Grandjackal wrote: Narga_Rocks wrote: Grandjackal wrote:
Getting the Narga spell is a waste of time.
This post makes me sad.
I'm not disagreeing with the topic, just saying that that particular point might have been ill thought out. If I don't need it to complete the game, and it only causes to take longer, then it's a waste of time.
Or was that just a joke concerning your screen name? Which case, lol.
I'd think it would be obvious. I cut out all of your post except for that one line. I suppose I should have only bolded "Narga", though, to make it more clear.
And I demand some
, rather than just lol.
For anyone interested, awareness does not block Charge. I'm pretty sure it doesn't, sadly. Well, given how Yurius just attacked Celice twice, anyway.
Oh, and Celice can do a whole 5 damage a shot with a power ring. So that's 28 per turn with help from Sylvia for Celice and Lakche. Well, more like 20 with Celice and then 4 with Lakche because there is no rescuing. So 24.
Anyway, I think Charge is the biggest reason to get Narga. Lakche + Celice could take the guy down eventually, and Faval could help out before Julius gets down to wrath range, but Charge makes it so even Celice could get killed (well, not really).
So, 154 hit?
Do we assume Laylea?
Too bad Sety does 1 damage.
And Shanan has no awareness.
Shanan has 26 or 27 speed. 13 or 14 luck.
Balmunk weighs 3. 24 + 20 speed.
88 + 14luck = 102.
3 charismas plus Celice's stars. Give him a lover.
Can't he reach 162 avo? Who needs awareness? Even drop his spd and luck by 2 each and he has 156 avo.
Only 23/24 str, though. He does like 4 damage with a power ring. 8 damage a round. Also no rescuing so there's only so much you can do with a dancer. But then no power ring on Faval.
32 damage. Celice first, canto, Lakche, dance, Celice, Shanon. (Oh, right, Lakche could die. Well, we don't care about death that doesn't cause game over, right? So for a while it is 32, then it might drop to 28. Also, Lakche is getting dropped because of the damage Celice can cause compared to Shinon can cause on enemy phase. Shanon goes into Lakche's place on that list.)
Yurius has 55 mt. Give Celice a barrier ring + Tyrfing and he has 70+ hp and ~40 res. He's 5HKOd. No way Yurius is charging that much. And charge is disabled at <25 hp anyway. And he has less spd than Celice. So assuming Celice has 21 speed and no ring, that's 24 speed. So it's Yurius' hp/2 - 9 of going off. Starts at 31%. Chance of 5 times? ~0.29%. Also, his hp are coming down anyway.
Let's see hit rates for/on Celice.
22+10 skill. 80 hit on Tyrfing. That's 144 hit. 20 for stars. 164 hit. 2 charisma users (w/out Laylea). 1 lover (whomever). 194 hit.
Yurius has 93 avo. (15 x 2 + 13 luck + 30 for castle + 20 for stars)
So Celice will never miss.
74% chance of at least 20 speed. 23 speed with Tyrfing. 72% of at least 22 luck.
66 avo. 86 with stars. 116 with two Charisma and one lover. Yurius has 154 hit. No rings on Celice, 38 hit against.
That .29% drops a lot. Like, might as well not even be there chance of death.
As near as I can tell, Celice + Shanon can kill Yurius without any reasonable chance of failure. You can even can Shanon and just go with Celice.
Yurius will always attack Celice if Celice is in position for Melee. And Celice will be able to counter. Yurius is just that stupid.
So Celice is pulling 30 damage a round, Yurius actually heals 15 (in my game, anyway).
Yurius has 80 hp.
80
60 -> 75 -> 65
45 -> 60 -> 50
30 -> 45 -> 35
15 -> 30 -> 20
0
Celice 5RKOs on his own. Celice will never be wrath'd, Celice will never miss. Yurius will never attack Celice's charisma bots. Yurius will never attack Celice's lover. (Well, keep them out of 2 range. But to be in 3 of Celice they must be anyway, so whatever).
Oh, and if Yurius is dumb enough to Charge two or more times before he can't anymore, it just speeds things up.
Also, since Celice just needs to get Yurius down to 20 hp to prevent the charging, Yurius must charge 4 or 5 times on what is basically the first attack set and he must hit 5 times. So either 5 out of 5 or 5 out of 6. After that point, Celice has knocked him down to 20 hp or less and Yurius will no longer charge.
So, at 80 hp he has a 31% chance. Let's say 32% in case Celice has 20 speed instead of 21.
Then at 70 hp he has a 26% chance.
At 60 hp he has a 21% chance.
At 50 hp he has a 16% chance.
At 40 hp he has a 11% chance.
At 30 hp he has a 6% chance.
How does charge even work? Does it look to activate at the beginning, or when Yurius attacks the first time when he has 75 hp? Or at the end of the "round" when he has 70 hp?
If it is at 70 hp, then that is
.26 x .21 x .16 x .11 of 5 attacks. That is .096096% chance of trying 5 times. .00576576% of 6 times.
The chances of all that happening when Yurius is pulling 38% on Celice?
5 hits out of 5:
.79235168% chance of all of those hitting.
Combine that with something that was already less than 1 in 1000. You get something that is probably around 1 in 100000 of Celice actually dying on you. I'm not sure quite what to do to figure out the true chance of death, and I don't even know when charge% is checked, but it seems to me that Celice is
not dying.
So Celice 5RKOs. Probably 4RKOs if Yurius is nice to us.
Oh, there is a small snag on the first turn. Dancer can't dance without having been in range of meteo on the previous turn before Celice gets in range. And a 5 move lover can't get into range of Celice on the first turn. A 6+ move lover, of course, can. Nanna and Delmud have no such problems. Also, Celice can just use canto to get to where a dancer can reach. No problems for the dancer.
Only concern, then, is what about KOing all those other enemies while Yurius is raining down Meteo (still charging at (40 - 5 - pc speed)%). Well, that and "what if Celice loves Rana?". But that just ups the hit rate by 10, it's still going to be death chances in the 1 in 10000 range for that one attack, then back to 1 in 100000.
So, let's ignore both of that for now.
Celice attacks, moves out of the way. gets danced. Attacks again. Gets attacked on enemy phase. (Oh, and two libro staff users + one reserve staff user to keep him healed. Also, send in a recover staff user on the following turn. And Nanna with relive. Celice is always at full health for each attack.
Next turn, Celice attacks, moves. Shanon attacks. Both are danced. Shanon steps out of the way. Celice attacks. Gets attacked on enemy phase. Repeat until Yurius is dead. Probably 4 rounds.
Total chance of death for Celice? Almost certainly less than 1 in 5000.
If you have Leen, well, I guess Shanon may eventually die. Facing 8% hit rates (25 speed and 12 luck) often enough will almost certainly get him eventually. Before Wrath is active, though, it still needs to hit twice in however many times charge activates. So he'll probably help at least until wrath is active.
Also, Faval helps until he dies. 8 damage a pop.
24 skill for the Lex version. 48 + 70 = 118. 2 charismas + lover + stars = 168. Only 75% hit, but who cares? He's just there to help out. Shanon and Celice are doing the real work. Well, Celice's 30 damage a round is >> Shanon's 8 and >> or > Faval's 0, 8, or 16.
Yeah, Tyrfing is amazing.