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A2ZOMG vs. Colonel M


Colonel M
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Some of my argument was lost, but I'll sum up some of it.

Oujay: Sir Bors, you said the other day that there must always be a cause in battle.

Bors: Yes. And for that cause, you must be willing to go through any and all hardships. Do you have such a cause?

Oujay: Well...unfortunately, I don't. I became a mercenary to feed my family. So I don't really have a cause...

Bors: You've got one right there.

Oujay: Huh?

Bors: Feeding your family is a great cause. And for that cause, you train yourself and become stronger, stronger than anybody else.

Oujay: Y-Yes!

Bors: A cause is not just limited to large scale things like defending your country or saving the world. All right?

It's simple to see that OJ does not fight for his own glory. Like the greatness that is Ike, he fights for his friends family. He's a Mercenary that kicks ass right from the get-go, and he needs no one but enemies to stand in his way. And when he promotes into a Hero, he shows that even Ike has stiff competition in Brawl because this badass obtained Axes. He is a man that flies solo and needs no help. But unlike Ike, he actually likes girls. In fact, he thinks naughty thoughts around Lalum all the time.

We don't see anyone like Lott doing that. He's a young adult that sees everything in a realistic scenario. He attempts to be in a serious composure that suggests he will grow gray hair by his thirties. Poor Lott, if only he weren't such a Worry-Ward.

But enough of the foolishness, let's get down to the gritty dirt of things. Let's go with Base stats and growths.

Oujay

Level 3

24 HP | 7 Atk | 10 Skl | 9 Spd | 6 Luck | 4 Def | 0 Res | 8 Con

Growths

85 HP | 40 Str | 30 Skl | 45 Spd | 55 Luck | 20 Def | 15 Res

So... he's fairly bulky in the HP department, and definitely boasts decent growths in Str, Spd, and Luck. His Skill isn't too shaby, and at least his high Luck stat allows him to accomodate it if it's too low (though seriously, Mercenaries have excellent Skill). His Def and Res aren't the best, but it'll do for his class. Mercenaries are known for their balanced growths with good HP to top it off, and this stat will at least help make the blows a little less punishable. Also: he gets +4 upon promotion, so this stat will come up-to-par.

So I'm going to say Lott is about Level 8-10 with exceptions such as Rutgar and Dieck. I'm going to say 9 to be on the safe side, since not everyone is hitting Level 10 just yet.

Lott

Level 9

33.8 HP | 8.8 Str | 7.8 Skl | 9.1 Spd | 3.8 Luck | 6.4 Def | 1.9 Res

Growths

80 HP | 30 Str | 30 Skl | 35 Spd | 30 Luck | 40 Def | 15 Res

Lott's not bad in some of his base stats, but his growths are a different story. His 80% HP and 40% Def suggests that he'll be slightly tanky, and that Anima affinity will help him accomplish such a task. But notice that for a Warrior his Str is pretty cruddy: Even Dieck is doing better at Base. Low Spd growth is also problematic when your promotion bonuses only allow +1 in Spd. Thank God that he obtains +4 in Str alone, because that's probably one of his shakiest stats yet. His hit rates aren't that terrible with an Iron Axe, but at times we're seeing somewhere in the 80s for a while (65 + 14 + 3 = 82) and doesn't hit at 90 until near Level 20. Meanwhile, OJ has no problem with hit rates whatsoever, even when using a Steel Sword. Don't even think highly about using a Steel Axe since anything not named an Armor Knight and Soldier have ~20 Avoid, and hit rates are below 70 beforehand. Having ranged combat isn't even saying much until after promotion due to lol70% base hit before Avoid.

So OJ joins Chapter 8, and we already see we have an Armorslayer. Which means we can go Armorkilling. Sure, he's 2HKOed, but he'll always be ORKOing these buffoons when they have 2 AS or less (which is extremely common). Meanwhile, we have Hammer and it's 45% base accuracy, amounting to 62% base Hit, and Armor Knights have about 8 Avoid. We're getting to the point where the hit rates are nearing 50s, and that's about a coin flip. OJ is guaranteed to ORKO Armor Knights unless for some reason you're foolish and let him get killed. Meanwhile, we have Lott that could possibly miss and not ORKO sometimes. OJ obtains a ton of experience from these guys too: we're talking ~50 exp per kill, in comparison to Lott obtaining ~30. There's quite a few Armor Knights with a lot of reinforcements, so building levels is easy provided there's a healer next to OJ. We're talking about 2-4, maybe 5 if he obtains a bit more than just the Armor Knights.

