp All]

Attack Power - 193
Defense Power - 155

*Earth Plate makes Darwin strong against Earth and weak to Lightning/Wind. This is not a good thing ( who uses Earth, anyway? ), but the drop in defense power would hurt him, and his HP should last him in a battle*

Capabilities:
Physical Attack - 96
Physical Attack + Defense Impair All - 124
Heal 1 - Heals 80 HP ( 16 MP )
Attribute 2 - 20 Damage, more if used on an enemy weak to Earth or Fire ( 15 MP )
Attribute 5 - 35 Damage, more if used on an enemy weak to Water or Wind ( 20 MP )
Attribute 7 - 65 Damage, more if used on an enemy weak to Earth, Water or Fire ( 24 MP )
Offense Impair - Lowers Enemy Evade AND Agility ( 4 MP )
Defense Impair All - Lowers Enemy Defense Power ( 7 MP )
Accuracy Impair - Lowers Enemy Accuracy ( 4 MP )
Attack Impair All - Lowers Enemy Attack Power ( 7 MP )
Sleep - Puts enemy to sleep, 80% effective ( 10 MP )

Comments:
Darwin should never use his magic, beyond sleep and his stat-downs. His physical attack is strong, and he's fast. Overall, he's got good stats ( minues the low defense and Wind/Lightning weakness, made up for by good HP ). Plus he's a badass Elf, and elves are cool.


And now, for some notes on Rooks:
1) Rooks can only have 1 spirit out at a time, though he is free to change during his turn without wasting his turn ( as long as he doesn't make another action other than switching spirits )
2) Rooks can carry many types of cards to use as items ( he's the only one who can use them, in-game )...he technically can have 8 stacks of 9 cards at any time, though he'll most likely NEVER need that many.
3) Rooks always starts with a spirit ( he doesn't need to summon them in-battle; he can have one ready to start as soon as he enters battle ). They are independent units, and are basically another fighter in battle.

And now for the individual spirits. They are basically the same, sans a couple spells and their elemental attributes, so I won't bother doing comments on them.


Sylph - Wind/Lightning Innate
Level 43
HP - 475
MP - 218
STR - 80
END - 151
INT - 151
ALR - 120

Attack Power - 34
Defense Power - 105

Capabilities:
Physical Attack - 20
Change Attribute to Wind - Changes the elemental affinity of all allies to Wind/Lightning. They are resistant to Wind/Lightning, weak to Earth, and their physical attacks are now Wind/Lightning-elemental ( 4 MP )
Dodge All - Increases Evade rate for all allies ( 5 MP )
Lightning 3 - 50 Damage ( 20 MP )
Paralyze All - Paralyze Enemy, 75% ( 23 MP )
Chaos Wind - Instant Death, 60% ( 25 MP )


Efrite - Fire Innate
Level 43
HP - 570
MP - 191
STR - 155
END - 84
INT - 120
ALR - 156

Attack Power - 38
Defense Power - 93

Capabilities:
Physical Attack - 25
Physical Attack + Stomp All - 30
Change Attribute to Fire - Changes the elemental affinity of all allies to Fire. They are resistant to Fire, weak to Water/Ice, and their physical attacks are now Fire-elemental ( 4 MP )
HP Restore - Heals 110 HP ( 30 MP )
Stomp All - Increases physical damage for all allies ( 5 MP )
Flame 3 - 50 Damage ( 20 MP )
Confused All - Confuses Enemy, 75% ( 20 MP )
Destroy - Instant Death, 60% ( 25 MP )


Marid - Water/Ice Innate
Level 43
HP - 527
MP - 248
STR - 83
END - 84
INT - 157
ALR - 156

Attack Power - 34
Defense Power - 93

Capabilities:
Physical Attack - 20
Change Attribute to Water - Changes the elemental affinity of all allies to Water/Ice. They are resistant to Water/Ice, weak to Fire, and their physical attacks are now Water/Ice-elemental ( 4 MP )
HP Restore All - Heals 60 HP ( 30 MP )
Accuracy Increase All - Increases accuracy for all allies ( 5 MP )
Water 3 - 50 Damage ( 20 MP )
Sleep All - Puts enemy to sleep, 75% ( 20 MP )
Restore All - Restores abnormal statuses ( 10 MP )


Dao - Earth Innate
Level 43
HP - 655
MP - 142
STR - 153
END - 154
INT - 86
ALR - 84

Attack Power - 38
Defense Power - 106

Capabilities:
Physical Attack - 25
Change Attribute to Earth - Changes the elemental affinity of all allies to Earth. They are resistant to Earth, weak to Wind/Lightning, and their physical attacks are now Earth-elemental ( 4 MP )
Wall All - Increases physical defense of all allies ( 5 MP )
Petrify All - Stones Enemy, 75% ( 23 MP )
Smash 3 - 50 Damage ( 20 MP )
Entomb - Instant Death, 60% ( 25 MP )

And the Big Man himself:


Rooks
Level 43
HP - 652
MP - 204
STR - 150
END - 153
INT - 118
ALR - 115

Equipment:
Spirit Sword* - +202 Attack [Heal 1 All]
Grand Armour - +95 Defense
Grand Shield - +43 Defense [Attribute 11]

Attack Power - 208
Defense Power - 170

*The Spirit Sword is not Rook's best weapon. His best weapon is the Giant Sword, which he gets through a plot scene pretty much like how Valkyrie gets the Glance Reviver. I didn't put it in yet, as A) Some people don't think the GR is legal, and  The only enemy I could test it on is not the best enemy to test it. For best results, add about...30 points or so to his physical attack*

Capabilities:
Physical Attack - 150
Physical Attack + Defense Impair - 180
Heal 2 - Heals 185 HP ( 24 MP )
Heal 3 - Heals all HP ( 42 MP )
Call Fire Spirit - Deals 100 Damage ( 40 MP )
Call Wind Spirit - Deals 100 Damage ( 40 MP )
Call Water Spirit - Deals 100 Damage ( 40 MP )
Call Earth Spirit - Deals 100 Damage ( 40 MP )
Ruinous Mission - Kills Rook's currently active spirit to deal 100% Instant Death to all enemies ( 50 MP )
Restoration of Spirit - Revives all dead spirits ( 50 MP )
Attack Impair - Lowers enemy physical attack ( 4 MP )
Defense Impair - Lowers enemy physical defense ( 4 MP )
Confused - Confuses Enemy, 80% ( 10 MP )

Cards:
Elemental Card x3 - Deals 50 Damage of whichever element of card Rooks used
Null Card - Instant Death, 80%
Call Amulet - Casts "Call X Spirit" of a random element

Comments:
He's got variety, and lots of it. Full healing, statuses up the ass, and just about anything you could want on a character. A great fighter.

135
RPG Stats Forum / Tales of the Abyss
« on: January 15, 2008, 12:12:12 PM »
Whee, new stat topic time.  This will be incomplete for a bit since I'll still reeling in the damages from techs (argh Tales game after all).

<PC info primarily from Eph>

The obligatory boring explaination of stuff.  All PC levels are taken at level 60, except Anise cause she had to die and miss out on two level so I second guess her stats for 60 (not too far off).  No, I do not have a file with the temp character's stats yet.  (OK! be sure to note him when you first get him!)

HP: I have nothing to say.
TP:  Now in double and triple roll size!
P. ATK:  Physical attack strength and the base for all Strike artes.
P. DEF:  Physical defense and such
F. ATK: The F stands for Fonic, which is just another name for magic cause the name magic is overrated!
F. DEF:  Holy crap! A magic defense stat in a Tales game?!
AGL:  Movement speed. Unlike other games in the series, the higher this is, the faster you are.  This also measures rates for Criticals although it's not that important.
ENH:  Enhancement.  This stat alone does nothing except teach special AD skills (more on that in a little bit).  By my default, Anise is the only character with this stat.

There are six elements in the game like ToL: Fire, Water (includes Ice), Wind (includes Thunder), Earth, Light, and Dark.  Also, since there's a storebought full status blocker, all of the status in TotA are: POIZN, Paralysis, Petrify, Weak (Max HP is halved), Seal (Silence), and Sick (immune to healings!) for those who only allow those specific status to be blocked.  I'm not sure if there's an universal magic status blocker (immune to stat downs) or not.

C. Cores

C. Cores are stat enhancers that gives you bonus points on level ups. It also teaches you AD skills based on how much bonus points you accumulated.  You cannot unequip a C. Core and all PCs have a default C. Core. By the materia rule, I'm listing all stats and AD skills with their default C. Core.  Keep in mind that this changes things by quite a bit, so I'll list their bonus stats earned from C. Cores next to the respective PC stat.

AD Skills

Sort of like EX skills from Tales of Symphonia, these are innate abilities that are gained from levels and earning a certain amount of bonus stats through C. Cores.  There's a lot of redundant and pointless skills (like BACKSTEP and FREE RUN! INFINITE EVADE!!1) that all PCs learn.  I'll list all AD skills that are learned through their C. Cores and other ones that might have some meaning.

Field of Fonons

I'm not too sure how to take this in the DL.  Since this is a gameplay thing and not really special for the PCs. Field of Fonons (FoFs) are special circles left over from elemental attacks.  Tear, Anise, and Jade can make good use of these since they can create a 100% FoF with one spell, then use that FoF for a special attack.  Luke and Guy need to spam certain techs 4 times to create a full FoF and Natalia can't create them at all.

Techs are divided into Strike artes Fonic Artes, and Mystic artes.  Strikes artes are the physical techs, divided into Base and Arcane.  Base, Arcane and Mystic artes can be linked together in that order.  Fonic artes are magic attacks and cannot be comboed with at all.  Mystic artes are the "limit break" attacks, since they can only be used in Overlimits, which take quite a while to build up (not as bad as in ToS though).  From experence it takes around 5-6 turns of attacking to fully raise the Overlimit bar.  TAUNTS can be use to raise the limit bar quicker, but those fail horribly.

Phew, that should be it for that.


Luke fon Fabre
"And just stay dead."



HP: 3983
TP: 325
P. ATK: 1332 (118 is from C. Core stats)
P. DEF: 528 (59 is from C. Core stats)
F. ATK: 305
F. DEF: 311
AGL: 358
ENH: 0

Default Equipment:

Weapon - Soul Crush: +820 P. ATK
Armor - Mumbane: +95 P. DEF, resists Fire, Water and Light by 30%
Arm - Draupnir: +40 P.DEF
Other - *Jewel of Lorelei: Mad HP/TP regen.  Like 10% every 2-3 seconds.  This makes Luke almost immune to low damage dealers.

*note that the Jewel of Lorelei is a temporary accessory that gets fused with another key item that becomes a worthless weapon.(Soul Crush is better in everyway)  You get to keep the jewel for 1 1/2 dungeons and you can do some sidequest stuff with it. I allow it for the sake that Luke never uses the weapon it fuses with, which is pointless as I said.

Physical string (4 hits): 4000

Base Artes

Fang Blade - 5 TP: 1630
Demon Fist - 5 TP: 1140
Havoc Strike - 5 TP: 1550
Rending Thrust - 9 TP: 1710
Raging Blast - 10 TP: 2100, knocks down the enemy
Sonic Thrust - 5 TP: 1710
Steel - 7 TP: raises critical hit rate.  I don't see it do anything at all. >_>.

Arcane Artes

Light Spear Cannon - 20 TP: 3010
Guardian Field - 16 TP, Light elemental: 3100
Devil's Inferno - 18 TP, Fire elemetnal: 3870
Swallow Fury - 20 TP: 3650
Lightning Blade - 11 TP, Wind elemental: 2500
Slag Assault - 12 TP, Earth elemental: 2670
Sonic Blast - 10 TP, Wind elemental: 3440
Fang Blade Havoc - 16 TP: 3390
Rending Fang Blade - 20 TP: 3650
Fang Blade Rage - 21 TP: 3700
Rending Havoc - 22 TP:
Raging Havoc - 23 TP:
Rending Blast - 24 TP:

Mystic Arte - Useable only in Overlimits

Radiant Howl: ~16000
Lost Fon Drive: ~24000, useable when in critical HP, requires Key of Lorelai

AD skills

{coming soon} (Seems pointless now that I think about it)

Damage

Single hit: 4000 (physical)
Combo damage: physical+Rending Thurst+Swallow Fury = 9360


Tear Grants
"I feel like....I'm going to pop out."



HP: 3375
TP: 404
P. ATK: 956
P. DEF: 453 (59 is from C. Core stats)
F. ATK: 1188 (59 is from C. Core stats)
F. DEF: 437 (59 is from C. Core stats)
AGL: 367
ENH: 0

Weapon - Blue Crystal Rod: +600 P. ATK, +700 F. ATK
Armor - Fonic Guard: +72 P. DEF
*alt - Lunar Guard: +68 P. DEF, resists Dark by 30%
Arm - Queen's Gloves: +42 P.DEF
Other - Tear's Pendant: raises F. ATK, F. DEF by 20% (not factored into stats or damage)

Physical string (3 hits): 1880

Base Artes

Pow Hammer - 4 TP: 1100
Nocturnal Light - 9 TP: 1600

Arcane Artes

Severed Fate - 14 TP: 2100
Banishing Sorrow - 18 TP: 2460

Total Physical damage: physical+Nocturnal Light+Banishing Sorrow = 5940

Fonic Artes

First Aid - 8 TP: 30% healing
Healing Circle - 32 TP: 60% healing, GT
Revitalize - 80 TP: 70% healing, huge GT (not full MT)
Resurrection - 40 TP: revives with 30% HP
Charge - 20 TP: gives 20 TP to an ally
Enhance Cast - 18 TP: Shortens casting time. (OMG INSTANT CLEAVE FOR CYAN for team battles? *shot)
Eclair de Larmes - 20 TP, Light elemental: 3890
Holy Lance - 34 TP, Light elemental: 6300
Invoke Ground/Water/Aqua/Fire - 8 TP: makes a FoF at 50%
Nightmare - 8 TP, Dark elemental, always inflicts Stun: 3480
Force Field - 28 TP: immunity to damage for a short while (like 1 turn)
Holy Song - 48 TP: 30% healing, raises P. ATK/DEF by 20%
Grand Cross - xxTP, Light elemental: 7500
Judgment - 32 TP, Fire elemental (..don't ask why fire): 5000, hits 1-3 times.  Depends on the size of the enemy.

Damage

Single Hit: Grand Cross, 7500

Mystic Artes - useable only in Overlimits

Innocent Shine: ~10500
Fortune's Ark: ~16000


Guy Cecil
"You were amazed at my arts."



HP: 3633
TP: 384
P. ATK: 1288 (59 is from C. Core stats)
P. DEF: 437
F. ATK: 212
F. DEF: 375
AGL: 553 (118 is from C. Core stats)
ENH: 0  

Weapon - Shakunage: +820 P. ATK
*alt - Jewel of Gardios: +725 P. ATK, required for Brillant Overlord Mystic Arte
Armor - Reflex: +90 P. DEF, +15 F. DEF
Arm - Draupnir: +40 P.DEF
Other - *see universal accessories* Probably the full status blocker

Physical string (3 hits): 3010

Base Artes

Demon Fang: 1250
Cresent Strike: 1690
Void Tempest: 2090
Tiger Blade: 2000
Tempest: 1720
Center: Heals 15% of mHP, instant.

Arcane Artes

Beast: 3450
Sword Rain: Alpha: 2900
Severing Wind, wind elemental: 2500
Final Cross: 2800
Soaring Light Spear: 2650
Moonlight Demon: 3900
Demonic Void: 3550
Demonic Tiger Blade: 3885
Moonlight Tempest: 3890
White Tiger Strike: 3700
Nihil Blade Tempest: 3670

Damage

Single Hit: Moonlight Demon, 3900
Combo damage: physical+Void Tempest+Moonlight Demon = 9000

Mystic Artes

Razing Phoneix, Fire elemental: ~12000
Brillant Overlord: ~22000 *requires HP < 15% and Jewel of Gardios equipped*


Jade "I am not really Lezard" Curtiss
"No, no, no, you should really value your life."



HP: 3663
TP: 414
P. ATK: 1099
P. DEF: 451 (59 is from C. Core stats)
F. ATK: 1338 (118 is from C. Core stats)
F. DEF: 525
AGL: 338
ENH: 0

Weapon - Fonic Lance: +720 P. ATK, +720 F. ATK
*alt - Gungnir: +850 P. ATK, +600 F. ATK (physical Jade hype!)
Armor - Fonic Robe: +68 P. DEF, +68 F. DEF
*alts - Viridian Robe: +58 P. DEF, +58 F. DEF, 20% Wind resistance
Amber Robe: +51 P. DEF, +51 F.DEF, 20% Earth resistance
Mirage Robe: +38 P. DEF, +38 F.DEF, 20% Light resistance
Arm - Draupnir: +40 P.DEF
Other - *see universal accessories*

Physical string (3 hits): 2455

Base Artes

Thunder Lance - 8 TP, wind elemental: 1500
Sonic Spear - 4 TP: 1330

Arcane Artes

Impaling Heaven - 12 TP: 2390
Sovereign Gale - 10 TP, wind elemental: 2161

Total physical damage: physical+Thunder Lance+Impaling Heaven = 6345

Fonic Artes

Energy Blast - 7 TP: 2800
Drain Magic - 4 TP: Drains 10 TP from the target back to Jade
Ground Dasher - 32 TP, earth elemental: 6500
Blessed Drops - 32 TP, water elemental: 4450
Infernal Prison - 28 TP, fire elemental: 7900
Thunder Blade - 36 TP, wind elemental: 7100
Absolute - 48 TP, water elemental: 5900
Prism Sword - 64 TP, light elemental: 7200
Meteor Storm - 80 TP: 5440, hits 2-3 times, average 13600

Single Hit: Meteor Storm, 13600

Mystic Artes

Mystic Cage: Full MT, ~12000
Indignation "aka BoltX-3!": 21000, Jade elemental.


Anise Tatlin
"Seargantoracleknightfonmasterguardiananisetatlin Wins!"



HP: 4005
TP: 340
P. ATK: 1135
P. DEF: 451
F. ATK: 1040
F. DEF: 530 (118 is from C. Core stats)
AGL: 286
ENH: 59 (all from C. Core stats)

Weapon - Grand Cross: +700 P. ATK, +600 F. ATK
Armor - Queen Cloak: +72 P. DEF
Arm - Queen's Gloves: +42 P.DEF
Other - *Anise has loads of accessories for her doll (she uses it to fight).  I'll list them all here:

Wonder Doll: +50 AGL, Luck!
Heihachi (Tekken guy): unlocks Demon Breath and Stone head
Artificial Life Form (KOS-MOS): unlocks X-BUSTER, OPB
Warrior Maiden: +50 P. ATK, +50 F. ATK
Time Traveling Hero (Cless): RAISES CRIT RATE
Priestess (Philia): unlocks Inspect Eye!  (instant godlike)
Great Pirate (Chat): unlocks Pow Hammer
Time Traveling Girl (Reola?): unlocks Resurrection
Empty Girl (Presea): unlocks Beast
Rare Genius (Harold): unlocks Divine Saber
The Prince (of all Cosmos): 15% chance of revival from KO! Kosanji-like.
Ant Lion Man: 8% HP/TP regen

Physical string (3 hits): 2470

Base Artes

Dragon Surge: 1630
Dual Punishment: 1330
Shadow Raid: 1540
Eagle Dive: 1720
Lucky - 12 TP: Increases Luck! Anti-FE swordmasters, 1445
Mighty Charge - 16 TP: Raises normal physical damage by about 10%.

Arcane Artes

Soaring Blast: 3890
Cyclone Shot: 2730
Surge Breaker: 4010
Dual Dragon Surge: 3600
Shadow Punishment: 3380
Shadow Tempest: 3430

Fonic Artes

Limited - 10 TP, light elemental: 3380
Negative Gate - 16 TP, dark elemental: 4600
Bloody Howling - 26 TP, dark elemental: 6100
Miracle Hammer - 24, hammer? elemental: 5900
Divine Saber - 28 TP, wind elemental: 4500

Damage

Single Hit: Blooding Howling, 6100
Combo damage: physical+Eagle Dive+Surge Breaker = 8200

Mystic Artes

Final Fury: 11900
Dying Moon: 11900 (Final Fury extension) + ~4500 = 16300


Natalia Luzu Kimlasca Lanvaldear
"This swimsuit is about to fall off!



HP: 3473
TP: 320
P. ATK: 1113
P. DEF: 574 (118 is from C. Core stats)
F. ATK: 373
F. DEF: 470 (59 is from C. Core stats)
AGL: 401
ENH: 0

Weapon - Celestial Star: +720 P. ATK
*alt - Elven Bow: +700 P. ATK, required for Noble Roar Mystic Arte
Armor - Solar Guard: +75 P. DEF, 30% Light resistance
Arm - Queen's Gloves: +42 P.DEF
Other - *see universal accessories*

Physical string (3 hits): 2255

Base Artes

Piercing Line - 5 TP: 1580
Storm Edge - 9 TP: 1430
Aerial Laser - 7 TP: 1850
Cavalry - 14 TP: Immune to Knock Down. That's what it says!  GARLAND SLAYER!

Arcane Artes

Star Stroke - 14 TP: 2335
Star Embrace - 18 TP: 1400 (fail)
Gallant Barrage - 20 TP: 3460

Fonic Artes

Heal - 20 TP: 60% healing
Cure - 48 TP: Full healing
Recover - 10 TP: Status recovery
Healing Force - 36 TP: 5% HP regen
Revive - 64 TP: Auto-life with 30% HP
Barrier - 16 TP: raised physical defense by 20%
Sharpness - 20 TP: raises physical damage by 20%
Resist - 18 TP: raised magic defense by 20%
Scare Shot - 18: lowers enemy's physical defense by 20%

Damage:

Single Hit: Gallant Barrage, 3460
Combo damage: physical+Aerial Laser+Gallant Barrage = 7565

Mystic Artes

Astral Rain: ~10000
Noble Roar: ~18000 *requires Elven Bow


Universal accessories - all storebought stuff, no stuff from Din's shop

Wizard Hat: F. DEF +48, males only
Rare Helm: P. DEF +48, Luke/Guy only
Rare Circlet: P. DEF +42, girls only
Ancient Ribbion: F. DEF +41, girls only
Amulet: immunes all physical status.
Elven Cape: +20 P. DEF, +10 F. DEF, +30 AGL, 10% resist to all elements
Flare Cape: +23 P. DEF, +11 F. DEF, 30% fire resistance
Rare Boots: +35 P. DEF, +120 AGL

Averages! (From OK - I love you Eph!)

HP: 3689
1) Anise - 4005
2) Luke - 3983
3) Jade - 3663
4) Guy - 3633
5) Natalia - 3473
6) Tear - 3375

PDEF: 482
1) Natalia - 574
2) Luke - 528
3) Tear - 453
4t) Anise - 451
4t) Jade - 451
6) Guy - 437

FDEF: 441
1) Anise - 530
2) Jade - 525
3) Natalia - 470
4) Tear - 437
5) Guy - 375
6) Luke - 311

AGL: 384
1) Guy - 553
2) Natalia - 401
3) Tear - 367
4) Luke - 358
5) Jade - 338
6) Anise - 286

Non-Combo Damage: 6427 (5477 without Meteor Storm)
1) Jade - 13600 (Meteor Storm)
[Jade - 7900 (Infernal Prison)]
2) Tear - 7500 (Grand Cross)
3) Anise - 6100 (Bloody Howling)
4) Luke - 4000 (Attack Sequence)
5) Guy - 3900 (Moonlight Demon)
6) Natalia - 3460 (Gallant Barrage)

Combo Damage: 9204 (8254 without Meteor Storm)
1) Jade - 13600 (Meteor Storm)
2) Luke - 9360 (Attack Sequence-Rending Thrust-Swallow Fury)
3) Guy - 9000 (Attack Sequence-Void Tempest-Moonlight Demon)
4) Anise - 8200 (Attack Sequence-Eagle Dive-Surge Breaker)
[Jade - 7900 (Infernal Prison)]
5) Natalia - 7565 (Attack Sequence-Aerial Laser-Gallant Barrage)
6) Tear - 7500 (Grand Cross)

Average of the Averages: 7816 (6866 without Meteor Storm)

136
RPG Stats Forum / Tales of Symphonia
« on: January 10, 2008, 12:26:52 PM »
(Post info: From OK.  Niu's former post is in mine - OK's - post midway through the topic, after much prodding from Dhyer to switch the two posts around)

These aren't Niu's randomless stats - these are in-game takes, which I always prefer to do in general.  Niu's stuff is perfectly accurate, though, on equipment and the base growths too.  No titles or EX Gems were used with these stats...100% natural.  Titles and the like can be considered on your own accord.  Luck is entirely random, so I'm not listing it.  Anyway....

I. Equipment and Levels
Levels are taken at 65, simple.  Equipment is unique/storebought stuff, defaulting to best defense values/attack values (with one exception: Material Blades on Lloyd - this is a trade-off for balance on the two attack values he has, plus allows me to hype Falcon Crest to hell and back if I feel like it!).  Character Base stats are listed under their name, and under that are the main stats with default equipment (which is below that...easy, right?).  Other equipment is listed after the default, right above the damages.  As a last note on elemental resists, as Niu pointed out, +1-+3 is considered halving the element, while +4-+6 is nulling, and +7 and above is absorption.

II. Attacks
I'm going to post everything, both S and T side.  I'll indicate with an asterisk which one I feel is the best side in a duel (this...affects maybe 3 people at best).  Assuming everything hits, blah blah blah.  Yes, I know I'm crazy, but I'm also thorough.  For the fighters, I'll note chaining: this basically boils down to mixing attacks in the order of physical-level1-level2-level3, or in any increasing order like such.  The exception is Regal, who can mix his techs around a lot more.  I'll get to that later in the damage average section.  Oh, and I'm assuming 150 DEF enemies for damage.

III. Stats
...you know, you should be able to figure this out.  Fuck it all.

IV. Other
Thanks for Niu for starting this topic, and finding most of the equipment set-ups.  Unoriginal also added lots of EX Gem info, which is great too.  And...remember kiddies, Falcon Crest ensures Lloyd a spot in Godlike!



Lloyd Irving
"You picked the wrong guy to mess with"
HP - 4149
TP - 346
STR - 343
DEF - 156
ACC - 140
EVA - 128
INT - 143

Slash/Thrust - 1163
Defense - 273
Accuracy - 150
Evasion - 138
Nulls Earth and Lightning, Halves Darkness and Ice

Weapon: Material Blade - +820 Slash/Thrust, Enables Falcon Crest Technique
Armour: Mumbane - +70 Defense, +2 Resist to Earth, Lightning, Darkness, Ice
Headgear: Rare Helm - +24 Defense, +2 Resist to Lightning
Armguard: Rare Gauntlet - +18 Defense, +2 Resist to Earth
Accessory1: Snow Hare - +5 Defense, +10 Accuracy/Luck/Evasion

Other Equipment
Weapons[/u]
Kusanagi Blade - +930 Slash, +850 Thrust, Double Damage to Undead
Ninja Sword - +860 Slash, +820 Thrust, Darkness Element
Valkyrie Sabre - +850 Slash, +930 Thrust
Armour[/u]
Star Mail - +65 Defense, +2 Resist to Fire
Armguard[/u]
Claw Gauntlet - +10 Defense, +50 Attack

Base Skills
Physical Combo - 1720 ( 4 hits ), physical
Demon Fang (1) - 520, physical, LR (4 TP)
Sonic Thrust (1) - 600, physical (5 TP)
Sword Rain (1) - 650, physical (7 TP)
Tiger Blade (1) - 690, physical (9 TP)
Tempest (1) - 690, physical (8 TP)
Beast (2) - 1120, physical, Knockdown (12 TP)
Demonic Thrust (3) - 1510, physical (30 TP)
Demonic Tiger Blade (3) - 1550, physical (32 TP)
Tempest Thrust (3) - 1760, physical (32 TP)
Rising Falcon (3) - 1380, physical (32 TP)
Tempest Beast (3) - 1850, physical (35 TP)
Raining Tiger Blade (3) - 1550, physical (36 TP)
Beast Sword Rain (3) - 1720, physical (38 TP)

Guardian - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

Falcon Crest - 9250, physical; must have Material Blades equipped, and must be at 20% HP or less  (100 TP)

T Side
Double Demon Fang (2) - 900, physical, LR (16 TP)
Hurricane Thrust (2) - 950, physical (14 TP)
Sword Rain Alpha (2) - 950, physical (16 TP)
Omega Tempest (2) - 1080, physical (17 TP)
Tiger Rage (2) - 1030, physical (19 TP)
Raging Beast (3) - 1380, physical (25 TP)
Demonic Chaos (3) - 1680, physical (34 TP)
Sword Rain Beta (3) - 1680, physical (38 TP)

*S Side*
Fierce Demon Fang (2) - 1030, physical (16 TP)
Super Sonic Thrust (2) - 1030, physical (14 TP)
Sonic Sword Rain (2) - 1250, physical (16 TP)
Psi Tempest (2) - 1030, physical (17 TP)
Heavy Tiger Blade (2) - 1080, physical (19 TP)
Hunting Beast (3) - 1550, physical (24 TP)
Demonic Circle (3) - 1940, physical (38 TP)
Twin Tiger Blade (3) - 1720, physical (35 TP)

Comments: Mmmm...damage is fine, durability to physicals is good, and the craptacular magical defenses are buffered by elemental resists ( and Guardian, though that's expensive ).  Falcon Crest makes a good finisher "limit" too.  A Middle.



Colette Brunel
"I hope you've learned your lesson"
HP - 3364
TP - 481
STR - 222
DEF - 123
ACC - 121
EVA - 126
INT - 169

Attack - 1072
Defense - 221
Accuracy - 121
Evasion - 126
Halves Water, Wind, Fire and Earth

Weapon: Angel Halo - +850 Attack
Armour: Elemental Guard - +66 Defense, +2 Resist to Water, Wind, Fire, Earth
Headgear: Pretty Ribbon - +20 Defense
Armguard: Draupnir - +12 Defense

Other Equipment
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 780 ( 2 hits ), physical
Ray Thrust (1) - 510, physical, LR (5 TP)
Pow Hammer (1) - 620, physical (8 TP)
Item Thief (2) - 780, physical, STEALS ITEMS AT A LOW RATE (10 TP)
Ring Whirlwind (2) - 820, physical (11 TP)
Item Rover (3) - 1170, physical, STEALS ITEMS AT A HIGHER RATE (22 TP)
Grand Chariot (3) - 1250, physical/lightning (24 TP)
Stardust Cross (3) - 2220, physical (34 TP)

Angel Feathers - 1100, light (20 TP)
Holy Song - +20% attack and defense, MT (35 TP)
Sacrifice - 2350, light, ST; Colette dies, and all allies are fully healed/restored (150 TP)
Judgment - 830 per hit, light, MT; averages around 1-2 hits (40 TP)

Damage Guard - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Dual Ray Thrust (2) - 820, physical, LR (10 TP)
Pow Pow Hammer (2) - 940, physical (15 TP)
Triple Ray Thrust (3) - 1300, physical, LR (22 TP)
Ring Cyclone (3) - 1090, physical (22 TP)
Hammer Rain (3) - 3900, physical (30 TP)

*S Side*
Ray Satellite (2) - 900, physical, LR (14 TP)
Para Ball (2) - 1800, physical (14 TP)
Triple Ray Satellite (3) - 2930, physical, LR (26 TP)
Whirlwind Rush (3) - 1400, physical (22 TP)
Torrential Para Ball (3) - 1400, physical (30 TP)

Comments: ...the blue hell?  She's surprisingly solid.  Durability could be...better ( low HP, defense, and magic defense ), but her damage is fine, and she has elemental resists.  Low Middle, much as it pains me to say it. 



Genis Sage
"All talk, no action"
HP - 2901
TP - 427
STR - 174
DEF - 132
ACC - 99
EVA - 102
INT - 306 ( 330 )

Attack - 854
Defense - 219
Accuracy - 99
Evasion - 102
Halves Fire

Weapon: One World - +680 Attack, +14 Intelligence
Armour: Star Cloak - +60 Defense, +2 Resist to Fire
Headgear: Rune Hat - +15 Defense, +10 Intelligence
Armguard: Draupnir - +12 Defense

Other Equipment
Armour[/u]
Holy Cloak - +45 Defense, 1% HP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals

Base Skills
Physical Combo - 560 ( 2 hits ), physical
Fire Ball - 460, fire, ST (7 TP)
Stone Blast - 540, earth, ST (7 TP)
Wind Blade - 450, wind, ST (8 TP)
Aqua Edge - 520, water, ST (8 TP)
Lightning - 440, lightning, ST (9 TP)
Icicle - 470, ice, ST (10 TP)
Dreaded Wave - 1210, earth, AoE (34 TP)
Meteor Storm - 1650 per hit, non-elemental, AoE/MT; averages about 3 hits on normal size enemies (80 TP)

Force Field - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)   

*T Side*
Stalagmite - 1470, earth, AoE (20 TP)
Spread - 1700, water, AoE (22 TP)
Air Thrust - 1410, wind, ST (22 TP)
Eruption - 1550, fire, AoE (24 TP)
Thunder Blade - 1860, lightning, AoE (28 TP)
Ice Tornado - 1880, ice, AoE (30 TP)
Raging Mist - 2140, fire/water, AoE (38 TP)
Gravity Well - 2390, lightning/earth, AoE (42 TP)
Tidal Wave - 1400, water, MT, fails against flying targets (60 TP)
Ground Dasher - 2600, earth, AoE (46 TP)
Cyclone - 2580, wind, AoE (50 TP)
Explosion - 3870, fire, AoE (55 TP)
Indignation - 4750, lightning, AoE (60 TP)

S Side
Grave - 1800, earth, AoE (22 TP)
Aqua Laser - 1860, water, LT (20 TP)
Air Blade - 1860, wind, LT (22 TP)
Flame Lance - 1900, fire, AoE (24 TP)
Spark Wave - 2000, lightning, AoE (26 TP)
Freeze Lancer - 1920, ice, ST (29 TP)
Spiral Flare - 2010, fire/wind, LT (38 TP)
Thunder Arrow - 2440, lightning/fire, AoE (42 TP)
Absolute - 3100, ice/earth, AoE (46 TP)
Atlas - 2120, wind/water, ST (42 TP)
Earth Bite - 2370, earth/lightning, AoE (44 TP)
Prism Sword - 4250, light, AoE; This is assuming the damage done to the center target ( i.e., the person targeted with the spell ); it hits the 4 "corners" around the center as well for 1040 damage each.  (58 TP)

Comments: Mmmm...solid damage, and...well, that's it.  Low durability, not any awesome elemental defenses...nothing besides very good damage.  High Light.



