Sign in to follow this  
Followers 0
Othin

Class Base Stats and Promotion Gains

34 posts in this topic

Finally got around to figuring out and re-checking the exact numbers for each of these now that all of the classes have their info on the site. I'm not sure if these are perfect, but I am confident that any errors are rare and no more than a point each. Also not sure if anyone will really care, but I think the info is interesting.

Class names used are the translations I would expect to see in an English version, even if they don't all match the Japanese names.

Base Luck for all classes appears to still be 0; base HP is not currently listed anywhere. A lot of classes have their Move stats shown, and I could infer most if not all of the rest, but I'm trying to avoid guessing like that.

Lord

Str: 6

Mag: 0

Skl: 5

Spd: 7

Def: 7

Res: 0

Great Lord

Str: 10

Mag: 0

Skl: 7

Spd: 9

Def: 10

Res: 3

Strategist

Str: 4

Mag: 4

Skl: 5

Spd: 5

Def: 5

Res: 4

Master Strategist

Str: 7

Mag: 6

Skl: 7

Spd: 7

Def: 7

Res: 5

Cavalier

Str: 6

Mag: 0

Skl: 5

Spd: 6

Def: 7

Res: 0

Knight

Str: 8

Mag: 0

Skl: 4

Spd: 2

Def: 11

Res: 0

Paladin

Str: 9

Mag: 1

Skl: 7

Spd: 8

Def: 10

Res: 6

Great Knight

Str: 11

Mag: 0

Skl: 6

Spd: 5

Def: 14

Res: 1

General

Str: 12

Mag: 0

Skl: 7

Spd: 4

Def: 15

Res: 3

Pegasus Knight

Str: 4

Mag: 3

Skl: 7

Spd: 8

Def: 4

Res: 6

Falcon Knight

Str: 6

Mag: 4

Skl: 10

Spd: 11

Def: 6

Res: 9

Dark Pegasus

Str: 5

Mag: 6

Skl: 8

Spd: 10

Def: 5

Res: 9

Dracoknight

Str: 7

Mag: 0

Skl: 6

Spd: 5

Def: 8

Res: 0

Dragonmaster

Str: 11

Mag: 0

Skl: 8

Spd: 7

Def: 10

Res: 3

Griffin Knight

Str: 9

Mag: 0

Skl: 10

Spd: 9

Def: 8

Res: 3

Archer

Str: 5

Mag: 0

Skl: 8

Spd: 6

Def: 5

Res: 0

Mercenary

Str: 5

Mag: 0

Skl: 8

Spd: 7

Def: 5

Res: 0

Fighter

Str: 8

Mag: 0

Skl: 5

Spd: 5

Def: 4

Res: 0

Brigand

Str: 8

Mag: 0

Skl: 3

Spd: 8

Def: 3

Res: 0

Sniper

Str: 7

Mag: 1

Skl: 12

Spd: 9

Def: 10

Res: 3

Horseman

Str: 8

Mag: 0

Skl: 10

Spd: 10

Def: 6

Res: 2

Hero

Str: 8

Mag: 1

Skl: 11

Spd: 10

Def: 8

Res: 3

Warrior

Str: 12

Mag: 0

Skl: 8

Spd: 7

Def: 7

Res: 3

Berserker

Str: 13

Mag: 0

Skl: 5

Spd: 12

Def: 5

Res: 1

Myrmidon

Str: 4

Mag: 1

Skl: 9

Spd: 10

Def: 4

Res: 1

Thief

Str: 3

Mag: 0

Skl: 6

Spd: 8

Def: 2

Res: 0

Swordmaster

Str: 7

Mag: 2

Skl: 11

Spd: 13

Def: 6

Res: 4

Assassin

Str: 8

Mag: 0

Skl: 13

Spd: 12

Def: 5

Res: 1

Trickster

Str: 4

Mag: 5

Skl: 10

Spd: 11

Def: 3

Res: 5

Mage

Str: 0

Mag: 4

Skl: 3

Spd: 4

Def: 2

Res: 3

Dark Mage

Str: 1

Mag: 3

Skl: 2

Spd: 3

Def: 4

Res: 4

Priest / Cleric

Str: 0

Mag: 3

Skl: 2

Spd: 4

Def: 1

Res: 6

Troubadour

Str: 0

Mag: 3

Skl: 2

Spd: 5

Def: 1

Res: 5

Sage

Str: 1

Mag: 7

Skl: 5

Spd: 7

Def: 4

Res: 5

Dark Knight

Str: 4

Mag: 5

Skl: 6

Spd: 5

Def: 9

Res: 5

Sorcerer

Str: 2

Mag: 6

Skl: 4

Spd: 4

Def: 7

Res: 7

