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About Zoran

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  1. In my current run of Conquest, I've just unlocked Ophelia's paralogue, and I noticed that her base stats seemed to be inconsistent with the formula given here: Another way of understanding this formula is this: compare each parent's personal stats (listed stats minus class bases) to whatever the child should have based on his or her personal bases and average growths. For example, if you're getting a child at level 17, the child's "Expected Absolute Base Stat" (EABS, the value called "C" in the formula) is their personal base stat, plus 7 times their growth rate in their starting class, rounded to the nearest integer. 0.5 rounds up, according to my testing. If the father's personal stat is greater than the child's, record the difference between them as the variable F; otherwise, if the father's stat isn't bigger than the child's, count this as a 0. Do the same for the mother, recording this value as M. Then combine these two values. According to the formula, this translates into bonus stats for the child as follows, in descending priority: If F + M is at least 16 and the child's EABS is at least 20, add 4. If F + M is at least 12 and the child's EABS is at least 10, add 3. If F + M is at least 8, add 2. If F + M is at least 4, add 1. Otherwise, add nothing. Here's my situation. I'm recruiting Ophelia after chapter 18, so she is level 20. Without any stat inheritance from her parents, Odin and Elise, I would expect her to have this stat line: Elise!Ophelia level 20, unmodified +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 27 | 5 | 20 | 12 | 16 | 20 | 7 | 15 | +----+-----+-----+-----+-----+-----+-----+-----+ This is accurate—if I edit my save to remove all stat growths from Elise and Odin, those are exactly the stats I see on her when I load up Paralogue 21. If I start the battle and have her use her Offspring Seal, she gets exactly the stats I would expect at Sorcerer level 2: Elise!Ophelia at level 20, unmodified, promoted to Sorcerer level 2 with Offspring Seal +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 28 | 5 | 24 | 13 | 20 | 21 | 9 | 19 | +----+-----+-----+-----+-----+-----+-----+-----+ [An aside: the game rounds twice as it generates these stats—once when it produces Ophelia's stats at level 20, and once again when it computes the stat increases from the Offspring Seal. In Ophelia's case, she expects 19.5 Magic at level 20, so the game rounds this to 20. After promoting to Sorcerer and gaining one level, she would gain 3 Magic from promotion and a further 0.8 Magic from her growth rate, so the game rounds this 3.8 expected value to 4. A naive average stat calculation would give Ophelia 19.5 + 3.8 = 23.3 Magic, but she actually always has at least 24 if you recruit her at this time.] However, in my actual save the parents obviously have gained stats. In my case, the three characters' actual personal stats are the following: +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Father points: | 18 | 15 | 12 | 19 | 14 | 21 | 13 | 8 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Mother points: | 16 | 6 | 22 | 7 | 17 | 21 | 11 | 15 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Ophelia's EABS: | 11 | 5 | 14 | 9 | 13 | 19 | 4 | 10 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | F + M: | 12 | 11 | 8 | 10 | 5 | 4 | 16 | 5 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | EXPECTED BONUS: | 3 | 2 | 2 | 2 | 1 | 1 | 2 | 1 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ But the expected bonus value, according to my interpretation of the formula on the site, wasn't what I actually got in the game. Elise!Ophelia level 20 (after Ch. 18) with inheritance +----------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Expected | 30 | 7 | 22 | 14 | 17 | 21 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Actual | 30 | 7 | 21 | 14 | 16 | 20 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ I only got one extra point of Magic instead of two, and I didn't get any bonus points in Speed or Luck. I thought this was really weird, so I did some more save editing to investigate. In my test file, I have Elise!Ophelia's, Nyx!Nina's, and Selena!Soleil's paralogues unlocked. I removed all stat gains from their mothers, then gave their fathers exactly the amount of growth I would need in each stat to set their personal values to 4 points higher than their daughters' level 20 Expected Absolute Base Stats. Thus the values of F should all be 4 and the values for M should all be 0. [In Soleil's case, her Magic EABS is 1 and Selena's innate Magic base is 3, so I gave Laslow 3 points in Magic to make M + F equal 4.] With this setup, I expect to get 1 bonus point in every stat on all three characters. I did not get that. Ophelia only gained 1 point in HP, STR, SKL, and DEF. Soleil only got MAG, LCK, and RES. Nina got 1 extra point in most stats, but not in MAG or SPD. At first I thought there was some very weird rounding issue going on, but I got suspicious of the fact that these three kids were generally missing the bonus points in their best stats. My guess was that in the inheritance formula, the EABS ("C") was calculated based on the child's stats at their effective level after using their Offspring Seal. For instance, since at this point Ophelia's Offspring Seal would boost her to level 2 promoted, I thought perhaps she counted as level 22 (or maybe 21) for EABS purposes. Since Ophelia has good Magic, Speed, and Luck growths, the extra two levels would make those stats higher, and therefore her parents wouldn't beat Ophelia in those areas by enough anymore. And in my main file, this explains the discrepancy perfectly: if her parents' stats are compared against those of a theoretical level 22 Dark Mage Ophelia, she should get a bonus stat spread of 3-2-1-2-0-0-2-1, which is exactly what I did get. Meanwhile, when I unplay Chapter 18 with the save editor and then load up Ophelia's paralogue, she also joins at level 20, but this time she doesn't get an Offspring Seal. Here, she gets the full 3-2-2-2-1-1-2-1 that I was expecting in the first place. Problem solved, right? But this doesn't work for what I see in the test file with Ophelia, Nina, and Soleil where I rigged up all the parents' stats. The kids were all supposed to inherit +1 in every stat, but they didn't. However, the stats I'm missing don't match the ones I should be missing if the game is comparing against the kids' level 22 stats. For example, Nina did get HP +1 but didn't get MAG +1. According to my computations, Outlaw Nina gains 1 HP going from level 20 to level 22 (8.00 to 8.60) but doesn't gain any Magic (9.50 to 10.40). I would therefore expect her to inherit the one extra point of Magic (Niles still has 4 more Magic points than her) but not HP (since Niles now only beats her by 3). Anyone have any ideas on what could explain this discrepancy?