Raine Sage
"Oh, over already?"
HP - 3094
TP - 506
STR - 201
DEF - 130
ACC - 95
EVA - 83
INT - 339 ( 389 )

Attack - 201
Defense - 222
Accuracy - 65
Evasion - 83
Halves Water, Wind, Fire, Earth, Lightning, Ice, Light, Darkness

Weapon: Heart of Chaos - +0 Attack, +50 Intelligence, -30 Accuracy, -30 Luck
Armour: Spirit Robe - +60 Defense, +2 Resist to Water, Wind, Fire, Earth, Lightning, Ice, Light, Darkness
Headgear: Pretty Ribbon - +20 Defense
Armguard: Draupnir - +12 Defense

Other Equipment
Weapons[/u]
Blue Crystal Rod - +640 Attack, +12 Intelligence
Holy Staff - +436 Attack, +9 Intelligence, Light Element, 1% HP Recovery at certain intervals
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 0 ( 2 hits ), physical [Heart of Chaos]; 540 ( 2 hits ), physical [Blue Crystal Rod]
First Aid - 30% healing, ST (8 TP)
Charge - Transfers TP to another character (24 TP)
Barrier - +10% defense, ST (8 TP)
Recover - Heals physical status effects, ST (8 TP)
Sharpness - +10% attack, ST (12 TP)
Dispel - Heals magical status effects, ST (8 TP)
Photon - 2800 [2600], light, ST (16 TP) 
Resurrection - Revives a character to 25% max HP (48 TP)

Force Field - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Nurse - 40% healing, MT (28 TP)
Field Barrier - +10% defense, MT (48 TP)
Purify - Heals physical status effects, AoE (24 TP)
Acuteness - +10% attack, MT (32 TP)
Nullify - Heals magical status effects, MT (28 TP)
Healing Circle - 60% healing, AoE (56 TP)
Ray - 1500 [1400] per hit, AoE; on average, one ray will hit the target it is aimed at (35 TP)
Revitalize - 90% healing, MT (96 TP)

*S Side*
Heal - 60% healing, ST (20 TP)
Permaguard - +15% defense, ST (40 TP)
Restore - Heals physical status and protects against further ones, ST (24 TP)
Keenness - +15% attack, ST (32 TP)
Anti-magic - Heals magical status and protects against further ones, ST (28 TP)
Cure - 100% healing, ST (64 TP)
Holy Lance - 3800 [3600], light, ST (40 TP)
Revive - Revives a character to 100% max HP (96 TP)

Comments: Awesome.  Insane magical defenses, with sky-high INT and lots of elemental resists, stat boosters, good healing, and decent damage.  A good Middle, even though the physical durability could be better.



Kratos Aurion
"Blame your fate!"
HP - 3707
TP - 489
STR - 315
DEF - 151
ACC - 126
EVA - 123
INT - 310

Attack - 1235
Defense - 288
Accuracy - 126
Evasion - 128
Nulls Fire, Wind and Lightning, Halves Water, Light, Darkness

Weapon: Last Fencer - +920 Attack, Double Damage to Humans
Armour: Golden Armour - +70 Defense, +2 Resist to Water, Wind, Fire, Light
Headgear: Rare Helm - +24 Defense, +2 Resist to Lightning
Armguard: Star Shield - +35 Defense, +2 Resist to Fire, Darkness
Accessory1: Fairy Ring - Half TP cost
Accessory2: Thunder Cape - +8 Defense, +5 Evasion, +2 Resist to Wind, Lightning

Other Equipment
Weapons[/u]
Crystal Dagger - +750 Attack, +30 Accuracy, Double Damage to Beasts, 1% TP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Rare Shield - +33 Defense, +2 Resist to Water
Beam Shield - +25 Defense, +2 Resist to Light
Rare Gauntlet - +18 Defense, +2 Resist to Earth
Omega Shield - +15 Defense, 1% HP Recovery at certain intervals
Claw Gauntlet - +10 Defense, +50 Attack

Base Skills
Physical Combo - 1410 ( 3 hits ), physical
Demon Fang (1) - 560, physical, LR (2 TP)
Sonic Thrust (1) - 660, physical (3 TP)
Light Spear (2) - 1030, physical (9 TP)
Lightning Blade (2) - 1550, physical/lightning (11 TP)
Hell Pyre (2) - 1400, physical/fire (11 TP)
Demon Spear (3) - 1400, physical (15 TP)
Super Lightning Blade (3) - 1760, physical/lightning (17 TP)

First Aid - 30% healing, ST (4 TP)
Healing Wind - 30% healing, AoE (18 TP)
Healing Stream - 45% healing, AoE (23 TP)

Fire Ball - 440, fire, ST (4 TP)
Wind Blade - 430, wind, ST (4 TP)
Stone Blast - 530, earth, ST (4 TP)
Lightning - 430, lightning, ST (5 TP)
Air Thrust - 1370, wind, ST (11 TP)
Thunder Blade - 1720, lightning, AoE (14 TP)
Eruption - 1410, fire, AoE (24 TP)
Grave - 1680, earth, AoE (11 TP)
Judgment - 1360 per hit, light, MT; averages around 1-2 hits (20 TP)

Guardian - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Double Demon Fang (2) - 990, physical, LR (8 TP)
Hurricane Thrust (2) - 1030, physical (7 TP)
Victory Light Spear (3) - 1500, physical (13 TP)

*S Side*
Fierce Demon Fang (2) - 1130, physical (8 TP)
Super Sonic Thrust (2) - 1130, physical (7 TP)
Light Spear Cannon (3) - 1550, physical (13 TP)

Comments: Pretty darn good ( pales before his boss form ).  High durability to physical and magic, decent healing, decent damage either via magic or physicals...pretty good overall.  And Last Fencer.  Lots of equipment options as well.  Heavy.



Sheena Fujibayashi
"That's it?  I was just getting started!"
HP - 3453
TP - 494
STR - 269
DEF - 143
ACC - 150
EVA - 125
INT - 230

Attack - 1079
Defense - 235
Accuracy - 150
Evasion - 125
Halves Wind

Weapon: Divine Judgment - +810 Attack, Double Damage to Undead
Armour: Kannazuki - +60 Defense, +2 Resist to Wind
Headgear: Pretty Ribbon - +20 Defense
Armguard: Draupnir - +12 Defense

Other Equipment
Weapons[/u]
Acalanatha - +720 Attack, Fire Element, +2 Resist to Fire and Darkness, Double Damage to Undead
Card of Ice - +430 Attack, Ice Element, +2 Resist to Ice, Double Damage to Humans
Card of Wind - +380 Attack, Wind Element, +2 Resist to Wind, Double Damage to Birds
Card of Lightning - +350 Attack, Lightning Element, +2 Resist to Lightning, Double Damage to Insects
Card of Fire - +270 Attack, Fire Element, +2 Resist to Fire, Double Damage to Beasts
Card of Earth - +240 Attack, Earth Element, +2 Resist to Earth, Double Damage to Plants
Card of Water - +175 Attack, Water Element, +2 Resist to Water, Double Damage to Aquatics
Armour[/u]
Shaman Dress - +54 Defense, +4 Resist to Light, +2 Resist to Darkness
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 1170 ( 3 hits ), physical
Power Seal (1) - 310, physical, 20% chance of lowering defense by 20% (5 TP)
Mirage Seal (1) - 310, physical, 20% chance of lowering accuracy by 20% (5 TP)
Serpent Seal (1) - 310, physical, 20% chance of lowering evasion by 20% (5 TP)
Life Seal (2) - 550, physical, 10% of damage (55) is restored as HP to Sheena (15 TP)
Spirit Seal (2) - 550, physical, 3% of damage (17) is restored as TP to Sheena (15 TP)
Pyre Seal (3) - 975, physical, Knockdown (15 TP)
Force Seal (3) - Increases enemy stagger duration (25 TP)
Cyclone Seal (3) - 1500, physical, fails on large foes and flying enemies (35 TP)
Demon Seal (3) - 1170, light, physical, Knockdown (35 TP)
Purgatory Seal - Revives a target with 0 HP. In this state, if they take any damage at all, they die; any healing effect used on them heals them.  For all intents and purposes, this is revival to minimal HP (40 TP)
S/T Seal - Adds an element to a character's physical attack, which overwrites any existing elemental attack properties; S seals include Fire, Wind, Water and Light; T seals include Earth, Ice, Lightning and Darkness (14 TP)

Guardian Seal - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

Summon: Fire - 3900, fire, AoE (100 TP)
Summon: Water - 3700 per hit, water, MT; averages 1-2 hits (100 TP)
Summon: Wind - 4200, wind, AoE, fails on heavy or flying enemies (100 TP)
Summon: Ice - 1400 per hit, ice, LT; averages 2-3 hits (100 TP)
Summon: Lightning - 5200, lightning, AoE (100 TP)
Summon: Earth - 3600, earth, AoE (100 TP)
Summon: Light - 3300 per hit, light, MT; averages 1-2 hits (100 TP)
Summon: Darkness - 3750, darkness, AoE (100 TP)
Summon: Origin - 8750, non-elemental, AoE (100 TP)
Summon: Birth - 2450 per hit, non-elemental, AoE/MT; averages about 3 hits on normal size enemies (100 TP)

T Side
Power Seal Pinion (2) - 780, physical, 20% chance of lowering defense by 20% (18 TP)
Mirage Seal Pinion (2) - 780, physical, 20% chance of lowering accuracy by 20% (12 TP)
Serpent Seal Pinion (2) - 780, physical, 20% chance of lowering evasion by 20% (12 TP)

*S Side*
Power Seal Absolute (2) - 470, physical, 100% chance of lowering defense by 20% (22 TP)
Mirage Seal Absolute (2) - 470, physical, 100% chance of lowering accuracy by 20% (24 TP)
Serpent Seal Absolute (2) - 470, physical, 100% chance of lowering evasion by 20% (20 TP)

Comments: Damn...wishes she had her summons a lot easier.  So many different moves, and yet most suck.  The drains, even with the support skill to boost them ( double drain! ), suck.  Cyclone Seal fails on some opponents, and...well, her Absolute Seals aren't bad, I guess.  Still...fast, and she can get some use out of changing her cards.  Plus...well, Origin does hurt badly.  Clearly Light, though. 



Zelos Wilder
"Man, I rule!  I'm sssoooooo cool!"
HP - 3801
TP - 399
STR - 323
DEF - 153
ACC - 127
EVA - 109
INT - 266

Attack - 1243
Defense - 282
Accuracy - 127
Evasion - 109
Nulls Fire, Halves Water, Wind, Light, Lightning, Darkness

Weapon: Last Fencer - +920 Attack, Double Damage to Humans
Armour: Golden Armour - +70 Defense, +2 Resist to Water, Wind, Fire, Light
Headgear: Rare Helm - +24 Defense, +2 Resist to Lightning
Armguard: Star Shield - +35 Defense, +2 Resist to Fire, Darkness

Other Equipment
Weapons[/u]
Crystal Dagger - +750 Attack, +30 Accuracy, Double Damage to Beasts, 1% TP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Rare Shield - +33 Defense, +2 Resist to Water
Beam Shield - +25 Defense, +2 Resist to Light
Rare Gauntlet - +18 Defense, +2 Resist to Earth
Omega Shield - +15 Defense, 1% HP Recovery at certain intervals
Claw Gauntlet - +10 Defense, +50 Attack

Base Skills
Physical Combo - 1410 ( 3 hits ), physical
Demon Fang (1) - 560, physical, LR (4 TP)
Sonic Thrust (1) - 660, physical (5 TP)
Light Spear (2) - 1030, physical (18 TP)
Lightning Blade (2) - 1550, physical/lightning (22 TP)
Hell Pyre (2) - 1400, physical/fire (22 TP)
Demon Spear (3) - 1400, physical (30 TP)
Super Lightning Blade (3) - 1760, physical/lightning (34 TP)

First Aid - 30% healing, ST (8 TP)
Healing Wind - 30% healing, AoE (35 TP)
Healing Stream - 45% healing, AoE (45 TP)

Fire Ball - 310, fire, ST (7 TP)
Wind Blade - 300, wind, ST (8 TP)
Stone Blast - 390, earth, ST (7 TP)
Lightning - 370, lightning, ST (9 TP)
Air Thrust - 1110, wind, ST (22 TP)
Thunder Blade - 1400, lightning, AoE (28 TP)
Eruption - 1180, fire, AoE (24 TP)
Grave - 1330, earth, AoE (22 TP)
Judgment - 1150 per hit, light, MT; averages around 1-2 hits (40 TP)

Guardian - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Double Demon Fang (2) - 990, physical, LR (16 TP)
Hurricane Thrust (2) - 1030, physical (14 TP)
Victory Light Spear (3) - 1500, physical (26 TP)

*S Side*
Fierce Demon Fang (2) - 1130, physical (16 TP)
Super Sonic Thrust (2) - 1130, physical (14 TP)
Light Spear Cannon (3) - 1550, physical (26 TP)

Comments: Kratos, with less magic power, yet better physical power.  Heavy.



Presea Combatir
"Do not bother us"
HP - 4534
TP - 373
STR - 362
DEF - 175
ACC - 110
EVA - 108
INT - 231

Attack - 1361
Defense - 279
Accuracy - 110
Evasion - 108
Nulls Earth, Halves Water, Wind, Fire, Lightning, Ice, Light, Takes 50% more from Darkness

Weapon: Gaia Cleaver - +999 Attack, Earth Element, Double Damage to Plants
Armour: Prism Guard - +66 Defense, +2 Resist to Water, Wind, Fire, Earth, Lightning, Ice, Light, -2 Resist to Darkness
Headgear: Pretty Ribbon - +20 Defense
Armguard: Rare Gauntlet - +18 Defense, +2 Resist to Earth

Other Equipment
Weapons[/u]
Bahamut's Tear - +920 Attack, Double Damage to Dragons
Pow Hammer DX - +900 Attack, +30 Accuracy, +20 Luck, Double Damage to Humans
Ogre Axe - +830 Attack, -20 Evade, -20 Luck, Double Damage to Plants
Armour[/u]
Star Guard - +62 Defense, +2 Resist to Light and Darkness
Headgear[/u]
Rune Circlet - +13 Defense, +10 Intelligence
Holy Circlet - +12 Defense, +9 Intelligence, 1% HP Recovery at certain intervals
Armguard[/u]
Claw Gauntlet - +10 Defense, +50 Attack
Kitchen Mittens - +3 Defense, +2 Resist to Fire
Penguinist Gloves - +3 Defense, +2 Resist to Ice

Base Skills
Physical Combo - 1060 ( 2 hits ), physical
Destruction (1) - (6 TP)
Infliction (1) - 800, physical (4 TP)
Punishment (1) - 930, physical, surrounding area (5 TP)
Devastation (1) - 1060, physical (8 TP)
Beast (3) - 2650, physical, Knockdown (14 TP)
Fiery Infliction (3) - 2230, physical/earth (18 TP)
Eternal Damnation (3) - (20 TP)

Earthly Protection - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

*T Side*
Dual Infliction (2) - 1460, physical (13 TP)
Dual Punishment (2) - 1330, physical, surrounding area (16 TP)
Deadly Destruction (2) - (10 TP)
Finite Devastation (2) - 1590, physical (11 TP)
Endless Infliction (3) - 2120, physical (28 TP)
Rising Punishment (3) - 2760, physical (28 TP)
Infinite Destruction (3) - (38 TP)

S Side
Resolute Infliction (2) - 1460, physical (15 TP)
Finality Punishment (2) - 1860, physical (12 TP)
Fiery Destruction (2) - (12 TP)
Mass Devastation (2) - 1910, physical/earth (12 TP)
Eternal Devastation (3) - 2120, physical (26 TP)

Comments: Yeesh.  Durable, damaging, elementally resistant, decent equip options.  Also has a Last Fencer-ish weapon.  Very, very good.  A little slow, and no healing, but...damn, she's still very good.  Heavy



Regal Bryant
"Redemption still eludes me"
HP - 3890
TP - 404
STR - 335
DEF - 145
ACC - 153
EVA - 144
INT - 239 ( 249 )

Attack - 1255
Defense - 250
Accuracy - 153
Evasion - 144

Weapon: Dynast - +920 Attack, +18 Defense, Double Damage to Ghosts
Armour: Mortality Cloak - +60 Defense
Headgear: Rune Hat - +15 Defense, +10 Intelligence
Armguard: Draupnir - +12 Defense

Other Equipment
Weapons[/u]
Kaiser Greaves - +880 Attack, +16 Defense, Light Element, Double Damage to Ghosts
Armour[/u]
Phoenix Cloak - +54 Defense, +4 Resist to Fire
Holy Cloak - +45 Defense, 1% HP Recovery at certain intervals
Headgear[/u]
Cleric's Hat - +8 Defense, +2 Intelligence, 1% HP Recovery at certain intervals

Base Skills
Physical Combo - 960 ( 2 hits ), physical
Crescent Moon - 770, physical (8 TP)
Spin Kick - 620, physical (6 TP)
Eagle Dive - 720, physical (8 TP)
Healer - 25% healing, ST (15 TP)
Mirage - DODGES ANYTHING!!!! (12 TP)
Swallow Kick - 720, physical (8 TP)
Rising Dragon - 720, physical (10 TP)
Triple Kick - 1150, physical (14 TP)
Heaven's Charge - 960, physical (14 TP)
Triple Rage Kick - 1540, physical (26 TP)
Crescent Dark Moon - 1920, physical (30 TP)
Wolverine - 1730, physical (28 TP)

Bastion - Can be activated at any time to reduce a magical attack to 20% of it's full power; this can be activated as a shield to a spell, as an umbrella of sorts to block the majority of the damage (10% of Max TP)

T Side
Swallow Dance - 910, physical (16 TP)
Eagle Rage - 1250, physical (18 TP)
Dragon Fury - 1150, physical (18 TP)
Chi Healer - 35% healing, ST (30 TP)

*S Side*
Dragon Dance - 910, physical (16 TP)
Eagle Fall - 1150, physical (18 TP)
Dragon Rage - 1250, physical (14 TP)
Grand Healer - 45% healing, ST (30 TP)

Comments: Slightly above average durability to magic and physicals, with healing.  Fairly fast, utterly lacks elemental resists.  MIRAGE, though!  Seriously, not a bad character, though does lack the pizzazz for Heavy.  High Middle.


Averages

HP: 3655
1) Presea - 4534
2) Lloyd - 4149
3) Regal - 3890
4) Zelos - 3801
5) Kratos - 3707
6) Sheena - 3453
7) Colette - 3364
8) Raine - 3094
9) Genis - 2901

DEF: 251
1) Kratos - 288
2) Zelos - 282
3) Presea - 279
4) Lloyd - 273
5) Regal - 250
6) Sheena - 235
7) Raine - 222
8) Colette - 221
9) Genis - 219

INT: 257
1) Raine - 389
2) Genis - 330
3) Kratos - 310
4) Zelos - 266
5) Regal - 249
6) Presea - 231
7) Sheena - 230
8) Colette - 169
9) Lloyd - 143

Huge notes on damage averages...
1) Dear god...the headaches.  Anyway, I'm listing 2 averages: one without combos taken into account (Go Raine and Genis!), and one with combos taken into account (Raine and Genis for Puny!).  Some people prefer one, some prefer the other, so take your pick.
2) Most techs are...fine, to me.  Some offend me, though (Colette, I'm looking at you).  I'm not going to consider some techs in either average, simply because they likely aren't too useful in-game (mostly in the case of combos will this be truly present an issue).
3) No special offense boosting (Zelos's Last Fencer hitting human weakness, etc.) is being considered in these averages.  Factor them in on the proper opponent (at least, that's the way I do it).
4) For combos, I'm using only one side of techs (i.e., either T or S, no jumping between the 2 sides).  The side I'll be using is the one I marked with an * above.

No Combo Damage: 2508
1) Genis - 4750 (Indignation)
2) Raine - 3800 (Holy Lance)
3) Colette - 2930 (Triple Ray Satellite)
4) Presea - 2760 (Rising Punishment)
5) Lloyd - 1940 (Demonic Circle)
6) Regal - 1920 (Crescent Dark Moon)
7t) Zelos - 1760 (Super Lightning Blade)
7t) Kratos - 1760 (Super Lightning Blade)
9) Sheena - 1500 (Cyclone Seal)

Combo Damage: 4566
1) Presea - 5260 (Physical-Destruction-Dual Punishment-Endless Infliction)
2) Collete - 5070 (Physical-Pow Hammer-Para Ball-Triple Ray Satellite)
3) Lloyd - 4830 (Physical-Tiger Blade-Sonic Sword Rain-Demonic Circle)
4) Regal - 4820 (Physical-Triple Kick-Crescent Dark Moon-Triple Rage Kick)
5) Genis - 4750 (Indignation)
6t) Zelos - 4619 (Physical-Sonic Thrust-Lightning Blade-Super Lightning Blade)
6t) Kratos - 4619 (Physical-Sonic Thrust-Lightning Blade-Super Lightning Blade)
8) Raine - 3800 (Holy Lance)
9) Sheena - 3325 (Physical-Power Seal-Life Seal-Cyclone Seal)

Average of the two averages: 3537
*This is probably the average I'd use to take Genis's and Raine's magic damage, as it makes them seem a little more sane - granted, if you're a Raine or Genis fan, feel free to ignore this*

137
RPG Stats Forum / Shadow Hearts: Covenant
« on: January 10, 2008, 12:21:58 PM »
Shadow Hearts 2 Character stats.
By Neph and OK

HP: Gee! What could this be!
MP: I cast the magicz lol
SP: Everyone uses 1 SP a turn, and when it runs out, they go 'berserk', which usually means that they do random things, but their attack increases. Usually, they're screwed at this point. It's much like confusion in other RPGs.
STR: Base Strength, affects attacks and physical-based attacks.
INT: Base Intelligence, affects magic and special-type attacks.
VIT: Base Defense, affects physical-based defense.
POW: Base Power, affects special-based defense.
AGL: Speed, affects turn order.
LUC: Tentatively, we think it affects Criticals and Status odds.

OK Note: Each point in STR/VIT/INT/POW increases the respective stat ( P-ATK/P-DEF/S-ATK/S-DEF ) by 1 point.  Basically, subtract the core stats from the final stats to get equipment boosts.  This will also work for the fusion stat boosts - just do a little addition and subtraction.

A note about fusions: In Shadow Hearts Covenant, fusions don't take a massive amount of SP to turn into. They're free to change into, the only thing is that they have an increased about SP for each turn the character remains in that form. Granted, the two people with fusions have obscene amounts of SP anyway, so this isn't really a huge deal...

OK Note 2: Yuri has too many damn fusions - 3 for each element, and then 3 non-elemental ones, for a grand total of 21.  I'm adding the highest level of each elemental fusion, plus Neo Amon and Dark Seraphim.  Unlike in SH1, the elemental fusions here serve a purpose ( since you don't need to revert to transform into different ones ), so yay more work!

Another note. In-game, you're given Crests. Everyone can use them except for Yuri and Kurando. They allow you to use TEH MAGIX. I'll do some checking to see if anyone starts with Crests (I know Anastasia does.)

OK Note 3: Crests can get powered up during the game by doing a little puzzle game that you can access during the middle of disk 1.  This adds extra spells to each crest.  This only matters for Anastasia, Lucia and ( possibly ) Gepetto and Joachim.  The spells gained from the crest upgrades will be noted in each character section.

There are 4 Crucifixes in the game, if you allow them.

All stats are taken at level 55, against the final boss, who has pretty solid defenses for a SH boss, so if the damage seems low, that's probably why.  All rings are also considered perfected, using the Normal Ring set-up.


Yuri Hyuga "If that's all they've got, no problem."
Dark Innate
HP: 703
MP: 490
SP: 72
STR: 70
INT: 52
VIT: 69
POW: 55
AGL: 65
LUC: 56

Chimera Claw, Bike Jacket, *Flare Brooch
*Like in Shadow Hearts 1, the Flare Brooch reduces SP loss by 50% ( rounded up ).  There are 2 in the game, 1 for Kurando, and 1 for Yuri.   

P-ATK: 281
P-DEF: 247
S-ATK: 242
S-DEF: 217

Normal Attack: 270 damage over 5 hits.


Yuri's Fusions

Gaudion - Earth

SP: 5/a turn. (3 w/Flare Brooch)

STR: 87
INT: 61
VIT: 85
POW: 69
AGL: 78
LUC: 68

Attack: 300 damage over 5 hits.

Shield: Raises one ally's P-DEF by 18% (12 MP)
Crag: 200 earth-typed special damage over 5 hits (16 MP)
Stand: Stops all SP damage to party members when they are "resisting" (26 MP)
Thorn: 230 earth-typed special damage over 6 hits (32 MP)
Arc Shield: Raises all allies' P-DEF by 36% (36 MP)
Howling: Restores 9 SP to all allies (44 MP)
Strike: 270 earth-typed special damage (64 MP)

Veneficium - Water

SP: 5/a turn. (3 w/Flare Brooch)

STR: 80
INT: 66
VIT: 85
POW: 65
AGL: 79
LUC: 73

Attack: 285 damage over 5 hits.

Mirage: Raises one ally's evade by 18% (12 MP)
Splash: 220 water-typed damage over 3 hits (16 MP)
Cure Plus: Heals 305 HP (24 MP)
Icicle: 240 water-typed damage over 9 hits (32 MP)
Arc Mirage: Raises all allies' evade by 36% (36 MP)
Cure All: Fully restores HP (32 MP)
Hail: 280 water-typed damage over 10 hits (64 MP)

Fides - Fire

SP: 5/a turn. (3 w/Flare Brooch)

STR: 86
INT: 66
VIT: 86
POW: 67
AGL: 74
LUC: 69

Attack: 300 damage over 5 hits.

Rage: Raises one ally's P-ATK by 18% (12 MP)
Blaze: 220 fire-typed damage over 6 hits (16 MP)
Energy Charge: Increases one ally's P-ATK by 150%; lasts for the next round only (49 MP)
Magma: 240 fire-typed damage over 3 hits (32 MP)
Arc Rage: Raises all allies' P-ATK by 36% (36 MP)
Hell Flame: 280 fire-typed damage over 6 hits (64 MP)
Inferno: 350 fire-typed physical damage over 15 hits (80 MP)

Libertis - Wind

SP: 5/a turn. (3 w/Flare Brooch)

STR: 81
INT: 67
VIT: 77
POW: 70
AGL: 82
LUC: 71

Attack: 285 damage over 5 hits.

Gale: Raises one ally's AGI by 142% (12 MP)
Howling: 220 wind-typed damage over 7 hits (16 MP)
Arc Heal: Recovers Ring and status abnormalities for all allies (18 MP)
Slash: 240 wind-typed damage over 12 hits (32 MP)
Arc Gale: Raises all allies' AGI by 142% (36 MP)
Gathering: Gathers all targets into a tight circle (64 MP)
Storm: 280 wind-typed damage over 8 hits (64 MP)

Miserati - Light

SP: 5/a turn. (3 w/Flare Brooch)

STR: 80
INT: 69
VIT: 79
POW: 70
AGL: 79
LUC: 71

Attack: 285 damage over 5 hits.

Barrier: Raises one ally's S-DEF by 18% (12 MP)
Heaven: 225 light-typed damage over 4 hits (16 MP)
Raise Up: Revives a downed ally to 25% Max HP (24 MP)
Nova: 245 light-typed damage over 6 hits (32 MP)
Arc Barrier: Raises all allies' S-DEF by 36% (36 MP)
Resurrection: Revives a downed ally to 100% Max HP (40 MP)
Pulse: 285 light-typed damage over 17 hits (64 MP)

Somnion - Dark

SP: 5/a turn. (3 w/Flare Brooch)

STR: 85
INT: 61
VIT: 82
POW: 72
AGL: 78
LUC: 70

Attack: 300 damage over 5 hits.

Surge: Raises one ally's S-ATK by 18% (12 MP)
Hell's Eyes: 200 dark-typed special damage over 3 hits (16 MP)
Mind Assault: ~25% Max MP nuke ( dealt ~250+ to the last boss's 999 MP; note that it totally nukes all random enemy MP, so bosses might have some resistance to it ) (1 MP)
Dark Claw: 230 dark-typed special damage over 9 hits (32 MP)
Arc Surge: Raises all allies' S-ATK by 36% (36 MP)
Delay: Delays opponent's action until the next "round" (40 MP)
Thanatos: 270 dark-typed special damage over 13 hits (64 MP)

Neo Amon - Void

SP: 6/a turn. (3 w/Flare Brooch)

STR: 92
INT: 74
VIT: 91
POW: 77
AGL: 87
LUC: 78

Attack: 330 damage over 5 hits.

Demon Rays: 220 special-based damge (36 MP)
Mind/Body Revival: Fully Revives, Heals, and restores SP for one target (48 MP)
The End: 220 special-based damage (54 MP)
Not Yet!: Revives all downed allies to 25% Max HP (56 MP)
"Die, Scumbag!": 315 special-based damage over 18 hits (88 MP)

Dark Seraphim - Void

SP: 7/a turn. (4 w/Flare Brooch)

STR: 95
INT: 77
VIT: 94
POW: 80
AGL: 90
LUC: 81

Attack: 340 damage over 5 hits.
Attack+For Everyone+Energy Charge - 1650 damage over 5 hits

For Everyone: Raises all allies' S-DEF, P-DEF, S-ATK, S-DEF, AGI by 36% (72 MP)
For Tomorrow: Drains 330 damage, healing the party by that same amount (88 MP)
For the Child: 490 special-typed damage over 30 hits + Doubles all damage targets take for one round; this also auto-combos every attack your characters make (160 MP)


Karin Koenig "Don't mess my clothes up."
Fire Innate
HP: 671
MP: 597
SP: 16
STR: 64
INT: 64
VIT: 64
POW: 62
AGL: 65
LUC: 56

Durandal, Microskirt, *Anne's Cross
*Anne's Cross grants Karin total status immunity, as well as regenerating 5% of her max HP per turn.

P-ATK: 265
P-DEF: 236
S-ATK: 263
S-DEF: 230

Normal Attack: 250 damage over 4 hits.

Heuervelk: 255 fire-based special damage (64 MP)
Bullenfogel: 265 fire-based special damage over 2 hits (64 MP)
Geuschbenst: 275 physical-based damage over 24 hits (72 MP)
Sonnestark: 300 fire-typed special damage over 2 hits (88 MP)


Gepetto "Haha! Don't underestimate me because I'm old!"
Non-class (Assuming basic dress)
HP: 581
MP: 697
STR: 55
INT: 69
VIT: 52
POW: 68
AGL: 60
LUC: 61

PATK: 243
PDEF: 212
SATK: 282
SDEF: 248

Normal Attack: 220 damage over 3 hits.

Gepetto has access to 9 (10 if you count the starting one) different dresses for his puppet, Cornelia. Upon getting each of these, he gains access to a different skill. Each dress has an elemental affinity and increases the damage by the spells by 20%. It also modifies Geptto's Innate element to the corresponding one.

Poor Saint Starting Outfit. Does Nothing.
Little Mushroom Earth class
Sassy Sailor Water class
Fire Dancer Fire class
Windy Pixie Wind class
Angel of Light Light class
Dark Beauty Dark class

Black Queen Non-class. Improves Dark and Wind damage.
Beastmaster Non-class. Improves Fire and Earth damage.
Blue Virgin Non-class. Improves Light and Water Damage.

All of Gepetto's skills are gained through the obtaining of each dress. Assuming he wears the corresponding dress for each element, these are the values for the attacks.

Earth Cast - 275 Earth-based Damage (20 MP)
Water Cast - 275 Water-based Damage (20 MP)
Heat Cast - 275 Fire-based Damage (20 MP)
Air Cast - 275 Wind-based damage (20 MP)
Holy Cast - 275 Light-based damage (20 MP)
Dark Cast - 275 Dark-based damage (20 MP)
Passion - 300 Dark-based damage (36 MP)
Ecstasy - 320 Earth-based damage (72 MP)
Advent - 400 Light-based damage. (88 MP)


Blanca "Awrooooo!"
Wind Innate
HP: 650
MP: 560
SP: 18
STR: 65
INT: 72
VIT: 64
POW: 64
AGL: 72
LUC: 55

P-ATK: 262
P-DEF: 232
S-ATK: 271
S-DEF: 245

Beast Medal, Charm Pouch, *Colorful Comb
*The Colorful Comb seems to increase Blanca's Agility (I'd say it goes to 99) when he's reduces to red HP. This pretty effectively will make him doubleturn anyone fast, or triple turn anyone slow.

Normal Attack: 240 over 4 hits.

Red Comet: 300 Wind-based damage over 12 hits (Unevadeable) (20 MP)
Full Moon: Recovers Ring and Status Abnormalities for all allies. (18 MP)
Comeback: Restores all HP to an Unconcious ally. (36 MP)
Aurora: Restores all HP to all allies. (54 MP)

Note: All Blanca's 'Manifestations' are gotten from optional Wolf Bouts he can do throuought the game. None of them are very difficult to find, even the last few.