Battle Monk / Battle Cleric

Str: 5

Mag: 5

Skl: 4

Spd: 6

Def: 6

Res: 6

Valkyrie

Str: 0

Mag: 5

Skl: 4

Spd: 8

Def: 3

Res: 8

Dancer

Str: 1

Mag: 1

Skl: 5

Spd: 8

Def: 3

Res: 1

Manakete

Str: 10

Mag: 5

Skl: 4

Spd: 3

Def: 12

Res: 9

Taguel

Str: 5

Mag: 0

Skl: 9

Spd: 10

Def: 4

Res: 2

Villager

Str: 0

Mag: 0

Skl: 0

Spd: 0

Def: 0

Res: 0

Lord → Great Lord

Str: +4

Mag: +0

Skl: +2

Spd: +2

Def: +3

Res: +3

Strategist → Grandmaster

Str: +3

Mag: +2

Skl: +2

Spd: +2

Def: +2

Res: +1

Cavalier → Paladin

Str: +3

Mag: +1

Skl: +2

Spd: +2

Def: +3

Res: +6

Cavalier → Great Knight

Str: +5

Mag: +0

Skl: +1

Spd: -1

Def: +7

Res: +1

Knight → Great Knight

Str: +3

Mag: +0

Skl: +2

Spd: +3

Def: +3

Res: +1

Knight → General

Str: +4

Mag: +0

Skl: +3

Spd: +2

Def: +4

Res: +3

Pegasus Knight → Falcon Knight

Str: +2

Mag: +1

Skl: +3

Spd: +3

Def: +2

Res: +3

Pegasus Knight → Dark Pegasus

Str: +1

Mag: +3

Skl: +1

Spd: +2

Def: +1

Res: +3

Dracoknight → Dragonmaster

Str: +4

Mag: +0

Skl: +2

Spd: +2

Def: +2

Res: +3

Dracoknight → Griffin Knight

Str: +2

Mag: +0

Skl: +4

Spd: +4

Def: +0

Res: +3

Archer → Sniper

Str: +2

Mag: +1

Skl: +4

Spd: +3

Def: +5

Res: +3

Archer → Horseman

Str: +3

Mag: +0

Skl: +2

Spd: +4

Def: +1

Res: +2

Mercenary → Horseman

Str: +3

Mag: +0

Skl: +2

Spd: +3

Def: +1

Res: +2

Mercenary → Hero

Str: +3

Mag: +1

Skl: +3

Spd: +3

Def: +3

Res: +3

Fighter → Hero

Str: +0

Mag: +1

Skl: +6

Spd: +5

Def: +4

Res: +3

Fighter → Warrior

Str: +4

Mag: +0

Skl: +3

Spd: +2

Def: +3

Res: +3

Brigand → Warrior

Str: +4

Mag: +0

Skl: +5

Spd: -1

Def: +4

Res: +3

Brigand → Berserker

Str: +5

Mag: +0

Skl: +2

Spd: +4

Def: +2

Res: +1

Myrmidon → Swordmaster

Str: +3

Mag: +1

Skl: +2

Spd: +3

Def: +2

Res: +3

Myrmidon → Assassin

Str: +4

Mag: -1

Skl: +4

Spd: +2

Def: +1

Res: +0

Thief → Assassin

Str: +5

Mag: +0

Skl: +7

Spd: +4

Def: +3

Res: +1

Thief → Trickster

Str: +1

Mag: +5

Skl: +4

Spd: +3

Def: +1

Res: +5

Mage → Sage

Str: +1

Mag: +3

Skl: +2

Spd: +3

Def: +2

Res: +2

Mage → Dark Knight

Str: +4

Mag: +1

Skl: +3

Spd: +1

Def: +7

Res: +2

Dark Mage → Dark Knight

Str: +3

Mag: +2

Skl: +4

Spd: +2

Def: +5

Res: +1

Dark Mage → Sorcerer

Str: +1

Mag: +3

Skl: +2

Spd: +1

Def: +3

Res: +3

Priest / Cleric → Sage

Str: +1

Mag: +4

Skl: +3

Spd: +3

Def: +3

Res: -1

Priest / Cleric → Battle Monk / Battle Cleric

Str: +5

Mag: +2

Skl: +2

Spd: +2

Def: +5

Res: +0

Troubadour → Battle Cleric

Str: +5

Mag: +2

Skl: +2

Spd: +1

Def: +5

Res: +1

Troubadour → Valkyrie

Str: +0

Mag: +2

Skl: +2

Spd: +3

Def: +2

Res: +3

Edited by Othin

Share this post


Link to post
Share on other sites

Some of these promotions are kinda unbalanced and just seem to say, "hey don't actually promote to these of you aren't promoting from class X". And what the hell is up with the negatives on some promotions??

