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shadowjam

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Everything posted by shadowjam

  1. thanks for the assurance! I'll try my best to thoroughly test it to 100% confirm! ^ I wasn't so sure if the growths can go below, and that's why I asked... Since you're not 100%, more assurances from others might be necessary, provided my testing has yet to confirm or deny my thoughts as true at the time of the assurance. ^ One definite assurance. One with 100% certainty. That's all I need to calm my concerns... edit: Test results confirmed, and you're right: growths rates don't go below the rate a character starts with/winds up with after reclassing, even if the dynamic growth rate is negative. Proof: My level 9 marth with 7 resistance due to 1 level up in which the resistance did not increase... :) edit 2: Never mind the above. Sure, in terms of status, the above test results are confirmed, but the final outcome is actually different than the one previously found. My apologies... After some talk in pms, I discovered negative DGs impacting stat growths in a way that they CAN be below the stats characters had at their starting level/after reclassing. Note that I added some comments/alterations that are not in the original copy of the pm conversation that I'm disclosing below: So, beware of dynamic growths, or else you'll never know if you will wind up with a unit that has 0 growth rates as a result of dynamic growths... edit 3: In yet another test, this one to see how much the existence of neg DGs affects level-ups. According to the data for my lv. 12 marth's speed stat: prev level growth(+/- #DG) result prev stat 1 50 +1 7 2 50(-5) +1 8 3 50(-10) +1 9 4 50(-15) +1 10 5 50(-20) +1 11 6 50(-25) +1 12 7 50(-30) +1 13 8 50(-35) +1 14 9 50(-40) +1 15 10 50(-45) +1 16 11 50(-50) +1(!) 17 12 50(n/y) n/a 18 ^ Here I was, afraid of 0 growths... Now I'm not that afraid any longer: It may not be possible to see a 0 growth from DGs, but still, there's the possibility that neg DGs might make it take longer than if the DG is 0 to succeed in making a particular stat growth area's DG positive rather than negative or zero(to aid in gaining the only stat point that your units can gain by leveling up after reclassing to a class that normally has a starting growth rate of 0 in the stat which the point is gained, due to the DG reset), as well as either cap or near-cap that same stat, AND maintain that cap or near-cap after reclassing...
  2. glad this is pinned, or else this post might've not existed. :) anyway, I have a question. I tested the res growth rate for marth to see if dynamic growths impact total growth rates so that if the stats involved increase too many consecutive times, then the total growth rate for a particular stat is below the total growth rate listed on the listed growth rates here, and I have trouble understanding that part on the topic creator's post that says "beware of dynamic growths". ^ Is it true or false that if marth's res increases enough, marth's res growth rate goes down to 1 after 5 level ups in res(2* .1 = 0.2; 0.2*5 = 1; 2-1 = 1), thus proving that part's statement true, or can marth increase res as many consecutive times as he wants, as long as the RNs generated are at least equal to or below 2, proving that dynamic growths don't impact the total growth rate if the total dynamic growth rate is negative, meaning the total growth rate for a particular stat doesn't figure the dynamic growth rate if negative, meaning if dynamic growths is negative, the growth rates don't go down from whatever stat's growth he/she started with, or wound up with after reclassing, as a result of dynamic growths?
  3. Yes, however, it's shrouded in controversy, due to the fact that Sirius and Zeke weren't directly mentioned as actually being Camus, not to mention personality differences among the three. However, the differences are not too "different" from the other two Camus incarnations, hence the "yes, and no"... Ah, the power of indirect fan interpretation of story events that involve answers not fully confirmed by Nintendo/IS, the maker(s) of the fire emblem series...
  4. Yes, and no. Yes, he experienced two changes in his identity: once in Gaiden(Zeke) and again in Monsho no Nazo(Sirius). But no, he doesn't have the same personality as Camus in Dark dragon and sword of light/shadow dragon... See proof here
  5. I killed Medeus with a forged longbow(held by level 20 sniper Cain) in 3-range once, when I was trying to take him down w/ a forged stonehoist from Jake... No damage was done to my longbow user from 3 range, and I beat Medeus w/o taking earthstone damage. ^ disappointed that Medeus doesn't revive himself after a fatal hit that didn't come from Falchion, but I'm still happy...