What's even better is OJ stands a bit better of a chance than Lott is against Leygance. Despite the WTD, OJ shouldn't get ORKOed by either the Javelin nor Silver Lance at base (unless I'm mistaken, but Leygance in HM shouldn't gain too much in HM stats due to being a Level 1 General). At base, he has about 57 Avoid (it could be up to 60 though in HM, not 100% sure). OJ at base has 101 Hit with Armorslayer before Avoid is calculated (WTD is already calculated in here). As for Lott and the Hammer, we have 72 Hit before Avoid is calculated (WTA is already calculated in here). That's a pretty gaping difference, despite WTD hurting OJ a bit and WTA helping Lott a bit. Don't try to argue anything different: Steel Axe has +5 to hit and -3 AS as a penalty for +3 in Mt (in comparison to Iron Axe). Meanwhile, 17 Def (with throne bonus in here) is going against Lott: doing 2 damage with the Iron Axe w/out supports (3 with A Dieck) and 5 damage (6) with the Steel. That's bad. OJ can at least combat the boss better than Lott, so that is an advantage in his favor, thus attaining 16 Exp per hit at base Level. If OJ gets the kill, 96 Exp. This can decrease slightly when leveling up, but it should still be enough to push OJ up or very, very close to a level.

Seeing 3 levels in this chapter alone due to bashing Armor Knights seems very plausible for OJ, maybe a 4th if we let him attack Archers up close and some of the Soldiers (who else is heavily benefiting from killing Soldiers anyway?) And despite OJ being 2RKOed by everything on the map, we have to remember the huge level difference and that there are other units not doing so hot here either (Lugh for example). Lott's biggest problem is Accuracy: 65% base hit isn't bad for an Iron Axe, but he can't switch to a Hand Axe nor Steel Axe without suffering penalties with Hit (and in Steel Axe's case, -3 AS). Lott will always win in durability though: 33 HP / 6 Def is pretty decent for one of his structure, though it's his high HP stat and possible support with Dieck helping him out. His offense isn't that much better in comparison to OJ's either: Iron Axe versus Iron Sword is a difference of 4 Mt, while Steel Sword curbs this to 1. As said, don't even attempt to bring Steel Axe into the picture since he should stay the hell away from it. Yeah, OJ's -2 AS by wielding Steel Sword is "eh", but he's already doubled by Mercenaries with 13 AS (Which isn't likely) and no one else can realistically double him unless they're wielding Iron and have 11 AS (or if you're a Mage and have 11 AS). Speaking of Mercenaires, he shouldn't be doubled by these at base level, assuming that these guys haven't gained 13 AS all of a sudden. Then factor that some of these guys have Steel Swords, and then it's possible we can match Steel with Steel. OJ doesn't want to combat these things often, but he can do it better than Lott.

Mages and Archers are fine to give Lott the win, but it's mainly due to his high HP curbing his low Res(vs Mages), and Archers having "eh" Atk with an Iron Bow (13) or low Hit rates with a Steel Bow (83 Hit versus OJ's 24 and Lott's 21). Soldiers give too low of Exp for it to be worth it (~11 for Lv 12 Soldiers). One problem with Lott vs. Archers: he can't wield a Hand Axe and the Iron Axe has 65% displayed hit on the Steel Bow Archers, and Mages can decrease it to 63% displayed. Want to go from 63 to 48 wielding a Hand Axe, so be it.

Okay, so let's say 3 levels is plausible at this point for OJ, and Lott can have 1. The reason why OJ is getting more than Lott is his advantage of obtaining more Exp (Soldiers) or having better hit rates (Armor Knights), a better time with the boss, or having a better game against Mercenaries. I could push OJ's levels a bit higher, but then we'd see it as a pretty unfair advantage. Saying 3 is fair since the others are leveling up much slower, and OJ nabbing 50 exp per AK kill is helpping this a lot when Armor Knights are quite common in this chapter. Comparison? Sure.

Level 6 OJ:

26.55 HP | 8.2 Str | 10.9 Skl | 10.35 Spd | 7.65 Luck | 4.6 Def | 0.45 Res

Level 10 Lott:

34.6 HP | 9.1 Str | 8.1 Skl | 9.45 Spd | 4.1 Luck | 6.8 Def | 2.05 Res

To be fair, Lott gained quite a bit in this level up (+1 HP, +1 Str, +1 Skl, +1 Luck, +1 Res) in comparison to OJ's (+2 HP, +1 Str, +1 Spd, +1 Luck).