Share this post


Link to post
Share on other sites

FE4/DS style promotions. Promotion gains are exactly the difference between class bases.

Share this post


Link to post
Share on other sites

As soon as I saw the official site update with the stats, I was expecting you to do this. I tried for 5 minutes and decided it was too much effort...

Usually the unmounted units have a somewhat bigger stat boost than the mounted option as expected... except for Dark Mage's options. I hope dark magic has some amazing spells to compensate (or some awesome skills for Sorceror).

Share this post


Link to post
Share on other sites

Some of these promotions are kinda unbalanced and just seem to say, "hey don't actually promote to these of you aren't promoting from class X". And what the hell is up with the negatives on some promotions??

Huh, doesn't look that way to me. Some things look a bit odd, but the ones that do just seem interesting and creative.

FE4/DS style promotions. Promotion gains are exactly the difference between class bases.

Actually, it's that way in most of the series: FE3/4/5/6/9/11/12. Also TRS. Probably FE1 and BS as well, but I don't know of any place that lists class base stats for those games.

The only games that definitely do it differently are FE2, which just increases the stats to the promoted class's stats if they were lower, and FE7/8/10, which just use arbitrary promotion gains. Also, FE4/5 exclude HP for some reason.

And yeah, there are a few promoted classes that just have less of a stat than an unpromoted counterpart, for some reason. It seems to be rare and never more of a decrease than -1, though, or an increase of more than +7. On the other hand, using Change Seals has the potential for bigger increases and drops, as seen with Sumia going from Dark Pegasus --> General. That's the main reason why this system of stat changes is necessary for FE11/12/13, since they have so many possible ways to change class that the game couldn't just make up interesting, varied, and workable values for each individual possibility rather than having them be calculated on a case-by-case basis.

---

The one thing here that really confused me is Manakete. It stats look like transformed stats - very much like the stats for a transformed Fire Dragon in FE6, specifically, but much higher than I'd expect a Manakete to have without those stat bonuses. Taguel's stats seem lower, but also higher than I'd expect a class to have before transforming and getting those bonuses. I wonder what this will mean.

Edited by Othin

Share this post


Link to post
Share on other sites

Seems like an odd change if that's the case, though, and could take away from the uniqueness of different transformations.

I wonder if those are just the (effective) base stats for their normal transformation, and they have much lower stats without a stone in use. We'll have to wait for a look at Velvet's or Nono's stat screen to tell for sure, though.

Share this post


Link to post
Share on other sites

Actually, it's that way in most of the series: FE3/4/5/6/9/11/12. Also TRS. Probably FE1 and BS as well, but I don't know of any place that lists class base stats for those games.

The only games that definitely do it differently are FE2, which just increases the stats to the promoted class's stats if they were lower, and FE7/8/10, which just use arbitrary promotion gains. Also, FE4/5 exclude HP for some reason.

I'm pretty sure FE1 does what FE2 did. For instance, promoting Thomas will always net him 14 speed minimum (5 base, 30% growth for a level 8 unit), but his strength will never raise because he starts at 7, which is the Sniper class base.

On the topic at hand, I find the Sniper's defense laughably high (tied with Dragonmaster of all things), while most typical magic classes have shit bases. Dark magic and staves better be good if Sages and Sorcerors would be worth considering over the Dark Knight. The Warrior also seems to suck again and the Master Strategist's jack of all trades nature really shows in its bases.

Edited by Dio

Share this post


Link to post
Share on other sites

Some of these stats lie. Sages have a skill, Magic Expert, that gives them +5 Mag while using a tome. I don't know if they need to level up a bit to learn it, but once they do, for the purposes of tome use, their Mag is effectively 12 - a good 7 points higher than Dark Knights' Mag. I suspect Sorcerers may have the same skill.

Skills - reliable ones, even - seem to be pretty much everywhere in this game. Ultimately, they can be learned in one class and then kept in another with Change Seals, but without spending a lot of time grinding, I suspect that won't happen much. But they should establish a lot of key distinctions to help differentiate classes more, especially the ones that seem to have issues right now.

Edited by Othin

Share this post


Link to post
Share on other sites
while most typical magic classes have shit bases.

Seems some things never change

Share this post


Link to post
Share on other sites

But all the purely physical classes also have lower DEF than RES, so the lower MAG is justified...