Joachim Valentine "See?  I'm Terrific!"
Earth Innate
HP: 730
MP: 507
SP: 40
STR: 67
INT: 56
VIT: 70
POW: 54
AGL: 62
LUC: 65

Nautilus, Rose Bondage, *Gold Band/Prism Band/Electro Band
*Ah, Joachim.  Here's the fun part.  Joachim has 3 ( well, 4 technically ) transformations.  The happen throughout the game at certain intervals, which can be deduced by checking his Joachythms screen.  The forms are:
1) Invisible, which is pretty useless
2) Golden Bat, which doubles P-ATK but reduces Max HP by half
3) Grand Papillon, which doubles his P-ATK at no cost
4) Upon completion of the man festival, Grand Papillon gets replaced by the Great Question, which doubles both P-ATK and S-ATK with no downsides
His 3 accessories listed above are not factored into his attack and defense stats below ( yay +2 points! ), since I'm not sure how you want to view it yet.  By equipping one of them, it improves the frequency of transformations for one of the forms ( Gold Band for Gold Bat, Prism Wrist for Invisible, and Electro Band for Grand Papillon/Great Question ).  In addition, there are items you can find in the game that, when used on him, transform him into that form.  Below, I'm listing stats without considering these 3/4 forms.  For all intents and purposes, double damages if you consider them, and it'll look about right.
**As an added note, Joachim begins the game equipped with the Agares and Gremory crests.  These crests will be listed above his Muscle Arts

P-ATK: 279
P-DEF: 248
S-ATK: 241
S-DEF: 212

Normal Attack: 270 damage over 5 hits.

Earth Edge: Adds the earth element to an ally's physical attack (8 MP)
Rock Rot: 170 earth-typed special damage (16 MP)
*Rock Storm: 200 earth-typed special damage (32 MP)
Barrier: Raises S-DEF by 18% (12 MP)
*Bright Light: 175 light-typed special damage (16 MP)

Drain Touch: Drains 160 special-type damage (20 MP)
Grand Slam: 250 physical-based damage over 4 hits + Instant Death Effect ~33% (36 MP)
Deathtron Hammer: 290 physical-based damage over 15 hits (72 MP)
Artem Buster: 340 earth-typed physical damage + Instant Death Effect ~67% (88 MP)


Lucia "Aw, now I'm all sweaty."
Dark Innate
HP: 587
MP: 668
STR: 58
INT: 63
VIT: 52
POW: 70
AGL: 63
LUC: 67

Nemesis, Dancer's Stars, *The Seven Stars
*The Seven Stars makes all of Lucia's Tarot Card results 'Special'. WOOHOO. This is a bit more useful in-game, when she isn't totally dependant on what they do.

Normal Attack: 210 damage over 3 hits.

Lucia... ...uh. Wow, where to start with Lucia. She has two things she can do. Tarot Cards and Aromatherapy. Tarot Cards are once-per-battle, random, and do all sorts of things. I'm not bothering with them. She's really screwed if you don't allow her to use any of the Crests... (I do, personally.)

OK Edit: I feel bad for the poor bitch...so here's what her Tarot Cards do, assuming her with the Seventh Dance accessory ( God knows she needs it ).  My comments are contained after the descriptions ( you can tell I love Lucia ):

The Fool: Quadruples the size of damage displayed! ( i.e., all healing, damage numbers are 4x the size they normally are!  She can blind someone with their sheer size! )
The Magician: MP Consumption is reduced to 1/4 its normal cost ( if she hits this, she'll actually be able to use MoonxAurora! )
The High Priestess: MP is fully restored ( Does she really have a use for it, though? )
The Empress: Evasion Rate is quadrupled ( If only evasion actually, you know, was possible )
The Emperor: Turn interval is reduced to 1/4 the normal time ( One I'm not extremely sure on...speed boost nonetheless, which is nice )
The Hierophant: HP is fully restored ( finally, a useful one! )
The Lovers: HP, MP and SP are fully restored ( awesome...too bad there's like no chance of it happening )
The Chariot: Causes damage = 3/4 max HP value ( eh...not 100% sure on this one either, so no comment )
Strength: Amount of damage caused is quadrupled ( awesome...it like, makes her physical really strong! )
The Hermit: SP is fully restored ( ...yeah, not even helpful in-game )
Wheel of Fortune: Luck stat is multiplied by 256 ( teh pwnage! )
Justice: Lucia dies and fully restores all allies ( OMG ubar! )
The Hanged Man: Next two turns are skipped ( Do not pass Go, do not collect $200 )
Death: Instantly kills all enemies ( And with this, she turns into yet another death whore, like Alys )
Temperance: SP reduction per round is negated ( not 100% sure on this one, again...still fairly worthless, so I guess it don't matter much )
The Devil: Causes a random status abnormality ( too bad that status is, you know, random...Dekar with Mental Break, anyone? )
The Tower: Current cash amount is doubled ( Holy Shite Man! )
The Star: Max HP doubles ( But not restored! )
The Moon: Max MP doubles ( Still useless! )
The Sun: Max SP doubles ( Even more useless! )
Judgment: Draw one more card, which is never a reverse effect ( simply awesome...unless she draws The Sun as her next card )
The World: Money, Experience and Soul Energy received is quadrupled ( Beating Ramus with this card = early retirement )

*A couple notes on the Tarot Cards - She can only draw one per battle ( with the exception of Judgment ), and no more.  Also, there's a 50% chance that the card will come up "reverse".  This means that the effects are reversed ( i.e., Death now kills your whole party, instead of the enemy's ).  With 22 cards, and a 50% chance of them not being positive effects...yeah, she's got a 2% chance of getting any one positive effect on a card ( and considering half the cards are worthless, she's only got about a 1% chance of picking a useful card ).  Oh, and as I mentioned in my comments above, I'm not 100% sure on some of them: due to the nature of the Tarot Cards, it's really hard to test them out.  I'll try to get to them...eventually....maybe.

Aromatherapy on the other hand, is... well, it's kind of useless, honestly. She combines two types of oil to get an effect for the entire party. The only real issue with this is that if it's for 'one round', it only lasts until her next turn. So, if she has someone on her team who goes faster than her, they'll still get the benefit even if three 'rounds' have passed. I'll list the most effective single combinations here.

Ocean Oil x Aurora Oil - 180 HP healed for two turns. (56 MP)
Misty Oil x Aurora Oil - Protection from Ring and Status Abnormalities for three turns (48 MP)
Grass x Aurora Oil - Defense and Special defense up 24% for three turns. This stacks with other defensive bonuses. (48 MP)
Shining Oil x Aurora Oil - Attack and Magic Attak up 24% for three turns. (48 MP) This stats with other offensive bonuses.

Lucia's Starting Crest: Aim

Rage Increases one character's Physical Attack by 36% (12 MP)
Shield Increases one character's Physical Defense by 36% (12 MP)
Gale Increases one character's Action Speed by 142% (12 MP)
Heat Edge Gives one character a Fire-elemental attack.


Princess Anastasia Romanov "Well, you deserved what you got."
Water Innate
HP: 600
MP: 641
SP: 15
STR: 56
INT: 67
VIT: 53
POW: 66
AGL: 63
LUC: 70

Gold Angel, Prayer Robe, *Panoramic Lens
*Anastasia's Panoramic Lens is her unique item...it allows her to use Snap Shot on all targets!  Snap Shot uses 1 MP to take a picture of an enemy and reveal its stats.
**Anastasia begins equipped with several crests: Dantalion, Balam, Andrealphus, and Botis.  These crests will be listed above her Album entries.

P-ATK: 248
P-DEF: 218
S-ATK: 276
S-DEF: 241

Normal Attack: 230 damage over 3 hits.

Arc Barrier: Raises all allies' S-DEF by 36% (36 MP)
*Bright Crime: 240 light-typed special damage over 5 hits (32 MP)
Arc Mirage: Raises all allies' Evade by 36% (36 MP)
*Hail Breeze: 240 water-typed special damage (32 MP)
Aqua Edge: Adds the water element to an ally's physical attack (8 MP)
Heat Edge: Adds the fire element to an ally's physical attack (8 MP)
*Entrance: Increases one ally's S-ATK by 150%; lasts for the next round only (64 MP)
Earth Edge: Adds the earth element to an ally's physical attack (8 MP)
Air Edge: Adds the wind element to an ally's physical attack (8 MP)
*Gathering: Gathers all targets into a tight circle (64 MP)

Aqua Raise: 260 water-typed special damage + Poison Effect 100% (36 MP)
Direct Press: Halves target's current HP (28 MP)
Cash Steal: Stealz teh moniez! (38 MP)
Remove: Dispels positive status boosts (50 MP)
Pillage Storm: Stealz teh itemz! (38 MP)
Falling Leaves: Runs away! (1 MP)
Power Cannon: 300 special-based damage over 17 hits (72 MP)
Spirit Ward: Scares an enemy away! (80 MP)
Nightmare: Reduces target to 1 HP (56 MP)
Euthanasia: 325 water-based special damage + One random status effect 100% (88 MP)


Kurando Inugami "Another soul by my hand."
Light Innate
HP: 635
MP: 478
SP: 58
STR: 69
INT: 62
VIT: 68
POW: 61
AGL: 70
LUC: 61

P-ATK: 288
P-DEF: 242
S-ATK: 240
S-DEF: 223

Mumeiro, Ogre's Loincloth, *Flare Broach
*There are 2 Flare Broaches in the game. One for Yuri, one for Kurando.

Physical Attack: 280 Damage over 5 Hits.

Kurando's Fusions

Tsukiyomi
Light Innate
SP: 5/a turn (3 with Flare Broach)

STR: 87
INT: 71
VIT: 84
POW: 68
AGL: 87
LUC: 75

Attack: 350 damage over 5 hits.

Hell's Light: 245 Light-based special damage. (64 MP)
Star's Shadow: Full HP, Status and Ring Abnormality recover for one. (48 MP)
Moon's Rainbow: 296 Light-based special damage. (88 MP)

Jutendouji
Non-class
SP: 7/a turn. (4 with Flare Broach)

STR: 99
INT: 79
VIT: 93
POW: 76
AGL: 96
LUC: 80

Attack: 380 damage over 5 hits.

Ascetic's Fire: 306 Non-elemental special damage. (88 MP)
Seven Bonds: Reduces damage from special attacks for one ally by 1/4 (32 MP)
Heavenquake: 500 Physical damage to one target. (160 MP)


Stat Averages:
*Non-factors in the average will be listed in {} to show their relative strength; to keep it organized, only Jutendouji for Kurando and Dark Seraphim for Yuri are listed

HP: 645
1) Joachim - 730
2) Yuri - 703
3) Karin - 671
4) Blanca - 650
5) Kurando - 635
6) Anastasia - 600
7) Lucia - 587
8) Gepetto - 581

P-DEF: 231
{Dark Seraphim Yuri - 272}
{Jutendouji Kurando - 267}
1) Joachim - 248
2) Yuri - 247
3) Kurando - 242
4) Karin - 236
5) Blanca - 232
6) Anastasia - 218
7) Lucia - 214
8) Gepetto - 212

S-DEF: 233
1t) Gepetto - 248
1t) Lucia - 248
3) Blanca - 245
{Dark Seraphim Yuri - 242}
4) Anastasia - 241
{Jutendouji Kurando - 238}
5) Karin - 230
6) Kurando - 223
7) Yuri - 217
8) Joachim - 212

AGL: 65
{Crisis Blanca - 99}
{Jutendouji Kurando - 96}
{Dark Seraphim Yuri - 90}
1) Blanca - 72
2) Kurando - 70
3t) Yuri - 65
3t) Karin - 65
5t) Anastasia - 63
5t) Lucia - 63
7) Joachim - 62
8) Gepetto - 60

Damage: 358
1) Kurando - 500 physical (Heavenquake)
2) Yuri - 490 special (For the Child)
3) Gepetto - 400 light (Advent)
4) Joachim - 340 earth (Artem Buster)
5) Anastasia - 325 water (Euthanasia)
6t) Karin - 300 fire (Sonnestark)
6t) Blanca - 300 wind (Red Comet)
8) Lucia - 210 physical (Physical Attack)

138
Forum Games / Random Mafia - Be Afraid...Very Afraid
« on: January 08, 2008, 06:22:01 PM »
Ages ago, there existed a golden goat.  This golden goat brought peace to the world, ushering in a new age of beauty, love and hope.  It's coat shone with light and wisdom, uniting the world in harmony.

Meanwhile, on Earth...

The recent political turmoil that arose in the United States (after the president declared tacos the national everything, language, food, bird, etc.) made the world snicker in delight.  How wonderful it was to see the greatest country in the world in turmoil!  Riots in the street, children playing with matches, old men running with scissors!  Delightful! 

But that wasn't all - deep in the heart of Russia, the enigmatic Zombie Tesla was working on a device that would turn the world to his whims - a Infantunfuckibalipopooity Devie.  I don't need to explain what this does - I'm sure you're all familiar with it.  Suffice to say, it is PURE EVIL. 

But just because the United States was in political turmoil, doesn't mean that they weren't interfering in the affairs of others.  A squad composed of some of the greatest heroes in the world broke into Tesla's lab to stop the affair.  But the great zombie foresaw this, and had a small surprise waiting for these heroes...

A trap!  As they entered his lab, they were teleported to an alternate dimension, dark and dank.  But voices!  Voices all around them.  Very...annoying, wrong voices.  Some were recognizable, some not.  And in a flash, light!  The distorted waves of the dimension, not to mention the alternate physics, made deciphering exactly who was who difficult and challenging. 

The voice of Tesla spoke throughout the dimension. 

"Fools!  This dimension will be your grave!  My apprentices will be your downfall!  They'll kill you all, and you'll never be able to deduce who is who!  Your precious world will fall prey to me infa...irrit...however it's pronounced!  Hahahahaha!"

The forces of justice knew what they had to do - it would be hell, and it would be harsh, but mob rule must be instated, for the good of the world!


Blah blah, rules, should be familiar:

- No editing your posts.
- No talking outside the thread unless your role specifically states that you may.
- No posting during game nights.
- No spectator posts with content.
- Do not directly quote your role PM or conversations with the mod. Paraphrase is okay. Check with me before posting if you're unsure.
- There may or may not be third parties with separate win conditions from the town/mafia.
- There are no players or parties that would cause the game to end Day 1 or Night 1.
- Don't try to cheat or break the game in any way. Use common sense.
- PLAY TO WIN. Failure to at least put in an effort ruins the game for everyone else. Playing poorly is fine, and to an extent expected, but sabotaging your side deliberately or through massive apathy will get you modkilled.
- Please try to at least post a paragraph or two of useful content every 24 hours or so.
- You do not need to post "in character" or do anything special regarding flavor. If you want to, it's fine, but it may complicate the game or accidentally give away your role, which is generally bad.
- Individual players may have "hidden" abilities that were not included in their role PM, but can be revealed by certain events happening in the game. Additionally, there may or may not be 'scripted sequences' of events that may change the rules of the game or do other things if certain events happen.
   
The Living:
3) Tai (replacing Strago)
4) Tom
6) Dhyer
9) Yakumo
10) Ciato
11) Meeple
12) Andrew

The Dead:
Day 1:
2) Otter - SHION, EVIL
8) Carth - ELITARD, GOOD

Day 2:
14) Zenny - BRAVE SIR ROBIN, GOOD

Day 3:
5) Smodge - HERCULE, GOOD
1) Quietrain (replacing Gate) - TRECKIE MONSTER, GOOD
13) Excal - PARIS HILTON, EVIL

Day 4:
7) Alex - SUPERMAN, GOOD

Days will be 48 hours long, approximately.  The person with the most votes on days 1 and 2 will be lynched, unless a No Lynch vote reigns supreme.  Day 3 (after the first 2 days of lynching) and beyond, there will be no lynch if the par is not reached.  Similar to Cid's Discworld rules. 

Hal and I are co-mod and mod, respectively.  We can answer any questions.

The first day will go a little longer, unless a lynch is reached early (due to me having a recent, as of 45 minutes ago, schedule change on Thursday).  It will be ending in ~55 hours (7pm EST on Thursday, January 10th).   

Good luck and happy hunting.

139
General Chat / Happy Birthday, Bitches!
« on: January 07, 2008, 04:04:02 PM »
New Happy Birthday Topic!  Yay!

Is there any way to actually check when peoples' birthdays are, like on the old board where it showed...well, a list of who's birthday it was?

Anyway, mine was the 3rd.  I remember NEB's is sometime this month as well. 

Happy birthday to anyone we missed during the move!

The Magical Birthday List of Love

January
3 - OK
11 - Snow
14 - Meeple
22 - NEB, ID
24 - Pyro

March
7 - Strago

May
18 - Tonfa

June
17 - Super
23 - Trips

July
19 - Chapin
22 - Zenny

August
18 - Yakumo
22 - Nitori

September
3 - Gate
28 - Shale

October
26 - Captain K


140
Unranked Games / The 7th Saga
« on: January 07, 2008, 02:33:27 PM »
<PCs, from Gourry>

Stats were taken at level 50, and this assumes optimal equips. Lux gets a substantial upgrade near the end of the game (+30 HP and MP, +20 to base stats).

Speed is related to evasion, and it allows for double-turns if there's a big enough difference (partners are nearly always near the same speed, so they rarely double-turn each other).

7th Saga characters can defend for one turn and attack in the next for higher damage (1.5x to Power). This strategy often pierces defenses due to the nature of the 7th Saga system (subtraction).

This also assumes that the character is the one you picked. This is important because the game rigs your partners to be statistically superior to the ones you would have gotten if you had levelled the same (I know this is horrible wording. It just means that if you compare your level 40 Valsu to a level 40 Valsu that you just recruited, the latter would be superior).

Magic is magic defense, pretty much. It also affects magic damage. I'm not sure if it has much bearing on status odds.

OK note: It has a large bearing, actually!  If your MAG is higher than target's MAG, then they really don't have a prayer of hitting you with status, and vice versa. 

Kamil
HP: 261
MP: 151
Power: 151 (251)
Guard: 151 (295)
Magic: 150
Speed: 150

Equipment
---
Sword of Victory: +100 Attack
Kryn Suit: +88 Guard
Immortal Shield: +56 Guard

Thunder/Fire/Ice/Vacuum/Other
30/30/30/30/30

Physical/Thunder/Fire/Ice effective durability
[.843/1.38/1.42/1.38]

Physical: 171
Defend/Physical: 297

Spells
---
Fire1 (3 MP): 144 fire damage
Heal 1 (4 MP): Heals 40 damage.
Purify (8 MP): Cures status effects
F Bird (14 MP): 14 fire damage. MT
Heal 2 (18 MP): Heals 90 damage.
Ice 1 (3 MP): 148 ice damage.
Petrify (10 MP): 60% chance. Consider this paralysis, not actual petrification. (1-4 turns?)
Fire 2 (12 MP): 172 fire damage.
Vacuum (30 MP): 60% ID.
Revive1 (40 MP): REVIVE! IN A DUEL!
Heal 3 (34 MP): Full healing.
Fire Ball (32 MP): 158 fire damage. MT

Esuna
HP: 259
MP: 261
Power: 101 (186)
Guard: 101 (203)
Magic: 200
Speed: 200

Equipment
---
Immortal Rod: +85 Attack
Tiara of Brillance: +60 Guard
Immortal Robe: +42 Guard

Thunder/Fire/Ice/Vacuum/Other
50/50/50/70/90

Physical/Thunder/Fire/Ice effective durability
[1.74/.700 /.728/.700]

Physical durability after Defense1: 0.87

Physical: 106
Defend/Physical: 199

Power + Physical: 207
Defend/Power Physical: 350

Spells
---
Ice 1 (3 MP): 211 ice damage.
HP Catcher (6 MP): 60% chance of working. Steals up to 50 HP.
MP Catcher (8 MP): 70% of working. Steals up to 40 MP.
Heal 1 (4 MP): Heals 40 damage.
Purify (8 MP): Cures status effects
Ice 2 (12 MP): 246 ice damage.
Blizzard (14 MP): 209 ice damage. MT
Petrify (10 MP): 60% chance. Consider this paralysis, not actual petrification. (1-4 turns?)
Power (6 MP): Increases Power by 101.
Vacuum (30 MP): 60% ID.
Defense (5 MP): Halves incoming physical damage.
Blizzard 2 (32 MP): 232 ice damage. MT
Protect (20 MP): Protects from ID.
Revive1 (40 MP): REVIVE! IN A DUEL!
Heal3 (34 MP): Full Healing
Vacuum2 (60 MP): 60% ID. MT

Wilme
HP: 412
MP: 100
Power: 201 (226)
Guard: 252 (254)
Magic: 100
Speed: 200

Equipment
---
Sword: +25 Attack (I realize that it's a drop, but it's the only other weapon Wilme can equip, so I'm throwing him a bone)
Horn: +0 GUARD!!!!
Xtri: +2 Guard

Thunder/Fire/Ice/Vacuum/Other
30/50/30/30/30

Physical/Thunder/Fire/Ice effective durability
[.783/1.18/1.07/1.18]

Physical: 146
Defend/Attack: 259

Magic
---
Fire1 (3 MP): 76 fire damage damage.
HP Catcher (6 MP): 60% chance of working. Steals up to 50 HP.
F Bird (14 MP): 76 fire damage. MT
Fire 2 (12 MP): 104 fire damage.
MP Catcher (8 MP): 70% of working. Steals up to 40 MP.
Fire Ball (32 MP): 90 fire damage. MT
Vacuum (30 MP): 60% ID.

Lux
HP: 391
MP: 131
Power: 221 (261)
Guard: 271 (309)
Magic: 170
Speed: 170

Equipment
---
Kryn Fist: +20 Attack
Block: +30 Guard
Coat: +8 Guard

Thunder/Fire/Ice/Vacuum/Other
40/40/40/40/40

PhysicalThunder/Fire/Ice effective durability
[.473/.725/.748/.725]

Physical: 181
Defend/Physical: 312

Spells
---
Laser 1 (3 MP): 171 damage.
Laser 2 (10 MP): 185 damage.
Thunder 1 (10 MP): ~178 damage. MT.
Laser 3 (20 MP): 213 damage.
Thunder 2 (40 MP): 202 damage. MT.

Lejes
HP: 261
MP: 206
Power: 151 (241)
Guard: 151 (213)
Magic: 150
Speed: 200

Equipment
---
Sword of Doom: +90 Attack
Mask: +20 Guard
Immortal Robe: +42 Guard

Thunder/Fire/Ice/Vacuum/Other
50/50/50/70/70

Physical/Thunder/Fire/Ice effective durability
[1.64/1.17/1.21/1.17]

Physical: 161
Defend/Physical: 282

Spells
---
Fire1 (3 MP): 144 fire damage.
HP Catcher (6 MP): 60% chance of working. Steals up to 50 HP.
Ice1 (3 MP): 148 ice damage
Petrify (10 MP): 60% chance. Consider this paralysis, not actual petrification. (1-4 turns?)
F Bird (14 MP): 144 fire damage. MT
Fire 2 (12 MP): 172 fire damage.
Defense2 (5 MP): Halves target's defense. 80% chance of working.
Blizzard 1 (14 MP): 156 ice damage. MT
Ice 2 (12 MP): 178 damage.
Vacuum (30 MP): 60% ID.
MP Catcher (8 MP): 70% of working. Steals up to 40 MP.
F Shield (16 MP): This is pretty much the equivalent of Lunar's White Dragon Protect. I'm not sure whether it works only on magic damage or what.
Fire Ball (32 MP): 158 fire damage. MT
Blizzard 2 (32 MP): 165 ice damage. MT
Protect (20 MP): Protects from ID.
Vacuum (30 MP): 60% ID. MT

Olvan
HP: 312
MP: 101
Power: 151 (271)
Guard: 152 (296)
Magic: 150
Speed: 150

Equipment
---
Immortal Axe: +120 Attack
Immortal Shield: +56 Guard
Kryn Suit: +88 Guard

Thunder/Fire/Ice/Vacuum/Other
30/30/30/30/30

Physical/Thunder/Fire/Ice effective durability
[.697/1.16/1.19/1.16]

Physical durability after Defense1: .349

Physical: 191
Defend/Physical: 327

Spells
---
Heal 1 (4 MP): Heals 40 damage.
Fire1 (3 MP): 144 fire damage.
Petrify (10 MP): 60% chance. Consider this paralysis, not actual petrification. (1-4 turns?)
Defense (5 MP): Halves incoming physical damage.
Fire 2 (12 MP): 172 fire damage.
Heal 2 (18 MP): Heals 90 damage.
Purify (8 MP): Cures status effects
MP Catcher (8 MP): 70% of working. Steals up to 40 MP.
Heal 3 (34 MP): Full healing.
Revive1 (40 MP): REVIVE! IN A DUEL!

Valsu
HP: 259
MP: 201
Power: 102 (187)
Guard: 151 (253)
Magic: 200
Speed: 200

Equipment
---
Immortal Rod: +85 Attack
Tiara of Brillance: +60 Guard
Immortal Robe: +42 Guard

Thunder/Fire/Ice/Vacuum/Other
50/50/50/70/90

Physical/Thunder/Fire/Ice effective durability
[1.26/.700 /.728/.700]

Physical Durability after Defense1: 0.63

Physical: 107
Defend/Physical: 201

Power Physical: 209
Defend/Power Physical: 354

Spells
---
Heal 1 (4 MP): Heals 40 damage.
Ice 1 (3 MP): 211 damage.
Defense (5 MP): Halves incoming physical damage.
Purify (8 MP): Cures status effects
Petrify (10 MP): 60% chance. Consider this paralysis, not actual petrification. (1-4 turns?)
Heal 2 (18 MP): Heals 90 damage.
Revive1 (40 MP): REVIVE! IN A DUEL!
Power (6 MP): Increases Power by 102
Agility (3 MP): Increases Speed by 30.
F Shield (16 MP): This is pretty much the equivalent of Lunar's White Dragon Protect. I'm not sure whether it works only on magic damage or what.
MP Catcher (8 MP): 70% of working. Steals up to 40 MP.
Heal 3 (34 MP): Full healing.
Exit (30 MP): Leave Dungeon! IN A DUEL!
Protect (20 MP): Protects from ID.
Revive2 (90 MP): SUPER REVIVE!
Elixir (120 MP): Completely heals HP and MP. Yes, this is probably as cheap as it sounds.

Stat Averages:
HP: Wilme (412) > Lux (391) > Olvan (312) > Kamil = Lejes (261) > Valsu = Esuna (259)
Average: 307.8

Power: Olvan (271) > Kamil (251) > Lejes (241) > Wilme (226) > Lux (221) > Esuna = Valsu (186)
Average: 226

Defense: Lux (309) > Olvan (296) > Kamil (295) > Wilme (254) > Valsu (253) > Lejes (213) > Esuna (203)
Average: 260.4

Magic: Valsu = Esuna (200) > Lux (170) > Kamil = Olvan = Lejes (150) > Wilme (100)
Average: 160

Speed: Valsu = Esuna = Lejes = Wilme (200) > Lux (170) > Kamil = Olvan (150)
Average: 181.4

First Turn Damage
Esuna's Ice2 (246) > Lux's Laser 3 (213) > Valsu's Ice1 (211) > Olvan Physical (191) > Kamil Fire 2 = Lejes Fire 2 (172) > Wilme (146)
Average: 193

Hit rates compared to the PC average (181)
Valsu/Esuna/Lejes/Wilme base hit rates - 98%
Lux base hit rate - 76%
Kamil/Olvan base hit rate - 60.2%

Evasion:
Valsu after Agility - 54%
Valsu/Esuna/Lejes/Wilme - 30%
Lux - 7%
Kamil/Olvan - 2%

Hit rates compared to the endgame enemy average (160)
Valsu/Esuna/Lejes/Wilme - 98%
Lux - 93%
Kamil/Olvan - 78%

Evasion:
Valsu after Agility - 71%
Valsu/Esuna/Lejes/Wilme - 47%
Lux - 23%
Kamil/Olvan - 7%

141
RPG Stats Forum / Shin Megami Tensei: Persona 3
« on: January 07, 2008, 02:25:59 PM »
If you didn't see this coming, you really don't know me.  I'm not writing you a Christmas Card this year either.

Persona 3 uses a turn-based modified press-turn system.  What does this mean?  Battles are entered onscreen by striking enemies or being struck by them.  Once struck, you'll enter a turn-based battle system where either you (if you struck an unaware enemy) or the enemies (if they struck you first) or neither (if you struck them and they were aware of you) will get a free set of actions before the turn-based combat begins (moving in the order from top to bottom on the party list).  In normal turn-based combat (barring the few scripted exceptions), Minato Arisato (the protagonist) always strikes first.  After that, characters act in what appears to be a completely random order, so no speed hype here.

Where it gets interesting is if a character criticals or strikes a weakness.  Doing either grants a press turn, much like in DDS or SMTN.  The press turn, however, is a bit different.  Called a "1 More!", this gives the character that criticalled or struck a weakness an extra turn.  The enemy criticalled or hit with a weakness is then inflicted with the "Knocked Down" status.  A character in this state that is again struck by their weakness or a critical does not yield another "1 More!", and will immediately get back up (they will get up if struck by any non-damaging attack, so status does not cause them to get back up, nor do stat-breaks).  If not struck, however, the downed target cannot act their next turn (whether it comes at the end of the round or the next round or whenever), instead using it to get back up.  If they are struck with their weakness or a critical again, they are again knocked down and must spend their next turn getting up (or, as mentioned earlier, if they're hit with anything while in the downed state, they will get back up automatically and won't have to forfeit their next turn).  Chains of knocking opponents down indefinitely are easily possible, preventing them from ever getting an action. 

Minato is the only character that can equip multiple personas.  He can have up to a max of 12 at a time, and has access to every single persona in the game.  However, to get the ultimate personas of a social link, there's a large, overarching quest that is generally a really annoying thing to do if you want them all in the first playthrough (but easily possible).  Several of the social links (DEATH, FOOL, JUDGMENT) auto-max, so there should be no issue there.  I'm going to list every potentially useful persona, but for purposes of the stat averages and the like, I'll be defaulting him to Thanatos, the ultimate DEATH persona.  This is for a few reasons.  One, it's heavily implied plot-wise to be his ultimate.  Two, it's fairly close to the endgame levels I chose of 78 (Thanatos starts at level 64 and learns his last skill at level 71), when most of the other party members learn their last skills.  Third, using Thanatos keeps all the characters generally in line and on equal footing.  Obviously, Thanatos isn't the best (Alice, the penultimate DEATH, is pretty much better in all ways DL-wise, as are many of the other arcana...but what would you expect from one of the few arcanas that are basically handed to you at max?), but it works well enough.  As a not, all of Minato's personas are taken at the level they learn their last skills (ex., Messiah requires level 90 to make, but learns its last skill at 95, so he's taken at level 95).

Levels, as stated, are taken at level 78.  Most characters learn their last spells around that point, so it's a decent estimation.  There's a major difference between stats in Persona 3: HP and SP are based on the character; STR, MAG, END, AGI, LUK are based on the persona; ATK and DEF are based on equipment.  As such, stats with Minato will be highly variable based on the persona (as gaining levels makes the persona gain 3 stat points that don't carry over between persona when switched), while stats for the other characters are highly variable based on levels.  For Minato, the stats of each persona are listed after they've gained enough levels to learn their last skill (generally 5-8 levels). 

As for equipment...this was interesting.  All of Koromaru and Aigis's equipment is entirely unique, so no issues there.  The Armour of Light is unique to Minato.  The next best human stuff is found in Monad Depths, but it's kind of entirely random, and none of it is unique.  The best storebought stuff is level 70, and that's where the Papal Robes and Hanzo's Shoes come from.  Weapons...again, Aigis and Koromaru have completely unique ones.  All other weapons are shared by Minato and one other character (Bows for Yukari, Two-handed swords for Junpei, One-handed swords for Mitsuru, Fists for Akihiko, Spears for Ken, and Bludgeons for Shinjiro).  However, Shinjiro is a temp, so one could argue that Minato has an entirely unique weapon category, enabling all the other characters to use ultimate weapons of their class while Minato uses the ultimate axe.  The only issue with this is that all the physicals become the same (barring Weapon Mastery skills).  In addition, all ultimate are found in Monad Depths, in random chests just like the armour.  Aigis and Koromaru and Minato complicate this a bit, as their ultimate armours are found from persona fertilization (of Messiah, specifically, who needs to be level 96 to drop these items - this isn't hard, though, as max JUDGMENT arcana gets him to level 95 automatically).  So, to keep everything in-line and save some headaches, I did this with level 70 storebought equipment.  Minato is defaulting to a one-handed sword, due to one of Thanatos's default skills.  Ultimate unique equipment for Aigis, Minato and Koromaru looks like this:

Armour of Light: 170 DEF (Minato) 
Aigis Armor v.0: 164 DEF (Aigis)
Aigis Legs v.0: 140 EVA (Aigis)
Aura Dog Suit: 160 DEF (Koromaru)
All ultimate weapons: 400 ATK, 99 HIT

An interesting note is that nearly all weapons and armour have a random extra effect.  This ranges from additional core stats (STR, MAG, etc.) to status effects (poison, charm, etc.).  Only a few weapons and armour have a set bonus effect that always appears on it.  95% of these are DL-illegal.  The ones that are DL-legal are not worth it.  This saves me time >_>

In addition, Minato is the only one that can use items, for the most part.  All characters can use Medicine and Medical Powder (50 and 100 HP healing, respectively), but that's the extent of their item usage.  Minato is the only person that can use every other item in the game.  Despite this, there isn't too much that's super useful, mostly because he has all those personas to use <_<  Potentially useful items will be listed in his stat section, underneath his fusions.

One neat thing with this is that the characters can nullify their weaknesses (except Koromaru and Ken) with these added effects on armour.  There are properties for resistance to ice, lightning, fire and wind (low, medium and high levels, which correspond to 10%, 20% and 30%, respectively).  These resistances override weaknesses, so that, if Akihiko had a 10% resistance to ice armour on, he would be 10% resistant to ice (not 40% weak or any other combination of calculations).  These are very easy to acquire, so I can easily see allowing the characters to get the resistances and block their weaknesses. 

In terms of AI, I don't see any reason to penalize the non-Minato cast.  The AI in-game is excellent, and learns from its mistakes pretty well.  It won't use ice spells on an enemy that absorbs it, for instance.  The AI will generally always use its strongest attack when it can, and heal when necessary, or use support skills.  You can even modify the AI settings indivudally for extra effect.  So I really don't see a reason to penalize the characters, as AI is rarely a problem in-game.

