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Viper Rune - 1-handed swords: inst.death, lowered ACC. Usable once per battle.
-Bought in Raftfleet
-Reward from the Zahhak/Alenia fight
*Equipped on Lelei

Knight Rune - Defend allies with 1 5 HP or less -Reward from battle directly after Lelcar strategy battle -dropped by Godwin soldiers in Doraat in Childerich Pursuit battle Equipped on Ghalleon Permanent. As for command runes, since we re calculating damage potential for 3 turns, it can be a huge difference if a character has let s say either 1 or 2 Lv3 spells available.

Command rune amazes

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Suikosource

Here’s the damage calculator for fighter’s rune combinations:

ST_Damage_Calculator3.xlsx

The first table is the calculator. The second table is an explanation of the total damage formula, and it tells you what numbers to use if you want to include modifiers.

What you can modify:
- Str, Weapon attack, PDf, MDf, Mag and Enemy Def.
- Attack bonus from equipment, Direction bonus, Battle Lust bonus and Terrain mod: use the numbers from Table 2.

What you can’t just modify:
- Rune Slots and Number of Spells. Needless to say, but with less rune slots more rune combinations become unavailable and with more rune slots more become available. The number of spells is crucial for Magic Sword and Command Runes. You can’t use Magic Sword at all without an available Lv3 spell. As for command runes, since we’re calculating damage potential for 3 turns, it can be a huge difference if a character has let’s say either 1 or 2 Lv3 spells available. I used Lv37-40 characters, and all the calculations that include Magic Sword and/or Command Runes are based on the rune slots and number of available spells of these characters. Sure, you can use different numbers of rune slots and spells, but then you must change the formulae manually.
- The normal Ratio_mod and the Warrior Rune Ratio_mod are calculated automatically.

As mentioned above, the damage calculations take 3 turns into account. If you only do it for 1 turn, I think the results become blurred, because for example Kika can’t use her Lv3 spell every turn in a battle. However, unless you’re overleveled, you normally level up after 2 or 3 hits/kills, so I think 3 turns are fine to calculate with. Moreover, 3 turns is a full Magic Sword cycle.

Miscellaneous:
- The damage relations between the runes or rune combinations will change if you use modifiers, and you should use them to simulate realistic battle circumstances!
- A red cell means either that this rune (combo) is unavailable because of spell or rune slot restrictions or because there’s no command rune for that character; or that one rune of that combo doesn’t add any damage.


What do you think about the following test and its results?

Frederica , Lv39, 2 rune slots, 6/3/1
Atk 135, Mag 40

I’m adding the damage output of a fight that lasts at least 5 turns, so we can take the gale rune into account. Most fights last at least 5 turns, so that’s fair. By the time a character had 5 turns, the same character would’ve had 6 turns with a gale rune. That’s estimation, but it should be something like this. Note that Frederica has an above average Mag stat, so the Magic Sword will have above average effect. Let’s assume she levels up after 3 hits (everything restored), so she has Magic Sword activated all the time and can use the 2nd level Hawk Rune spell all the time (that’s actually perfectly realistic).

Magic Sword + Warrior Rune: (135+40+17)*5 = 960
Magic Sword + Wizard Rune: (135+40+18.5)*5 = 967.5
Magic Sword + Hawk Rune 2nd level spell (Magic Sword *2, Strong Arm*3): (135+40)*2 + (135*1.5)*3 = 958
Gale Rune + Warrior Rune: (135+17)*6 = 912
Gale Rune + Magic Sword: (135+40)*6 = 1050
Gale Rune + Hawk Rune 2nd level spell: (135*1.5)*6 = 1215
Warrior Rune + Hawk Rune 2nd level spell: ((135+17)*1.5)*5 = 1140
Hawk Rune 2nd level spell (alone or + Balance Rune or so): (135*1.5)*5 = 1012.5

There are 43 fighters (Lazlo does more damage as a mage, so I don’t treat him as a fighter). 18 of them have a 1st or 2nd weapon command rune spell that has a 1.5 damage multiplier or higher, so the Gale Rune + Command Rune combo will do the most damage. There’s only 1 exception: Wendel. Her Mag stat is so high that she’ll do slightly more damage using the Gale Rune + Magic Sword combo. Flare has the second highest fighter Mag stat and does slightly less damage using Gale and Magic Sword. So there are 17 fighters with the highest damage output using Gale and Command Rune: Seneca, Coop, Sigurd, Dario, Nalleo, Flare, Selma, Axel, Mitsuba, Kate, Nalkul, Champo, Frederica, Akaghi, Mizuki, Kika, and Yellow Mercenary.

I would test every fighter like this, but before I do that, I would like to ask you if there are mistakes or if I missed something. Any criticism?

As mentioned above, the damage calculations take 3 turns into account. If you only do it for 1 turn, I think the results become blurred, because for example Kika can’t use her Lv3 spell every turn in a battle. However, unless you’re overleveled, you normally level up after 2 or 3 hits/kills, so I think 3 turns are fine to calculate with. Moreover, 3 turns is a full Magic Sword cycle.
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