Share this post


Link to post
Share on other sites

In the Demo's the Archer to Bow Knight gains were better, I think I saw some +5's and +6's in there...

Share this post


Link to post
Share on other sites

In the Demo's the Archer to Bow Knight gains were better, I think I saw some +5's and +6's in there...

Viole promotes starting around 3:05. He gets +8 HP, +3 Str, +2 Skl, +4 Spd, +1 Def, +3 Res, and +3 Move, fitting precisely with the gains I have listed. You're probably thinking of Fighter --> Hero.

I used this video and any other scenes available of the actual promotion gains to calibrate and check my numbers. So it's no coincidence; I checked my numbers for those stats knowing this was what the differences would have to be.

On another note, that high HP gain emphasizes another factor we haven't been able to take into account so well so far.

Edited by Othin

Share this post


Link to post
Share on other sites

Barbarian/Brigands are really fast in this game.

Yeah I guess they're replacing pirates who are normally the fast axe users . Edit wrong form of there

Edited by The_Purple_Knight

Share this post


Link to post
Share on other sites

Yeah I guess there replacing pirates who are normally the fast axe users .

It does seem that way, with them promoting to Warrior and Berserker, just like Pirates, especially in FE8.

Share this post


Link to post
Share on other sites

That Speed and Strength have just made me add Berserker Vake to my party.

Share this post


Link to post
Share on other sites

Viole promotes starting around 3:05. He gets +8 HP, +3 Str, +2 Skl, +4 Spd, +1 Def, +3 Res, and +3 Move, fitting precisely with the gains I have listed. You're probably thinking of Fighter --> Hero.

I used this video and any other scenes available of the actual promotion gains to calibrate and check my numbers. So it's no coincidence; I checked my numbers for those stats knowing this was what the differences would have to be.

On another note, that high HP gain emphasizes another factor we haven't been able to take into account so well so far.

Oh well that makes sense

Share this post


Link to post
Share on other sites

It does seem that way, with them promoting to Warrior and Berserker, just like Pirates, especially in FE8.

I'm dissapointed with the warrior bases they could have at least gave them a little more defense . Unless the playable fighters have great personal speed growths warrior might be gba level bad . They've really only been good in fe9 and 10 through they're were alright in jugdral and FeDS.

Edited by The_Purple_Knight

Share this post


Link to post
Share on other sites

Well, it depends. We'll also have to see how growth rates turn out, since they'll almost certainly change with class just like in FE11/12. That could score some unexpected points for some classes.

Share this post


Link to post
Share on other sites

I doubt it growth rates seemed to fit with bases so if warriors have a crap defense and speed bases then their class' growths most likely reflect that . I'm fairly certain Beserkers are going to come out on top is the superior axe user in this game . Unless bows are super sweet in this game or warriors have hax skills ;warriors will be getting the short end of the stick once again but hey for all I know the bows might actually rock in this game . Certianlly would be a nice change of pace even through it doesn't look like snipers would care not with those fantastic bases of theirs .

Share this post


Link to post
Share on other sites

I think Horsemen look better than Snipers from these bases, and what we know of their movement and weapons. Why do you need more DEF when you're locked to Bows and firing from ranged? They shouldn't be taking many 1-range hits. Yeah, there are 2-range physical weapons, but I'll take the +1 STR, +1 SPD, horses, and swords above taking less damage from those. Sniper has +2 SKL as well, but Bows are generally pretty accurate. Of course, this is not taking Skills into account.

Edited by BigBangMeteor

Share this post


Link to post
Share on other sites

Why do snipers even have magic? Are there going to be magic bows? Good to know that knights still have craptastic speed, and omg so do sages now.

Share this post


Link to post
Share on other sites

Now all we need to know is their caps. Low bases might be able to be counteracted by amazing growths and high caps if one is willing to spend the time on it.

Share this post


Link to post
Share on other sites

I think Horsemen look better than Snipers from these bases, and what we know of their movement and weapons. Why do you need more DEF when you're locked to Bows and firing from ranged? They shouldn't be taking many 1-range hits. Yeah, there are 2-range physical weapons, but I'll take the +1 STR, +1 SPD, horses, and swords above taking less damage from those. Sniper has +2 SKL as well, but Bows are generally pretty accurate. Of course, this is not taking Skills into account.

Skills will surely be a big point to consider, especially for mono-weapon users. Hard to judge those classes especially without them.

Now all we need to know is their caps. Low bases might be able to be counteracted by amazing growths and high caps if one is willing to spend the time on it.

With all the class changing possible, I would be surprised if caps don't turn out to be dependent on bases, like in FE4.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.