Might be helpful to explain what the stats mean:

HP: Stands for Hit Points.  These indicate the life force that makes up the character's existence.  When these equal 0, the character is dead.
SP: Spirit points, necessary for casting spells.  Unlike in the previous Persona games, each spell has a different cost, instead of being related to the persona equipped.
STR: Strength, which affects persona physical attack strength.
MAG: Magic, which affects persona magical attack strength,
END: Endurance, which affects defense against all attacks.
AGI: Agility, which affects speed, hit rate and evasion.
LUC: Luck, which affects status accuracy on both ends, as well as critical hit rates, accuracy, and evasion.
ATK: Weapon attack, which affects basic physical damage.
HIT: Weapon accuracy, which affects basic physical accuracy.
DEF: Armour defense, which affects defense against physical attacks.
EVA: Armour evasion, which affects evasion against all attacks.

Physical defense is a combination of armour DEF (subractive) and END (divisive).  Magical defense is entirely END (divisive).  Evasion (both magical and physical) is based on armour EVA, AGI, and LUC.  In addition, level affects everything.

Next up...attributes!

Fire, Ice, Electric and Wind are fairly easy to discern elements.  Nothing wrong with them.
Strike, Pierce and Slash are physical elements, and relate to fists/bludgeons, spears/guns/bows and swords/axes respectively.
Light and Dark are fairly easy to discern, but do take note that these elements are entirely instant death.  However you take that is up to you - you could argue that Koromaru is immune to instant death, or not, because of his Void: Dark and Weak: Light affinities. 
Almighty is speshul.  This 'element' is an attack property that pierces all resistances.  It cannot be blocked (save for special circumstances), and almighty attacks, while they can hit physical or magical defense, are not magical or physical by any means (Makarakarn and Tetrakarn don't work on them).

For affinities:

Weak: 50% increase in damage (or hit rate, in the case of light and dark skills)
Strong: 50% reduction in damage (or hit rate, in the case of light and dark skills)
Void: Nulls the affinity in question
Repel: Reflects the affinity in question
Drain: Absorbs the affinity in question

For averages, I don't use attacks in the average that cause damage to the user, which is why Junpei and Aigis don't have their theoretical best attacks listed.  Any skill listed with a (P) is a passive skill that is always active while that persona is in use.  Generally, if an attack uses HP, it's physical and if it uses SP, it's magical.

Statuses generally last from 3-5 turns, except poison (which lasts forever) and shock/freeze (which last until the afflicted's next action).

Poison: 20% MHP damage taken at the end of the afflicted's turn; any action - waiting, attacking, healing, etc. - will cause damage
Panic: Prevents afflicted from using special abilities (physical and magical) and increases their susceptibility to critical hits by 50%
Distress: Defense drops 50%, evasion drops to 0, increases susceptibility to critical hits by 50%
Fear: Character's accuracy decreases by 50% while their susceptibility to critical hits increases by 50%, as well as a 25% chance that the character will not act on their turn or try to run away
Charm: Afflicted will always take an action to assist an opponent, healing them or attacking allies
Rage: Afflicted character will only use basic physical attacks, but will use them at double power and double-act them; damage taken while under this status is 3x normal
Shock: Increases susceptibility to critical hits by 50%, evasion drops to 0
Freeze: Increases susceptibility to critical hits by 50%, evasion drops to 0

Personas, Items, and Fusions for Minato

JUDGMENT Messiah
STR: 67
MAG: 67
END: 61
AGI: 64
LUC: 66
Repel: Light
Weak: Dark

Megidolaon (85 SP): 299 almighty damage, MT
Regenerate 3 (P): Regenerates 15% MHP every action
Salvation (60 SP): Full healing and status restoration, MT
Invigorate 3 (P): Regenerates 7 SP every action
Absorb Pierce (P): Absorbs pierce-based attacks; overrides weakness

JUDGMENT Satan
STR: 53
MAG: 66
END: 61
AGI: 49
LUC: 60
Repel: Fire, Dark
Weak: Wind

Megidola (65 SP): 182 almighty damage, MT
Maragidyne (24 SP): 161 fire damage, MT
Regenerate 3 (P): Regenerates 15% MHP every action
Invigorate 3 (P): Regenerates 7 SP every action
Repel Light (P): Reflects light-based attacks; overrides weakness
Black Viper (60 SP): 402 almighty damage

STAR Lucifer
STR: 66
MAG: 69
END: 65
AGI: 60
LUC: 61
Void: Slash, Strike, Pierce, Dark
Weak: Ice

God's Hand (20% HP): 300 strike damage, 10% critical rate
Maragidyne (24 SP): 172 fire damage, MT
Morning Star (80 SP): 387 almighty damage, MT
Salvation (60 SP): Full healing and status restoration, MT
Absorb Slash (P): Absorbs slash-based attacks; overrides weakness
Victory Cry (P): Fully restores HP and SP after every battle

DEATH Alice
STR: 35
MAG: 55
END: 27
AGI: 45
LUC: 45
Repel: Dark
Weak: Light

Evil Touch (5 SP): 40% fear
Spirit Drain (5 SP): Drains a set 20 SP from a target
Die for Me! (35 SP): 80% (120%) darkness-based instant death, MT
Marakunda (12 SP): Lowers defense and magic defense by ~33% for 3 turns, MT
Repel Dark (P): Repels dark-based attacks; overrides weakness
Mudo Boost (P): Raises hit rate of mudo skills by 50%

FOOL Susano-O
STR: 62
MAG: 55
END: 57
AGI: 53
LUC: 57
Strong: Electricity, Wind
Weak: Light

God's Hand (20% HP): 289 strike damage, 10% critical rate
Tetrakarn (55 SP): Reflects next the next physical attack back at the attacker, MT
Fast Retreat (P): Raises escape rate 50%
Vorpal Blade (30% HP): 227 slash damage, 5% critical rate, MT
Regenerate 3 (P): Regenerates 15% MHP every action
Enduring Soul (P): Revive to full HP upon death once per battle

EMPRESS Skadi
STR: 51
MAG: 54
END: 47
AGI: 50
LUC: 48
Drain: Ice
Weak: Fire

Mabufudyne (32 SP): 243 ice damage, MT
Tetrakarn (55 SP): Reflects next the next physical attack back at the attacker, MT
Ice Amp (P): Raises ice damage dealt by 50%
Akasha Arts (26% HP): 180 strike damage, hits 1-2 times, 5% critical rate
Absorb Fire (P): Absorbs fire-based attacks; overrides weakness
Niflheim (30 SP): 376 ice damage

EMPRESS Alilat
STR: 67
MAG: 66
END: 55
AGI: 64
LUC: 56
Strong: Slash, Strike, Pierce
Weak: Dark

Regenerate 3 (P): Regenerates 15% MHP every action
Makarakarn (55 SP): Reflects next the next magical attack back at the attacker, MT
Mabufudyne (32 SP): 162 ice damage, MT
Repel Slash (P): Reflects slash-based attacks; overrides weakness
Repel Strike (P): Reflects slash-based attacks; overrides weakness
Repel Pierce (P): Reflects slash-based attacks; overrides weakness

FORTUNE Norn
STR: 42
MAG: 60
END: 35
AGI: 49
LUC: 48
Drain: Wind
Weak: Electricity

Magarudyne (24 SP): 283 wind damage, MT
Wind Amp (P): Raises wind damage dealt by 50%
Panta Rhei (30 SP): 413 wind damage
Invigorate 3 (P): Regenerates 7 SP every action
Regenerate 3 (P): Regenerates 15% MHP every action
Absorb Elec (P): Absorbs electric-based attacks; overrides weakness

DEVIL Beelzebub
STR: 56
MAG: 68
END: 59
AGI: 59
LUC: 56
Repel: Dark
Void: Strike, Electricity, Wind
Weak: Fire, Light

Magarudyne (24 SP): 169 wind damage, MT
Makarakarn (55 SP): Reflects next the next magical attack back at the attacker, MT
Primal Force (30% HP): 253 strike damage, 10% critical rate
Maziodyne (32 SP): 169 lightning damage, MT
High Counter (P): 50% chance to reflect any physical attack back at the user; Minato suffers no damage, and the damage returned is dealt against the attacker's defense
Victory Cry (P): Fully restores HP and SP after every battle

SUN Asura
STR: 58
MAG: 71
END: 61
AGI: 65
LUC: 61
Repel: Light
Drain: Fire
Weak: Dark

Agidyne (12 SP): 187 fire damage
Akasha Arts (26% HP): 201 strike damage, hits 1-2 times, 5% critical rate
Unshaken Will (P): Grants immunity to all status effects
Tetrakarn (55 SP): Reflects next the next physical attack back at the attacker, MT
Megidolaon (85 SP): 336 almighty damage, MT
Spell Master (P): Reduces SP costs by 50%

MAGICIAN Surt
STR: 40
MAG: 55
END: 38
AGI: 29
LUC: 37
Drain: Fire
Weak: Ice

Agidyne (12 SP): 318 fire damage
Deathbound (26% HP): 158 slash damage, 20% critical rate, MT
Fire Boost (P): Raises fire damage dealt by 25%
Maragidyne (24 SP): 318 fire damage, MT
Ragnarok (30 SP): 462 fire damage
Fire Amp (P): Raises fire damage dealt by 50%

EMPEROR Odin
STR: 45
MAG: 58
END: 36
AGI: 41
LUC: 43
Drain: Electricity
Weak: Wind

Ziodyne (8 SP): 275 electric damage
Vile Assault (16% HP): 160 pierce damage, 3% critical rate
Maziodyne (16 SP): 275 electric damage, MT
Elec Amp (P): Raises electric damage dealt by 50%
Thunder Reign (16 SP): 394 electric damage
Spell Master (P): Reduces SP costs by 50%

CHARIOT Thor
STR: 51
MAG: 47
END: 35
AGI: 34
LUC: 39
Void: Strike, Electricity
Weak: Wind

Ziodyne (16 SP): 238 electric damage
Gigantic Fist (16% HP): 149 strike damage, 15% critical rate
High Counter (P): 50% chance to reflect any physical attack back at the user; Minato suffers no damage, and the damage returned is dealt against the attacker's defense
Auto-Matarukaja (P): Automatically starts the battle with Matarukaja cast
Elec Amp (P): Raises electric damage dealt by 50%
Heavy Master (P): Damage dealt with heavy weapons is doubled

HIEROPHANT Daisoujou
STR: 37
MAG: 48
END: 37
AGI: 35
LUC: 40
Void: Light
Strong: Strike
Weak: Dark

Hamaon (12 SP): 50% (75%) light-based instant death
Diarahan (20 SP): Full healing
Growth 3 (P): Persona receives full experience from battle, even when not equipped
Samsara (35 SP): 80% (120%) light-based instant death, MT
Null Dark (P): Voids dark-aligned skills; overrides weakness
Hama Boost (P): Raises hit rate of hama skills by 50%

Fusions
Fusions require 2 specific personas, one of which must be equipped on Minato, the other can just be in his inventory.  They use up a certain % of his MSP when cast.  What follows are all of them.  Fear the broken.

Ardhanari (Requires Shiva and Parvati): 500 fire damage, MT (30% MSP)
Armageddon (Requires Luficer and Satan): 9999 set almighty damage, MT (100% MSP)
Best Friends (Requires Forneus and Decarabia): Casts Tarukaja, Rakukaja and Sukukaja on a target (15% MSP)
Cadenza (Requires Orpheus and Asparas): Heals 50% MHP and casts Masukukaja, MT (20% MSP)
Dreamfest (Requires Incubus and Succubus): 80% charm, affects all allies and enemies (10% MSP)
Frolic (Requires Narcisuss and Pixie): Full healing + 25% charm, MT (10% MSP)
Infinity (Requires Vishnu and Ananta): Voids all attributes, including almighty, for 1 turn, MT (30% MSP)
Jack Brothers (Requires Jack Frost and Pyro Jack): 50% down status, MT (15% MSP)
Justice (Requires Angel and Archangel): 50% CHP damage, MT (30% MSP)
The King and I (Requires King Frost and Black Frost): 110 ice damage + 80% freeze, MT (15% MSP)
Last Judge (Requires Metatron and Mithra): 357 almighty damage, MT (30% MSP)
Raktapaksha (Requires Garuda and Gurr): Dispels stat-boosts + 80% down, MT (15% MSP)
Scarlet Havoc (Requires Siegfriend and Ares): 198 slash damage, MT (15% MSP)
Shadow Hound (Requires Scathach and Cu Chulainn): 167 strike damage, MT (20% MSP)
Summer Dream (Requires Titania and Oberon): Randomly either knocks all enemies down, fully restores all enemies, knocks all allies down, fully restores all allies, all of the above, Minato suffers a random status effect, or nothing (15% MSP)
Thunder Call (Requires Thor and Take-Mikazuchi): 186 electric damage + 80% shock, MT (15% MSP)
Trickster (Requires Susano-O and Loki): Inflicts a random status effect on all enemies + 25% chance of inflicting it on all allies, MT (15% MSP)
Valhalla (Requires Odin and Valkyrie): Voids all attributes, including almighty, for 1 turn + reduces recipient's HP and SP to 1 (40% MSP)

Items
Bead: Full healing
Precious Egg: Full SP healing
Homonculus (P): Voids 1 Light or Dark spell used on Minato, and is then destroyed
Dekaja Gem: Casts Dekaja
Dekunda Gem: Casts Dekunda
Attack Mirror: Casts Tetrakarn
Magic Mirror: Casts Makarakarn

142
RPG Stats Forum / Star Ocean: Till the End of Time
« on: January 07, 2008, 02:07:14 PM »
Abandon all hope, ye who enter here...

No, not really.  Due to the above line, I figured it might be a good idea to compose this topic once more into a more concentrated, easier to read (and smaller, more organized) topic, compiling the most important aspects people likely care about if they're looking for damage numbers and the like.  

First off, insane thanks to Neph and Captain K., as well as Niu and Clear Tranquil, and anyone else I'm fogetting, for their work on the original ones.  Captain K. provided extreme assistance with character base stats, while Neph worked on figuring out skill multipliers and resistance information.  Niu, as always, assisted in helping with the extremely esoteric features of the game.  Clear Tranquil pretty much went insane on Peppita and figured out how her weird skills worked, which was a major help.  

Anyway...this is a typical Star Ocean game with some small differences.  I'll get to those later...stats first

HP: Die if these reach 0, used for some skills
MP: Die if these reach 0, used for some skills
ATT: Strengthens physical damage
DEF: Unstrengthens physical damage
HIT: Allows a physical attack to overcome AGL
AGL: Similar to evasion, if this is high enough, physicals kind of don't hit the mark
INT: Strengthens magic damage; does not act as magic defense

Like most Star Ocean games, this is an action RPG, where characters move in a 3D space.  In terms of attacks, there are 2 types, X and O.  X attacks are weak attacks.  O attacks are strong attacks.  Either can be used from medium/long-range or short-range, and the effects are usually a bit different.  In addition, all battle skills have the same stipulations (must be set to an X or O slot, long-range or short-range, etc.), which can affect canceling.

What is canceling?  In Star Ocean 3, characters have a gauge called the Fury Bar.  The Fury Bar ranges from 0 to 100, and dictates how often a character can attack.  If a character has 100 fury, they can use it to make an attack costing any amount of fury.  If the bar is only filled up to 20, only attacks that use 20 or less fury can be used.  In addition, cancel-combos work by utilizing the filled fury bars.  If a character uses an X attack, followed by an X skill, followed by an O skill, as long as the character has fury, they will chain each of those actions together in a combo.  In addition, each skill used will bestow a damage bonus on subsequent attacks as follows:

100% - 125% - 175% - 225% - 300% - 300% - ad infinitum

The first attack will be at normal power, second chain at 125% power, etc.  A character must have the requisite fury and (if necessary) HP/MP to attack.  If a character is running, and not attacking, their fury is 99 - if standing still, it's 100.  Moving requires 1 fury total for the character to move.  Completely random, but for 100% fury bar damages, I'll be using 99, not 100.

O attacks break enemy guard.  At full fury, characters get a fury shield effect that basically prevents X attacks from connecting.  O attacks break this.  You could argue them breaking evade, I suppose.    

Levels are taken at level 65.  Equipment is assumed to be the best storebought stuff from Ruddle and Rumina, except in the case of Albel (Crimson Scourge for his weapon) and Adray (The Immortal for his weapon).  Equipment stats will be listed with the characters.  Additional pieces of equipment will be listed in a second post, along with other miscellaneous information.  

All damage numbers listed are HP damage, unless otherwise noted.  For the mages (Adray, Sophia) who can set spells as battle skills, the X listing for the spell is how the spell would work if cast from the menu and not as a battle skill.

Damage numbers assume that Berserk is off and enemy defense is set at 100.  All attacks are assumed to connect fully with all their hits.  All attacks are considered to be at level 0 for simplicity's sake.  This hurts the spellcasters a bit, but simplifies things a lot.  I'll get to them eventually.  Skills that rise with level I will note in the character profiles.  I'm ignoring Charge and Aerial for the characters at the moment.  I'll add them later if pressed.



Fayt Leingod
"Be warned, I won't hold anything back!"
HP: 14482
MP: 2082
ATT: 256 (1056)
DEF: 188 (393)
AGL: 317 (407)
HIT: 371 (421)
INT: 128 (138)

Mithril Sword: +800 ATT, +50 HIT
Battle Armour: +200 DEF, +80 AGL
Maiden of Irisa: +5 DEF, +10 INT, +10 AGL, Escape Speed +20%

Short X: 956x2 (1912); 5 Fury
Long X: 956x2 (1912); 5 Fury
Short O: 1530; 12 Fury
Long O: 2294x2 (4588); 13 Fury

Symbology
Lightning Blast: 59x8 (472); 10 MP, 20 Fury Wind Element
Deep Freeze: 201x4 (804); 80 MP, 30 Fury Water Element
Stone Rain: 214x6 (1284); 80 MP, 40 Fury Earth Element
Explosion: 132x5 + 264x5 (1980); 300 MP, 40 Fury Fire Element

Blade of Fury
X: 765 + 908 + 1338x3 (5687); 20 HP, 20 + 5 + 5 Fury
O: 994 + 1185 + 1740x3 (7399); 5% HP, 47 + 10 + 10 Fury

Blazing Sword
X: 574 HP Damage, 143 MP Damage; 10 MP, 10 Fury
O: 1147 HP Damage, 287 MP Damage; 5% MP, 20 Fury
Fire Element
*This skill adds the listed damage to Fayt's basic physical attacks; it is dispelled upon use of any other battle skill

Side Kick
X: 765x3 (2295); 30 HP, 10 Fury
O: 918x3 (2754); 6% HP, 37 Fury

Ice Blade
X: 956 HP Damage, 124 MP Damage; 12 MP, 10 Fury
O: 1434 HP Damage, 191 MP Damage; 6% MP, 20 Fury
Water Element
*This skill adds the listed damage to Fayt's basic physical attacks; it is dispelled upon use of any other battle skill

Shotgun Blast
X: 765x5 (3825); 25 HP, 20 Fury
O: 1147x5 (5735); 6% HP, 47 Fury
Fire Element

Lightning Blade
X: 478 HP Damage, 163 MP Damage; 16 MP, 10 Fury
O: 956 HP Damage, 325 MP Damage; 7% MP, 20 Fury
Wind Element
*This skill adds the listed damage to Fayt's basic physical attacks; it is dispelled upon use of any other battle skill

Air Raid
X: 478x7 (3346); 300 HP, 40 Fury
O: 717x7 (5019); 10% HP, 67 Fury
*This skill knocks enemies onto the ground upon completion; enemies on the ground in SO3 cannot be attacked until they get up again

Dimension Door (Strayer Void)
X: 57x7 + 3155 (3554); 200 HP, 20 Fury
O: 86x7 + 4732 (5334); 8% HP, 47 Fury
*Inflicts paralysis at ~5% per hit for the first 7 hits, and ~20% per hit for the last, stronger hit
**This skill will drain 1 Fury for every hit beyond 7 of the weaker initial ones - 20 Fury is the cost for 7 hits + 1 hit as noted above: Fayt can continue to inflict weaker hits beyond 7 at 1 Fury per hit, until he reaches 0 Fury, whereupon he will automatically inflict the final, stronger hit

Divine Blade
X: 669 HP Damage, 239 MP Damage; 150 MP, 30 Fury
O: 1138 HP Damage, 411 MP Damage; 15% MP, 70 Fury
*This skill adds the listed damage to Fayt's basic physical attacks; it is dispelled upon use of any other battle skill

Ethereal Blast
X: 860*15 (12900) HP Damage, 96*15 (1440) MP Damage; 500 HP, 70 Fury
O: 1291*15 (19365) HP Damage, 143*15 (2145) MP Damage; 15% HP, 90 Fury



Sophia Esteed
"Lookin' good, if I do say so myself"
HP: 11115
MP: 2769
ATT: 232 (732)
DEF: 64 (194)
AGL: 301 (381)
HIT: 367 (427)
INT: 315 (465)

Adept's Staff: +500 ATT, +150 INT, +60 HIT
Wizard's Robe: +130 DEF, +80 AGL

Short X: 632; 5 Fury
Long X: 316 HP Damage, 126 MP Damage; 5 Fury
Short O: 1770x2 (3540); 12 Fury
Long O: 632 HP Damage, 190 MP Damage; 12 Fury

Symbology
Healing: Heals 35% of a target's max HP, rising by 5% per level to a max of 85% max HP; 20 MP, 20 Fury
Antidote: Cures poison; 10 MP, 20 Fury
Silence: Silences target ~20%, rising by 5% per level to a max of ~70%; 10 MP, 20 Fury
Acid Rain: Lowers targets' defense by 20%; 15 MP, 20 Fury
Protection: Raises defense by 50%; 30 MP, 20 Fury
Cure Condition: Heals negative status; 15 MP, 20 Fury
Restoration: Revives an ally, healing 10% of their max HP and MP, rising by 5% per level up to a maximum of 60% of their max HP and MP; 60 MP, 60 Fury
Power Up: Raises attack by 50%; 30 MP, 20 Fury
Crush: 865x2 (1730); 25 MP, 20 Fury Earth Element
Fairy Light: Heals 35% of all targets' max HP, rising by 5% per level to a max of 85% max HP
Reflection: Reduces magic damage received by 50%; 30 MP, 20 Fury
Dark Sphere: Inflicts instant death to targets ~100% when target is below 10% HP, rising by 5% below max HP per level up to a maximum of ~60%; 200 MP, 40 Fury
Gravitation: Reduces targets' movement speed by 50%; 30 MP, 20 Fury
Angel Feather: Raises all stats by 20%; 30 MP, 20 Fury

Firebolt
X: 263 at level 0 up to a max of 263x4 (1052) at level 9 and above; 10 MP, 20 Fury
O: 342 at level 0 up to a max of 342x4 (1368) at level 9 and above; 5% MP, 42 Fury
Fire Element

Ice Needles
X: 155x5 (775) at level 0 up to a max of 155x10 (1550) at level 8 and above; 10 MP, 20 Fury
O: 202x5 (1025) at level 0 up to a max of 202x10 (2020) at level 9 and above; 5% MP, 42 Fury
Water Element
*Inflicts freeze at ~10% per hit

Lightning Blast
X: 194x8 (1552); 10 MP, 20 Fury
O: 252x8 (2016); 5% MP, 42 Fury
Wind Element

Earth Glaive
X: 263x3 (789); 10 MP, 20 Fury
O: 342x3 (1026); 5% MP, 42 Fury
Earth Element

Efreet
X: 256x4 (1024); 35 MP, 30 Fury
O: 333x4 (1332); 8% MP, 60 Fury
Fire Element

Thunder Flare
X: 191x5 + 698 (1653); 40 MP, 30 Fury
O: 248x5 + 716 (1956); 8% MP, 60 Fury
Wind Element

Deep Freeze
X: 336x4 (1344); 80 MP, 30 Fury
O: 437x4 (1748); 10% MP, 60 Fury
Water Element

Stone Rain
X: 383x6 (2298); 80 MP, 30 Fury
O: 498x6 (2988); 10% MP, 72 Fury
Earth Element

Laser Beams
X: 433x6 (2598); 150 MP, 40 Fury
O: 563x6 (3378); 12% MP, 72 Fury

Explosion
X: 216x5 + 433x5 (3245); 300 MP, 40 Fury
O: 281x5 + 563x5 (4220); 12% MP, 72 Fury
Fire Element

Lightning Strike
X: 583x8 (4664); 300 MP, 50 Fury
O: 758x8 (6064); 12% MP, 86 Fury
Wind Element

Blood Scylla
X: 506x3 (1518) HP Damage, 163x3 (489) MP Damage; 300 MP, 40 Fury
O: 658x3 (1974) HP Damage, 212x3 (636) MP Damage; 12% HP, 72 Fury
*All damage dealt from this move is restored to Sophia, both HP and MP

Southern Cross
X: 433x6 (2598) HP Damage, 74x6 (444) MP Damage; 120 MP, 30 Fury
O: 563x6 (3378) HP Damage, 96x6 (576) MP Damage; 8% MP, 60 Fury

Gremlins
X: 260x6 (1560) HP Damage at level 0 up to a max of 260x10 (2600) at level 8 and above, 93x6 (558) MP Damage at level 0 up to a max of 93x10 (930) at level 8 and above; 50 MP, 30 Fury
O: 338x6 (2028) HP Damage at level 0 up to a max of 338x10 (3380) at level 8 and above, 121x6 (726) MP Damage at level 0 up to a max of 121x10 (1210) at level 8 and above; 6% MP, 60 Fury
Earth Element
*There is a 10% chance per hit that the damage inflicted on that hit will be tripled

Meteor Swarm
O: 533*4*3 (6396) HP Damage at level 0 up to a max of 533*8*3 (12792) at level 10; 15% MP, 96 Fury
Fire Element
*This skill summons 12 meteors that strike randomly around the screen; each meteor that strikes a target hits 3 times; on average, 4 meteors will strike a target at level 0, with 8 striking at level 10; max damage assuming all hits is 44388 at level 0 and 88776 at level 10



Peppita Rossetti
"I'll sign autographs...later"
HP: 12086
MP: 2291
ATT: 263 (1043)
DEF: 108 (268)
AGL: 316 (381)
HIT: 377 (467)
INT: 143

Lunatic's Shoes: +780 ATT, +90 HIT
Ablative Shield: +160 DEF, +65 AGL

Short X: 943; 5 Fury
Long X: 660x2 (1320); 5 Fury
Short O: 2640x3 (7920); 12 Fury
Long O: 1886; 12 Fury

Magic Hook
X: 1415x2 (2830) HP Damage, 47x2 (94) MP Damage; 15 HP, 15 Fury
O: 2122x2 (4244) HP Damage, 75x2 (150) MP Damage; 5% HP, 47 Fury
*Inflicts confusion at ~20% per hit

Frozen Daggers
X: 754x4 (3016); 10 HP, 20 Fury
O: 981x4 (3924); 5% HP, 47 Fury
Water Element
*Inflicts freeze at ~10% per hit

Power Dance
X: Raises ATT by 1.75x at level 0 up to a max of 2.85x at level 10; 20 MP, 15 Fury
O: Raises ATT by 1.75x at level 0 up to a max of 2.85x at level 10; 6% MP, 35 Fury

Instanto Blast
X: 566 HP Damage, 130 MP Damage; 50 HP, 25 Fury
O: 736 HP Damage, 170 MP Damage; 8% HP, 52 Fury
*Inflicts instant death at ~5% per hit

Panic Dance
X: Inflicts Confusion at a 50% rate, rising by 5% per level to a max of 100%; 20 MP, 15 Fury
O: Inflicts Confusion at a 50% rate, rising by 5% per level to a max of 100%; 6% MP, 35 Fury

Kaboom
X: 566*5 (2830); 100 HP, 20 Fury
O: 849*5 (4245); 10% HP, 47 Fury
*Inflicts instant death ~5% per hit
**This skill requires closing within range to hit the target with the spinning aura that appears around Peppita when using this skill

Healing Dance
X: Heals 45 HP per second at level 0 up to a max of 450 HP per 0.2 seconds at level 10; 100 MP, 15 Fury
O: Heals 45 HP per second at level 0 up to a max of 450 HP per 0.2 seconds at level 10; 10% MP, 35 Fury

Fairie Friend
X: 943x10 (9430) HP Damage, 94x10 (940) MP Damage; 80 HP, 20 Fury
O: 1415x10 (14150) HP Damage, 141x10 (1410) MP Damage; 8% HP, 47 Fury

Magical Dance
X: Heals 23 MP per second at level 0 up to a max of 185 MP per 0.2 seconds at level 10; 250 MP, 15 Fury
O: Heals 23 MP per second at level 0 up to a max of 185 MP per 0.2 seconds at level 10; 12% MP, 35 Fury

Dream Hammer
X: 754*39 (29406) HP Damage, 75*39 (2925) MP Damage at level 0; hits 0.5 times per fury at level 0 up to a max of 1 time per fury at level 10; 120 HP, 22 Fury
O: 1509*24 (36216) HP Damage, 151*24 (3624) MP Damage at level 0; hits 0.5 times per fury at level 0 up to a max of 1 time per fury at level 10; 12% HP, 52 Fury
*This skill requires constantly pressing a button and closing to a close enough range to hit the target with the giant fucking hammer that appears



Cliff Fittr
"Moron.  Know your enemy before you strike the first blow"
HP: 15753
MP: 1850
ATT: 308 (1208)
DEF: 161 (361)
AGL: 357 (437)
HIT: 382 (427)
INT: 104

Crest Gauntlet: +900 ATT, +45 HIT
Battle Armour: +200 DEF, +80 AGL

Short X: 665; 10 Fury
Long X: 1108x2 (2216); 10 Fury
Short O: 3102 + 2216 (5318); 15 Fury + 10 Fury
Long O: 3102; 15 Fury

Sphere of Might
X: 443x4 (1772); 20 HP, 15 Fury
O: 665x4 (2660); 6% HP, 35 Fury

Hammer of Might
X: 1994x2 (3988) HP Damage, 22x2 (44) MP Damage; 15 HP, 20 Fury
O: 2992x2 (5984) HP Damage, 33x2 (66) MP Damage; 5% HP, 47 Fury
Fire Element

Electric Fists
X: 776x3 (2328); 20 HP, 9 Fury
O: 1163x3 (3489); 5% HP, 40 Fury

Fiery Tackle
X: 1773; 20 HP, 12 Fury
O: 2659; 5% HP, 35 Fury
Fire Element

Aerial Assault
X: 3878 HP Damage, 587 MP Damage; 80 HP, 20 Fury
O: 5817 HP Damage, 886 MP Damage; 8% HP, 47 Fury

Fists of Fury
X: 222x21 (4662); 300 HP, 20 Fury
O: 266x21 (5586); 10% HP, 47 Fury

Uppercut
X: 665*11 (7315); uses 8 fury per additional hit after activation; 200 HP, 15 Fury
O: 997*6 (5982); uses 12 fury per additional hit after activation; 8% HP, 35 Fury

Acrobat Locus
X: 443x15 (6645); 400 HP, 20 Fury
O: 576x15 (8640); 10% HP, 50 Fury

Infinity Kick
X: 443x11 (4873) HP Damage, 55x11 (605) MP Damage; 600 HP, 30 Fury
O: 576x11 (6336) HP Damage, 78x11 (858) MP Damage; 15% HP, 60 Fury

Max Shockwave
X: 1496x7 (10472) HP Damage, 55x7 (385) MP Damage; 700 HP, 30 Fury
O: 2249x7 (15743) HP Damage, 89x7 (623) MP Damage; 12% HP, 60 Fury



Nel Zelpher
"Death awaits the overconfident.  Remember that"
HP: 12928
MP: 2412
ATT: 301 (1021)
DEF: 148 (328)
AGL: 360 (450)
HIT: 387 (482)
INT: 181

Ice Falchion: +720 ATT, +95 HIT
Battle Chainmail: +180 DEF, +90 AGL

Short X: 921x4 (3684); 10 Fury
Long X: 921; 8 Fury
Short O: 1566; 12 Fury
Long O: 1842; 12 Fury

Symbology
Healing: Heals 35% of a target's max HP, rising by 5% per level to a max of 85% max HP; 20 MP, 20 Fury
Firebolt: 121 at level 0 up to a max of 121x4 (484) at level 9 and above; 10 MP, 20 Fury Fire Element
Ice Needles: 69x5 (345) at level 0 up to a max of 69x10 (690) at level 8 and above; 10 MP, 20 Fury Water Element *Inflicts freeze at ~10% per hit
Lightning Blast: 80x8 (640); 10 MP, 20 Fury Wind Element
Thunder Flare: 77x5 + 272 (657); 40 MP, 30 Fury Wind Element
Lightning Strike: 441x8 (3528); 300 MP, 50 Fury Wind Element

Shockwave
X: 368x4 (1472); 12 HP, 20 Fury
O: 479x4 (1916); 5% HP, 47 Fury

Shadow Wave
X: 645x3 (1935) HP Damage, 92x3 (276) MP Damage; 12 HP, 20 Fury
O: 967x3 (2901) HP Damage, 138x3 (414) MP Damage; 6% HP, 47 Fury

Ice Daggers
X: 921x3 (2763); 30 HP, 40 Fury
O: 1197x3 (3591); 6% HP, 62 Fury
Water Element
*Inflicts freeze at ~25% per hit

Poison Cloud
X: 276x3 (828) HP Damage, 92x3 (276) MP Damage; 12 HP, 10 Fury
O: 332x3 (996) HP Damage, 111x3 (333) MP Damage; 5% HP, 35 Fury
*Inflicts poison at ~70% per hit

Whirlwind
X: 461*50 (23050); 80 HP, 30 Fury
O: 599*50 (29950); 8% HP, 72 Fury
Wind Element
*This skill requires getting very close to a target to hit them repeatedly with a short-lived shield that appears around Nel

Flying Guillotine
X: 276x7 (1932) HP Damage, 46x7 (322) MP Damage; 60 HP, 30 Fury
O: 414x7 (2898) HP Damage, 74x7 (518) MP Damage; 7% HP, 67 Fury

