CelesDestiny wrote:Why do you combine HP growth rates 08 and 10?
Because they have slightly the same HP by level 99, though HP 10 > HP 08 in the lower levels.
And lets bring a bit of consistency to the ranks.
S, A+, A, B+, B, C+, C, D+, D, E+ (HP growth rate only), E, F
Updated Stat Ranks:
Rank F = HP 11 (final HP 450)
Rank E = Stat 10 (final stat 65)= HP 00 (final HP 500)
Rank E+ = Stat 00 (final stat 70) = HP 01 (final HP 550)
Rank D = Stat 01 (final stat 95) = HP 02 (final HP 600)
Rank D+ = Stat 02 (final stat 105) = HP 03 (final HP 650)
Rank C = Stat 03 (final stat 120) = HP 04 (final HP 700)
Rank C+ = Stat 04 (final stat 145) = HP 05 (final HP 750)
Rank B = Stat 05 (final stat 165) = HP 06 (final HP 800)
Rank B+ = Stat 06 (final stat 190) = HP 07 (final HP 850)
Rank A = Stat 07 (final stat 210) = HP 08 (final HP 950)
Rank A+ = Stat 09 (final stat 210) = HP 09 (final HP 950)
Rank S = Stat 08 (final stat 230) = HP 10 (final HP 999)
Hold up. We already have IczR1's rankings, right? Yeah, I know, it did not take into account the effectiveness of each character in his own field, like a fighter as a fighter, and a mage as a mage. So in IczR1's rankings, rune slots dominate because you can make anyone with enough slots a physical killing machine, and with the attack-enhancing runes, Physical Damage > Magic Damage.
BUT, it would suck that the character you usually use don't fit the bill while characters you don't use often get a higher effectiveness rank, isn't it?
With that in mind, I would like to add the effectiveness ranking of each character as one of the following classes: Fighter, Tank, Mage, and Support. Because of S2's added customizability, there will be no such thing as a weak character. Anyone can be optimized with the right runes and equipment. Yes, I tested it myself, even on characters I don't usually use. So far, Beast Rune is easy, no matter who I bring in.
Definition of the terms above:
Fighter - high ATK, hits often, crits often, can withstand enough damage.
Tank - high HP, high PDEF (and perhaps MDEF in Oulan's case), can wear as many element-resistant equipments as possible.
Mage - I call this an offensive mage. Basically your anti-boss cannon, until in the later levels where you can defeat stronger bosses with pretty much physical attacks alone.
Support - I call this a supportive mage (that is, one that heals and buffs). A very important type of character, not just in Suikoden, but in any game. Without a support character in a normal gameplay, you're pretty much as good as dead.
The criteria in which each character's effectiveness in the following roles are based on his stats, and the stats which are important to each role. For each, the following are taken into consideration:
Fighter - Rune Slots (More rune slots, the better. Though in my research, just an open weapon slot is enough.), ATK (natural STR + weapon ATK), TECH (determines hit rate, critical rate, and counter-attack rate), SPD (determines action speed, i.e. who goes first in battle), and LUCK (if all else fails, determines critical rate)
Tank - PDEF (natural PROT + armor DEF), MDEF (though most tanks are low on this), armor slots (if you want a Luca-like all-element resistance, that is). Good news for tanks is: no rune slots needed, unless you want a Wall-Firefly one.
Mage - Rune slots, base MAG (which determines base magic power and MP), affinities to offensive magic runes (Fire, Lightning, Pale Gate, and Darkness)
Support - Rune slots, base MAG (which determines base magic power for healing and MP), affinities to supportive magic runes (Water, Earth, Wind, and Resurrection)
That's all I can say about the criteria. Any more suggestions, anyone?
Optimal equips and runes for each role:
Fighter - Master Garb, Power Rings/Gloves, Skill Rings, Lucky Rings, Speed Rings, *Double-Strike if you have enough DEF and rune slots for it, *Double-Beat if you want to attack twice per turn (perfect for L-range people since they can't be countered), *Fury if you want Auto-Berserk, *Violence to trigger the x3 DMG, *Gale to hit more mobs per turn, *Killer to deal more criticals, *Fire or *Lightning Weapon Runes for people who can't hit often.
Tank - highest DEF armors available, preferably a magic resistance set (the five elemental amulets, Flame Helmet, Earth Armor, Earth Shield, Windspun Armor, Thunder God Garb, Robe of Mist, or anything else that adds elemental resistance). Good news is: you can substitute/add the first ones with the second ones: Fire Emblems with Power Rings/Gloves, Thunder Amulets with Skill Rings, and Wind Amulets with Speed Rings.
You can do it for everybody, not just tanks.
Mage - an element resistance set, and offensive magic runes, i.e. Fire, Lightning, Pale Gate, and Darkness. The only reason I didn't include *Alert is because you can't take a risk killing your own team with your own spells, believe me.
Support - an element resistance set, and supportive magic runes, i.e. Water, Earth, Wind, and Resurrection. Low-maintenance people, really. Just keep them alive.
UPDATE: Here it is!