Posted: Tue Jun 22, 2010 6:39 pm
by scy
I just have a set of names from MMO days that get reused. I don't particularly care for backstory-ing them.
The ship I just randomly named since I couldn't think of anything at the time >>
I spent some time farming up En to afford gearing my benched BK and uh ... not sure what to do for some good testing here. I don't really have anyone else sitting around the 35-40 mark besides maybe my Monk. I guess I can use that as a basis for comparison (or just the BK swings itself vs my Beast, I suppose). Anything in particular to be tested against otherwise I'll just use random_4th_Stratum encounter as those feel most appropriate for the level range.
[spoiler]For the curious, random preliminary notes:
All stats from equipment are carried over except the actual ATK of the Weapon and DEF of the Armor. SPD and HIT bonuses (and all slotted Elemental/Status effects) are not used as well since those aren't calculated at the time of summoning but when attacking. So, +Stats on the BK's equipment directly translates to their Beast _and_ you can transfer Elemental Resistances. Worth a consideration as you can effectively gear the BK to get a Beast tailored for any encounter.
As mentioned, the HP is bugged and gets double boosted from Beast Heart. The formula(s) are as follows:
SummonBaseHP * (BeastHeartMultiplier) + [CurrentBeastKingHP / 10] + [BeastKingLevel] = ModifiedHP
ModifiedHP * (BeastHeartMultiplier) + Rn(SummoSkillLevel ... 3*SummonSkillLevel) = FinalHP
My sample Level 37 BK with 214 BaseHP has a Level 10 Beast Heart (150% Multiplier) and Summon Elephant (250 SummonBaseHP):
250 * 1.5 = 375 HP
375 + [214/10] + 37 = 375 + 21 + 37 = 433
433 * 1.5 = 649 HP
649 + Rn(10 ... 30) = 659 ... 689 HP [average of 674 HP]
That second 150% multiplier is the aforementioned bug. Maybe. It lets your Beasts get to a pretty ridiculous HP value fairly early on but they're still capped to 999 HP.
Stat wise, it's a simple formula:
(BeastKingStats + StatsFromEquipment) * (BeastStatMultiplier)
Damage Mitigation wise, they simply use their VIT and the Beast Heart multiplier (66% damage taken when maxed out). Well, and any resistances that carry over from equipment as well.
And, finally, their wATK value is a simple formula as well:
(2 * BeastSTR)[/spoiler]
Posted: Tue Jun 22, 2010 8:15 pm
by eharper256
Hmm, its nice to have accumulated data about these beasts, their actual HP, damage ratios, resistances etc. since I don't think the Japanese Wiki has too much on the subject. A few of the entries are just TP costs, and I, for example, didn't know the Slime took much less damage from physical etc. (though of course my Japanese is lacking in most cases, and I guess I could have just missed it...).
If you collect it all, it would be cool for Zaraf and Negzee to pop it in the generator as well, right?
Posted: Tue Jun 22, 2010 8:54 pm
by scy
I'd like to take credit for it but it's really just reposted of Terence's data. I've double checked them all (but that's mostly pointless since these are from the code...) but that's really all I've done.
So, here's the skill data then:
[spoiler]Beast Heart
Max Level: 10. Beast King Unique Skill
Beast Heart improves the Max HP of all summoned Beasts, and also applies multipliers to the damage they deal and receive.
Note: The HP multiplier is applied twice as mentioned in the prior post.
Level 1 Stats: 110% Beast HP, 120% Damage Dealt, 95% Damage Taken
Level 5 Stats: 126% Beast HP, 144% Damage Dealt, 80% Damage Taken
Level 10 Stats: 150% Beast HP, 175% Damage Dealt, 66% Damage Taken
___
This applies to all Beasts so I'm putting it here. There are two attacks that each summon uses: Initial Attack (i.e., the attack when summoned) and AI attack (i.e., the attack they use once summoned). These are two different attacks and have different coding (notably, AI attack has coding for their target selection).
Summon Bird/Snake/Mole
Max Level: 10. Reqs: L1 Beast King Mastery.
All three are the same, only differing by Physical Element and which part they Bind.
Bird: Head Bind, Stab Damage
Snake: Arm Bind, Bash Damage
Mole: Leg Bind, Cut Damage
All three have a Stat Multiplier of 100%.
Their AI is set to attack the enemy with the highest HP assuming no enemies have their respective bind and the lowest HP assuming all enemies have their respect bind; if neither conditions are meant, it attacks a random enemy that does not have their bind.