Lightning Chain
X: 276*4 (1104) at level 0 to 276*8 (2208) at level 8; 40 HP, 30 Fury
O: 332*4 (1328) at level 0 to 332*8 (2656) at level 8; 8% HP, 62 Fury
Wind Element

Mirror Slice
X: 553x10 (5530); 100 HP, 30 Fury
O: 829x10 (8290); 10% HP, 62 Fury

Divine Wrath
X: 553x18 (9954); 250 HP, 25 Fury
O: 829x18 (14922); 15% HP, 50 Fury

Splitting Sky
X: 461*35 (16135) HP Damage, 92*35 (3220) MP Damage; hits 0.5 times per fury at level 0 up to a max of 1 time per fury at level 10; 160 HP, 30 Fury
O: 599*20 (11980) HP Damage, 120*20 (2400) MP Damage; hits 0.5 times per fury at level 0 up to a max of 1 time per fury at level 10; 12% HP, 60 Fury
Wind Element



Adray Lasbard
"Frustrated?  Get stronger!"
HP: 12848
MP: 2599
ATT: 256 (1106)
DEF: 106 (266)
AGL: 354 (419)
HIT: 422 (432)
INT: 267 (367)

The Immortal: +850 ATT, +100 INT, +10 HIT
Ablative Shield: +160 DEF, +65 AGL

Short X: 1006; 5 Fury
Long X: 151 MP Damage; 5 Fury
Short O: 2822; 5 Fury
Long O: 252 MP Damage; 12 Fury

Symbology
Healing: Heals 35% of a target's max HP, rising by 5% per level to a max of 85% max HP; 20 MP, 20 Fury
Antidote: Cures poison; 10 MP, 20 Fury
Silence: Silences target ~20%, rising by 5% per level to a max of ~70%; 10 MP, 20 Fury
Acid Rain: Lowers targets' defense by 20%; 15 MP, 20 Fury
Protection: Raises defense by 50%; 30 MP, 20 Fury
Cure Condition: Heals negative status; 15 MP, 20 Fury
Restoration: Revives an ally, healing 10% of their max HP and MP, rising by 5% per level up to a maximum of 60% of their max HP and MP; 60 MP, 60 Fury
Power Up: Raises attack by 50%; 30 MP, 20 Fury
Efreet: 217x4 (868); 35 MP, 30 Fury Fire Element
Fairy Light: Heals 35% of all targets' max HP, rising by 5% per level to a max of 85% max HP
Thunder Flare: 152x5 + 551 (1311); 40 MP, 30 Fury Wind Element
Deep Freeze: 297x4 (1188); 80 MP, 30 Fury Water Element
Reflection: Reduces magic damage received by 50%; 30 MP, 20 Fury
Dark Sphere: Inflicts instant death to targets ~100% when target is below 10% HP, rising by 5% below max HP per level up to a maximum of ~60%; 200 MP, 40 Fury
Stone Rain: 334x6 (2004); 80 MP, 40 Fury Earth Element
Gravitation: Reduces targets' movement speed by 50%; 30 MP, 20 Fury
Explosion: 192x5 + 383x5 (2875); 300 MP, 40 Fury Fire Element
Laser Beams: 384x6 (2304); 150 MP, 40 Fury
Angel Feather: Raises all stats by 20%; 30 MP, 20 Fury
Lightning Strike: 534x8 (4272); 300 MP, 50 Fury Wind Element

Fatal Fury
X: 504 HP Damage, 151 MP Damage; 50 HP, 20 Fury
O: 756 HP Damage, 232 MP Damage; 6% HP, 47 Fury

Titan Fist
X: 2016 HP Damage, 202 MP Damage; 150 HP, 20 Fury
O: 4032 HP Damage, 403 MP Damage; 8% HP, 47 Fury
Earth Element
*Inflicts confusion at ~50% per hit, paralysis at ~10% per hit, and petrification at ~5% per hit

Sea Gate
X: 1512 HP Damage, 151 MP Damage; 200 HP, 25 Fury
O: 2268 HP Damage, 232 MP Damage; 10% HP, 52 Fury
Water Elemet

Sirocco (Spicule)
X: 504x7 (3528) HP Damage, 302x7 (2114) MP Damage; 200 HP, 26 Fury
O: 756x7 (5292) HP Damage, 454x7 (3178) MP Damage; 10% HP, 55 Fury
Fire Element

Emotion Torrent
X: 1008x4 (4032) HP Damage, 101x4 (404) MP Damage; 250 HP, 20 Fury
O: 1512x4 (6048) HP Damage, 151x4 (604) MP Damage; 12% HP, 47 Fury
Randomly Fire/Water/Wind/Earth Element

Firebolt
X: 214 at level 0 up to a max of 214x4 (856) at level 9 and above; 10 MP, 20 Fury
O: 278 at level 0 up to a max of 278x4 (1112) at level 9 and above; 5% MP, 42 Fury
Fire Element

Ice Needles
X: 125x5 (625) at level 0 up to a max of 125x10 (1250) at level 8 and above; 10 MP, 20 Fury
O: 163x5 (815) at level 0 up to a max of 163x10 (1630) at level 9 and above; 5% MP, 42 Fury
Water Element
Inflicts freeze at ~10% per hit

Lightning Blast
X: 155x8 (1240); 10 MP, 20 Fury
O: 201x8 (1608); 5% MP, 42 Fury
Wind Element

Earth Glaive
X: 214x3 (642); 10 MP, 20 Fury
O: 278x3 (834); 5% MP, 42 Fury
Earth Element

Southern Cross
X: 384x6 (2304) HP Damage, 59x6 (354) MP Damage; 120 MP, 30 Fury
O: 499x6 (2994) HP Damage, 77x6 (462) MP Damage; 8% MP, 60 Fury



Roger S. Huxley
"I am sooooooo macho!"
HP: 15585
MP: 1872
ATT: 312 (1192)
DEF: 165 (365)
AGL: 338 (418)
HIT: 390 (450)
INT: 109

Saint's Halberd: +880 ATT, +60 HIT
Battle Armour: +200 DEF, +80 AGL

Short X: 764x2 (1528); 12 Fury
Long X: 1092; 12 Fury
Short O: 1747x4 (6988); 15 Fury
Long O: 2839; 15 Fury

Fiery Axe
X: 1632x2 + 437x2 (4138); 20 HP, 10 Fury
O: 2457x2 + 655x2 (6224); 5% HP, 35 Fury

Whirling Heat
X: 1092; 30 HP, 12 Fury
O: 1420; 5% HP, 42 Fury
*Inflicts confusion at ~20% per hit

Land Mines
X: 1529x4 (6116) at level 0 to a maximum of 1529x10 (15290) at level 8 and above; 25 HP, 15 Fury
O: 2293x4 (9172) at level 0 to a maximum of 2293x10 (22930) at level 8 and above; 6% HP, 57 Fury
Earth Elemet
*This attack involves laying down land mines that explode after several seconds or when an enemy draws near; it's not actually a targeted move
**Inflicts confusion at ~10% per hit

Flying Torpedo
X: 2184 HP Damage, 218 MP Damage; 50 HP, 20 Fury
O: 4368 HP Damage, 437 MP Damage; 6% HP, 57 Fury
Earth Element

Piercing Claw
X: 764x3 (2292) HP Damage, 76x3 (228) MP Damage; 30 HP, 15 Fury
O: 917x3 (2751) HP Damage, 87x3 (261) MP Damage; 6% HP, 40 Fury

Fiery Fury
X: 655x6 + 1092 (5022); 50 HP, 25 Fury
O: 852x6 + 1420 (6532); 8% HP, 57 Fury
Earth Element

Shield and Cannon
X: 437x3 (1311) at level 0 to a maximum of 437x9 (3933) at level 8 and above; 200 HP, 35 Fury
O: 568x3 (1704) at level 0 to a maximum of 568x9 (5112) at level 8 and above; 10% HP, 72 Fury

Raging Helmet
X: 764x6 (4584); 250 HP, 20 Fury
O: 1223x6 (7338); 10% HP, 47 Fury

Bug Triad
X: 437*4*2 (3496) HP Damage, 87*4*2 (696) MP Damage at level 0 to a max of 8 hits at level 8 and above; 300 HP, 30 Fury
O: 655*4*2 (5240) HP Damage, 131*4*2 (1048) MP Damage at level 0 to a max of 8 hits at level 8 and above; 10% HP, 65 Fury
*This attack summons 3 bugs that attack enemies - one of which will only attack if Roger is attacked, so only 2 of them will attack each time Roger attacks; the other will hit 5 times whenever Roger is attacked for the listed damages above

Star Fall
X: 360x5 + 240x10 (4200) HP Damage, 87x5 + 44x10 (875) MP Damage; 750 HP, 50 Fury
O: 546x5 + 360x10 (6330) HP Damage, 87x5 + 87x10 (1305) MP Damage; 15% HP, 92 Fury
Fire Element



Maria Traydor
"I am destined for greatness"
HP: 11174
MP: 2748
ATT: 287 (1087)
DEF: 108 (288)
AGL: 344 (434)
HIT: 403 (453)
INT: 190

Gravity Laser: +800 ATT, +50 HIT
Battle Chainmail: +180 DEF, +90 AGL

Short X: 987x2 (1974); 5 Fury
Long X: 987; 5 Fury
Short O: 1974; 20 Fury
Long O: 1974; 25 Fury

Symbology
Protection: Raises defense by 50%; 30 MP, 20 Fury
Power Up: Raises attack by 50%; 30 MP, 20 Fury
Reflection: Reduces magic damage received by 50%; 30 MP, 20 Fury
Angel Feather: Raises all stats by 20%; 30 MP, 20 Fury

Aiming Device
X: 1184 HP Damage, 158 MP Damage; 8 MP, 25 Fury
O: 1540 HP Damage, 207 MP Damage; 5% MP, 50 Fury
*Inflicts confusion at ~60% per hit

Scatter Beam
X: 494x5 (2470) at level 0 to a maximum of 494x10 (4940) at level 8 and above; 15 HP, 20 Fury
O: 642x5 (3210) at level 0 to a maximum of 642x10 (6420) at level 8 and above; 7% HP, 47 Fury

Magnetic Field
X: 1481 + 296 (1777); 20 HP, 10 Fury
O: 2961 + 592 (3553); 5% HP, 27 Fury
*Inflicts paralysis at ~25% for the first strong hit, and at ~10% for the second, weaker hit

Pulse Blast
X: 494x4 (1976) at level 0 to a maximum of 494x12 (5928) at level 8 and above; 60 HP, 25 Fury
O: 642x4 (2568) at level 0 to a maximum of 642x12 (7704) at level 8 and above; 7% HP, 50 Fury

Crescent Locus
X: 592x4 (2368); 50 HP, 20 Fury
O: 888x4 (3552); 5% HP, 47 Fury

Triple Kick
X: 987x3 (2961); 60 HP, 20 Fury
O: 1974x3 (5922); 6% HP, 47 Fury

Laser Blast
X: 691x3 (2073); 80 HP, 20 Fury
O: 898x3 (2694); 6% HP, 47 Fury

Gravity Bullet
X: 247x25 (6175); 300 HP, 40 Fury
O: 296x25 (7400); 12% HP, 80 Fury

Energy Burst
X: 494*70 (34580) HP Damage, 99*70 (6930) MP Damage; hits 1 times per fury at level 0 up to a max of 2 times per fury at level 10; 500 HP, 30 Fury
O: 592*40 (23680) HP Damage, 118*40 (4720) MP Damage; hits 1 times per fury at level 0 up to a max of 2 times per fury at level 10; 10% HP, 60 Fury
*Inflicts paralysis at ~10% per hit

Radiation Bots
X: 494x4 (1976) HP Damage, 49x4 (196) MP Damage; 150 MP, 50 Fury
O: 740x4 (2960) HP Damage, 79x4 (316) MP Damage; 15% MP, 77 Fury
*This attack summons 4 drones that attack whenever Maria does for the indicated damage (if she used an O Radiation Bots, each of her attacks would cause an O Radiation Bots attack to commence)



Albel Nox
"It doesn't matter how many maggots you've got - I'll crush them all!"
HP: 14240
MP: 2112
ATT: 296 (1096)
DEF: 171 (351)
AGL: 360 (450)
HIT: 387 (467)
INT: 129

Crimson Scourge: +800 ATT, Attack Decision +1, +80 HIT
*Attack Decision adds an extra hit to the basic attacks (not to battle skills) that does 50% of the previous hit's damage
Battle Chainmail: +180 DEF, +90 AGL

Short X: 598 + 299 (897); 8 Fury
*Albel's Short X can be chained incessantly after the initial hit, with subsequent hits costing 10 Fury each (9 additional hits for a total of 10), for a total damage of 897x10 (8970); 98 Fury
Long X: 996x2 + 498x2 (2988); 10 Fury
Short O: 1992 + 996 (2988); 10 Fury
Long O: 2789 + 1395 (4184); 12 Fury

Air Slash
X: 996; 20 HP, 10 Fury
O: 1992; 5% HP, 30 Fury
Wind Element

Shockwave Swirl
X: 697x5 (3485); 20 HP, 20 Fury
O: 837x5 (4185); 5% HP, 47 Fury
Wind Element

Palm of Destruction
X: 2490 HP Damage, 100 MP Damage; 25 HP, 20 Fury
O: 3237 HP Damage, 129 MP Damage; 5% HP, 47 Fury

Aura Wall
X: 30x28 (840) MP Damage; 50 HP, 25 Fury
O: 40x28 (1120) MP Damage; 10% HP, 52 Fury
Earth Element
*Inflicts confusion at ~5% per hit

Double Slash
X: 697x2 (1394); 20 HP, 20 Fury
O: 906x2 (1812); 5% HP, 40 Fury

Vampire Flash
X: 498*11 (5478) HP Damage, 50*11 (550) MP Damage; uses 8 fury per additional hit after activation; 500 MP, 20 Fury
O: 747*6 (4482) HP Damage, 80*6 (480) MP Damage; uses 12 fury per additional hit after activation; 20% HP, 40 Fury
*This attack drains the damage it deals as HP and MP healed to Albel

Hand of Doom
X: 697x6 (4182) HP Damage, 40x6 (240) MP Damage; 120 HP, 25 Fury
O: 906x6 (5436) HP Damage, 50x6 (300) MP Damage; 10% HP, 52 Fury

Dragon Roar
X: 299x18 (5382) HP Damage, 30x18 (540) MP Damage; 150 HP, 30 Fury
O: 448x18 (8064) HP Damage, 50*18 (900) MP Damage; 12% HP, 62 Fury

Air Slash of Fury
X: 598 HP Damage, 30 MP Damage; 600 HP, 20 Fury
O: 777 HP Damage, 40 MP Damage; 12% HP, 47 Fury
*Air Slash of Fury can be chained incessantly after the initial hit, with subsequent hits costing 5 Fury each for weak hits, and 10 Fury for strong hits (16 additional weak hits, 5 additional strong hits, a total of 17 and 6 hits, respectively), for a total damage of 598x17 (10166); 100 Fury and 777x6 (4662); 97 Fury

Double Slash of Fury
X: 598x2 (1196); 10 HP, 20 Fury
O: 777x2 (1554); 5% HP, 42 Fury
*Double Slash of Fury can be chained incessantly after the initial hit, with subsequent hits costing 5 Fury each for weak hits, and 10 Fury for strong hits (16 additional weak hits, 5 additional strong hits, a total of 17 and 6 hits, respectively), for a total damage of 598x17x2 (20332); 100 Fury and 777x6x2 (9324); 97 Fury



Mirage Koas
"What do you think of me now?"
HP: 13670
MP: 2024
ATT: 287 (1187)
DEF: 192 (372)
AGL: 360 (450)
HIT: 408 (453)
INT: 123

Crest Gauntlet: +900 ATT, +45 HIT
Battle Chainmail: +180 DEF, +90 AGL

Short X: 652x2 (1304); 10 Fury
Long X: 1087x2 (2174); 10 Fury
Short O: 3044 + 2174 (5218); 15 Fury + 10 Fury
Long O: 3044; 15 Fury

Sphere of Might
X: 435x4 (1740); 20 HP, 15 Fury
O: 652x4 (2608); 6% HP, 35 Fury

Hammer of Might
X: 1631x2 (3262) HP Damage, 54x2 (108) MP Damage; 15 HP, 20 Fury
O: 2446x2 (4892) HP Damage, 87x2 (174) MP Damage; 5% HP, 47 Fury
Fire Element

Electric Fists
X: 761x3 (2283); 20 HP, 9 Fury
O: 1141x3 (3423); 5% HP, 40 Fury

Aerial Assault
X: 3805 HP Damage, 576 MP Damage; 80 HP, 20 Fury
O: 5707 HP Damage, 870 MP Damage; 8% HP, 47 Fury

Crescent Locus
X: 652x4 (2608); 50 HP, 20 Fury
O: 978x4 (3912); 5% HP, 47 Fury

Triple Kick
X: 1087x3 (3261); 150 HP, 20 Fury
O: 2174x3 (6522); 8% HP, 47 Fury

Acrobat Locus
X: 435x15 (6525); 350 HP, 20 Fury
O: 565x15 (8475); 9% HP, 50 Fury

Avenger Charge
X: 511x11 (5621); 410 HP, 25 Fury
O: 772x11 (8492); 10% HP, 55 Fury
Fire Element

Infinity Kick
X: 435x11 (4785) HP Damage, 54x11 (594) MP Damage; 600 HP, 30 Fury
O: 565x11 (6215) HP Damage, 76x11 (836) MP Damage; 14% HP, 60 Fury

Blazing Cannon
X: 652*9 (5868); uses 8 fury per additional hit after activation; 550 HP, 30 Fury
O: 870*4 (3480); uses 12 fury per additional hit after activation; 11% HP, 60 Fury


Averages

HP: 13388
1) Cliff - 15753
2) Roger - 15585
3) Fayt - 14482
4) Albel - 14240
5) Mirage - 13670
6) Nel - 12928
6) Adray - 12848
8) Peppita - 12086
9) Maria - 11174
10) Sophia - 11115

MP: 2276
1) Sophia - 2769
2) Maria - 2748
3) Adray - 2599
4) Nel - 2412
5) Peppita - 2291
6) Albel - 2112
7) Fayt - 2082
8) Mirage - 2024
9) Roger - 1872
10) Cliff - 1850

DEF: 315
1) Fayt - 393
2) Mirage - 372
3) Roger - 365
4) Cliff - 361
5) Albel - 351
6) Nel - 328
7) Maria - 288
8) Peppita - 268
9) Adray - 266
10) Sophia - 194

X HP Damage: 7480
1) Fayt - 12900 (Ethereal Blast)
2) Cliff - 10472 (Max Shockwave)
3) Nel - 9954 (Divine Wrath)
4) Peppita - 9430 (Fairie Friend)
5) Mirage - 6525 (Acrobat Locus)
6) Maria - 6175 (Gravity Bullet)
7) Albel - 5382 (Dragon Roar)
8) Roger - 5022 (Fiery Fury)
9) Sophia - 4664 (Lightning Strike)
10) Adray - 4272 (Lightning Strike)

X HP Damage (without Maze of Tribulations or Sphere 211 skills): 6000
1) Peppita - 9430 (Fairie Friend)
2) Cliff - 7315 (Uppercut)
3) Mirage - 6525 (Acrobat Locus)
4) Maria - 6175 (Gravity Bullet)
5) Fayt - 5687 (Blade of Fury)
6) Nel - 5530 (Mirror Slice)
7) Albel - 5382 (Dragon Roar)
8) Roger - 5022 (Fiery Fury)
9) Sophia - 4664 (Lightning Strike)
10) Adray - 4272 (Lightning Strike)

X MP Damage: 739
1) Adray - 2114 (Spicule)
2) Fayt - 1440 (Ethereal Blast)
3) Peppita - 940 (Fairie Friend)
4) Cliff - 605 (Infinity Kick)
5) Mirage - 594 (Infinity Kick)
6) Albel - 540 (Dragon Roar)
7) Sophia - 444 (Southern Cross)
8) Nel - 322 (Flying Guillotine)
9) Roger - 228 (Piercing Claw)
10) Maria - 158 (Aiming Device)

X MP Damage (without Maze of Tribulations or Sphere 211 skills): 413
1) Peppita - 940 (Fairie Friend)
2) Cliff - 587 (Aerial Assault)
3) Mirage - 576 (Aerial Assault)
4) Albel - 540 (Dragon Roar)
5) Adray - 354 (Southern Cross)
6) Fayt - 325 (O Lightning Blade Physicals)
7) Nel - 322 (Flying Guillotine)
8) Roger - 228 (Piercing Claw)
9) Sophia - 190 (Long O)
10) Maria - 158 (Aiming Device)

99 Fury HP Damages: 31794
1) Peppita - 58711 (Short X-Fairie Friend X 125%-Fairie Friend O 175%-Fairie Friend X 225%) [9% HP loss]
2) Nel - 42240 (Short X-Divine Wrath X 125%-Divine Wrath O 175%) [17% HP loss]
3) Cliff - 42856 (Long X-Max Shockwave X 125%-Max Shockwave O 175%) [16% HP loss]
4) Maria - 42112 (Short X-Energy Burst X 125%) [4% HP loss]
5) Mirage - 35555 (Short X-Acrobat Locus X 125%-Triple Kick O 175%-Acrobat Locus X 225%) [13% HP loss]
6) Adray - 25702 (Short X-Emotion Torrent X 125%-Emotion Torrent O 175%-Emotion Torrent X 225%) [16% HP loss]
7) Fayt - 23026 (Short X-Side Kick X 125%-Side Kick O 175%-Side Kick X 225%-Side Kick O 300%) [12% HP loss]
8) Roger - 22392 (Short X-Piercing Claw X 125%-Raging Helmet O 175%-Piercing Claw X 225%) [10% HP loss]
9) Albel - 21827 (Short X-Double Slash of Fury X 125%) [Effectively 0% HP loss]
10) Sophia - 9990 (Short X-Lightning Strike X 125%-Lightning Blast O 175%) [5% MP loss]

99 Fury HP Damages (without Maze of Tribulations or Sphere 211 skills): 27112
1) Peppita - 58711 (Short X-Fairie Friend X 125%-Fairie Friend O 175%-Fairie Friend X 225%) [9% HP loss]
2) Cliff - 35653 (Long X-Acrobat Locus X 125%-Aerial Assault O 175%-Acrobat Locus X 225%) [8% HP loss]
3) Mirage - 35555 (Short X-Acrobat Locus X 125%-Triple Kick O 175%-Acrobat Locus X 225%) [13% HP loss]
4) Maria - 29214 (Short X-Triple Kick X 125%-Magnetic Field O 175%-Triple Kick X 225%-Magnetic Field O 300%) [10% HP loss]
5) Fayt - 23026 (Short X-Side Kick X 125%-Side Kick O 175%-Side Kick X 225%-Side Kick O 300%) [12% HP loss]
6) Roger - 22392 (Short X-Piercing Claw X 125%-Raging Helmet O 175%-Piercing Claw X 225%) [10% HP loss]
7) Albel - 20850 (Long X-Shockwave Swirl X 125%-Palm of Destruction O 175%-Shockwave Swirl X 225%) [Effectively 5% HP loss]
8) Nel - 20610 (Short X-Shadow Wave X 125%-Mirror Slice O 175%) [10% HP loss]
9) Adray - 15118 (Short X-Titan Fist X 125%-Titan Fist O 175%-Titan Fist X 225%) [8% HP loss]
10) Sophia - 9990 (Short X-Lightning Strike X 125%-Lightning Blast O 175%) [5% MP loss]

99 Fury MP Damages: 3692
1) Adray - 8204 (Short X-Sirocco X 125%-Sirocco O 175%) [12% HP loss]
2) Maria - 6930 (Energy Burst X) [4% HP loss]
3) Peppita - 5777 (Short X-Fairie Friend X 125%-Fairie Friend O 175%-Fairie Friend X 225%) [9% HP loss]
4) Cliff - 3605 (Long X-Aerial Assault X 125%-Aerial Assault O 175%-Aerial Assault X 225%) [8% HP loss]
5) Mirage - 3539 (Long X-Aerial Assault X 125%-Aerial Assault O 175%-Aerial Assault X 225%) [8% HP loss]
6) Nel - 3220 (Splitting Sky X) [1% HP loss]
7) Albel - 3010 (Short X-Aura Wall X 125%-Aura Wall O 175%) [10% HP loss]
8) Fayt - 2145 (Ethereal Blast O) [15% HP loss]
9) Sophia - 1968 (Short X-Gremlins X 125%-Gremlins O 175%) [6% MP loss]
10) Roger - 1255 (Short X-Piercing Claw X 125%-Piercing Claw O 175%-Piercing Claw X 225%) [6% HP loss]

99 Fury MP Damages (without Maze of Tribulations or Sphere 211 skills): 2167
1) Peppita - 5777 (Short X-Fairie Friend X 125%-Fairie Friend O 175%-Fairie Friend X 225%) [9% HP loss]
2) Cliff - 3605 (Long X-Aerial Assault X 125%-Aerial Assault O 175%-Aerial Assault X 225%) [8% HP loss]
3) Mirage - 3539 (Long X-Aerial Assault X 125%-Aerial Assault O 175%-Aerial Assault X 225%) [8% HP loss]
4) Albel - 3010 (Short X-Aura Wall X 125%-Aura Wall O 175%) [10% HP loss]
5) Nel - 1873 (Long X-Poison Cloud X 125%-Flying Guillotine O 175%-Poison Cloud X 225%) [7% HP loss]
6) Adray - 1402 (Long X-Southern Cross X 125%-Southern Cross O 175%) [12% HP loss]
7) Roger - 1255 (Short X-Piercing Claw X 125%-Piercing Claw O 175%-Piercing Claw X 225%) [6% HP loss]
8) Maria - 693 (Aiming Device X-Aiming Device O 125%-Aiming Device X 175%) [4% HP loss]
9) Fayt - 325 (O Lightning Blade Physicals) [7% MP loss]
10) Sophia - 190 (Long O)








143
RPG Reviews / OK's Random Writings and Musings
« on: December 26, 2007, 03:29:54 PM »
Figured I should do this as well.  I have a bunch of stuff I want to do.  This will be reviews of a lot of stuff - games, movies, etc.  Feel like it will be easier to write about lots of stuff at once.  Anyway...

Current Writings
Xenosaga 3 http://www.rpgdl.com/forums/index.php/topic,234.msg1422.html#msg1422
Dragon Quest 8 http://www.rpgdl.com/forums/index.php/topic,234.msg1423.html#msg1423
Top 11 RPGs You Need to Play http://www.rpgdl.com/forums/index.php/topic,234.msg80293.html#msg80293
Legend of Dragoon http://www.rpgdl.com/forums/index.php/topic,234.msg81436.html#msg81436

144
RPG Stats Forum / Golden Sun
« on: December 25, 2007, 01:54:56 PM »
Once more with feeling!  Damage tests and some stuff PD hasn't done yet!  For the awesome!  These are with full djinni set-ups, and I'll be listing unleashes as well.  Well, as I work on it.  Should have it up tomorrow at the latest, though some stuff might be unfinished.  Also, these are taken at level 27, which is low for me, but probably within sanity range for everyone else.  Golden Sun does have semi-random stat growth (within ranges), so it might vary a little, but is generally good.  PP Costs are listed in parentheses next to the skill.

As for psynergy skills...I'm using level 27, and some skills (Grand Gaia, Spark Plasma) become available at levels after this.  However...these skills...are really high levels (Grand Gaia requires Isaac to be level 54), and make the entire cast average damage (or close enough).  I'll note all skills that require higher levels than 27 with an underline.

As for Djinni - As you equip them, you not only gain stat boosts from the Djinni themselves, but certain numbers of Djinni also unlocks a certain class.  These classes give stat bonuses, in addition to the individual djinni bonuses.  In battle (or before battle), you can "ready" a djinni, which means you can summon them in-battle if you want.  If you ready the djinni in-battle, you "unleash" it, which is some type of positive effect (a stat boost, an attack, healing, etc.).  After this, they are "ready" to be summoned.  There are 4 summons per element, requiring 1, 2, 3 or 4 Djinni of the element to be in "ready" position.  Doing this does drop stats, but after they've been summoned, the Djinni will start to get "set" to the character again (1 by 1 at the end of each round), thereby raising stats once more, and raising the class if the class has been lost.  Note that you can also take an action to "set" them manually. 

Whatever you make of this system is up to you. 

Statuses:
Deadly Poison - 20% MHP damage per action; can kill
Paralysis - Target cannot act for the round they are paralyzed, and from 1-3 additional rounds thereafter (target cannot act the round the status wears off)
Stun - Target cannot act for the round they are paralyzed, and for 3 additional rounds thereafter (target cannot act round the status wears off)
Sleep - Target cannot act for the round they are slept, and from 1-3 additional rounds thereafter (target cannot act the round the status wears off)
Silence - Target cannot act for the round they are paralyzed, and from 1-3 additional rounds thereafter (target cannot act the round the status wears off)
Delusion - Lowers hit rate for 5 rounds; seems to drop accuracy by about 50%



Isaac
Lord

Elemental Compatability
Venus Power/Resist - 139/149
Mercury Power/Resist - 78/88
Mars Power/Resist - 76/86
Jupiter Power/Resist - 77/87

Individual Djinni Stat Boosts
Flint - HP +8, PP+ 4, Attack +3
Granite - HP +9, Defense +2, Agility +2, Luck +1
Quartz - HP +10, PP +3, Agility +3
Vine - HP +12, PP +4, Defense +3, Luck +1
Sap - HP +10, Attack +3, Luck +1
Ground - HP+9, PP +3, Agility +3
Bane - HP +12, Attack +4

Djinni Class Change Stat Bonuses
Squire (0-1 Djinni set) - 110% HP, 80% PP, 110% Attack, 100% Defense, 110% Agility, 100% Luck [initial skills]
Knight (2-3 Djinni set) - 130% HP, 90% PP, 120% Attack, 110% Defense, 120% Agility, 100% Luck [initial skills]
Gallant (4-5 Djinni set) - 150% HP, 100% PP, 130% Attack, 120% Defense, 130% Agility, 100% Luck [gains Gaia, Mother Gaia, Grand Gaia, Revive]
Lord (6-7 Djinni set) - 170% HP, 110% PP, 140% Attack, 130% Defense, 140% Agility, 100% Luck [all skills]

Equipment
Great Sword [Attack +90]
Knight's Shield [Defense +28]
Knight's Helm [Defense +33]
Steel Armor [Defense +36]

HP 525
PP 129
Attack 296
Defense 201
Agility 166
Luck 10

Attack - 116 physical
Cure (3) - Heals 100 HP
Cure Well (7) - Heals 208 HP
Potent Cure (10) - Heals 418 HP
Revive (15) - Fully Revives a downed target to 100% MHP
Move (2) - Moves things
Retreat (6) - Retreats from things
Ragnarok (7) - 162 Venus/physical
Quake (4) - 16 Venus/magic
Earthquake (7) - 44 Venus/magic
Quake Sphere (15) - 77 Venus/magic
Spire (5) - 49 Venus/magic
Clay Spire (13) - 104 Venus/magic
Stone Spire (22) - 179 Venus/magic
Gaia (7) - 47 Venus/magic
Mother Gaia (17) - 119 Venus/magic
Grand Gaia (32) - 223 Venus/magic

Flint - 218 Venus/physical
Granite - Halves damage taken, MT
Quartz - Fully Revives a downed target to 50% MHP
Vine - Drops Agility by 50%
Sap - 200 Venus/physical, heals Isaac for 100 HP
Ground - Paralyzes ~90%
Bane - 212 Venus/physical, inflicts Deadly Poison ~80%

Venus (1 Djinni ready) - 42 Venus/magic, deals 3% MHP damage as well
Ramses (2 Djinni ready) - 106 Venus/magic, deals 6% MHP damage as well
Cybele (3 Djinni ready) - 190 Venus/magic, deals 9% MHP damage as well
Judgment (4 Djinni ready) - 333 Venus/magic, deals 12% MHP damage as well

Comments: Isaac holds up very well in all regards.  Solid healing, 2HKO damage, decent speed, defense, unique Djinni unleashes with solid status attached...yeah, pretty damn solid in all regards.  Earth also isn't a common element, which helps.  Strikes me as a solid Heavy.
 


