Othin Posted April 15, 2012 Share Posted April 15, 2012 (edited) 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 April 15, 2012 by Othin Quote Link to comment Share on other sites More sharing options...
ISRMMBV Posted April 15, 2012 Share Posted April 15, 2012 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?? Quote Link to comment Share on other sites More sharing options...
Thor Odinson Posted April 15, 2012 Share Posted April 15, 2012 FE4/DS style promotions. Promotion gains are exactly the difference between class bases. Quote Link to comment Share on other sites More sharing options...
Kia-en Posted April 15, 2012 Share Posted April 15, 2012 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). Quote Link to comment Share on other sites More sharing options...
Othin Posted April 15, 2012 Author Share Posted April 15, 2012 (edited) 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 April 15, 2012 by Othin Quote Link to comment Share on other sites More sharing options...
The_Purple_Knight Posted April 15, 2012 Share Posted April 15, 2012 Maybe Taguels and manakete don't get any bonuses when transforming maybe it's only cosmetic . Quote Link to comment Share on other sites More sharing options...
Othin Posted April 15, 2012 Author Share Posted April 15, 2012 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. Quote Link to comment Share on other sites More sharing options...
Icon of Sin Posted April 15, 2012 Share Posted April 15, 2012 (edited) 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 April 15, 2012 by Dio Quote Link to comment Share on other sites More sharing options...
Othin Posted April 15, 2012 Author Share Posted April 15, 2012 (edited) 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 April 15, 2012 by Othin Quote Link to comment Share on other sites More sharing options...
Paperblade Posted April 15, 2012 Share Posted April 15, 2012 while most typical magic classes have shit bases. Seems some things never change Quote Link to comment Share on other sites More sharing options...
BBM Posted April 16, 2012 Share Posted April 16, 2012 But all the purely physical classes also have lower DEF than RES, so the lower MAG is justified... Quote Link to comment Share on other sites More sharing options...
Titamon Posted April 16, 2012 Share Posted April 16, 2012 In the Demo's the Archer to Bow Knight gains were better, I think I saw some +5's and +6's in there... Quote Link to comment Share on other sites More sharing options...
Othin Posted April 16, 2012 Author Share Posted April 16, 2012 (edited) 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 April 16, 2012 by Othin Quote Link to comment Share on other sites More sharing options...
Emperor Hardin Posted April 16, 2012 Share Posted April 16, 2012 Barbarian/Brigands are really fast in this game. Quote Link to comment Share on other sites More sharing options...
The_Purple_Knight Posted April 16, 2012 Share Posted April 16, 2012 (edited) 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 April 16, 2012 by The_Purple_Knight Quote Link to comment Share on other sites More sharing options...
Othin Posted April 16, 2012 Author Share Posted April 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
BBM Posted April 16, 2012 Share Posted April 16, 2012 That Speed and Strength have just made me add Berserker Vake to my party. Quote Link to comment Share on other sites More sharing options...
Titamon Posted April 16, 2012 Share Posted April 16, 2012 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 Quote Link to comment Share on other sites More sharing options...
The_Purple_Knight Posted April 16, 2012 Share Posted April 16, 2012 (edited) 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 April 16, 2012 by The_Purple_Knight Quote Link to comment Share on other sites More sharing options...
Othin Posted April 16, 2012 Author Share Posted April 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
The_Purple_Knight Posted April 16, 2012 Share Posted April 16, 2012 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 . Quote Link to comment Share on other sites More sharing options...
BBM Posted April 16, 2012 Share Posted April 16, 2012 (edited) 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 April 16, 2012 by BigBangMeteor Quote Link to comment Share on other sites More sharing options...
luchinania Posted April 16, 2012 Share Posted April 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
Rothene Posted April 16, 2012 Share Posted April 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
Othin Posted April 16, 2012 Author Share Posted April 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
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