  6. May look fearful, but do you think that it's almost impossible to beat? Well, if you can take on 8 dracos/dragons(Sacred Stones) w/o killing any units by just sending 3 of them into battle, and manipulating their movement and attacking with brave weapons to ease the fear of having to endure too many counterattacks from not KO'ing enough enemies to ensure an enemy phase that's safe from the death danger, then I believe you can beat Medeus(as well as the other dragons on the Endgame map along the way) on Lunatic in New Mystery with a similar trick, courtesy of Nico van Laethem, from LethalRedArmy's FAQ of Sacred Stones: (Since the indenting is kinda off here on SF, the link will have to do, just Ctrl+F after the link is done loading, and then type either "round 10" or Nico van Laethem in the find box when you access this link, and you'll see that similar trick. Most likely, on New Mystery, you may to have to alter your moves slightly than you would from the trick's origin game(which is SS), not to mention maybe sacrificing some gold from online shop, just to get the necessary brave weapons you might need to try it out, and even then, you may have to forge the desired bow or other weapons you may want to use in order to get the necessary Mt just to make a dent in Medeus's 40 Def.): FAQ containing the trick ^ Note the word "similar": I don't know if my belief is correct, since New Mystery isn't in my region yet, and I don't want to cheat the game makers out of money by downloading a ROM(you know the rules of the States, however I'm not trying to discourage others from trying to do so for purposes of testing tricks for the sake of others who can't beat the game without said techniques), even for the sole purpose of testing the trick, but if someone else can test it...
  7. Unless archers/snipers can wield ballistae again, they might be making a big mistake. I mean, if ballistician becomes enemy-only, an unfair advantage might be created. But if both sides can't use ballisticians, that will make chapter 5 either with no boss(which means no Doras in this case) or a Doras with a different class(or archer/sniper if the aforementioned class can use ballistae again) than shooter/ballistician, due to his shooter class being absent in FE12 as it wasn't in FE3. I wonder how they will handle that problem...
  8. Nice encouragement... I admit that I posted the link for the purpose of hoping that someone would look at it, try it out, and prove or disprove the authenticity of the statements said in the link given, just so that the topic-creator can rest easy knowing the answer to the question asked, which is to confirm it as either true or false. I don't own a cheat device. I know that if I had one to back up my data, I could truth-test the glitch myself, but as I said, I don't have one... However, I try to do whatever it takes to help when I need to, although that's not among my BEST traits at this point in time. But, tee hee, I still try my hardest!
  9. welcome to serenes forest! maybe this will prove it true and answer your concern: proof of glitch ^ :)...
  10. After thorough review of your posts, I found some mathematical mistakes on your post. If dynamic growths are true, along with its 10% principle, and if Astram/Astoria has a 50% initial growth rate in strength as a hero, then he shouldn't experience an added 15% to his initial growth rate in strength as a hero at level 5(a value that doesn't affect his level 5 strength stat, as the stats progress by the growth rates from the previous level, in this case, level 4, to arrive at that unit's stats at its new level, or in this case, level 5) dropping to 5% more than Astram/Astoria's initial growth rate in strength as a hero by level 6(again, doesn't affect its level 6 strength stat due to the fact that the game adds or subtracts the growth rates after it calculates the stats at the unit's new level) because if the 10% principle applies, it has to decrease by 5% every time Astram's/Astoria's strength increases by level-up, meaning after your Astram/Astoria arrives at level 6, according to the data you gave, your Astram/Astoria's growth rate in str at level 6 has to be 10% more than Astram/Astoria's initial growth rate in strength as a hero, not 5% more than Astram/Astoria's initial growth rate in strength as a hero... If I'm wrong, please prove it... I look forward to your response.