Garet
Champion

Elemental Compatability
Venus Power/Resist - 76/86
Mercury Power/Resist - 77/87
Mars Power/Resist - 139/149
Jupiter Power/Resist - 78/88

Individual Djinni Stat Boosts
Forge - HP +10, Attack +2, Agility +2, Luck +2
Fever - HP +8, Attack +3, Agility +2
Corona - HP +12, PP +3, Defense +3, Luck +1
Scorch - HP +8, Attack +3
Ember - HP +9, PP +4, Defense +2, Agility +2
Flash - HP+14, PP +3, Defense +2
Torch - HP +9, Attack +3, Luck +1

Djinni Class Change Stat Bonuses
Guard (0-1 Djinni set) - 110% HP, 80% PP, 100% Attack, 110% Defense, 70% Agility, 100% Luck [initial skills]
Soldier (2-3 Djinni set) - 130% HP, 90% PP, 110% Attack, 120% Defense, 80% Agility, 100% Luck [initial skills]
Warrior (4-5 Djinni set) - 150% HP, 100% PP, 120% Attack, 130% Defense, 90% Agility, 100% Luck [gains Guard, Protect, Impair, Debilitate]
Champion (6-7 Djinni set) - 170% HP, 120% PP, 130% Attack, 140% Defense, 100% Agility, 100% Luck [all skills]

Great Sword [Attack +90]
Knight's Shield [Defense +28]
Knight's Helm [Defense +33]
Steel Armor [Defense +36]

HP 540
PP 130
Attack 269
Defense 219
Agility 123
Luck 8

Attack - 97 physical
Move (2) - Moves things
Heat Wave (6) - 143 Mars/physical
Flare (4) - 17 Mars/magic
Flare Wall (7) - 49 Mars/magic
Flare Storm (12) - 97 Mars/magic
Fire (6) - 41 Mars/magic
Fireball (12) - 80 Mars/magic
Inferno (23) - 152 Mars/magic
Volcano (6) - 56 Mars/magic
Eruption (14) - 108 Mars/magic
Pyroclasm - 191 Mars/magic
Guard (3) - Defense +54 (25%)
Protect (5) - Defense +28, MT (12.5%)
Impair (4) - Drops defense by 25%
Debilitate (6) - Drops defense by 12.5%, MT

Forge - Attack +67, MT (25%)
Fever - 141 Mars/physical, inflicts Delusion ~100%
Corona - Defense +54, MT (25%)
Scorch - 163 Mars/physical, inflicts Stun ~95%
Ember - Heals 9 PP, MT (7%)
Flash - Reduces damage taken by 90%
Torch - 159 Mars/physical, ITD

Mars (1 Djinni ready) - 42 Mars/magic, deals 3% MHP damage as well
Kirin (2 Djinni ready) - 106 Mars/magic, deals 6% MHP damage as well
Tiamat (3 Djinni ready) - 190 Mars/magic, deals 9% MHP damage as well
Meteor (4 Djinni ready) - 333 Mars/magic, deals 12% MHP damage as well

Comments: Well, his damage holds up (just shy of a 2HKO, though), and he's the most durable character of the cast, with a decent variety in Djinni status attacks.  Sadly, that's it.  He's slow, and he relies on a horribly common element, his boosters would help if he weren't slow, and he's generally not outstanding overall.  Still, the stun status is fairly evil, and delusion might help a bit as well.  High Light



Ivan
Magister

Elemental Compatability
Venus Power/Resist - 77/87
Mercury Power/Resist - 76/86
Mars Power/Resist - 78/88
Jupiter Power/Resist - 139/149

Individual Djinni Stat Boosts
Gust - HP +9, Attack +2, Agility +2
Breeze - HP +12, PP +5, Defense +2, Luck +1
Zephyr - HP +11, PP +3, Agility +2, Luck +1
Smog - HP +9, Attack +3
Kite - HP +8, PP +4, Agility +3
Squall - HP +10, Attack +5
Luff - HP +11, PP +5, Defense +2, Luck +1

Djinni Class Change Stat Bonuses
Wind Seer (0-1 Djinni set) - 80% HP, 140% PP, 80% Attack, 90% Defense, 130% Agility, 110% Luck [initial skills]
Magician (2-3 Djinni set) - 90% HP, 150% PP, 90% Attack, 100% Defense, 140% Agility, 110% Luck [gains Impact, High Impact]
Mage (4-5 Djinni set) - 110% HP, 160% PP, 100% Attack, 110% Defense, 150% Agility, 110% Luck [gains Ward, Resist]
Magister (6-7 Djinni set) - 130% HP, 170% PP, 110% Attack, 120% Defense, 160% Agility, 110% Luck [all skills]

Master Rapier [Attack +86]
Heavy Armlet [Defense +25]
Platinum Circlet [Defense +29]
Silver Vest [Defense +28]

HP 391
PP 219
Attack 242
Defense 170
Agility 203
Luck 9

Attack - 85 physical
Mind Read (1) - Reads minds
Reveal (1) - Reveals things
Ray (6) - 44 Jupiter/magic
Storm Ray (10) - 80 Jupiter/magic
Destruct Ray (21) - 166 Jupiter/magic
Whirlwind (5) - 24 Jupiter/magic
Tornado (14) - 95 Jupiter/magic
Tempest (27) - 175 Jupiter/magic
Plasma (8) - 55 Jupiter/magic
Shine Plasma (18) - 120 Jupiter/magic
Spark Plasma (37) - 203 Jupiter/magic
Impact (7) - Attack +60 (25%)
High Impact (12) - Attack +30, MT (12.5%)
Ward (3) - Resistances +40
Resist (5) - Resistances +20, MT
Sleep (5) - Sleep ~90%
Bind (4) - Silence ~80%

Gust - 135 Jupiter/magic
Breeze - Resistances +40, MT
Zephyr - Agility +203, MT (100%)
Smog - 162 Jupiter/physical, inflicts Delusion ~100%
Kite - Act twice next action
Squall - Paralysis ~90%
Luff - Silence ~90%

Jupiter (1 Djinni ready) - 42 Jupiter/magic, deals 3% MHP damage as well
Atalanta (2 Djinni ready) - 106 Jupiter/magic, deals 6% MHP damage as well
Procne (3 Djinni ready) - 190 Jupiter/magic, deals 9% MHP damage as well
Thor (4 Djinni ready) - 333 Jupiter/magic, deals 12% MHP damage as well

Comments: Uh...fast.  Very, very fast.  Plus, he can double that speed as well, making him even scarier.  This is especially nasty due to the large amount of accurate, powerful status attacks he has.  Delusion, silence, paralysis and sleep are very good, and will allow him to win many battles off of a sheer annoyance factor.  In addition, his draw of Djinni is solid, and with Kite plus the status attacks, he will easily see a Thor summon, or simply overwhelm them with his below average (but compoundable) damage.  Durability vaguely fails, but the speed sells him.  He's Nash, in other words.  Heavy.



Mia
Paragon

Elemental Compatability
Venus Power/Resist - 78/88
Mercury Power/Resist - 139/189
Mars Power/Resist - 77/87
Jupiter Power/Resist - 76/86

Individual Djinni Stat Boosts
Fizz - HP +9, PP +4, Defense +3
Sleet - HP +12, Attack +3, Luck +1
Mist - HP +11, Attack +4
Spritz - HP +8, PP +4, Agility +3
Hail - HP +9, Attack +4, Luck +1
Tonic - HP +8, PP+3, Defense +2, Luck +2
Dew - HP +13, PP +4, Agility +4

Djinni Class Change Stat Bonuses
Water Seer (0-1 Djinni set) - 90% HP, 130% PP, 90% Attack, 100% Defense, 80% Agility, 130% Luck [initial skills]
Scribe (2-3 Djinni set) - 100% HP, 140% PP, 100% Attack, 110% Defense, 90% Agility, 130% Luck [initial skills]
Cleric (4-5 Djinni set) - 120% HP, 150% PP, 110% Attack, 120% Defense, 100% Agility, 130% Luck [gains Wish, Wish Well, Pure Wish]
Paragon (6-7 Djinni set) - 140% HP, 160% PP, 120% Attack, 130% Defense, 110% Agility, 130% Luck [all skills]

War Mace [Attack +84]
Heavy Armlet [Defense +25]
Platinum Circlet [Defense +29]
Oracle Robe [Defense +43, Regens 10 HP each round, Mercury Resist +40]

HP 422
PP 196
Attack 243
Defense 200
Agility 129
Luck 11

Attack - 85 physical
Ply (4) - Heals 138 HP
Ply Well (8) - Heals 277 HP
Pure Ply (12) - Heals 1178 HP
Wish (9) - Heals 110 HP, MT
Wish Well (13) - Heals 222 HP, MT
Pure Wish (20) - Heals 502 HP, MT
Cure Poison (2) - Cures cancer...I mean poison
Restore (3) - Cures sleep, stun and delusion
Break (5) - Dispel, MT
Frost (5) - 18 Mercury/magic
Tundra (8) - 36 Mercury/magic
Glacier (15) - 80 Mercury/magic
Ice (5) - 28 Mercury/magic
Ice Horn (11) - 56 Mercury/magic
Ice Missile (23) - 170 Mercury/magic

Fizz - Full healing
Sleet - 127 Mercury/magic, drops Attack by 25%
Mist - Sleep ~95%
Spritz - Heals 126 HP, MT (30%)
Hail - 117 Mercury/magic, drops Defense by 25%
Tonic - Heals status effects, MT
Dew - Fully Revives a downed target to 100% MHP

Mercury (1 Djinni ready) - 42 Mercury/magic, deals 3% MHP damage as well
Nereid (2 Djinni ready) - 106 Mercury/magic, deals 6% MHP damage as well
Neptune (3 Djinni ready) - 190 Mercury/magic, deals 9% MHP damage as well
Boreas (4 Djinni ready) - 333 Mercury/magic, deals 12% MHP damage as well

Comments: Healer.  Not much else I can say, I guess.  She's pretty much equal to Garet in speed, with less durability, and significantly less damage.  While she has a Djinni that unleashes a sleep effect, she's too damn slow to really capitalize on it, and her damage just doesn't cut it.  Light.


Averages

HP: 470
1) Garet - 540
2) Isaac - 525
3) Mia - 422
4) Ivan - 391

Defense: 198
1) Garet - 219
2) Isaac - 201
3) Mia - 200
4) Ivan - 170

Agility: 155
1) Ivan - 203
2) Isaac - 166
3) Mia - 129
4) Garet - 123

Damage: 128
1) Isaac - 162 (Ragnarok)
2) Garet - 143 (Heat Wave)
3) Ivan - 120 (Shine Plasma)
4) Mia - 85 (Attack)

*I'm not taking into account the higher level skills, as they make the whole cast average or so at damage, which vaguely strikes me as wrong.

145
Unranked Games / Revelations: Persona
« on: December 24, 2007, 08:29:06 PM »
Characters are taken at character and persona level 62, which is the level of the highest normal ultimate persona (i.e., non-Chris ultimate).  There are two levels used in the game, character and persona level.  Character level affects the character's base stats, like normal levels in any other game would, while persona level only affects what level persona the character can use.  These two do not need to be equal, although will usually be close.  Not that it really matters much for anyone except Chris (has 3 personas at levels above this, 66, 77, and 99).  For Naoya, whose stats are controlled by the player, I have built him completely average.

All equipment is...odd.  Guns, bullets, and armour are all storebought, while "melee" weapons are only found.  Melee weapons are entirely unique except in the case of Naoya and Ellen.  Naoya and Ellen begin with really shitty weapons, so starters aren't too helpful.  However, since Ellen is optional, you can arguably consider them some-what unique to Naoya, and screw Ellen out, or screw both of them out, or just let them both use whatever.  I'm defaulting to allowing both of them to use the commonly dropped/found items; if you allow neither of them to use any other weapons except starting ones, Naoya is NAKED (but is given a Rapier near the beginning) and Ellen starts with a Rapier (+25 Melee Attack, +10 Melee Accuracy, 1 Hit).  This really only affects Ellen's Deathbound and physical damage, as Naoya's ultimate is basically all magical.  All Guys are Equipped with Yaksha Helms, Armours, Gloves, and Boots; All Girls are equipped with Star Helms, Armours, Gloves, and Boots.  The only pieces of equipment listed in the character set-ups are the melee and gun weapons.  Silver Tip bullets are utilized in for the characters as default.  For the weapons, a "X Hit" means how many hits the weapon deals.  If it says 3-6, then the attack hits 3-6 times.
 
Listed personas are the character ultimates.  Every character with the exception of Chris has only 2 personas to choose from, starter and ultimate.  The starters are generally not worth it by the end of the game, but I will add them later (not that they usually will have a huge effect, but hey, why not be complete).

Exact Equipment specs:

Star Helm: +35 Defense, +13 Dodge, +2 Melee/Gun Accuracy, +1 Agility, +6 Luck
Star Armour: +66 Defense, +24 Dodge, +1 Melee/Gun Accuracy, +1 Agility, +1 Luck
Star Glove: +30 Defense, +16 Dodge, +1 Agility, +1 Luck
Star Boots: +36 Defense, +19 Dodge, +3 Melee/Gun Accuracy, +1 Gun Attack, +6 Agility, +1 Luck

Yaksha Mask: +33 Defense, +10 Dodge, +1 Melee/Gun Accuracy, +1 Vitality, +1 Technique
Yaksha Suit: +68 Defense, +22 Dodge, +1 Melee/Gun Accuracy, +6 Vitality, +1 Technique
Yaksha Hand: +30 Defense, +17 Dodge, +3 Melee/Gun Attack, +6 Melee/Gun Accuracy, +1 Vitality, +6 Technique
Yaksha Feet: +31 Defense, +12 Dodge, +1 Melee/Gun Accuracy, +1 Vitality, +1 Technique

Silver Tip: +49 Gun Attack, inflicts Terror status


Stats
HP: Hit Points, dur
SP: Spell Points, needed to use person skills; a Persona uses a set number of spell points for each skill in their skill list, no cost variation between skills
STR: Strength, physical attack power
VIT: Vitality, physical defense power
TEC: Technique, affects power and accuracy of physical attacks (both melee and gun)
AGI: Agility, accuracy, evade rate and action speed, as well as playing a role in defense
LUC: Luck, affects everything, particularly evasion and criticals

OMP: Offensive Magic Power, specific to the persona
DMP: Defensive Magic Power, specific to the persona


Alignments
Oooookay.  Fun stuff.  Definition time!

Strong: X (where X is an element like Fire, or something more general like Physical, or even All) - This means approximately a 67% reduction to all attacks of that sort.

Weak: X - Think Strong: X, except you get hurt for 2/3 more damage.

Reflect: X - All attacks of that specific type get reflected. It does not, however, reflect positive magic, so it's more like Fendspell than a FF Reflect.  Note that this also applies to weapons that have that element attached to them.  If a Persona is Reflect: Magic, then ALL weapons with an elemental attribute will be reflected, UNLESS the weapon corresponds to their weakness (if there is one)

Absorb X: The Persona absorbs it, whether it be magic, an element, or even physical attacks. If a Persona absorbs magic, like Remy, they absorb ALL magic (including elemental weapons), EXCEPT for magic of their weakness.

No Effect X: This Persona is unaffected by it, whether it's magic, a physical, etc.

Innate: If a Persona has an innate element (Earth, Fire, etc.), then it will take ~33% more damage from the opposing element, and reduce their innate element by ~33%.
 

Statuses
Statuses are separated into Nerve (physical) and Mind (mental) statuses.  Most Persona statuses wear off after 3 rounds. Being attacked will not break Sleep, Charm, etc. The effects can be reapplied each round, and this also has the effect of strengthening the status, in most cases.  These status accuracy rates only change based on alignments and LUC. 

Mind
Charm (affected character will never hurt the person who charmed them, or their allies; the afflicted can heal enemies, attack allies, etc.)
Berserk (boosts physical damage by 2x, but can only use physical attacks)
Happy (skips turns doing nothing; at higher levels, both defenses drop to nothing)
Panic (completely and utterly random acts, generally similar to confusion status in other games)
Terror (affected runs attempts run away; damage taken increases as status level increases, up to 3x at max level)
Wildman (berserk, only that the afflicted casts magic instead of using physicals)
Guilt (can only use magic)
Unlucky (luck drops to nothing; at higher levels, characters cannot avoid attacks, and are completely 100% suceptible to Death, Petrify, Paralyze, Poison and Sickness)

Nerve
Poison (1/16 HP damage per action, and lowers target's attack power by 25%; doesn't wear off)
Bind (character cannot act)
Shock (lightning elemental paralysis; characters become weaker to water/ice magic as the effects get worse, taking up to 3x damage at max level)
Frozen (cold elemental paralysis; character becomes weaker to lightning magic as the effects get worse, taking up to 3x damage at max level)
Closed (only close-range melee attacks can be used, ie, no guns or Personae can be used)
Sleep (typical sleep status; lowers both defenses and evade to nothing at higher levels)
Sick (1/8 HP damage per action, does not wear off in battle)
Blind (major decrease in accuracy and evasion; at higher levels nullifies magic casting abilities)
Stone (the usual stone status, doesn't wear off in battle; target also loses all evade, has lowered defense and is more susceptible to critical hits)
Cloaked (total physical immunity, cannot be nulled)
Attack Back (100% physical counter)
Puppet (cannot be targetted)
Mute (Personae are rendered unusable)
Paralyze (character cannot act, and the target loses 1/16 of their SP each round, as well as loses all evade; does not wear off in battle)
 



Naoya Toudou
"Persona!"
HP: x
SP: x
STR: x
VIT: x
TEC: x
AGI: x
LUC: x

Close Knife: +110 Melee Attack, +44 Melee Accuracy, 1 Hit
Mini Gun: +20 Gun Attack, +59 Gun Accuracy, 4-6 Hits
*Bastard Gun: +29 Gun Attack, +63 Gun Accuracy, 3-5 Hits
**Dragos: +25 Gun Attack, +33 Gun Accuracy, 0-7 Hits

EMPEROR Ra
- 20 SP
- Absorb: Blast
- Weak: Physical
- Elemental Innate

Melee Power: x
Melee Accuracy: x
Gun Power: x
Gun Accuracy: x
OMP: x
DMP: x
Defense: x
Dodge: x

Melee Attack: x
Gun Attack: x

Blaze:
Inferno:
Bind:
Lighten:
Blue Fire:
Boss Damage:



Mary Sonomura
"aaa"
HP: 398
SP: 612
STR: 44
VIT: 50
TEC: 60
AGI: 67
LUC: 55

Light Bow: +86 Melee Attack, +65 Melee Accuracy, +1 Defense, +3 Dodge, +1 Gun Accuracy, +3 Agility, 1 Hit
*Laser Bow: +16 Melee Attack, +48 Melee Accuracy, +3 Luck, 0-7 Hits (50 damage per hit)
**Close Bow: +13 Melee Attack, +40 Melee Accuracy, 1 Hit, AoE (48 damage, 10% chance to inflict Close Status)
***Bind Bow: +19 Melee Attack, +21 Melee Accuracy, 1-3 Hits (51 damage per hit, 10% chance per hit to inflict Bind Status)
Longbeard: +109 Gun Attack, +77 Gun Accuracy, 1 Hit
*Thunderer: +33 Gun Attack, +71 Gun Accuracy, 3 Hits (68 damage per hit, 5% critical rate)

PRIESTESS Valzante
- 20 SP
- Strong: Magic
- Holylight Innate

Melee Power: 172
Melee Accuracy: 171
Gun Power: 204
Gun Accuracy: 183
OMP: 217
DMP: 207
Defense: 258
Dodge: 171

Melee Attack: 95 physical bow damage, 5% critical rate
Gun Attack: 129 physical gun damage, 5% critical rate, 10% chance to inflict Terror status

Cure All: Heals 226 HP, MT
Revive: Revives target with 25% MHP
Heal: Heals 462 HP
Elixer All: Full healing, MT
Holy White: 324 magical light damage, AoE
Blue Fire: 370 magical fire damage, AoE



Nate Nanjo
"aaa"
HP: 522
SP: 499
STR: 60
VIT: 65
TEC: 49
AGI: 71
LUC: 85

Exorsword: +46 Melee Attack, +71 Melee Accuracy, +4 Technique, +2 Gun Attack, +4 Gun Accuracy, +2 Dodge, 4-6 Hits
Pulse Gun: +37 Gun Attack, +61 Gun Accuracy, 2-4 Hits

JUDGMENT (HIEROPHANT) Alfred
- 20 SP
- Reflect: Magic
- Weak: Spear
- Holylight Innate

Melee Power: 140
Melee Accuracy: 172
Gun Power: 127
Gun Accuracy: 172
OMP: 229
DMP: 199
Defense: 265
Dodge: 173

Melee Attack: 88 physical sword damage per hit, 50% critical rate per hit, 35% chance per hit to inflict Terror Status
Gun Attack: 78 physical gun damage per hit, 50% critical rate per hit, 25% chance per hit to inflict Terror status

Sleep Song: 90% chance of inflicting sleep, MT
Love Whip: 245 physical whip damage, 15% critical rate, 70% chance of inflicting charm, AoE
Elixer: Full healing
Magic Wall: Reflects next negative spell targeted at the recipient, MT
Light All: 444 magical light damage, deals 10% of target's CHP at the end of each round (including initial round) and cannot kill the target; to targets weak to light, it deals 50% MHP each round and can kill the target; this can also be applied as a 50% MHP regen effect to those who absorb Light, MT
Kill Punch: 365 physical tackle damage, 40% critical rate, 50% chance of inflicting Terror status



Mark Inaba
"aaa"
HP: 651
SP: 506
STR: 76
VIT: 55
TEC: 70
AGI: 48
LUC: 51

Holy Axe: +181 Melee Attack, +60 Melee Accuracy, +3 Agility, +1 Gun Attack, +2 Gun Accuracy, +2 Defense, +3 Dodge, 1 Hit
Pendragon: +80 Gun Attack, +70 Gun Accuracy, 1 Hit

CHARIOT Demo
- 20 SP
- Reflect: Ray
- Weak: Spirit (light and dark)
- Physical Innate

Melee Power: 304
Melee Accuracy: 164
Gun Power: 176
Gun Accuracy: 176
OMP: 224
DMP: 184
Defense: 244
Dodge: 152

Melee Attack: 210 physical axe damage, 10% critical rate (critical deals 3x damage instead of 2x)
Gun Attack: 98 physical gun damage, 10% critical rate, 10% chance to inflict Terror status, AoE

Bone Crush: 255 physical tackle damage, 20% critical rate (critical deals 3x damage instead of 2x)
Eternity: 358 magical dark damage, AoE
Gale Wind: 308 magical wind damage, AoE
Kill Punch: 395 physical tackle damage, 15% critical rate, 25% chance of inflicting Terror Status
Sonic: 396 magical sonic damage, AoE



Brad Uesegi
"aaa"
HP: x
SP: x
STR: x
VIT: x
TEC: x
AGI: x
LUC: x

spear: x
Mini Gun: +20 Gun Attack, +59 Gun Accuracy, 4-6 Hits
*Bastard Gun: +29 Gun Attack, +63 Gun Accuracy, 3-5 Hits
**Dragos: +25 Gun Attack, +33 Gun Accuracy, 0-7 Hits

JUSTICE Darkside
- 20 SP
- Reflect: Ray
- Weak: Spirit (light and dark)
- Physical Innate

Melee Power: x
Melee Accuracy: x
Gun Power: x
Gun Accuracy: x
OMP: x
DMP: x
Defense: x
Dodge: x

Melee Attack: x
Gun Attack: x

Death Kick:
Sonic Wave:
Sonic:
Gravity All:
BiStrike:



Alana Ayase
"aaa"
HP: x
SP: x
STR: x
VIT: x
TEC: x
AGI: x
LUC: x

whip: x
Longbeard: +109 Gun Attack, +77 Gun Accuracy, 1 Hit

MAGICIAN Flare
- 20 SP
- Reflect: Tremor (earth)
- Weak: Physical
- Elemental Innate

Melee Power: x
Melee Accuracy: x
Gun Power: x
Gun Accuracy: x
OMP: x
DMP: x
Defense: x
Dodge: x

Melee Attack: x
Gun Attack: x

Quake
Quake All
Gishin All
Mystery Hit
Freezer
Holy Bound



Ellen Kirishima
"aaa"
HP: 533
SP: 498
STR: 60
VIT: 40
TEC: 64
AGI: 74
LUC: 52

Close Knife: +110 Melee Attack, +44 Melee Accuracy, 1 Hit
Pulse Gun: +37 Gun Attack, +61 Gun Accuracy, 2-4 Hits

JUDGMENT St. Michael
- 20 SP
- Reflect: Magic
- Weak: Spear
- Holylight Innate

Melee Power: 214
Melee Accuracy: 158
Gun Power: 136
Gun Accuracy: 175
OMP: 233
DMP: 208
Defense: 252
Dodge: 180

Melee Attack: 103 physical sword damage, 10% critical rate
Gun Attack: 62 physical gun damage per hit, 10% critical rate per hit, 10% chance to inflict Terror status

Deathbound: 200 physical sword damage, 10% critical rate, AoE
STRup: Doubles physical damage and critical damage (4x instead of 2x), MT
Light All: 486 magical light damage, deals 10% of target's CHP at the end of each round (including initial round) and cannot kill the target; to targets weak to light, it deals 50% MHP each round and can kill the target; this can also be applied as a 50% MHP regen effect to those who absorb Light, MT
Para Eyes: 60% chance of inflicting paralyze
POW Return: Dispels all positive statuses, MT
Physi Wall: Reflects next negative physical attack, MT



Chris Kido
"aaa"
HP: x
SP: x
STR: x
VIT: x
TEC: x
AGI: x
LUC: x

fist: x
Pulse Gun: +37 Gun Attack, +61 Gun Accuracy, 2-4 Hits

DEATH Mondo
- 20 SP
- No Effect: Spirit (light and dark)
- Evildark Innate

Melee Power: x
Melee Accuracy: x
Gun Power: x
Gun Accuracy: x
OMP: x
DMP: x
Defense: x
Dodge: x

Melee Attack: x
Gun Attack: x

Curse All
Wolf
Magic Seal
Petri Eyes
Kill Punch


Averages

HP: xx
1) Mark - 651
2) Ellen - 533
3) Nate - 522
4) Mary - 398

Defense: xx
1) Nate - 265
2) Mary - 258
3) Ellen - 252
4) Mark - 244

DMP: xx
1) Ellen - 208
2) Mary - 207
3) Nate - 199
4) Mark - 184

AGI: x
1) Ellen - 74
2) Nate - 71
3) Mary - 67
4) Mark - 48

Damage: xxx
1) Ellen - 486 (Light All)
2) Nate - 444 (Light All)
3) Mark - 396 (Sonic)
4) Mary - 370 (Blue Fire)


Since the only quest technically available is SEBEC in the US release of the game, Yuki is a complete temp.  These are her stats taken right before she leaves SEBEC for good, right before returning to the school.  Levels are taken at 11, with maxed rank starting personas.  The party is set at this point, with no shops or anything else (no guns yet), so there aren't too many options or confounding factors right now.  Everyone is equipped with a Uniform (+8 Defense, +2 Dodge) and Cloth Shoes (+2 Defense, +2 Dodge).  Ellen starts with a Gauntlet (+2 Defense, +1 Dodge).  No other equipment is buyable at this time.  Only Mark, Ellen, and Yuki have weapons.
 


Yukino Mayuzumi
"aaa"
HP: 109
SP: 100
STR: 18
VIT: 18
TEC: 17
AGI: 14
LUC: 15

Razor: +5 Melee Attack, +10 Melee Accuracy, 1 Hit, AoE

EMPRESS Vesta
- 20 SP
- Absorb: Fire
- Weak: Spirit (light and dark)
- Physical Innate

Melee Power: 33
Melee Accuracy: 37
OMP: 75
DMP: 75
Defense: 37
Dodge: 29

Melee Attack: 27 physical sword damage, 10% critical rate, AoE

Blast: 67 magical nuclear/heat damage
Cure: Heals 90 HP
Flash: 67 magical flash damage
Red Fire: 134 magical fire damage, AoE
Blastmore: 160 magical nuclear/heat damage


Averages

HP: 108
1) Mark - 126
2) Yuki - 109
3) Naoya - 104
4) Ellen - 101
5) Nate - 99

SP: 97
1) Yuki - 100
2) Nate - 99
3) Naoya - 98
4) Ellen - 95
5) Mark - 91

STR: 18
1) Mark - 20
2) Naoya - 19
3) Yuki - 18
4) Nate - 17
5) Ellen - 17

VIT: 16
1) Nate - 19
2) Yuki - 18
3) Mark - 17
4) Naoya - 15
5) Ellen - 13

TEC: 15
1) Yuki - 17
2) Nate - 16
3) Mark - 15
4) Ellen - 14
5) Naoya - 13

LUC: 15
1) Mark - 16
2) Ellen - 16
3) Naoya - 16
4) Yuki - 15
5) Nate - 14

OMP: 73
1) Naoya - 86
2) Ellen - 77
3) Yuki - 75
4) Mark - 68
5) Nate - 60

Defense: 37
1) Yuki - 37
2) Ellen - 37
3) Nate - 37
4) Naoya - 36
5) Mark - 36

Dodge: 31
1) Ellen - 36
2) Naoya - 32
3) Mark - 29
4) Yuki - 29
5) Nate - 27

Melee Power: 38
1) Mark - 52
2) Ellen - 51
3) Yuki - 33
4) Naoya - 27
5) Nate - 27

Melee Accuracy: 32
1) Ellen - 38
2) Yuki - 37
3) Mark - 33
4) Naoya - 26
5) Nate - 25

DMP: 76
1) Nate - 90
2) Ellen - 89
3) Yuki - 75
4) Naoya - 67
5) Mark - 58

AGI: 16
1) Ellen - 20
2) Naoya - 18
3) Mark - 14
4) Yuki - 14
5) Nate - 12

Damage: 122
1) Yuki - 175 (Blastmore)
2) Mark - 139 (Rapid Fall)
3) Ellen - 112 (Sonar)
4) Nate - 96 (Holy White)
5) Naoya - 89 (Wind)

146
Unranked Games / Tales of Phantasia Original
« on: December 24, 2007, 08:24:10 PM »
Eh, why not.  It's a consideration for ranking, and both ToD and ToE have topics up, and I think they're not as well-played.  Oh, and this topic will piss Meep off, so it's all well and good!

So...where to begin:

I. Stats
*Stats are taken at level 65.  It was hard to get that low, with having gone through Morlia Gallery and everything, as well as doing a few sections of the arena*
HP - Multiply these by 45, add 124, then subtract 100, divide by 2, then multiply by 0, and you'll find the exact chance of the Chameleon summon working
TP - MP, for all intents and purposes
STR - Physical power
CON - DEFENSE!
AGL - RUN!
LUC - This stat flucuates constantly; don't take it very seriously

II. Equipment
Alright, for default equipment ( which is what is used for the averages ), I went with purely best offensive/defensive ( Star Robe for Arche, being the best example ).  While some items are clearly better for them in a fight ( Dark Robe > Star Robe, for Arche ), I feel that they should take a minor defensive hit to switch to something more powerful.  Yeah, arbitrary, but it doesn't change too much.  Extra, potentially useful equipment is listed below their defaults.  Note that there is enough of everything to go around: Shield Rings for non-Cless characters, Cute Mittens for Arche and Mint, Gaea Armour, etc.