8x has a little of its chaos for both of them. On one hand, there is no more WTA for Lott, meaning those Hit rates stand with chances of it decreasing due to Avoid and WTA (Mercenaires and Myrmidions). On the other hand, OJ just found Myrmidions to be his worst enemy. Granted, there aren't many, but if they have an Iron Sword watch out! Still, these guys choose the Steel Sword, so the possibility of them doubling is pretty slim unless OJ decides to whip out his Steel Sword as well. As for the Mercenaires, they too cannot double OJ unless OJ has a Steel while the Mercenary has an Iron equipped. OJ will always have the upper hand against Lott in comparison to these guys. For the Fighters? Same scenario, it's just OJ doing better when it comes to Avoid and doubling the Fighters that don't have a Hand Axe. Lott isn't doing horrible against these guys since he has 63% Hit and these guy's Avoid rates range to 13 at best. Mages and Archers are a bit better for Lott though. Neither is competing against the boss.

Damage output, we see that it's roughly the same, though the WTA switches toward OJ's favor. Against the Fighters, when OJ doubles and Lott does not (which is often with the Hand Axe), OJ will win. If both double, OJ still wins since he can whip out a Steel Sword. If neither double, Lott wins. Mercenaries will automatically go to OJ, and Archers w/ 8 AS and a Steel Bow equipped goes to OJ. The boss is where neither is touching, since Henning is pretty good on the throne with high Avoid and a rather insane Spd stat. OJ has the win here.

Obviously durability would go to Lott, but OJ's Avoid against the Fighters and an actual chance to hit against Mercenaries and Myrmidions only gives Lott an advantage against the usual.

1 Level to OJ, as Lott gaining a level is pretty hard w/out reinforcements, a slightly harder time gaining Exp due to the higher level, and having disadvantages in combat. Fair?

Level 7 OJ:

27.4 HP | 8.6 Str | 11.2 Skl | 10.8 Spd | 8.2 Luck | 4.8 Def | 0.6 Res

But really, I've only gained +1 in HP, +1 in Skl, and +1 in Luck. That isn't a whole lot.

Chapter 9 is full of Axefighters with sparingly Mercenaries and Archers and Mages. The vast majority are Pirates and Fighters. This alone puts OJ in favor, but how well? Let's see...

Most enemies are favoring heavier weapons. Mercenaries will likely obtain Steel Swords, thus decreasing their AS to 13. So OJ's damage output against these guys decreased a little. The Pirates / Fighters have 9 AS total with 10 and 11 Con, respectively. OJ has lost a bit of potential doubling, while when these guys wield a Steel Axe Lott could also join the party of doubling, so Lott and OJ break even when doubling, while OJ has the slight advantage of throwing on a Steel Sword and bashing those with a Hand Axe with nice Avoid (28 -> 38 with WTA) and these guy's low hit rates (~66). OJ loses in damage potential by 2 when it's Steel Sword vs. Iron Axe. Another thing to keep in mind is that OJ and Lott will level up, thus by Level 8 OJ can drift away from being doubled by Mercenaries w/Iron Swords and obtaining +1 in HP, Str, and Def on top of the Spd. Meanwhile, Lott needs two more levels to get +1 in Spd. These guys are doing decent on Exp obtaining since anyone can take these buffoons on.

I'm going to skip Chapter 10A, so let's hop to 11A where it's easily possible both have 3 Levels, maybe 4 for OJ (but for consistency's sake I'll stick to 3).

Level 10 OJ:

29.95 HP | 9.8 Str | 12.1 Skl | 12.15 Spd | 9.85 Luck | 5.4 Def | 1.05 Res

Level 13 Lott:

37 HP | 10 Str | 9 Skl | 10.5 Spd | 5 Luck | 8 Def | 2.5 Res

3 levels behind, and OJ almost beats Lott in Str. Something's wrong lol.

Now this chapter can go to either, though I'd say OJ has a slight upper hand for a couple of reasons. The first goes back to OJ's WTA against Fighters. Unfortunately OJ cannot double those with a Hand Axe (11 AS already? Whew). Those that wield a Steel Axe nabs 7 AS. OJ gets the victory of doubling these guys, while Lott is stuck just hitting them once. When OJ hits once, it's fairly close when he uses a Steel Sword. And this chapter has a high density rate of nothing but Fighters and a semi-constant Brigand respawn. There are Shamans and Archers, though they're uncommon. One has a Killer Bow (ouch). Tate and Klein's units don't count as after recruitment they become neutral. Then we have a bunch of Social Knights spawn twice, and one of those having a Paladin w/Silver Lance in tow. 'Tis the end, I tell you.

