Well, Robert joins like 6 maps earlier, 7 levels lower, and underleveled. So I hope nobody minds if I put them at the same level. Gonna round up Roberto's stats when that's reasonable (like .5 and up) to somewhat account for scroll use.
8/0 Trewd - 30 hp, 8 str, 11 skl, 12 spd, 5 def, 3 luk, 9 bld
8/0 Roberto - 28 hp hp, 8 str, 8 skl, 12 spd, 6 def, 11 luk, 8 bld
Trewd
w/ Iron Sword: 14 atk, 95 hit, 12 AS, 11 (11) crt -- 30 hp, 5 def, 27 avo
w/ Steel Sword: 17 atk, 85 hit, 10 AS
w/ Iron Blade: 20 atk, 75 hit, 6 AS
w/ Silver Sword: 22 atk, 95 hit, 12 AS
Roberto
w/ Iron Bow: 15 atk, 92 hit, 12 AS, 8 (24) crt -- 28 hp, 6 def, 35 avo
w/ Steel Bow: 18 atk, 87 hit, 8 AS
Well, they're pretty much even when both use Iron. Trewd can move on up more easily though, due to his far superior weapon level and build. Trewd is in danger of getting crit killed due to his low luck, but that can be amended with simply carrying one scroll around.
Trewd is locked to 1-range barring the desired magic swords, while Robert is locked to 2-range. And Robert has the mount outdoors. That means Trewed wins move indoors...but indoors is also where 2-range is so much better, due to it often having chokepoints and death rows, and almost everyone is forced to use swords or crappy/rare weapons to have 2-range. But for now, most maps are outdoors regardless.
In Ch13, I don't think there's a very notable difference between them what's been outlined. Also, Glade joins...both Glade and Selphina give Roberto 10% crit, 30% on his second attack. Selphina isn't good enough to be in play a lot, but Glade can be fielded almost anytime you have room simply for his leadership, and it's easy to put him near Robert for that crt bonus. Then again, Trewd has Parn to compensate for this.
Ch14, Trewd needs Armorslayer to do a lot to Armors, but that gets him owned on enemy phase, most likely. Robert has an easy time attacking anything from behind a frontliner, then retreating so that someone else can use that spot to heal the frontliner or attack ranged as well.
Ch14x is full of pegs that capture civilians. Neither of them do well against Dark Mages.
Ch15 is a joke chapter.
I wonder how they're doing at around route split. I guess they can be put at around 13/0...I'd also say it's beneficial to promote them now rather than later, so 13/1.
13/1 Trewd - 35 hp, 12 str, 16 skl, 17 spd, 9 def, 6 luk, 10 bld
13/1 Roberto - 31 hp, 12 str, 13 skl, 17 spd, 9 def, 14 luk, 10 bld
Trewd
w/ Iron Sword: 18 atk, 103 hit, 17 AS, 16 (16) crt -- 35 hp, 9 def, 40 avo
w/ Steel Sword: 21 atk, 93 hit, 16 As
w/ Iron Blade: 24 atk, 83 hit, 12 AS
w/ Silver Sword: 26 atk, 103 hit, 17 AS
Roberto
w/ Iron Bow: 19 atk, 105 hit, 17 AS, 13 (39) crt -- 31 hp, 9 def, 48 avo
w/ Steel Bow: 22 atk, 100 hit, 15 AS
Hax, they're pretty damn even again unless Trewd shapes up on weaponry. Unfortunately it takes like 100 attacks for Roberto to get Killer Bows...though as soon as he gets those, he will smoke Trewd in offense thanks to the large PCC difference (3 vs 1). Until then though, Roberto's hope is having Glade near him for ~70% crit, which results into a ~50% chance to crit at least once on a double. Which still qualifies as a reasonable offense lead though.
Assuming we have no Killer Bows or Glade support though, it's once again 1-range vs 2-range. I think either side can be argued for these, as their offense is mediocre unless they're using a great weapon. Trewd's durability is passable enough for some enemy phasing, but not a while lot, and it doesn't really help vs Mages, Javelins, etc.
Now their growths aren't different enough to change this a whole lot, except for hp (+25% for Trewd) and spd (+25% for Roberto). Roberto has an easier time using scrolls without being as much of a detriment to others though, thanks to 2-range + canto + only leveling up during player phase. And he doesn't have to carry a scroll to avoid enemy crit...though this problem has lessened for Trewd thanks to 60% luk growth.
So yeah, except for new weapons for Roberto (Killer somewhere, and maybe Brave), I don't think anything is going to change for them in the future relative to each other. I think right now, Roberto is looking better overall, especially if you factor in his extra availability before Trewd shows up.
When it comes to giving favouritism, Roberto looks better off. He makes better use of the Charge manual, which is fairly low demand since it's such a risky skill, but Roberto doesn't care since he hardly ever takes counters. Trewd can use Elite Sword, I guess. But then again, if you take both into consideration for the Elite manual, then Roberto wins again due to his extra availability.