However...I think I'll pull a Meep here, and just justify the equipment real quick.  This is mostly for the special stuff, i.e., the Rare Gauntlets won't be listed here.  Without further ado:

Weapons
Swords, Axes, Polearms - Unique to Cless
Bows - Unique to Chester
Staves - Unique to Mint
Books - Unique to Klarth
Brooms - Unique to Arche

Armour
Golden Armour - Unique to Cless; it's found in the lower levels of the Morlia Gallery ( level 21, to be precise )
Gaea Armour - Usable by Cless and Chester; 2 are found in Future Dhaos's Castle
Reflect Plate - Usable by Cless and Chester; there are 2 total, one in Odin's Tower and one in the lower levels of Morlia Gallery ( level 21 )
Star Cloak - Usable by Mint, Arche, Klarth; there are 5 total, one in Volt's Cave, Fenrir's Cave, Odin's Tower, Future Dhaos's Castle, and the 8th round of the arena
Dark Robe - Unique to Arche; bought in the Future Elf Village

Shields
Shield Ring - Usable by Klarth, Arche, Mint, Chester; there are 4 total, one in Volt's Cave, one in Fenrir's Cave, and two in Odin's Tower
All Other Shields - Unique to Cless

Helmets
Gold Helm - Unique to Cless; found in the Treasure Hunt Sidequest
Star Cap - Usable by Klarth, Mint; there are 4 total, one in Odin's Tower, one in the lower levels of the Morlia Gallery ( level 21, IIRC ), one in Future Dhaos's Castle, and the 8th round of the arena
Mage Ribbon - Unique to Arche; found after completing the 7th round of the arena

Gauntlets
Cute Mittens - Usable by Mint and Arche; there are 2 total, one in Fenrir's Cave and one in Odin's Tower
Hyper Gauntlet - Unique to Cless; found in the Treasure Hunt Sidequest
Star Gloves - Usable by Cless and Chester; there are 2 total, one in Future Dhaos's Castle and one from completing the 9th round of the arena

Accessories
Combo Command - Unique to Cless; bought in Aegis' Workshop in the Future
Gemstone Rings - Unique to Klarth; all of them except for the Amethyst, Emerald and Sapphire Rings are required to complete the game
Mana Earring - Unique to Mint; given to her in a plot sequence right before the last dungeon


III. Characters
*All damage was tested on Beastmen in the Future Morlia Gallery; note that I skipped most of the spells for the mages, only using the highest level ones; as well, Cless's skills fall under the same principle, and also those that require positioning ( Gale Shield, part of Soul Wave, etc. ) I either avoided testing ( Gale Shield ) or assumed an arbitrary "average" of hits ( 8 in the case of Soul Wave )*


Cless Alvein
HP - 6556
TP - 652
STR - 100
CON - 28
AGL - 109
LUC - 119

Slice - 1500
Stab - 1500
Def - 172
Acy - 157
Run - 221

Equipment:
Weapon: Excalibur - +1390/1390 Slash/Thrust, +50 Accuracy, Darkness Element
Armour: Golden Armour - +65 Defense, Absorbs Fire, Thunder, Wind, and Darkness elements, as well as Non-elemental magic
Shield: Blue Line Shield - +25 Defense, +100 Run
Helmet: Golden Helm - +20 Defense, +28 Run
Gauntlet: Hyper Gauntlet - +26 Defense
Accessory1: Combo Command - +10 Attack, Allows Cless to use any technique during battle

Other Equips
Weapons:
1) Eternal Sword - +910/910 Slash/Thrust, +10 Accuracy
2) Saint's Rapier - +300/1600 Slash/Thrust, +10 Accuracy, Holy Element
3) Muramasa - +910/780 Slash/Thrust, +100 Accuracy, +5 Defense, Earth Element
4) Arc Wind - +860/720 Slash/Thrust, +50 Accuracy, +1 Defense, Wind Element
5) Tidal Axe - +840/640 Slash/Thrust, +10 Accuracy, Water Element

Armour:
1) Gaea Armour - +60 Defense, Halves Fire and Water, Nulls Thunder, Absorbs Holy and Darkness elements
2) Reflect Plate - +35 Defense, Halves Water, Thunder, Wind and Darkness elements

Shields:
1) Rare Shield - +15 Defense, +100 Run, Halves Water element

Gauntlets:
1) Rare Gauntlet - +15 Defense, Halves Earth element

Techniques
Physical Attack - 1000

Tiger Teeth - 2000 (7 TP)
Dual Kick - 1100 (4 TP)
Fury Slash - 3800 (12 TP)
Blade Storm - 4000 (15 TP)
Firebrand - 4600, Fire element (10 TP)
Magma Rift - 5300, Fire element (9 TP)
Soul Wave - 3200 (30 TP)
Lionheart - 3000 (14 TP)
Teleport - 5600 (30 TP)
Psion Bolt - 200 (2 TP)
Phoenix - 2400, Fire Element (8 TP)
Soul Edge - 4200 (30 TP)
Lightning Bolt - 5200, Thunder Element (8 TP)
Eir's Love - Heals 1600 HP (6 TP)
Focus More - Approximately doubles damage dealt (20 TP)

Combinations
Psion Kick - 3100 (9 TP)
Mecha Blade - 5300 (15 TP)
Psion Storm - 5000 (16 TP)
Magma Bolt - 8900, Fire Damage (10 TP)
Lion Lunge - 5400 (12 TP)
Lion Teeth - 5600 (13 TP)
Lion Claws - 4000 (28 TP)
Lion Flare - 10000, Fire Damage (13 TP)
Bolt Crash - 7500, Thunder Damage (17 TP)
Thor's Wrath - 8000, Thunder Damage (20 TP)
Tempest - 10000, Thunder Damage (21 TP)
Earth's Rage - 10500, Fire/Thunder Damage (17 TP)
Flare Talon - 8200, Fire Damage (20 TP)
Odin's Wrath - 8500, Fire Damage (25 TP)
Burning Soul - 8000, Fire Damage (21 TP)
Cinder Hawk - 10100, Fire Damage (18 TP)
Soul Forge - 7800 (50 TP)
Soul Strike - 5900 (40 TP)



Chester Barklight
HP - 6186
TP - 0
STR - 101
CON - 30
AGL - 109
LUC - 218

Atk - 1921
Def - 134
Acy - 197
Run - 222

Equipment:
Weapon: Berserker Bow - +1820 Attack, +95 Accuracy, Fires 2 arrows at once
Armour: Gaea Armour - +60 Defense, Halves Fire and Water, Nulls Thunder, Absorbs Holy and Darkness elements
Shield: Shield Ring - +20 Defense, +100 Run
Gauntlet: Star Gloves - +24 Defense

Other Equips
Weapons:
1) Soul Stealer - +1700 Attack, +60 Accuracy, Darkness Element
2) Elven Bow - +1590 Attack, +200 Accuracy
3) Crescent Bow - +1320 Attack, +10 Accuracy, Thunder Element
4) Flare Spread - +800 Attack, +50 Accuracy, Fire Element, Fires 2 arrows at once
5) Gale Spread - +800 Attack, +50 Accuracy, Wind Element, Fires 2 arrows at once
6) Sand Spread - +800 Attack, +50 Accuracy, Earth Element, Fires 2 arrows at once
7) Wave Spread - +800 Attack, +50 Accuracy, Water Element, Fires 2 arrows at once

Armour:
1) Reflect Plate - +35 Defense, Halves Water, Thunder, Wind and Darkness elements

Gauntlets:
1) Rare Gauntlet - +15 Defense, Halves Earth element

UBER DEATH SKILLS!
Physical Attack - 4000



Mint Adnade
HP - 5552
TP - 641
STR - 34
CON - 37
AGL - 105
LUC - 232

Atk - 554
Def - 163
Acy - 130
Run - 250

Equipment:
Weapon: Blue Crystal Rod - +420 Attack, +10 Accuracy
Armour: Star Cloak - +55 Defense, Halves Water and Darkness elements
Shield: Shield Ring - +20 Defense, +100 Run
Helmet: Star Cap - +16 Defense
Gauntlet: Cute Mittens - +15 Defense
Accessory1: Mana Earring - +100 Attack, +20 Defense, +50 Accuracy, +50 Run, and nulls Non-elemental magic

Other Equips
Weapons:
1) Holy Rod - +180 Attack, +10 Accuracy, Holy Element
2) Unicorn Horn - +135 Attack, +10 Accuracy, +12 Defense
3) Rune Rod - +85 Attack, +10 Accuracy, Dark Element

Armour:
1) Holy Cloak - +25 Defense, Nulls Thunder element
2) Mithril Mesh - +18 Defense, Nulls Holy element

Mana
Physical Attack - 300

Hammer - Stuns an enemy (4 TP)
Deep Mist - Lowers all enemies' hit rate (3 TP)
Delay - Lowers all enemies' walk speed by half (14 TP)
Acid Rain - Reduces all enemies' defense by 20% or so (7 TP)
Antidote - Cures poison (8 TP)
Haste - Doubles an ally's walking speed (16 TP)
Silence - Silences an enemy; seems quite accurate, as in I haven't seen it fail after about 30 tests so far (6 TP)
Dispel - Dispels negative effects, like stat-downs (14 TP)
Barrier - Increases all allies' defense by 20% or so (15 TP)
Cure - Heals 4600 HP (22 TP)
Valkyrie - Raises all allies' attack power by 20% or so (15 TP)
Recover - Recovers all status effects (18 TP)
Raise Dead - Brings an ally back from the dead to ~25% max HP (26 TP)
Resurrection - Heals 3700 HP to all allies (32 TP)



Klarth F. Lester
HP - 5952
TP - 631
STR - 71
CON - 37
AGL - 108
LUC - 25

Atk - 836
Def - 129
Acy - 104
Run - 205

Equipment:
Weapon: Namco Gamer - +765 Attack, +1 Accuracy, +1 Defense, +1 Run, +1 Luck
Armour: Star Cloak - +55 Defense, Halves Water and Darkness elements
Shield: Shield Ring - +20 Defense, +100 Run
Helmet: Star Cap - +16 Defense
Accessory1: *See below
Accessory2: *See below

Other Equips
Weapons:
1) Seventh Sun - +500 Attack, +50 Run
2) Grimorum - +350 Attack, +10 Accuracy, Wind Element
3) Porno Magazine - +3 Attack, +10 Accuracy

Armour:
1) Rare Plate - +38 Defense, Halves Fire element
2) Holy Cloak - +25 Defense, Nulls Thunder element
3) Mithril Mesh - +18 Defense, Nulls Holy element

Accessories:
1) Emerald Ring - Raises Max HP by 30%
2) Ruby Ring - +50 Attack
3) Opal Ring - +15 Defense
4) Turquoise Ring - Raises Max TP by 30%
5) Topaz Ring - Raises Critical Hit Rate
6) Diamond Ring - +100 Attack, +20 Defense, +40 Accuracy, +40 Run, +50 Luck, Nulls Fire, Water elements, and halves Non-elemental magic
7) Amethyst Ring - Absorbs Earth element
8) Aquamarine Ring - Absorbs Water element
9) Garnet Ring - Absorbs Fire element
10) Moonstone Ring - Absorbs Holy element
11) Sapphire Ring - Absorbs Lightning element
12) Sardonyx Ring - Absorbs Wind element

Summons
Physical Attack - 750

Sylphs - 400 Wind Damage to an enemy (5 TP)
Undine - 700 Water Damage to all enemies (8 TP)
Gnome - 1000 Earth Damage to all enemies (14 TP)
Efreet - 2000 Fire Damage to all enemies (16 TP)
Maxwell - Random Damage: varies from ~500 per hit to ~3000 per hit, totalling ~8 hits (20 TP)
Volt - 4200 Thunder Damage to all enemies (32 TP)
Aska - 5400 Holy Damage to all enemies (28 TP)
Shadow - 3200 Darkness Damage to all enemies (24 TP)
Chameleon - ~50% ID chance to one enemy, see later post in topic (40 TP)
Gremlin - 6300 Non-elemental Damage to all enemies (44 TP) 



Arche Klaine
HP - 5280
TP - 675
STR - 35
CON - 35
AGL - 106
LUC - 6

Atk - 675
Def - 150
Acy - 109
Run - 218

Equipment:
Weapon: Star Broom - +640 Attack, +10 Accuracy
Armour: Star Cloak - +55 Defense, Halves Water and Darkness elements
Shield: Shield Ring - +20 Defense, +100 Run
Helmet: Mage Ribbon - +25 Defense
Gauntlet: Cute Mittens - +15 Defense

Other Equips
Armour:
1) Dark Robe - +50 Defense, +50 Accuracy, +50 Run, Absorbs Thunder, Water, Earth, Fire, and Wind elements
2) Mithril Mesh - +18 Defense, Nulls Holy element

Spells
Physical Attack - 550

Stone Wall - 700 Earth Damage to an enemy (10 TP)
Ray - 1100 Holy Damage to all enemies (15 TP)
Indignation - 4000 Thunder Damage to all enemies (30 TP)
God Breath - 2500 Wind Damage to all enemies (18 TP)
Explode - 3700 Fire Damage to all enemies (24 TP)
Tidal Wave - 4500 Water Damage to all enemies (24 TP)
Meteor Storm - 5500 Non-elemental Damage to all enemies (40 TP)
Extinction - ~40% ID chance to all enemies, see later post in topic (50 TP)


Averages

HP: 5905
1) Cless - 6556
2) Chester - 6186
3) Klarth - 5952
4) Mint - 5552
5) Arche - 5280

Def: 150
1) Cless - 172
2) Mint - 163
3) Arche - 150
4) Chester - 134
5) Klarth - 129

Damage: 5260
1) Cless - 10500 (Earth's Rage)
2) Klarth - 6300 (Gremlin)
3) Arche - 5500 (Meteor Storm)
4) Chester - 4000 (Physical Attack)
5) Mint - 300 (Physical Attack)

Average using Cless's Soul Forge: 4740

Average using Cless's Magma Bolt: 4960

Average using Cless's Tempest: 5160

Comments: Not sure which average I'd take - Soul Forge is way more useful in-game, and never gets resisted.  While Earth's Rage is strongest, it does tend to be resisted by most foes, and really eats that average up, so it makes some of the characters look weaker than they were in-game.  However, using Soul Forge turns Cless into a real monster when Earth's Rage isn't resisted.  Magma Bolt does solid damage nonetheless, and keeps the average from going too damn high; Tempest makes for a decent average as well.  Probably either Magma Bolt or Tempest make for a better average.


Boss Time!  The only boss, really >_>


Dhaos 3 - Human Form
HP - 56000
Defense Notes: Dhaos reduces physicals by ~50% ( Cless's basic attack did 450 damage instead of 850 )
Magic Defense Notes: Dhaos voids all elemental magic, as well as skills like Phoenix and Lightning Bolt ( but not attacks from elementally-aligned weapons ); non-elemental spells take about a 50% decrease in power ( Gremlin only does 3000 to him )
Speed Notes: Quite fast, actually; his skills have no casting time, and his spells have enhanced speed as well ( like maybe 3x normal speed ); he also walks about the field faster than hasted Cless, and his jumping can traverse it in a second or two

Average HP faced: 5905

Pwnage Abilities
Physical Attack - 1200, inflicts dizziness on target ~75%, stones target ~50%
Dhaos Laser - 1200 to all targets on screen
Dhaos Corridor - 3000 to all targets on screen
Para Triangle - Inflicts dizziness to all targets on screen ~50%
Delay - Lowers all enemies' walk speed by half
Acid Rain - Reduces all enemies' defense by 20% or so
Meteor Storm - 6000 non-typed magic damage to all targets
Ice Tornado - 1500 water damage to one target
Fire Storm - 2000 fire damage to all targets
God Breath - 2500 wind damage to all targets
Tetra Assault - 4800 damage to one target, heavy-knockback ( this is basically his physical attack used 4 times at once ), same status-infliction rate per hit as his physical attack
Tetra Spell - 2800 water/fire/earth/thunder damage ( ~700 damage of each element )

Final Dhaos I'm skipping.  It's...insanely broken (unbeatable, basically), and a bitch and a half to test.  Besides, most people don't allow it anyway >_>

147
RPG Stats Forum / Xenosaga Episode Two: Jenseits von Gut und Bose
« on: December 24, 2007, 08:22:37 PM »
THIS CONTAINS SOME MILD XENOSAGA III SPOILERS!!![/color]

Yay bloody yay!  This topic is probably only good for the people who allow Shion Erde Kaiser Fury or don't allow Jin's XS3 form (and won't until the game is ranked), but...well, I might as well make one or two people happy!

Also, all references to feces, infectious diseases, pain beyond imagination, and generally bad things refer to Shion Uzuki.  Should be fairly obvious, but it's there.

No one else was doing it, so I figured why the hell not?  It wasn't even as hard as I thought it would be.  Also, we needed this to avoid mass Shion hype, which is wrong.  Anyway, time for a large mechanics/other section.

Mechanics
Ok, this could take a while.  Stats are self-explanatory.  Other stuff isn't.  So...

Spirit Touch (BB): 190 Hit/Aura Physical damage

Using this tech as an example.  The (BB) notation means that these are the zones it can hit.  Zones basically correspond to height: A is high/flying, B is mid-range, C is low to the ground.  Of the characters, everyone can hit every zone except chaos and Ziggy.  Note that I am assuming, for damages, that enemies are being hit in the B zone, unless they are Aired or Downed by the character in a combo. 

After the damage listed, you'll see the attributes associated with the attack.  Most are self-explanatory: fire is fire, thunder is lightning, ice is ice, etc.  Hit/Slash/Pierce are physical, and beam is...beam.  >_>  Ether is magic, just under a different name.

Stocking is something every character can do.  The stock gauge has 3 slots - using Stock adds 1 slot to the gauge.  Attacking adds about 1/4 of a slot, so after 4 attacks, 1 stock would be accrued.  Some of the techs the characters have will require stock to be used in the DL, due to the poor conversion of the game's battle system to the DL.  These techs will be noted.  Note that stocking does slightly raises defense, guard and evasion.  In addition, stock will still accrue in a combo (so if, say, chaos was attacking with a full 3 stock gauge, he'd actually end up getting 5 attacks in, due to hitting 4 times through the whole combo).

chaos and Ziggy have elements attached to their attacks.  These cannot be removed, but do have a bonus in the DL - in a combo, as you use elemental attacks, damage rises about 1% per each elemental hit.  This has not been factored into either of their damages, but it's not a huge factor DL-wise.

The techs that indicate they Down or Air a target require breaking a target in-game.  This is something I'd ignore in the DL (the breaking aspect), but it's up to you.  Breaking requires you to hit the enemy's weak zone (which nearly all enemies have in-game) to break them, and then hit them with the Airing or Downing attack.  Enemies then enter Break Mode, which raises damage received by 50%.  Hitting enemies in the air or on the ground raises damage by 100%.  Note that some enemies are immune to Airing, Downing or both in-game.  Also, breaking an enemy sometimes gives a Break Bonus effect, which automatically adds 1 Stock to the fighter's gauge.

This only matters for Jin, but there are two types of status in the game: L and H.  For simple reference, L is "weak" and wears off in 5 turns, while H is "strong" and doesn't wear off unless cured.  Refresh L, which Jin starts with, does not heal H status.  However you take that in the DL is up to you.

All damage was tested on several enemies.  This wasn't ideal, but absolutely necessary.  The defensive stats are as follows:

Ziggy was tested on 24 VIT.
Jr., chaos, Jin and KOS-MOS were tested on 25 VIT.
MOMO and Superbitch were tested on 30 EDEF.

None of the enemies tested on have any attribute weaknesses to the characters used.  The defense differences are fairly minor, so adjustments could be made, but they likely wouldn't change much.

All characters can opt for the Swimsuit equip.  The swimsuit gives +1 AGL and +10% skill point accrual, but raises damage received by 15%.  I don't take this as standard, as the extra damage received is bad.

Erde Kaiser Fury can only be acquired after completing a clear save.  This requires finishing the game first.  In addition, it can have either the Slash, Pierce or Thunder attributes (though it will still deal ether-typed damage).  Slash is overall the best, so it's the one I'd default to.  Note that you cannot change the attribute once it's been chosen, so she's basically stuck with whatever one she chooses.  Allow it or not, it's up to you.

All levels were taken at 50.  This level was reached after completing the main game and going through the epilogue stuff.  Normal end-game is probably closer to 45, but considering that XS levels are very consistent (+1 to each stat, barring HP), this makes absolutely no difference.

That should be it.  Time for the fun to begin!       


chaos christ
"Poor lost souls...may you be reborn again anew!"
HP: 1623 
EP: 71   
STR: 62   
VIT: 59   
EATK: 69   
EDEF: 62   
DEX: 62   
EVA: 64   
AGL: 7

Spirit Touch (BB): 190 Hit/Aura Physical damage
Angel Blast (BC): 190 Hit/Aura Physical damage
Divine Seal (CC): 190 Hit/Aura Physical damage
Spirit Cross (CB): 190 Hit/Aura Physical damage
Spirit Strike (BC): 185 Hit/Aura Physical damage, Downs Target
Angel Shot (C): 240 Hit/Aura Physical damage, Target must be downed, Requies 1 stock (Down Effect damage bonus raises the attack to 480 damage; note that since it can only be used on a Downed opponent, it will always deal 480 damage)
Heaven's Wrath (CC): 300 Hit/Aura Physical damage, Target must be downed, Requies 2 stock (Down Effect damage bonus raises the attack to 600 damage; note that since it can only be used on a Downed opponent, it will always deal 600 damage)


Jin "I can't believe I'm related to that bitch" Uzuki
"Those who lack conviction, please stand aside!"
HP: 2068
EP: 63   
STR: 66   
VIT: 63   
EATK: 64   
EDEF: 59   
DEX: 67   
EVA: 61   
AGL: 7

Medica (2 EP): Heals 352 HP
Refresh L (4 EP): Cure L-type negative statuses

Tempest Blade (BB): 200 Slash Physical damage
Wind Blade (BC): 200 Slash Physical damage
Spinning Blade (CC): 200 Slash Physical damage
Rising Blade (CB): 200 Slash Physical damage
Tornado Strike (BC): 195 Hit Physical damage, Airs Target
Soaring Blade (A): 210 Slash Physical damage, Requies 1 stock (Air Effect damage bonus raises the attack to 420 damage)
Raptor (AA): 230 Slash Physical damage, Requies 2 stock (Air Effect damage bonus raises the attack to 460 damage)


Gaignun Kukai Jr.
"Sayonara, baby!"
HP: 1453
EP: 61   
STR: 67   
VIT: 57   
EATK: 65   
EDEF: 61   
DEX: 74   
EVA: 68   
AGL: 8

Quick Draw (BB): 200 Pierce Physical damage
Quick Turn (BC): 200 Pierce Physical damage
Quick Drop (CC): 200 Pierce Physical damage
Quick Shot (CB): 200 Pierce Physical damage
Cross Hand (BC): 195 Pierce Physical damage
Crossover (A): 210 Pierce Physical damage, Requies 1 stock
Killing Sky (AA): 230 Pierce Physical damage, Requires 2 stock


MOMO Mizrahi
"I feel more like a combat model these days."
HP: 1206
EP: 81   
STR: 26   
VIT: 33   
EATK: 70   
EDEF: 73   
DEX: 71   
EVA: 77   
AGL: 9

Robin (A/B/C): 240 Pierce Ether damage
Lark (A/B/C): 260 Pierce Ether damage, Requies 1 stock
Sparrow (A/B/C): 280 Pierce Ether damage, Requies 2 stock


Ziggurat 8
"I will show you what a real battle is like!"
HP: 3066
EP: 48   
STR: 71   
VIT: 70   
EATK: 38   
EDEF: 39   
DEX: 57   
EVA: 48   
AGL: 6

Combo One (BB): 225 Hit/Fire Physical damage
Combo Two (BC): 225 Hit/Fire Physical damage
Combo Three (CC): 225 Hit/Fire Physical damage
Combo Four (CB): 225 Hit/Fire Physical damage
Burst Blow (BC): 210 Hit/Fire Physical damage, Downs Target, Requies 1 stock
Burst Blade (C): 250 Hit/Fire Physical damage, Target must be downed, Requies 2 stock (Down Effect damage bonus raises the attack to 500 damage; note that since it can only be used on a Downed opponent, it will always deal 500 damage)


Worthless Whore
"Do you really think this is a good idea?"
HP: 1314
EP: 71   
STR: 36   
VIT: 48   
EATK: 65   
EDEF: 65   
DEX: 61   
EVA: 63   
AGL: 8

Erde Storm (8 EP): 220 Ether damage, MT
Erde Quake (8 EP): 220 Ether damage, MT
Erde Beam (8 EP): 220 Beam Ether damage, MT
Erde Kaiser Fury (50 EP): 4000 Slash (Pierce) (Thunder) Ether damage, MT, May only be used once per battle

Electro Shot (A/B/C): 200 Thunder Ether damage
Electro Ray (A/B/C): 230 Beam Ether damage, Requies 1 stock
Electro Blast (A/B/C): 220 Thunder Ether damage, Requies 2 stock


KOS-MOS Magdalene
"I will proceed to eliminate the enemy threat."
HP: 2528
EP: 64   
STR: 68   
VIT: 65   
EATK: 66   
EDEF: 65   
DEX: 67   
EVA: 64   
AGL: 6

T-ARTS 1 (BB): 205 Hit Physical damage
T-ARTS 2 (BC): 205 Hit Physical damage
T-ARTS 3 (CC): 205 Hit Physical damage
T-ARTS 4 (CB): 205 Hit Physical damage
T-ARTS 5 (BC): 200 Hit Physical damage, Airs Target
T-ARTS 6 (A): 225 Slash Physical damage, Requies 1 stock (Air Effect damage bonus raises the attack to 450 damage)
T-ARTS 7 (AA): 230 Slash Physical damage, Requies 2 stock (Air Effect damage bonus raises the attack to 460 damage)

MINIGUN: 410 Pierce Physical damage, Requies 1 stock
MICRO MISSILE: 205 Hit Physical damage, MT, Requies 2 stock
DRAGONBLADE: 500 Beam Ether damage, Requies 1 stock
X-BUSTER: 600 Beam Ether damage, MT, Requies 3 stock


Averages

HP: 1894
1) Ziggy - 3066
2) KOS-MOS - 2528
3) Jin - 2068
4) chaos - 1623
5) Jr. - 1453
6) Stupid Spoiled Whore Video Playset - 1314
7) MOMO - 1206

VIT: 56
1) Ziggy - 70
2) KOS-MOS - 65
3) Jin - 63
4) chaos - 59
5) Jr. - 57
6) Pile of Festering Venereal Diseases - 48
7) MOMO - 33

EDEF: 60
1) MOMO - 73
2t) KOS-MOS - 65
2t) Bane of All That is Sacred and Holy - 65
4) chaos - 62
5) Jr. - 61
6) Jin - 59
7) Ziggy - 39

AGL: 7
1) MOMO - 9
2t) Jr. - 8
2t) Crappy Fucking Stupid Goat-Raping Tard-Girl - 8
4t) chaos - 7
4t) Jin - 7
6t) KOS-MOS - 6
6t) Ziggy - 6

Damage: 211
1) MOMO - 240
2) Ziggy - 225
3) Stupid Pathetic Worthless No-Good Ungrateful Child That Should Have Been Drowned at Birth - 220
4) KOS-MOS - 205
5t) Jr. - 200
5t) Jin - 200
7) chaos - 190

Yeah, this doesn't look much like in-game.  Talk about a translation to the DL!

148
Unranked Games / Phantasy Star One
« on: December 24, 2007, 08:21:13 PM »
Welcome to PS1's stat topic!  A great game really does deserve something awesome...especially a redone stat topic!  Rank PS3!

This game is pretty simple on mechanics, now that I took the time to figure them out and test them.  Everything is very basic, and all evasion, accuracy (well, both are related to defense in a way, so...), and speed is randomized.  Despite what repeated playthroughs have theoretically taught me >_>

Mechanics
Battles are turn-based, with characters and enemies acting in random orders.  Stats are fairly explainable below. 

Vital Statistics and What They Mean
HP: Life force!  Losing these makes you look more like Zombie Cochran than you'd like to be
MP: Magic points!  Using these is important for casting the magicks that kills people
Attack: Physical attack power!  Smiting evil, 9-5
Defense: Reduces damage taken power or something - pure subtraction, so easy to work with.

Random note - there is a very stupid damage overflow bug that kicks in if characters have higher defense than an opponent has attack.  In these cases, the negative amount of damage a character would theoretically do is instead turned positive, and higher defense characters take more than lower defense characters.  For example, if Alis had 200 defense, and Myau had 100 attack, the damage overflow bug would cause Myau to deal 100 damage to Alis (well, before random variance - numbers like this rarely if ever actually come up in-game).  However, said character could also "miss" - in fact, missing is pretty much entirely a function of defense, so high defense is good and bad in this case: good because it gives you evasion, bad because you can actually receive more damage than you should.  This is why it seems like Noah misses with every attack - his attack power is really crappy.  I ignore this completely, though you are free to take it however you want <_<

Levels are taken at 26.  You can beat the game as low as 18, but why?  Alis technically levels slower and Noah technically levels faster (actually, the difference for Noah is fairly significant, but he joins later, so it's all fairly equal overall), but there's not a huge enough difference in the end.   All equipment is unique or storebought.  Yay, and such.  That actually concludes the introduction.  On with the show!



Alis Landale
Level 26
HP: 210
MP: 29
Attack: 52 (112)
Defense: 119 (209)

Equipment:
Laconian Sword: +60 Attack
Diamond Armour: +60 Defense
Laser Shield: +30 Defense

Attack: 22 damage

Heal (2 MP): Heals 20 HP 
Fire (4 MP): 7-11 damage per hit (9 average), hits 2 times total (14-22 total damage, 18 average), may focus on the same target
Rope (4 MP): Binds a target 100%, effectively paralyzing them; there is a 50% chance each turn that this will wear off and the target will be able to act again; however, the "un-roping" turn is forfeited



Myau
Level 26
HP: 210
MP: 51
Attack: 82 (112)
Defense: 114 (184)

Equipment:
Silver Fang: +30 Attack
Thick Fur: +30 Defense
Gloves: +40 Defense

Attack: 22 damage (63 damage with Help in effect)

Cure (6 MP): Heals 80 HP 
Help (10 MP): Adds to the recipient's Attack stat an amount equal to 50% of base Attack; this adds 41 Attack to Myau's Attack stat at this level
Wall (10 MP): Invincibility for the turn cast, MT



Odin
Level 26
HP: 188
MP: 0
Attack: 43 (123)
Defense: 70 (190)

Equipment:
Laconian Axe: +80 Attack
*Laser Gun: +50 Attack; deals 20 ITD damage, MT
Laconian Armour: +80 Defense
Mirror Shield: +40 Defense (arguably immunes Stone status based on the plot...which technically doesn't exist in-game outside of plot >_>)

Attack: 33 damage



Noah
Level 26
HP: 191
MP: 79
Attack: 71 (81)
Defense: 119 (189)

Equipment:
Wand: +10 Attack
Frade Mantle: +40 Defense
Laser Shield: +30 Defense

Attack: 0 damage (9 damage with overflow bug)

Cure (6 MP): Heals 80 HP 
Fire (4 MP): 7-11 damage per hit (9 average), hits 2 times total (14-22 total damage, 18 average), may focus on the same target
Wall (10 MP): Invincibility for the turn cast, MT
Wind (12 MP): 12-16 damage per hit (14 average), hits 3 times total (36-48 total damage, 42 average), may focus on the same target
Thunder (16 MP): 40 damage, MT


Averages

HP: 200
1) Alis - 210
2) Myau - 210
3) Noah - 191
4) Odin - 188

Defense: 193
1) Alis - 209 (8% [16] less damage taken on average from physicals)
2) Odin - 190 (2% [3] more damage taken on average from physicals)
3) Noah - 189 (3% [4] more damage taken on average from physicals)
4) Myau - 184 (5% [9] more damage taken on average from physicals)

Damage: 30
1) Noah - 42 (Wind)
2) Odin - 33 (Attack)
3) Alis - 22 (Attack)
4) Myau - 22 (Attack)

149
RPG Stats Forum / Xenosaga Episode One: Der Willie Zur Macht
« on: December 24, 2007, 08:13:11 PM »
Notes:
1) Characters have 3 equipment slots; armour, helmet, accessory. KOS-MOS and Ziggy cannot use helmets, and therefore have an extra slot for an accessory ( Protector, Ring, etc. ), while the other 4 can choose to use a helmet if they so desire. Everyone is listed with armour, helmet where applicable, and an empty slot ( or starting equip; see next note ). You can buy all rings in the game except for White Rings ( +1 AGL ), as far as I know. Here's a list:
Orange Ring - +2 EDEF
Red Ring - +2 STR
Blue Ring - +2 DEX
Kobold Ring - +2 EVA
Green Ring - +2 VIT
Purple Ring - +2 EATK
Make of that what you will. If pressed, I'll add all starting equips later.
2) I have, where applicable, starting UNIQUE ring equips ( Ziggy's White ring; Jr.'s Orange ring is not included, because it's buyable ); if I missed any, please tell me
3) I take "Spirit" damage to mean Holy type; take it how you will
4) There are a LOT of techs in this game. However, I chose the most valuable dueling techs/ethers. If you want me to, I can check some other ones. I might end up checking them anyway *shrugs*
5) Skills like Buster Joe I did not test. I won't test them until there's a concensus on their power up levels. Well, maybe I'll make up my own, but...you get the idea.