There are a lot more Axemen than Social Knights, but allow me to explain that Lott isn't bragging a lot. Assume Lott will hold the chokehole toward the north. He's at risk of being hit twice, correct? Wielding a Halberd isn't a good idea either, because IF he does ORKO, then he's creeping toward his own death. Then the Silver Lance Paladin is doing pretty heavy damage. It's better for Lott to keep his Iron Axe and occasionally use a Halberd when he needs to KO something with little damage on it. Another reason he can't keep it on him? -3 AS. It's not breaking to the point of being doubled, but it's to the point of losing 6 Avoid. So what about OJ? He could use the Lancereaver obtained during this chapter. While it's possible there is some competition, it's a weapon that only penalizes him with -1 AS and weakness vs. Axemen. In return, Lancereaver OJ has 19 Atk after WTA and before Def to swing around, with a good chance of doubling them. Meanwhile, it's possible if they have ~10-11 AS, Lott isn't doubling those with a Javelin (8-9 AS) and doubling the Steel Lance users seems also unlikely (6-7 AS). OJ has a higher chance of doubling these guys. These guys sport about 35ish HP/9 Def, and Halberd has 10 base Mt. Nope, not ORKOing with that Atk. So they both 2RKO, with OJ's being a bit better since he doesn't lose as much AS. Though, the numbers can vary as the Javelin users are more fairgame to Lott. Still having a rather rough hit rate though since Halberd only has 55 base Hit on it, or 78 total Hit. These guys have ~22 Avoid (Javelin users), so it's cutting off quite a bit of Hit. Those with 12 base Avoid + 6 Luck have a lesser chance of dodging, but the hit rate still stands at a whopping 70 with the WTA factored in. Hit rates against OJ and Lott? Lancereaver OJ loses 2 Avoid, so he has a grand total of 41 when the WTA is calculated. Meanwhile, Lott has 35 with the WTA and not factoring that he doesn't have the Halberd (Halberd Lott has 29 Avoid). They have the same hit rates (55 hit rates + 20-22 for Skill, then +6 for Luck). This amounts to 83, or 42 hit on OJ and 48-54% displayed hit (54 w/Halberd).

Though it highly pends on the situation, it's very possible OJ can at least obtain a slight advantage over Lott, especially with Lancereaver. Meanwhile, Lott only 2RKOes Social Knights with "eh" hit rates and a drop in Speed and Avoid.

Chapter 12, 3 levels each. Seems fair since Lott isn't doing horrible and OJ's doing pretty good. There's a pretty big enemy density in 11A, so sure, why not?

Level 13 OJ:

32.5 HP | 11 Str | 13 Skl | 13.5 Spd | 11.5 Luck | 6 Def | 1.5 Res

Level 16 Lott:

39.4 HP | 10.9 Str | 9.9 Skl | 11.55 Spd | 5.9 Luck | 9.2 Def | 2.95 Res

Notice that OJ has caught up to Lott in Str, despite being 3 levels behind. W00t! Still lackluster in HP/Def stats, but Lott isn't beating him by a whole bunch. Meanwhile, we have a pretty good Spd stat backed by Luck, or a grand total of 37 base Avoid. Meanwhile, Lott has 27. +10 Avoid lead is pretty good, especially since there are three more Axe-dominant chapters (12, 12X, and 14). So this chapter has its fair share of chaos: some Axefighters (even a few Warriors), some Mercenaries (w/a Hero or two), Archers / Snipers galore, and then some Shamans to top it off. Fighters have 10-11 AS before factoring Hand Axe / Steel Axe, so again OJ will be doubling a bit with that Iron Sword of his. If you'd like to argue it, Fighters w/Steel Axe have 6-7 AS. So, Lott will double these guys with slightly higher power, but OJ can swap to a Steel Sword and nearly match him in damage output. The Warriors are a different story: 12 AS w/13 Con. OJ can't double these guys, but he has a chance to double them IF said Warrior gets a little screwed on the AS side (11 AS in other words). Better off taking out a Steel Sword, lose 4 Avoid, and combat these guys with a good damage output. Lott deals 8 damage per hit, while OJ deals... 8 damage. With higher Avoid to boot. Archers are better for OJ now, especially those with a Steel Bow (8-7 AS). Lott stands a fair chance against those with 7 AS; however, OJ will always win in Hit and reliably doubling them. Shamans aren't weighed down by their tomes, so Lott can at least take the hit better than OJ (85% hit w/Flux, so 48% chance to hit OJ at least), but OJ will double them with his Iron Sword. He can dodge a bit better with hit rates below 50% most of the time. Wait, Armor Knights? We sure haven't used that Armorslayer in a while... hehe. Lott still has a Hammer possibly, so he could whip this out and this time have a pretty good hit rate (78% hit with WTA factored, no Avoid). The Mercenaries and Heroes are better left to OJ, though I guess one could argue Swordreaver might help him combat them a bit (though Lott will be doubled).