Level 1 Stats: 15 TP, -3 Spd, 40 Base HP, Initial Attack (80% Dmg, 25% chance of Bind), AI Attack (70% Dmg, 25% chance of Bind)
Level 5 Stats: 21 TP, -3 Spd, 60 Base HP, Initial Attack (100% Dmg, 35% chance of Bind), AI Attack (90% Dmg, 35% chance of Bind)
Level 10 Stats: 27 TP, -3 Spd, 90 Base HP, Initial Attack (130% Dmg, 50% chance of Bind), AI Attack (120% Dmg, 50% chance of Bind)
Summon Venomfly
Max Level: 10. Reqs: L3 Beast King Mastery.
Venomflies deal Cut Damage with their attacks and have a 70% Stat Multiplier (the lowest of all the summons).
AI Attack will attack the enemy with the most HP if no enemy is Poisoned and the lowest if all enemies are Poisoned; if neither condition is satisfied, it will attack a random target that is unpoisoned.
Level 1 Stats: 18 TP, -3 Spd, 20 Base HP, Initial Attack (60% Dmg, 40% chance of Poison, 50 Poison Dmg), AI Attack (50% Dmg, 40% chance of Poison, 50 Poison Dmg)
Level 5 Stats: 24 TP, -3 Spd, 28 Base HP, Initial Attack (80% Dmg, 40% chance of Poison, 170 Poison Dmg), AI Attack (70% Dmg, 40% chance of Poison, 170 Poison Dmg)
Level 10 Stats: 30 TP, -3 Spd, 40 Base HP, Initial Attack (130% Dmg, 40% chance of Poison, 350 Poison Dmg), AI Attack (120% Dmg, 40% chance of Poison, 350 Poison Dmg)
Summon Hypnowl
Max Level: 10. Reqs: L5 Beast King Mastery.
Hypnowls have a 100% Stat Multiplier though this is mostly irrelevant as they never attack.
Their Initial Attack and AI Attack are the same area-effect sleep; AI Attack only differs by being used if at least one enemy isn't asleep--if all targets are asleep, nothing happens.
Also, Hypnowl's can be Head Bound to stop their attack.
Level 1 Stats: 18 TP, -3 Spd, 70 Base HP, Initial Attack (25% chance of Sleep), AI Attack (25% chance of Sleep)
Level 5 Stats: 24 TP, -3 Spd, 105 Base HP, Initial Attack (35% chance of Sleep), AI Attack (35% chance of Sleep)
Level 10 Stats: 30 TP, -3 Spd, 140 Base HP, Initial Attack (50% chance of Sleep), AI Attack (50% chance of Sleep)
Summon Slime
Max Level: 10. Reqs: L6 Beast King Mastery, L10 Beasts' Friendship.
Slimes have a 90% Stat Multiplier and has a 1% Multiplier to Cut/Bash/Stab Elements and 200% Multiplier to Fire/Ice/Volt.
Their AI Attack is an 80% chance to attack the enemy with the highest HP if no enemies have Decay; if that chance fails, or if at least one enemy has Decay, then there's a 30% chance of attacking the enemy with the lowest HP. If none of these checks pass, the Slime does nothing.
Level 1 Stats: 27 TP, -3 Spd, 20 Base HP, Initial Attack (120% Dmg, 40% chance of Decay, 30 Decay Dmg), AI Attack (120% Dmg, 40% chance of Decay, 30 Decay Dmg)
Level 5 Stats: 33 TP, -3 Spd, 28 Base HP, Initial Attack (140% Dmg, 40% chance of Decay, 150 Decay Dmg), AI Attack (140% Dmg, 40% chance of Decay, 150 Decay Dmg)
Level 10 Stats: 39 TP, -3 Spd, 40 Base HP, Initial Attack (190% Dmg, 40% chance of Decay, 300 Decay Dmg), AI Attack (190% Dmg, 40% chance of Decay, 300 Decay Dmg)
Summon Ragebull
Max Level: 10. Reqs: L7 Beast King Mastery, L4 Summon Hypnowl.
Ragebulls have a 120% Stat Multiplier and deal Stab Damage. Their Initial Attack is an all-target whilst their AI Attack is single-target.
As for AI Attack targeting, highest HP if no enemy is Paralyzed, lowest HP is all enemies are Paralyzed, and random enemy without Paralyze otherwise..
Level 1 Stats: 21 TP, -3 Spd, 100 Base HP, Initial Attack (65% Dmg, 25% chance of Paralyze, 2 Hits), AI Attack (130% Dmg, 30% chance of Paralyze)
Level 5 Stats: 27 TP, -3 Spd, 150 Base HP, Initial Attack (76% Dmg, 35% chance of Paralyze, 2-3 Hits), AI Attack (150% Dmg, 38% chance of Paralyze)
Level 10 Stats: 33 TP, -3 Spd, 200 Base HP, Initial Attack (90% Dmg, 50% chance of Paralyze, 2-5 Hits), AI Attack (200% Dmg, 50% chance of Paralyze)
Summon Elephant
Max Level: 10. Reqs: L7 Beast King Mastery, L4 Summon Venomfly.