  11. I can't wait for this game... Yet, I hope it's not the last 1st-party game ever to be released for the DS/DS Lite/DSi/DSi XL once the 3DS is released, or else, I think it will be harder to find than FE:SD in FE:SD's day because of retailers focusing on the 3DS, meaning I would have to be quicker to the store to buy FE:MoftEDS than I was back when I bought FE:SD, because if I wait for the passing of a couple months, if the 3DS sells well, then the DS/DS Lite/DSi/DSi XL could be discontinued, and retailers might start a quick "fire sale" of all DS/DS Lite/DSi/DSi XL games to make room for new 3DS games, and I might be disappointed that I might never get FE:MoftEDS brand-new when its maker ceases production of new DS/DS Lite/DSi/DSi XLs'. It's good that it's currently not expected to come THAT late in the DS/DS Lite/DSi/DSi XL's lifespan, but if they delay it by a significant amount of time, in terms of months, it could be too little, too late, and possibly either canceled or ported over to the 3DS, which I'm unsure about in terms of whether the technology 3D media uses won't make me sick... :( ...And FYI, I don't care whether they take out classic mode for the US. As long as the action is still good, I'll buy it when and if it gets to America...
  12. It was a result of a misread on my part. I could delete my post if that would ease your concern.... edit: Too bad I can't find the delete button... I wonder if only the mods can delete it...
  13. oopsie! Got my games confused. I thought that branched promotions were first seen in Gaiden, and third tier promotions in Mystery... Boy, now that I found out that both concepts were purely from Gaiden first, I'll have to take that thought back, knowing it's not really correct. My apologies...
  14. I'm disappointed at the split because in FE3, as I found that you can promote original FE3 units to third-tier, just like FE10, which was released about 13 years after the FE3's original Super Famicom release, and I think the third-tier system was in place because you would already have strong characters going into Book 2, making it only right to allow them to promote again in order to give the player more purposes to train those respective units further... ^If the split stays, if they include third-tier classes in this game, how can you get a unit to third-tier if they start Book 2 at a lower level and class than they most likely would have if they came from Book 1, especially since Book 2 is 25 chapters long, including Endgame, which I believe is not enough time to train your units to the third-tier level assuming no help from arenas or bosses? The answer to the above question might be known and not a mystery if they adopt some system involving the transfer of stats of player characters(excluding Hardin, Wolf and Sedgar, of course), but the catch is that will most likely involve 1 DS with a FEDS2 game card inserted and 1 DS using DS Download Play with a FEDS1(Shadow Dragon) game card with epilogue data inserted(as according to the initial source code(or the program sequence created by the game's programmers before the game's release)that the game card uses to run the game, FEDS1 doesn't show, at least on its end of the connection, the ability to transfer to a new save file in a game made later than at the time it was made), if only to bypass the game coding to do something more involving later technology that cannot be done with the game card as-is, in the same way as the GBA games if you hold Start + Select at startup at events, but if that's not possible, and if you can't transfer units from FEDS1 to FEDS2, yet they do include third-tier abilities, then I'll think that: ...there will be vital unused data in FEDS2(New Mystery) that's shown to the player in the original FE3 that's Japan-only that apparently you can only get by hacking in FEDS2 because if they include that ability to promote a second time, yet not include the ability to transfer FEDS1 player units over to enhance their stats but not necessarily levels, it would be almost impossible to get a unit to promote into that tier other than via arena abuse/extensive boss abuse, and that will make the highest difficulty impossible to beat(if it's almost impossible on FEDS1 already with a smarter AI, more enemy strength, etc.), with the following: 1. enemies perhaps high third-tier, and: 2. your units still early-to-mid second-tier by Endgame without boss abuse(because in case you didn't know that trying arena abusing on the hardest difficulty in FEDS1 will only serve to kill every unit you put into the arena on the first or second round(and that will most likely still be the case in FEDS2 on its H5 equivalent), meaning no mention of arena abuse here, because it's impossible on the highest difficulty to do so without wasting your gold, provided your unit is lucky enough to survive one round of arena combat, of course), and that would make this game even worse than FEDS1, which already has bad public reception, because it would be even harder than FEDS1 even with a guide. ^ And that would spell "one of the worst flops in gaming history" due to it being harder than say, the final levels of Empire Strikes Back/Return of the Jedi SNES version in terms of difficulty. And you know, you can't make a game harder than the final levels of those two games(because the difficulty of those levels are so close to "impossible to clear" that I bet only those gaming masters can pull off finishing the level without losing all their lives to game over themselves) without making the level(or, in this case, the Chapter) and the game impossible to beat. Not a good way to make a game... ^At least make the game possible to beat, but difficult enough so that players can beat it with satisfaction, rather than so difficult that players get the urge to throw their TV out the window in frustration, IS! :( edit: note: I misinterpreted and misread what was written on the description on the Radiant Dawn description page, then I posted untrue and confusing details according to what I thought I saw, and as a result, you saw my post containing untrue details... My apologies. Next time, I'll reread and check my sources again before I post the details...