Oh, and OJ can combat the Dragon. Reason? Wyrmslayer.

OJ has obtained a steady victory. His slightly higher Avoid, better AS, and access to good hit rates make him better than Lott here. And this continues to 12X with all Brigands, Archers, and Shamans withing OJ's doubling range and Myrmidions w/Steel Swords not doubling him. Lott has Swordreaver, but being doubled by Myrmidion sucks (and Thieves I guess) and then Brigands having Hand Axes leaves Lott not doubling.

Chapter 13 is where it all turns for Lott. Let's give them 2 levels like usual.

Level 15 OJ:

34.2 HP | 11.8 Str | 13.6 Skl | 14.4 Spd | 12.6 Luck | 6.4 Def | 1.8 Res

Level 18 Lott:

41 HP | 11.5 Str | 10.5 Skl | 12.25 Spd | 6.5 Luck | 10 Def | 3.25 Res

Here, I'm giving Lott the victory since the vast majority of units are Social Knights and Paladins, and easy Halberd use is helping. OJ can at least combat the Archers and Mages for a bit, but he has to be weary of his health. There's some Cavs with Axereaver, but then Lott could whip a Swordreaver and cancel that. Lancereaver is a possibility for OJ at least, but I won't go too heavily with it since there are a crapload of the Social Knights / Paladins / Wyvern Riders that OJ isn't liking at all. Lott can have the win here.

Maybe a level tops for OJ, two for Lott to cap him out.

Level 16 OJ:

35.05 HP | 12.2 Str | 13.9 Skl | 14.85 Spd | 13.15 Luck | 6.6 Def | 1.95 Res

Level 20 Lott:

42.6 HP | 12.1 Str | 11.1 Skl | 12.95 Spd | 7.1 Luck | 10.8 Def | 3.55 Res

So we reached a small dilemna. Lott is at capped level, while OJ has some room to grow. This means Lott's use in combat is limited to weakening, while OJ is fine with either weakening or killing. And poor Lott can't promote just yet. Meanwhile, we've hit another dilemna: Weapon Triangle. A lot of units in the south consist of Brigands. The North? Wyvern Riders and Mercenaries... then a Bishop. Lott's definitely not liking the Mercenaries, and the Bishop is a worrysome unit. OJ has a good time against the mass Brigands with their low hit and OJ 2RKOing at best. 11 AS? Well, Steel Axe units are doubled at least by the Iron, and the Steel Sword can be used against the Hand Axe. The bosses don't have much to brag about: one has a Killer Axe, while the other has the Devil Axe. The Mamkute could be killed off easily by Wyrmslayer, but I won't enforce it to OJ since we want to save it. It's still a good option though. OJ could easily climb his levels here, and the next chapter has a fair amount of Axe-users itself.

Let's compare at 20/1 when they promote.

Hero OJ:

42.45 HP | 15.8 Str | 16.1 Skl | 18.65 Spd | 15.35 Luck | 11.4 Def | 4.55 Res | 9 Con

Warrior Lott:

50.6 HP | 15.1 Str | 14.1 Skl | 14.95 Spd | 7.1 Luck | 13.8 Def | 3.55 Res | 14 Con

So comparison. They both tie in Str. Sweet. HP and Def Lott still maintains the lead. A whopper 6 HP for Lott and a "eh" 2 Def lead with 1 Res lead. OJ beats Lott in Skill by 2, Spd by 4, and Luck by a whopping 8 points.

Lott in Ilia has a decent upper hand, but otherwise OJ isn't faltering behind because lolfail Pegasus Knights. As for Sacae, OJ's true durability and good accuracy with Swords help him beat Nomads better than Lott. Lott can possibly take no damage, but it hinges heavily on his supports.

Speaking of supports, Deak wants B Lott at best. Why? A Clarine simply offers more since it's a complete match of affinities. Nevermind Rutgar / Deak was out of the question either, but Deak does want a small boost in offense. As for other Lott supporters, there's Ward who could do the team in sometimes and then there's Echinda as his second best. OJ lacks support options. If we speak clearly for the Ranks, it's possible Lilina could be fielded, and then there's Lalum. So, before you spit on OJ's lack of support options, keep in mind that him not being reliant on them helps out OJ's case a lot. Supports aren't totally out of the question, it's just finding the right units to do so.

Laugh a Lott < Orange Juice.

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