Elephants are just like Ragebulls except Bash Element and inflict Confuse instead of Paralyze: 120% Stat Multiplier, Initial Attack is all-target and AI Attack is single-target.
Their AI Attack targeting is also the same as Ragebulls: highest HP if no enemy is Confused, lowest HP if all enemies are Confused, and random enemy without Confuse otherwise.
L1 Stats: 21 TP, -3 Spd, 110 Base HP, Initial Attack (75% Dmg, 25% chance of Confuse), AI Attack (120% Dmg, 25% chance of Confuse)
L5 Stats: 27 TP, -3 Spd, 170 Base HP, Initial Attack (95% Dmg, 35% chance of Confuse), AI Attack (140% Dmg, 35% chance of Confuse)
L10 Stats: 33 TP, -3 Spd, 250 Base HP, Initial Attack (120% Dmg, 50% chance of Confuse), AI Attack (190% Dmg, 50% chance of Confuse)
Summon Sabretooth
Max Level: 10. Reqs: L10 Beast King Mastery, L5 Sacrifice II.
Sabretooths have a 150% Stat Multiplier and their Initial Attack ONLY inflicts Instant Death (that is, no damage dealt).
Their "AI Attack" is to simply use Counter every turn. Both the Counter ability and the counterattack itself can be stopped via Arm Bind.
Level 1 Stats: 24 TP, -3 Spd, 160 Base HP, Initial Attack (5% chance of Death), AI Attack (Counter Cut/Bash/Stab with 120% Dmg)
Level 5 Stats: 30 TP, -3 Spd, 240 Base HP, Initial Attack (10% chance of Death), AI Attack (Counter Cut/Bash/Stab with 150% Dmg)
Level 10 Stats: 36 TP, -3 Spd, 320 Base HP, Initial Attack (20% chance of Death), AI Attack (Counter Cut/Bash/Stab with 200% Dmg)
Summon Lion King
Max Level: 10. Reqs: L10 Beast King Mastery, L5 Sacrifice I.
Lion King has a 150% Stat Multiplier and inflicts an unresistable Sleep effect as it's Initial Attack.
On the turn _after_ it wakes up, the AI Attack is an all-target Non-Elemental Damage attack. Afterwards, the unresistable sleep is reapplied. The attack can be stopped via Head Bind.
Level 1 Stats: 27 TP, -3 Spd, 160 Base HP, Initial Attack (---), AI Attack (130% Dmg, 160% Mult if Target has Status, 30% chance of Paralyze/Petrify)
Level 5 Stats: 33 TP, -3 Spd, 240 Base HP, Initial Attack (---), AI Attack (150% Dmg, 200% Mult if Target has Status, 42% chance of Paralyze/Petrify)
Level 10 Stats: 39 TP, -3 Spd, 320 Base HP, Initial Attack (---), AI Attack (200% Dmg, 250% Mult if Target has Status, 57% chance of Paralyze/Petrify)[/spoiler]
Posted: Wed Jun 23, 2010 2:00 am
by scy
The numbers provided are just what the skills give them. The baseHP is the HP they have before Beast Heart is applied or the +HP based on the BK's Level, CurrentHP, or SkillLevel (or I guess the Random Function too), the Damage% is a multiplier on top of what their WeaponATK (wATK) and STR says they should do, and the Status Affliction chance is pre-LUC+TEC correction and Beast King Mastery.
Besides, Equipment does nothing to those numbers anyway besides maybe HP. That's actually a good one as I never tested if +HP is directly translated to the Beast or if they just get it as part of the [CurrentBeastKingHP / 10] part of the formula. Guess I'll work on that now.
Edit: Same Beast King as before at Level 37 with 214 baseHP so I have the following formula:
250 * 1.5 = 375 HP
375 + [214/10] + 37 = 375 + 21 + 37 = 433
433 * 1.5 = 649 HP
649 + Rn(10 ... 30) = 659 ... 689 HP [average of 674 HP]
So, I added +43 HP from equipment which changes the formula slightly:
250 * 1.5 = 375 HP
375 + [247/10] + 37 = 375 + 24 + 37 = 436
436 * 1.5 = 654 HP
654 + Rn(10 ... 30) = 664 ... 694 [average of 679 HP]
So, theoretically, I shouldn't be able to see the difference since I really only added 5 HP. But, since I'm testing if +HP on equipment translates directly to the Beast, I should see the +43 HP on the Beast anyway which means I'd break 700 HP regardless.
Did about 20 summons and not a single one broke the 664...694 range in this setup. If I can find a way to add +100 or more HP via equipment alone I'll repeat the testing.