Roberto might have further potential for climbing, but I'll leave it at this.
8/0 Trewd - 30 hp, 8 str, 11 skl, 12 spd, 5 def, 3 luk, 9 bld
8/0 Roberto - 28 hp hp, 8 str, 8 skl, 12 spd, 6 def, 11 luk, 8 bld
Trewd
w/ Iron Sword: 14 atk, 95 hit, 12 AS, 11 (11) crt -- 30 hp, 5 def, 27 avo
w/ Steel Sword: 17 atk, 85 hit, 10 AS
w/ Iron Blade: 20 atk, 75 hit, 6 AS
w/ Silver Sword: 22 atk, 95 hit, 12 AS
Roberto
w/ Iron Bow: 15 atk, 92 hit, 12 AS, 8 (24) crt -- 28 hp, 6 def, 35 avo
w/ Steel Bow: 18 atk, 87 hit, 8 AS
Well, they're pretty much even when both use Iron. Trewd can move on up more easily though, due to his far superior weapon level and build. Trewd is in danger of getting crit killed due to his low luck, but that can be amended with simply carrying one scroll around.
Trewd is locked to 1-range barring the desired magic swords, while Robert is locked to 2-range. And Robert has the mount outdoors. That means Trewed wins move indoors...but indoors is also where 2-range is so much better, due to it often having chokepoints and death rows, and almost everyone is forced to use swords or crappy/rare weapons to have 2-range. But for now, most maps are outdoors regardless.
In Ch13, I don't think there's a very notable difference between them what's been outlined. Also, Glade joins...both Glade and Selphina give Roberto 10% crit, 30% on his second attack. Selphina isn't good enough to be in play a lot, but Glade can be fielded almost anytime you have room simply for his leadership, and it's easy to put him near Robert for that crt bonus. Then again, Trewd has Parn to compensate for this.
Ch14, Trewd needs Armorslayer to do a lot to Armors, but that gets him owned on enemy phase, most likely. Robert has an easy time attacking anything from behind a frontliner, then retreating so that someone else can use that spot to heal the frontliner or attack ranged as well.
Ch14x is full of pegs that capture civilians. Neither of them do well against Dark Mages.
Ch15 is a joke chapter.
I wonder how they're doing at around route split. I guess they can be put at around 13/0...I'd also say it's beneficial to promote them now rather than later, so 13/1.
13/1 Trewd - 35 hp, 12 str, 16 skl, 17 spd, 9 def, 6 luk, 10 bld
13/1 Roberto - 31 hp, 12 str, 13 skl, 17 spd, 9 def, 14 luk, 10 bld
Trewd
w/ Iron Sword: 18 atk, 103 hit, 17 AS, 16 (16) crt -- 35 hp, 9 def, 40 avo
w/ Steel Sword: 21 atk, 93 hit, 16 As
w/ Iron Blade: 24 atk, 83 hit, 12 AS
w/ Silver Sword: 26 atk, 103 hit, 17 AS
Roberto
w/ Iron Bow: 19 atk, 105 hit, 17 AS, 13 (39) crt -- 31 hp, 9 def, 48 avo
w/ Steel Bow: 22 atk, 100 hit, 15 AS
Hax, they're pretty damn even again unless Trewd shapes up on weaponry. Unfortunately it takes like 100 attacks for Roberto to get Killer Bows...though as soon as he gets those, he will smoke Trewd in offense thanks to the large PCC difference (3 vs 1). Until then though, Roberto's hope is having Glade near him for ~70% crit, which results into a ~50% chance to crit at least once on a double. Which still qualifies as a reasonable offense lead though.
Assuming we have no Killer Bows or Glade support though, it's once again 1-range vs 2-range. I think either side can be argued for these, as their offense is mediocre unless they're using a great weapon. Trewd's durability is passable enough for some enemy phasing, but not a while lot, and it doesn't really help vs Mages, Javelins, etc.
Now their growths aren't different enough to change this a whole lot, except for hp (+25% for Trewd) and spd (+25% for Roberto). Roberto has an easier time using scrolls without being as much of a detriment to others though, thanks to 2-range + canto + only leveling up during player phase. And he doesn't have to carry a scroll to avoid enemy crit...though this problem has lessened for Trewd thanks to 60% luk growth.
So yeah, except for new weapons for Roberto (Killer somewhere, and maybe Brave), I don't think anything is going to change for them in the future relative to each other. I think right now, Roberto is looking better overall, especially if you factor in his extra availability before Trewd shows up.
When it comes to giving favouritism, Roberto looks better off. He makes better use of the Charge manual, which is fairly low demand since it's such a risky skill, but Roberto doesn't care since he hardly ever takes counters. Trewd can use Elite Sword, I guess. But then again, if you take both into consideration for the Elite manual, then Roberto wins again due to his extra availability.
Roberto might have further potential for climbing, but I'll leave it at this.