  15. Then how could I wield to trigger losing my wager about 15-20+ times yet my character's still at C with an almost full WExp bar, only making progress towards it after an arena enemy kill? Is it a glitch or did I find something not listed on the main site, or anywhere else? I don't know, but something is fishy...
  16. I had a character in the arena close to weapon rank B, and when I wielded, he did not gain WExp to get to it. Do I have to defeat the arena enemy to get the WExp? Or do I get WExp no matter what? ^ If so, then that might be shocking, because I thought that you gain WExp no matter what after a non-weapon-breaking use, but...
  17. Most recent playthrough: 1. Haar 2. Titania 3. Edward 4. Sothe 5. Shinon ^ Surprise! Haar's at the top of the list! :)
  18. Then I don't know the answer. Maybe the coders that puts the source code for the game inside the disc while the game was still in the factory messed up on a certain character, and Ninty didn't catch it before the disc went to retail... I know that mistakes can happen occasionally and cause trouble... Anyone other than oujay with the same problem as his?
  19. Weird. He should have Ashera staff if you recruited him for 4-E-5, but in this case, he didn't, so, time to troubleshoot: Either the game failed to read his items due to scratches on disc, or you tossed the Ashera staff and not remembering what you did... Or maybe your game was hacked... Are you using a modchip? If not, why not check your disc for scratches...
  20. That's for laguz transformed... My proof was done w/ the enemy having no weapon, as his Aqqar broke before I even began my proof, and since untransformed laguz can only enter combat if the enemy initiates it, no enemy weapon, impossible for untransformed laguz to attack unless they transform... Oh, and the +5 for a weaken is the EM mode bonus(-5 in HM), unless I'm mistaken. Since I was playing U.S.(United States) NM, I don't think that the experience points were added by 5, or any other amount, in this case. If it was, you'd probably see it in my proof...
  21. In U.S. NM, I found out that the formula for calculating battle exp. is basically the same as in PofR, but in RD, rather than adding 20 to the Power variable in the formula(since the unit I used to figure that out is named Mordecai, who's a laguz and thus might count as promoted in PofR), I found that the Power in the formula in RD is level * 2 for laguz clases(or level * Math.Round(1.5), whatever you call it)... Proof: My Lv. 25(at the time of 3-11) Mordecai has Paragon, and gains 8 exp. after doing damage but not defeating the 3-11 boss, w/ paragon: (21+(enemy power-ally power))/2 *skill coefficient =(21 + ((17 + 20) - (25 * 2)))/2 * 2 =(21 - 13)/2*2 =8/2 *2 =4*2 =8 ^ and since I don't see anything regarding battle exp. in the RD section, I was wondering: is it ok to add that new tidbit, along with the other stuff about battle exp., to the RD section?