Posted: Wed Jun 23, 2010 3:53 am
by scy
Level 70 Beast King Base Stats:
HP: 367
TP: 256
STR: 44
TEC: 62
VIT: 47
AGI: 37
LUC: 62
Off-hand, their TP is 3rd best (Zodiac >>> Monk >> Beast King > Princess) and they have good TEC and LUC. Their STR is so-so, I guess; better than a Prince or Phalanx but STR's impact on damage is part of a square root function so the difference between, say, 41 STR vs 44 STR (Phalanx vs Beast King) is only ~640% vs ~663%.
HP wise, they're above what you'd expect for a caster (by around 70-90 HP, actually) and they also use Spears so they're tucked away safely in the back-row.
Their "problem" is that their best stats are their TEC and LUC and their TEC does nothing for them outside of Status effects. They're pretty much built for Status effects and they don't really have a great way to utilize that themselves (keep in mind, their Summons have a Stat multiplier on top of their high TEC+LUC so it's mostly overkill). You could sub-class them to something to take advantage of it, I suppose.
So ... what does this boil down to? Well, you can sub-class them with Phalanx and get Blitzritter or Long Stride and use them as a Summon then DPS option. Or you can sub-class them with a Monk and have them drop a Summon and then just heal. Alternatively, you can utilize that good TEC of theirs as a Zodiac but there's better combinations really in my opinion.
The problem with all these options (or pretty much any Beast King main option) is the complete lack of any decent way to regain TP. That's just my personal preference, though, as I like to have ways of sustainability.
Keep in mind, un-subclassed they have absolutely nothing to do with their TP besides Summons really though they don't really have the TP to spare I guess. If anything, I'd say Monk is their best sub-class option since they have nothing to do once the summon drops so might as well let them be a Healer.
On an unrelated note, there's an enemy on the 3rd Stratum that has a Conditional Drop of "Kill while sleeping." And has a 50% Resistance to Sleep with a TEC+LUC of 124. And my only Sleep Option was a last minute "I gained a level and need Sleep!" single-point in the Shinobi skill (so, 10% base). Seriously, fuck you.
[spoiler]Though it did unlock a 163 wATK Dagger so ... yay.[/spoiler]
Posted: Wed Jun 23, 2010 4:34 am
by scy
The entire formula is different this time around. There's still a SPD Value attached to Weapons but it's not a multiplier anymore but a flat +/- value.
The formula is:
AGI + EquipmentCorrection + SkillCorrection + SlotCorrection + RandomCorrection
EquipmentCorrection and SkillCorrection are pretty easy as they're the modifiers attached to the Equipment or Skill used. SlotCorrection is +2 per SPD slotted to your Equipment and RandomCorrection is just a Rn(0...5) function.
Now, that makes no sense without an example. Let's take a character as follows:
AGI = 50
Skill = Blitzritter Level 10 (+0)
Equipment:
隼風 (-3) slotted with SPD, SPD (+4)
プレートコート (-2)
カレーシュ (+0)
月虹の大盾 (-1)
So, this gives us the following as a formula:
50 + [(-3) + (-2) + (0) + (-1)] + [0] + [2 * 2] + Rn(0..5)
50 + [-6] +[0] + [4] + Rn(0..5)
48 + Rn(0..5)
48 .. 53 AGI
So, it's still a combination of AGI, Equipment, and Skill used like it was in EO2. However, as you can see, it's not the end of the world here; in the end, there was only a penalty of -2 AGI (or +3 AGI top-end still) over the base even with relatively heavy equipment.
For the curious, the equipment is some random Phalanx equipment around the 7000 En price range. A Spear, Plate Armor, Helmet, and Shield.
And, here's some general guidelines:
Swords are typically +0 SPD.
Rapiers are typically +2 SPD.
Spears are typically -3 SPD.
Daggers are typically +3 SPD.
Katanas are typically +1 SPD.
Crossbows are typically -2 SPD.
Hammers are typically -4 SPD.
Guns are typically -1 SPD.
Books are typically -1 SPD.
Fists are +0 SPD.
Plate Armor is typically -2 SPD.
Medium Armor is typically -1 SPD.
Light Armor is typically +2 SPD.
Helmets are typically +0 SPD.
Gloves are typically +1 SPD.
Shoes are typically +4 SPD
Shields are typically -1 SPD.
Rings/Accessories are typically +0 SPD.
Noteworthy Exception: 4th Stratum's ビキニアーマー is a whopping +10 SPD. It's a Light Armor item that also has Fire, Ice, and Volt Resist pre-slotted (x2 each).
I said "typically" but off-hand, I don't know of too many exceptions besides the one mentioned above. There's I want to say 4 Hammers that are +0 SPD (or at least close to +0 SPD) but that's really about it.