Statistics:
HP - Duh.
EP - MP, TP, whatever it's called in any other game
STR - Strength, your physical attack power
VIT - Vitality, your physical defense power
EATK - Ether attack, your magic attack power
EDEF - Ether defense, your magic defense power
DEX - Dexterity, your accuracy rating
EVA - Evade, your evasion rating
AGL - Agility, your speed


Shion ( aka Super-Bitch ) - Level 42
HP - 959
EP - 55
STR - 49
VIT - 96
EATK - 52
EDEF - 51
DEX - 51
EVA - 49
AGL - 8

Equipment:
MWS - BXS004V ( Inflicts STR down with Shock Blade Tech ) or BXS005V ( inflicts VIT down with Shock Blade Tech )
Techtron Clothes - +38 VIT
Techtron Helmet - +8 VIT
Empty

Techs - Level 7
Lunar Blade ( Physical Damage, 5% critical rate, short-range ) - 460/570
Rain Blade ( Ether Damage, 15% critical rate, long-range ) - 500/770
Shock Blade ( Status Attack, 100% affect rate, Physical Damage, 10% critical rate, short-range ) - 351/420
Gravity Well ( Physical Damage, 5% critical rate, short-range ) - 422/515 ; Slows enemy by 50%
Ether Amp ( No Damage, 100% affect rate, short-range ) - Causes enemies to take 2x damage from ether attacks; Enemies can only be affected by this once per battle

Ethers:
Quick ( 6 EP ) - Increase speed 25% ( one ally )
Medica Rest ( 8 EP ) - 795 HP healed ( one ally )
Queen's Kiss ( 8 EP ) - Instant Death 25%; Steals Items if ID fails ( one enemy )
Refresh ( 2 EP ) - Cures all bad statuses ( one ally )
Safety Level ( 12 EP ) - Auto-revive; once per battle ( one ally )
Seraphim Bird ( 24 EP ) - 660/910 Damage; Once per battle ( all enemies )
Dominion Tank ( 20 EP ) - 690/940 Damage; Once per battle ( all enemies )
Throni Blade ( 16 EP ) - 720/970 Damage; Once per battle ( all enemies )
Erde Kaiser ( 60 EP ) - 9999 Damage; Once per battle ( all enemies )

*Note: Erde Kaiser can critical, but I'll be damned if I'm going to try and figure it out.*


KOS-MOS - Level 42
HP - 1209
EP - 61
STR - 87
VIT - 103
EATK - 61
EDEF - 56
DEX - 59
EVA - 59
AGL - 7

Equipment:
F*Scythe - +28 STR ( useful only for the special )
D Unit V6 - +48 VIT
Empty
Empty

Techs - Level 7
*Note: The first set of numbers indicates the non-critical, then the critical damage. The second set indicates the same, except after the respective boosting spell is used ( Mode A7, Ether Limit )*
X-Buster ( Ether Damage, 70% critical rate, long-range ) - 615/1120 ; 1266/2120
R-Dragon ( Physical Damage, 50% critical rate, short-range ) - 590/821 ; 915/1178
S-Chain ( Status Attack, No Damage, 100% affect rate, long-range ) - Inflicts Slow ( 50% ), DEX Down, and VIT down on one opponent

F*Scythe ( Requires 6 AP to use, Once per battle, 50% critical rate ) - 860/1440 ; 1628/3160

Ethers:
Mode A7 ( 2 EP ) - STR Up ( self )
Down Dex ( 4 EP ) - DEX down ( one enemy )
Down Force ( 4 EP ) - PATK down ( one enemy )
Down Ether ( 4 EP ) - EATK down ( one enemy )
Gate ( 8 EP ) - Instant Death 25%; when the Instant Death fails, it takes away 1/4 of the enemy's current HP total ( one enemy )
Ether Limit ( 16 EP ) - Increase damage of ether attacks ( techs using ether-based damage are included ) by 2x, but also increases their cost 2x


Ziggy - Level 42
HP - 1343
EP - 51
STR - 73
VIT - 101
EATK - 51
EDEF - 52
DEX - 49
EVA - 47
AGL - 7

Equipment:
MSP89SX - +12 STR
VOLG50 - +44 VIT
White Ring - +1 AGL
Empty

Techs - Level 7
*Note: The first set of numbers indicates the non-critical, then the critical damage. The second set indicates the same, except after the respective boosting spell is used ( Ether Shift B )*
Cross Lancer ( Physical Damage, 35% critical rate, short-range ) - 542/792
Hell Fire ( Physical/Fire Damage, 40% critical rate, short-range ) - 570/812
Executioner ( Lightning Damage, 70% critical rate, long-range ) - 488/760 ; 820/1386

Ethers:
My Guard ( 2 EP ) - VIT Up, STR Down ( self )
Recharge ( 4 EP ) - 520 HP healed; 1040 after Charge X ( self )
Ether Shift A ( 4 EP ) - EDEF Up, EATK Down ( self )
Ether Shift B ( 4 EP ) - EATK Up, EDEF Down ( self )
Speed Boost ( 4 EP ) - Increase speed 50% ( self )
Charge X ( 10 EP ) - HP & EP recovery x2 ( self )


MOMO - Level 42
HP - 777
EP - 60
STR - 67
VIT - 94
EATK - 52
EDEF - 53
DEX - 60
EVA - 62
AGL - 9

Equipment:
Dragon Rod - +20 STR [ Default Damage Test Weapon ]
*Penguin Rod - +7 STR, Slows enemy 50%, 100% affect rate
*Hammer G Rod - +10 STR, Confuses enemy, 100% affect rate
Techtron Clothes - +38 VIT
Techtron Helmet - +8 VIT
Empty

Techs - Level 7
*Note: The first set of numbers indicates the non-critical, then the critical damage. The second set indicates the same, except after Star Wind is used. The third set of numbers indicates the same, except after Starlight has been used.*
Dark Sceptre ( Physical Damage, 40% critical rate, short-range ) - 584/846 ; 600/900 ; 668/966
Angel Arrow ( Ether Damage, 15% critical rate, long-range ) - 446/638 ; 457/645 ; 613/878
MOMO's Kiss ( Ether Damage, 50% critical rate, long-range ) - 875/1312 ; Usable only during Starlight

Ethers:
Life Shot ( 2 EP ) - 430 HP healed ( one ally )
Star Wind ( 10 EP ) - Transforms MOMO and lowers damage received by ~1/2; Once per battle, lasts 3 - 5 turns, longer the lower her HP is ( self )
Star Veil ( 4 EP ) - EDEF Up, EATK Down; only usable during Star Wind ( all allies )
Star Action ( 6 EP ) - Gives max AP; Once per battle; only usable during Star Wind ( one ally )
Starlight ( 10 EP ) - Transforms MOMO and increases her damage output; Once per battle, lasts 3 - 5 turns, longer the lower her HP is ( self )
Star Bell ( 4 EP ) - 410 damage; Only usable during Starlight ( one enemy )
Star Bunnie ( 8 EP ) - 410 damage; Once per battle, only usable during Starlight ( all enemies )


chaos - Level 42
HP - 1075
EP - 62
STR - 67
VIT - 96
EATK - 54
EDEF - 57
DEX - 51
EVA - 53
AGL - 8

Equipment:
Holey Gloves - +16 STR, +12 VIT
Techtron Clothes - +38 VIT
Techtron Helmet - +8 VIT
Empty

Techs - Level 7
Heaven's Wrath ( Physical/Lightning Damage, 50% critical rate, short-range ) - 508/728
Angel Blow ( Spirit Damage, 20% critical rate, long-range ) - 436/658
Arctic Blast ( Ice Damage, 35% critical rate, long-range ) - 624/814
Divine Spear ( Physical/Spirit Damage, 50% critical rate, short-range ) - 666/888

*Note: Divine Spear was tested at level 1, since chaos gets it at level 50.  As well, he must be alone to use the skill - only way to do it in-game is to have allies die.  Whether you allow it or not is up to you, as is whether you scale it at all*

Ethers:
Protective Wear ( 4 EP ) - EDEF Up, EATK Down ( one ally )
Healing Dew ( 6 EP ) - 220 HP healed ( all allies )
Purifying Storm ( 6 EP ) - Cures all bad statuses ( all allies )
Supreme Judgment ( 8 EP ) - Cuts HP healed in half ( one enemy )
Cataclysm ( 12 EP ) - 304 damage, resets attack and wait time, ie, a Grandia cancel ( all enemies; I guess it's interpretation-dependent on how it really works )
Light & Wings ( 12 EP ) - 304 damage, cancels all positive status effects ( one enemy )


Jr. - Level 42
HP - 1044
EP - 53
STR - 67
VIT - 96
EATK - 57
EDEF - 55
DEX - 60
EVA - 57
AGL - 8

Equipment:
Blood9 - +16 STR [ Default Damage Test Weapon ]
*Cross - +5 STR, 100% affect rate of statuses; CS700SLW ( inflicts 25% slow with attack ), CS700PWD ( inflicts STR down with attack ), CS700DFD ( inflicts VIT down with attack ), or CS700UVL ( inflicts EATK down with attack )
Techtron Clothes - +38 VIT
Techtron Helmet - +8 VIT
Empty

Techs - Level 7
*Note: The first set of numbers indicates the non-critical, then the critical damage. The second set indicates the same, except after the respective boosting spell is used ( Psycho Arm, Ether Flare )*
Angelic Requiem ( Physical Damage, 40% critical rate, long-range ) - 600/858 ; 716/1122
Soul Rhapsody ( Spirit Damage, 40% critical rate, long-range ) - 561/699 ; 655/829

Ethers:
Psycho Arm ( 4 EP ) - STR Up, VIT Down ( one ally )
Ether Flare ( 4 EP ) - EATK Up, EDEF Down ( one ally )
Chain ( 4 EP ) - Evade down ( one enemy )
Misty ( 10 EP ) - Disables spell usage ( one enemy )
Coin Lock ( 8 EP ) - Blocks positive and negative status changes ( one ally )
Speed Machine ( 6 EP ) - Increase speed 25% ( one ally )


Statistic Averages:

HP: 1066
1) Ziggy - 1343
2) KOS-MOS - 1209
3) chaos - 1075
4) Jr. - 1044
5) Shion - 959
6) MOMO - 777

VIT: 98
1) KOS-MOS - 103
2) Ziggy - 101
3t) chaos - 96
3t) Jr. - 96
3t) Shion - 96
6) MOMO - 94

EDEF: 54
1) chaos - 57
2) KOS-MOS - 56
3) Jr. - 55
4) MOMO - 53
5) Ziggy - 52
6) Shion - 51

AGL: 8
1) MOMO - 9
2t) chaos - 8
2t) Jr. - 8
2t) Shion - 8
5t) KOS-MOS - 7
5t) Ziggy - 7


Damage Averages:
*No transformations, ether spells, stat-downs, etc.*

Physical Damage output ( no boosts ): 547
1) Jr. - 600 ( Angelic Requiem )
2) KOS-MOS - 590 ( R-Dragon )
3) MOMO - 584 ( Dark Sceptre )
4) Ziggy - 542 ( Cross Lancer )
5) chaos - 508 ( Heaven's Wrath - Physical/Lightning )
6) Shion - 460 ( Lunar Blade )

Physical Damage output ( self-boosts ): 621
1) KOS-MOS - 915 ( R-Dragon )
2) Jr. - 716 ( Angelic Requiem )
3) MOMO - 584 ( Dark Sceptre )
4) Ziggy - 542 ( Cross Lancer )
5) chaos - 508 ( Heaven's Wrath, Physical/Lightning )
6) Shion - 460 ( Lunar Blade )

Ether Damage output ( no boosts ): 539
1) chaos - 624 ( Arctic Blast - Ice Element )
2) KOS-MOS - 615 ( X-Buster )
3) Jr. - 561 ( Soul Rhapsody - Spirit Element )
4) Ziggy - 488 ( Executioner - Lightning Element )
5) Shion - 500 ( Rain Blade )
6) MOMO - 446 ( Angel Arrow )

Ether Damage output ( self-boosts ): 719
1) KOS-MOS - 1266 ( X-Buster )
2) Ziggy - 820 ( Executioner - Lightning Element )
3) Jr. - 655 ( Soul Rhapsody - Spirit Element )
4) chaos - 624 ( Arctic Blast - Ice Element )
5) Shion - 500 ( Rain Blade )
6) MOMO - 446 ( Angel Arrow )

Overall Best Damage output ( no boosts ): 582
1) chaos - 624 ( Arctic Blast - Ice Element )
2) KOS-MOS - 615 ( X-Buster )
3) Jr. - 600 ( Angelic Requiem )
4) MOMO - 584 ( Dark Sceptre )
5) Ziggy - 570 ( Hell Fire - Physical/Fire Element )
6) Shion - 500 ( Rain Blade )

Overall Best Damage output ( self-boosts ): 752
1) KOS-MOS - 1266 ( X-Buster )
2) Ziggy - 820 ( Executioner - Lightning Element )
3) Jr. - 716 ( Angelic Requiem )
4) chaos - 624 ( Arctic Blast - Ice Element )
5) MOMO - 584 ( Dark Sceptre )
6) Shion - 500 ( Rain Blade )


And now for everyone's FAVOURITE Pedophile...

Albedo
HP - 7400
STR - 115
VIT - 30
EATK - 50
EDEF - 40
DEX - 60
EVA - 50
AGL - 12

Albedo resists all Xenosaga elements ( Fire, Ice, Lightning, Beam, etc. ) by 75%

Attacks and Skills - All damage tested on KOS-MOS
Demonic Gaze - Mist S - Destroys all EP + causes confusion 100% ( one enemy )
Demonic Illusion S - Increases speed +50% ( self )
Demonic Gaze - Soul S - Takes 1/2 of target's MAX HP, and heals Albedo by that much ( one enemy )
Ruby Fist - "Come on Come on Come on Come on! Now DIE!!!" - 200/300 damage ( one enemy; inflicts VIT down on mechs )
Pheonix Wing - "Taste the Flames of Hell!" - 310/640 Fire Damage ( all enemies )
Spirit Rage S - Focus Ether attack; charge-up for Fallen Angel
Fallen Angel - "It's OVER!" - 970/1400 ether damage ( one enemy )

Excess notes - to be mixed later:

Hm...

Great Joe has 30 VIT, ie, equal to Albedo. This is 12 VIT below Sophie Peithos, the boss I tested everything on. ( if you care, he has 20 EDEF as well ). Can you get back and fight Joe BEFORE he taunts Jr.? I know the taunting changes his stats slightly....

R-Drill's criticals were nutty for me throughout the game. It's probably something to do with R-Drill itself, and not Mode A7. I'll look into it a bit as well. If you want to test it, ES, use Albedo, since he has the same VIT stat. Time to dust of XS, I guess.


Oh, and Virgil? I don't have exact numbers, but I'll point the straight stats for Margulis and Virgil here, and edit later:

Margulis ( note he's fighting much weaker characters, and for the time, these stats are insane; he's just about double the strongest enemy in everything )
HP - 820
STR - 36
VIT - 27
EATK - 30
EDEF - 20
DEX - 16
EVA - 18
AGL - 11

Virgil 1 - Ein Rugel
HP - 3600
STR - 90
VIT - 35
EATK - 60
EDEF - 30
DEX - 45
EVA - 47
AGL - 10

75% resistance to Ice and Lightning

Virgil 2 - Doppelwogel
HP - 4400
STR - 110
VIT - 30
EATK - 70
EDEF - 40
DEX - 40
EVA - 60
AGL - 12

75% resistance to Beam and Lightning

Interesting note about Doppelwogel - Once he uses Eternal Storm, which is preceeded by an ability called Flare Wing S ( all ether effects up for everyone ), he becomes vulnerable to statuses. I'll check up on both these people later, so not to worry.

150
Unranked Games / Persona Two: Eternal Punishment
« on: December 24, 2007, 08:11:34 PM »
Welcome once again to another Atlus game stat topic!  Since Persona 2 looks like it's getting ranked, I stopped the Persona 1 topic for a while ( since it looks like it'll miss being ranked ), and started up on this one.  I'm going to give stats and other junk for the 5 final PCs ( avoiding Nate and Ellen for a while, since they're temps ), as well as all the bosses minus the Empusas and Apeps at Seven Sisters High ( since they're just random enemies from the next dungeon ), and Joker Ulala ( which is vastly inferior to PC Ulala, but I can add it if you want ).


I. Equipment
Yay!  Many times easier than in P1:

Weapons
Maya - Guns
Ulala - Boxing Gloves
Katsuya - Guns
Baofu - Coins
Tatsuya - Japanese Swords
 
I'm giving them Legendary Weapons.  There are 5 Legenbrights and 5 Akashic Rings in the game, and 5 permanent PCs: makes sense to me.  I'm not going to work with the Rumour Legendaries ( Laeventine, Victory Blades, etc. ), however: I'll post them if you want, though ( not that it really makes a huge difference, since physical attacks have this tendancy to suck...they'd only use them for the special atributes anyway ).  All Legendary weapons have +160 Attack Power.

Armour
Not any worse than the original.  Again, the best stuff is basically storebought, and the super strong stuff wouldn't make a difference even if I did factor it in, since everyone can use it.  Not adding the Magazine Armours either, or Padparcha stuff ( again, makes little difference ).  If there's a set of parentheses after an equip, then that's an alternate armour they could use.  So, whose equipped with what ( done like Helmet - Armour - Leggings ):

Katsuya, Baofu, Tatsuya:
Training Headgear - +24 Defense, +12 Special Defense
Gesetsusan - +64 Defense, +20 Special Defense
Tengu's Shoes - +32 Defense, +15 Special Defense

Maya, Ulala:
Magical Hairpiece - +32 Defense, +15 Special Defense
Maximilian - +54 Defense, Has a High Evasion Rate ( Novel Armour - +47 Defense, +15 Special Defense )
Tengu's Shoes - +32 Defense, +15 Special Defense

*The "High Evasion Rate" I need to check...evasion in P2 is greatly nerfed from the original.  It's listed there because of the good physical defense it adds ( odd that the men have better overall equipment than the women, which wasn't the case in the original )*

Accessories
Most of the characters begin with an accessory equipped.  You can also buy several decent stat boosting accessories, if you allow them.  Basically, they come in only a couple flavours:

1) +12 to core stats ( STR, VIT, TEC, AGI, LUK )
2) Multiple boosts
a. STR+8, AGI+8
b. STR+4, VIT+4, AGI+4

As well, each character has a specific accessory for them.  These pretty much suck, but here they are:

Maya - Rabbit Foot: LUK+1 ( technically it's not equipped, but it's the item she starts with in her inventory, and it's her's from IS, plus the description is "Maya's Treasured Possession" )
Ulala - Dragon Charm: Increases evade rate ( no idea how much )
Katsuya - Sunglasses: Improves Accuracy ( no idea how much, but they tend to still hit pretty well through Illusion status, so they must be effective )
Baofu - Sunglasses: Improves Accuracy ( no idea how much, but they tend to still hit pretty well through Illusion status, so they must be effective )
Tatsuya - NOTHING!!!!

I'll default in the character descriptions to starting accessories ( which really doesn't make a difference other than +1 LUK for Maya, but I digress ).


II. Levels
Levels are taken at 65.  Only one level this time, so easy.  For Persona level-up bonuses, I stuck them with bonuses innate to their starters ( i.e., Maia and Callisto boost AGI on level-up, so I stuck Maya and Ulala with an AGI-boosting Persona every time they went up a level ).  This is, IMO, the best reflection of in-game, and makes it easy to take off the stats if people don't want to consider them.

On a related note, Tatsuya could probably be given a level advantage ( probably about 4 levels or so ).  He joins at level 55, and by the end of the game, is probably about 66 when the others are 62 ( which of course varies, but it's not too far off ).  I have him at 65 with everyone else at the moment, but I might put him up at 69 or so later, just for reference.

On an even more related note, I'm building Maya as a mage.  This...is how she was built in Innocent Sin ( the "prequel" to Eternal Punishment ), and also reflects her Personae usage in-game ( heavy on MAGICIAN and MOON classes, can't use STRENGTH and the like ).  I can do an average build later at some point.

One thing to note is that, the higher the levels go, the worse Ulala and Katsuya ( and, down the road, Baofu ) will look.  This is because Katsuya and Ulala are fucking idiots: even when they max out their strength and speed, respectively, ( on the human end ) they continue to put points into it.  This means that they get 2 points per level instead of 4 like the others.   


III. Stats
HP - Lose these and die
SP - Spell Points, needed to cast spells; a Persona uses a set number of spell points for each spell...say, if a Persona had a cost of 10 SP, it would take 10 SP to cast Fire1, Ultima, Super-Mega-Death-Spell-of-Doom, etc.
Strength - Physical attack power
Vitality - Affects defense power and HP growth, as well as minorly affecting special defense
Technique - Affects special attack and special defense, as well as SP growth
Agility - Speed and evasion ( note that evasion isn't extremely common, though Ulala has a fair amount of it )
Luck - Has a hand in everything, though it's pretty weak out-of-game, with physicals being fairly weak, and drop rates not really mattering in a duel...like some other things from the original, this has also received a nerfing


IV. Personae
Here's the fun part, everyone's alternate personalities. There a lot of ways to interpret who uses what Persona through RPGDL restrictions, but I'll go with the tried-and-true rule: unique Persona only. This means starters and ultimates ( with some exceptions...though those exceptions typically suck utter ass ). Typically, the starters are going to be worthless, since they're no higher than level 8, while the lowest level ultimate is level 61.

( a )Alignments:
Strong: X ( where X is an element like Fire, or something more general like Physical, or even All ) - This means approximately a 67% reduction to all attacks of that sort. If I am strong to magic, then all magical attacks against me get reduced to 1/3 of their full power.  Note that Strong: All innately voids both holy and dark magics.

Weak: X - Think Strong: X, except you get hurt for 2/3 more damage.

Reflect: X - All attacks of that specific type get reflected. And yes, it works with Hieros Glupaine ( Persona's version of Ultima ), so even stuff like Ultima or For The Children would be subject to Reflect: Magic, Merton to Reflect: Fire, and so on. It does not, however, reflect positive magic, so it's more like Fendspell than a FF Reflect. Note that this ALSO applies to weapons that have that element attached to them. ie, if a Persona is Reflect: Holy, and Kain whacks them with his Holy Lance, then he gets hurt instead. If a Persona is Reflect: Magic, then ALL weapons with an elemental attribute will be reflected, UNLESS the weapon corresponds to their weakness ( if there is one ).

Absorb X: The Persona absorbs it, whether it be magic, an element, or even physical attacks. If a Persona absorbs magic, like Remy, they absorb ALL magic ( including elemental weapons ), EXCEPT for magic of their weakness ( in Remy's case, Holy magic ). Note that elemental based Persona absorb their innate element if they can be hit by it ( Flare would absorb earth if she didn't reflect it, for instance ).

No Effect X: This Persona is unaffected by it, whether it's magic, a physical, etc.

Innate: If a Persona has an innate element ( Earth, Fire, etc. ), then it will take ~33% more damage from the opposing element.

( b )Unknown Power:
These are special abilities that act somewhat like limits.  Every Persona has one of these abilites, and they range from defensive to offensive in nature.  They only act once per battle, and their effectiveness depends on compatibility, but since the Personae used in this topic are from each character's dominant arcana, that's not an issue.  It's a nice boost for most of the cast.

( c )Statuses:
Persona 2 has far fewer statuses than its predecessor.  Thank god...some of ones in the original, while neat, were weird...

- Electrified: Lightning element paralysis.  This is not considered a status per se, since Mind/Nerve immunity doesn't block it.  It's entirely based on elemental alignment; those weak to lightning are more easily affected, while those immune to lightning are immune to it.  Electified characters take extra damage from ice.
- Frozen: Ice element paralysis.  See above and just replace some words.
- Sleep: Typical sleep status, except that it doesn't get nulled by being attack, period.  Only time and status restoring spells can cure it.
- Illusion: Blind, in layman's terms.  This affects both magic and physicals, and I'd be generous and give them 1/4 chance of hitting through this status. 
- Mute: OMGNOMAGIC!
- Charm: Character afflicted with this status won't hurt the one who charmed them, doing about anything to protect them.
- Confusion: Basic confusion, only nulled by time and status-curing.
- Fury: Doubles physical power, but target does nothing but use physical attacks.
- Poison: 1/16 Max HP damage per action taken ( in other words, it sucks )

Quick Note: Persona statuses seem to have set rates from what I can tell...they only seem to get affected by alignments, if they exist ( Mahanma is more effective against Holy-weak foes, for instance ). 


V. Characters

Maya Amano ( parenthesis denote Maia Custom - Note that my Maia Custom mutated to hell and back, so she's probably a little on the high side, but since she's early-game, some mutation should probably be considered ) [ brackets denote Maihime Amano - note that she hasn't mutated more than once, so she should be pretty accurate ]
"Let's positive thinking!"
HP - 492
SP - 845
STR - 41 ( 43 ) [ 26 ]
VIT - 45 ( 51 ) [ 40 ]
TEC - 79 ( 88 ) [ 90 ]
AGI - 64 ( 69 ) [ 66 ]
LUK - 59 ( 65 ) [ 54 ]

Persona
MOON Artemis
- 29 SP
- Reflect: Magic
- Weak: Physical
- Neutral Innate
- Unknown Power: Recovery ( when user is reduced to 1/4 or less of their max HP, the Persona will recover their HP to full, as well as cure any negative statuses )

MOON Maia Custom
- 16 SP
- Void: Holy/Darkness/Mind/Nerve
- Darkness Innate
- Unknown Power: Assist ( when user is reduced to 1/8 or less of their max HP, the Persona will immediately cast Taru, Raku, Maka and Sama Kaja on the user )

MOON Maihime Amano
- 26 SP
- Void: Water/Holy/Dark
- Neutral Innate
- Unknown Power: Recovery ( when user is reduced to 1/4 or less of their max HP, the Persona will recover their HP to full, as well as cure any negative statuses )

Attack Power - 242 ( 246 ) [ 212 ]
Defense Power - 208 ( 220 ) [ 198 ]
Special Attack - 210 ( 228 ) [ 236 ]
Special Defense - 249 ( 275 ) [ 277 ]

Skillset:
( Artemis )
Physical Attack - 128 physical-based damage to one target
Bufudyne - 246 ice-based damage to one target, 30% chance of inflicting frozen status
Hypnotic Wave - Sleep effect against all targets, 55% accuracy
Absolute Zero - 199 ice-based damage to a group of targets, 30% chance of inflicting frozen status
Diarahan - Fully heals one target
Crescent Mirror - 303 almighty-based damage to all targets
Diamond Dust - 261 ice-based damage to a group of targets, 30% chance of inflicting frozen status

( Maia Custom )
Physical Attack - 132 physical-based damage to one target
Hama - Holy-based Instant Death to one target, 50% accuracy
Invitation to Sleep - Sleep effect against a group of enemies, 60% accuracy
Scratch - 161 physical-based damage to one target
Maha Aques - 220 water-based damage to a group of targets
Medirama - Heals 222 HP for all targets
Multi Dimension - Non-typed Instant Death to one target, 40% accuracy ( Note: This ignores magic immunity and physical immunity...not sure if it ignores the status immunity or not, though I'd assume not )
Recarm - Revives one target to 1/4 max HP

( Maihime Amano )
Physical Attack - 102 physical-based damage to one target
Affectionate Prayer - Heals 240 HP for all targets
Dance of Protection - Doubles one target's defense and special defense stats

Comments:


Ulala Serizawa
"Don't underestimate me you fu#$ing bastards!"
HP - 570
SP - 494
STR - 49
VIT - 51
TEC - 51
AGI - 80
LUK - 44

Persona
STAR Astria
- 28 SP
- Void: Wind/Holy
- Reflect: Mind/Nerve
- Weak: Earth
- Wind Innate
- Unknown Power: Recovery ( when user is reduced to 1/4 or less of their max HP, the Persona will recover their HP to full, as well as cure any negative statuses )

Attack Power - 258
Defense Power - 220
Special Attack - 154
Special Defense - 182

Skillset:
Physical Attack - 148 physical-based damage to one target
Garudyne - 163 wind-based damage to on target
Alluring Mazurka - Charm effect against all enemies, 50% accuracy
Dream Needle - 136 physical-based damage to one target, 80% chance of inflicting Sleep status
Me Patra - Cures Sleep and Illusion ( Blind ) status on all targets
Twinkle Nebula - 221 wind-based damage to all targets
De Kaja - Nullifies all positive stat boosts on one target

Comments: Well, what can Ulala do; well, she's fast, has some decently accurate statuses, and...dispel.  Her damage is either wind-based or physical-based, and is low on either scale.  Her durability is also below par on all ends.  Luckily, she voids two decent elements, and is totally status-immune, which really helps her.  Hm...not much to really say beyond that, other than her Unknown Power really helps her.  She seems a perfect Middle to me, looking at everything: some tricks, but not enough natural power to back them up.   


Katsuya Suou
"We'll hear your excuses at the station"
HP - 587
SP - 511
STR - 86
VIT - 52
TEC - 50
AGI - 49
LUK - 50

Persona
JUSTICE Hyperion
- 29 SP
- Void: Fire/Nuclear/Holy
- Weak: Water/Ice
- Fire Innate
- Unknown Power: Assist ( when user is reduced to 1/8 or less of their max HP, the Persona will immediately cast Taru, Raku, Maka and Sama Kaja on the user )

Attack Power - 332
Defense Power - 224
Special Attack - 152
Special Defense - 198

Skillset:
Physical Attack - 225 physical-based damage to one target
Flare Shot - 186 physical-based/almighty damage to one target, 80% chance of inflicting Illusion status
Fata Morgana - Illusion effect against a group of enemies, 60% accuracy
Maha Agidyne - 169 fire-based damage to one target
Triple Down - 367 physical-based damage to one target
Heat Kaiser - 213 nuclear-based damage to a group of targets
Justice Shot - Reduces one target's HP to 1, 55% accuracy
Mahanma - Holy-based Instant Death to a group of enemies, 50% accuracy

Comments: Wow.  Apparently high STR doesn't suck as much as I thought it would ( well, it does in-game, but works for the DL ).  Kat's got above average physical durability, and slightly below average magical durability.  His damage is excellent with Triple Down, and he has solid statuses to back him up.  Though, if he's reduced to magic, he's doing less damage than Ulala.  Nulling Fire and Holy is great, though being weak to ice and water does hurt him a bit.  Oh, and he's slower than Baofu, which sucks.  EXCELLENT Unknown Power, if only it activated earlier ( it would put his damage around 1HKO for most people ).  Hm...I still think he's Middle, but a little better than previously thought.       


Baofu
"Ahhh, shut up...You can take this fate of yours and stick it up your ass!"
HP - 610
SP - 456
STR - 54
VIT - 56
TEC - 55
AGI - 51
LUK - 78

Persona
HANGEDMAN Prometheus
- 28 SP
- Strong: Physical
- Void: Dark/Holy ( it never mentions this in-game, however, take Prometheus to fight any demon with a darkness or holy spell, and watch as it does nothing to Baofu )
- Weak: Lightning
- Neutral Innate
- Unknown Power: Attack ( when user is reduced to 1/4 or less of their max HP, the Persona will rise up and deal 500 damage to all enemies )

Attack Power - 268
Defense Power - 232
Special Attack - 162
Special Defense - 212

Skillset:
Physical Attack - 159 physical-based damage to one target
Zandyne - 202 ( 404 ) almighty-based damage to one target
Magic Seal - Mute effect against a group of enemies, 40% accuracy
Ninety Nine Needles - 171 physical-based damage to one target
Maka Kaja - Doubles one target's Special Attack stat
Baptism by Thunder - 197 ( 394 ) lightning-based damage to a group of targets, 30% chance of inflicting electrified status
Wiseman Snap - 286 physical-based damage to one target
Magdyne - 198 ( 396 ) earth-based damage to one target

Comments: Baofu's pretty solid everywhere.  A nightmare for physical fighters, and solid against magic too, with decent damage both physical and magical ( with Maka Kaja, of course ).  Now, a lightning weakness doesn't hurt in-game at all ( by the time you have him, only 2 demons use lightning spells ), but in the DL, it's easily enough to keep him in Middle.  His statuses are a little better than I expected, though not too amazing, though his Unknown Power might win a match or two.  He's a little slow, though not as horribly so as I had thought.  In-game, Prometheus is probably the best of the ultimates, and he's still pretty solid in the DL, though, as mentioned before, the lightning weakness relegates him to Middle.   


Tatsuya Suou ( Parenthesis denote a level advantage Tatsuya, at level 69 )
"I won't turn my back again...On the sin I committed..Nor on myself!!"
HP - 668 ( 707 )
SP - 614 ( 646 )
STR - 61 ( 63 )
VIT - 56 ( 58 )
TEC - 56 ( 58 )
AGI - 59 ( 63 )
LUK - 54 ( 56 )

Persona
SUN Apollo
- 29 SP
- Void: Fire/Nuclear/Holy
- Weak: Water/Ice
- Fire Innate
- Unknown Power: Attack ( when user is reduced to 1/4 or less of their max HP, the Persona will rise up and deal 500 damage to all enemies )

Attack Power - 282 ( 286 )
Defense Power - 232 ( 236 )
Special Attack - 164 ( 171 )
Special Defense - 215 ( 221 )

Skillset:
Physical Attack - 188 ( 196 ) physical-based damage to one target
Agidyne - 182 ( 197 ) fire-based damage to one target
Gigantic Fist - 262 ( 272 ) physical-based damage to one target
De Kaja - Nullifies all positive stat boosts on one target
Freila - 178 ( 184 ) nuclear-based damage to a group of targets
Maha Agidyne - 182 ( 197 ) fire-based damage to a group of targets
Nova Cyther - 270 ( 299 ) nuclear-based damage to one target
Heat Kaiser - 241 ( 267 ) nuclear-based damage to a group of targets

Comments: Well I'll be damned.  Tatsuya impresses me a little.  Easily the best overall durability of the cast, and fairly average in everything else keeps him from having a major weakness, statistically.  Same elemental alignments as his brother both help and hinder at the same time.  In-game, to be frank, Apollo sucks ass: you can't add a card to him, and all he has are nuclear and fire spells, which means he's not great for fusions.  In the DL, it doesn't hurt as much, since he's now got decent damage, even if a lot of it is redundant.  Fairly average overall?  Guess what: Middle.


Averages ( Assuming Artemis for Maya ):

HP: 585
( Level 69 Tatsuya - 707 )
1) Tatsuya - 668
2) Baofu - 610
3) Katsuya - 587
4) Ulala - 570
5) Maya - 492

Defense: 223
( Level 69 Tatsuya - 236 )
1t) Tatsuya - 232
1t) Baofu - 232
3) Katsuya - 224
( Maya w/Maia Custom - 220 )
4) Ulala - 220
5) Maya - 208
[ Maya w/Maihime Amano - 198 ]

Special Defense: 211
[ Maya w/Maihime Amano - 277 ]
( Maya w/Maia Custom - 275 )
1) Maya - 249
( Level 69 Tatsuya - 221 )
2) Tatsuya - 215
3) Baofu - 212
4) Katsuya - 198
5) Ulala - 182

Agility: 60
1) Ulala - 80
( Maya w/Maia Custom - 69 )
[ Maya w/Maihime Amano - 66 ]
2) Maya - 64
( Level 69 Tatsuya - 63 )
3) Tatsuya - 59
4) Baofu - 51
5) Katsuya - 49

Damage: 289
1) Katsuya - 367 physical ( Triple Down )
2) Maya - 303 almighty ( Crescent Mirror )
( Level 69 Tatsuya's Nova Cyther - 299 nuclear )
3) Baofu - 286 physical ( Wiseman Snap )
4) Tatsuya - 270 nuclear ( Nova Cyther )
5) Ulala - 221 wind ( Twinkle Nebula )
( Maya w/Maia Custom's Maha Aques - 220 water )
[ Maya w/Maihime Amano's Physical Attack - 102 physical ]


VI. Characters Part Two
(a) Because I'm a fucking fanboy, I'm going to also get Nate and Ellen's P2 stats, using their ultimates ( Alfred for Nate, and Gabriel/Michael for Ellen ).  Also, I'm listing their starters too, in case you want to base them in-game ( and...these are actually the two best starters as well, so they might actually have use ).  Note that Gabriel and Alfred are found only in the EX Dungeon ( Michael might as well be, though ), so whether you want to consider them or not is up to you.


Nate Nanjo
"Swift as lightning, unparalleled Nanjo-style swordsmanship!  Remember it!"
HP - 
SP - 
STR - 
VIT - 
TEC - 
AGI - 
LUK - 

Persona
HIEROPHANT Alfred
- 34 SP
- Void: Wind/Lightning/Holy
- Void: Mind/Nerve
- Neutral Innate
- Unknown Power: ???

Persona
HIEROPHANT Aizen-Myouou
- 14 SP
- Void: Earth/Holy/Darkness
- Earth Innate
- Unknown Power: Assist ( when user is reduced to 1/8 or less of their max HP, the Persona will immediately cast Taru, Raku, Maka and Sama Kaja on the user )

Attack Power -
Defense Power -
Special Attack -
Special Defense -

Skillset:
( Alfred )
Physical Attack -
Zandyne -
Hypnotic Wave -
Rain of Arrows -
Diarahan -
Mahanma -
Guardian Hammer -
Makarakarn -

Skillset:
( Aizen-Myouou )
Physical Attack -
Hama -
Sonic Punch -
Suku Kaja -
Holy Light -
Maha Magnus -
Maka Kaja -

Comments: Nate owns j00


Ellen Kirishima
"Such sorrowful eyes...Alright...I understand...I will fight you fair and square"
HP - 
SP - 
STR - 
VIT - 
TEC - 
AGI - 
LUK - 

Persona
JUDGEMENT Gabriel
- 34 SP
- Void: Holy/Ice
- Weak: Nuclear/Darkness
- Neutral Innate
- Unknown Power: ???

Persona
JUDGEMENT Michael
- 37 SP
- Reflect: Magic
- Weak: Physical
- Neutral Innate
- Unknown Power: Special ( when user is killed, the Persona will rise up and annihilate all enemies without fail )

Persona
JUDGEMENT Nike
- 14 SP
- Void: Fire/Holy
- Weak: Water/Ice/Darkness
- Wind Innate
- Unknown Power: Protection ( when user is reduced to 1/8 or less of their max HP, the Persona will reflect all negative attacks targetted at the character )

Attack Power -
Defense Power -
Special Attack -
Special Defense -

Skillset:
( Gabriel )
Physical Attack -
Aquadyne -
Refresh Ring -
Divine Judgement -
Summon Spirit -
Recarm Dora -
Release Jail -
Heat Wave -

Skillset:
( Michael )
Physical Attack -
Hamaonn -
Multi-Dimension -
Sama Recarm -
Hieros Glupaine -
Megidolaonn -
Nuclear Missile -

Skillset:
( Nike )
Physical Attack -
Maha Garu -
Diarama -
Holy Light -
Mafui -
Raku Kaja -
Maha Garula -
Hama -

Comments: Ellen is secksay

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