  22. 1. If you didn't abuse Jarod in 1-Endgame to raise those characters' levels to 2nd tier and then raising their levels further using the enemies in 3-6 and 3-12, BExp them to up their stats and levels: 3-13 might be nearly impossible if you don't train them accordingly to ready them for 3-13... 2. Defend the green line(the boundary where Micaiah can't move, or be carried, out of...) from enemy crossings: if one enemy unit enters and waits at any point past the grenn line, you fail the chapter, and see the Game Over screen... 3. Bless any bolting or other long-distance weapon you have. If you broke all the long-distance weapons that the game gives you, depending on unit stats, you may want to bless thoron, arcthunder, or any other high-level thunder magic. You may also want Tibarn(for the blessing of a Great Beak), Caineghis(Great Fang), Ike(Ragnell), and Shinon(Double Bow), just as an alterhative to using long-distance magic against Dheginsea, in case you're out of long-range magic... 4. I suggest you bring over Celerity(from Tormod), as you need it if you want bolting... You can also bring paragon as well, for Mist. :) 5. If any CPU-controlled unit that was controlled, or will eventually be controlled, by the player, dies(with the exception of those mentioned in the defeat criteria for a particular chapter, in which case, you fail the chapter if that unit dies in the chapter he/she is mentioned in the criteria), he/she won't be gone forever(in contrast to the case of him/her dying, and being controlled by the player, in which case that unit's gone for good...), just gone for the rest of the chapter...
  23. I think Soren takes the mage/sage cake... Why? In my experience, the speed stat(a major must for sages in this game) of the second-best RD sage, Micaiah, is low, and Micaiah isn't likely to survive in a physical enemy attack against her, since the enemy doubles up on her, and is more likely to hit(and kill) Micaiah than they can vs. the mage that is usable in, among all mages that don't start out being able to wield only staves and/or light magic, the most chapters in this game, which is Soren, and with Soren, enemies miss more often than they would in the case of the other mages/sages... And the ability to force enemies to miss is why speed is the most important asset to have in this game...
  24. I think that mages/sages in fe6 and fe7 are better than mages/sages in fe10(if you don't count those that get enough avoid to cream almost all the enemies after they get A-rank supports with the right character, like Soren with Ike. Why? Because in my personal experience, after that was achieved, Soren became a miss-causing machine, as enemies very rarely hit Soren when Soren was at lv. 17-20 wind sage, but when he got to third-tier(Arch Sage), enemies almost never hit Soren at all... But the other sages in fe10 don't even come close to Soren's level after the A-rank support between Soren and Ike is acheived, and Soren is trained enough in speed)... In my experience, Erk(fe7), his kids(fe6), and Nino(fe7) are stronger than all fe10's sages overall without support boosts... Meaning the answer to topic in terms of fe10's sages overall is: they haven't improved from the past...
  25. I apologize if this is in the wrong place, but since this relates mostly to the Famicom/Super Famicom versions of Fire Emblem, I thought to put this here: After hearing about the reception on the plot of FE1, and that of its Shadow Dragon(FE11) remake, I had to wonder: Did the plot of that game, along with the fact that some mechanics(like the weapon triangle, clerics gaining experience from staff usage, among others) of the Fire Emblem series that, in my opinion, could've helped sales of the original game had they been in the original NES/Famicom version of FE1, and in which could've sent FE2-6 to the West, but, alas, I found that those "mechanics" were actually "fixes" to "limitations" from the NES/Famicom version of FE1, weren't introduced until FE4-FE5(If anyone knows if some of the changes were introduced earlier, feel free to correct me), and that their absence from FE1 may have played a role in the NES/Famicom versions of FE1-FE2 and the SNES/Super Famicom versions of FE3-FE5 not being released outside Japan. Am I right on that opinion??? ^ To answer that, I have to ask you: Did the "limitations" of FE1 affect the domestication of FE1-FE6??? If so, do you think the "limitations" of FE1 alone hurt the initial Japanese sales of the original, Japanese 1990 game, as well as convincing Nintendo to quit on the aspect of Westernizing Fire Emblem until the events leading up to the American release of Super Smash Bros.: Melee(when Nintendo overturned their decision to confine Fire Emblem to Japan, as you already knew)??? Answer the first question in the poll above, post the answer to the second here...
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