  2. There is another Friendship Seal dropped by an enemy Paladin in Paralogue 17 (Ignatius) and a Heart Seal dropped by an enemy Hero in chapter 16.
  3. An all-royals team is a really good choice for a first Lunatic Conquest clear. Your main units all start with good stats and will hold up for the whole game. Here's a general plan: Pick +Mag/-Lck Dragon talent female Corrin, and have her marry Jakob. The idea will be to abuse Jakob's special mechanics, where he is already promoted but he levels up like an unpromoted unit. Unfortunately, the level 15 skills in Jakob's natural classes aren't hugely useful, so he really wants to marry someone who gives him great skills. Elise starts in the troubadour line, and if she stays in it she's destined to be a glass cannon healer. For a first clear, I'd recommend promoting her as soon as she reaches level 10 and sticking with the Strategist class. She can fight together with someone like Odin at that point. Elise has a lot of potential as a unit, but it's simpler to go this route. Camilla is going to be one of your strongest units. She starts with great stats in a great class, and she has really good options in her support pool. I like to build her up to A support with Beruka quickly, then focus on marrying her off. Silas and Niles make great candidates for her spouse. Leo can get a fantastic skill set thanks to his support with Odin. Odin gives him the samurai class line, which gives him Vantage and the Life and Death skill. Felicia and Nyx make good wives for him. Felicia can just stay in her default Maid class to give him +Speed/+Magic pair-up bonuses he wants. Nyx can promote early into Dark Knight, and then once she starts falling behind she can just change into Adventurer and be his backpack to give tons of speed, some magic, and extra movement. Xander is a powerful physical tank. He likes having friendship with Odin and marrying a woman who offers +Speed in combination with some of +Strength, +Resistance, and +Movement. Good candidates are Charlotte and Selena. (If he marries Selena, there's no real need to bother with Laslow friendship.) You should keep Niles in your team throughout the game. He doesn't need to be a main combat unit, but you want him to keep poaching kills so that he'll be able to capture key enemies like Rallyman from chapter 23 and the Pass Falcon Knights in chapter 24. Shurikenbreaker from Bow Knight will also be a big help in chapter 25. Effie is a good bit player for the early game. Arthur, Odin, and Silas are early units who also can stay strong for the whole game and reward you with child paralogues for extra loot and experience, but making the most of them is a bit more technical than focusing on the royals. Selena, Beruka, and Kaze plug in and work well throughout the middle game.
  4. The boss is the one unit on that map who gives Dragon Corrin real experience. I think it's about 50. Kaze can defeat every other enemy in the chapter with judicious use of Sakura's aura, Azura's singing, the HP Tonic, and at least modest stat gains on his first level.
  5. The don’t attack if you can counterattack and they read 0 damage.
  6. Haha, I should clarify, I meant having a fat oni savage or someone else with huge defense and a hand axe is helpful. The bow user's not supposed to be taking zero. That would be counterproductive! — I've been tinkering with slightly different plans for using the resources in the early chapters for my full recruitment challenge run (basically, testing which forges I actually need, and figuring out exactly how extravagantly I can spend resources on the children I’ll eventually recruit), so I haven't gotten around to making more videos. Lately, solving the problems of maximizing support gains and keeping all my units on-level has been more interesting to me than efficiency-oriented stuff, so I might make more videos aimed at that. I’ve done that challenge run all the way through before, and now I’m trying to optimize it very carefully. I figured out that you can recruit Camilla!Sophie after Chapter 20 with enough power right out of the box to one-shot the Stoneborn on Chapter 21 with the Blessed Lance. There are easier ways to win this map played straight (royal Malig Knights with Lightning come to mind), but the build is so cool that I really want to do it. I think I can scrounge together enough resources to build everything shown here at once. Shigure inherits Rally Res and Voice of Peace Dwyer inherits Inspiration and Voice of Peace Forrest inherits Malefic Aura & Live to Serve or Lifetaker & Tomebreaker/Demoiselle (if I can level Leo enough) Ignatius gets Wary Fighter and Elbow Room Percy gets Movement +1 and Quick Draw Siegbert gets Sol and Axefaire Midori inherits Poison Strike and Strength +2 Nina inherits HP +5 and Lifetaker Ophelia inherits Seal Magic and Lunge (unless I send Odin through samurai instead of dumping extra seals on Elise) Soleil gets HP +5 and Strength +2 Sophie gets Sol and Trample Velouria gets Quick Draw and Profiteer Ophelia!Kana (DM talent) is mini Ophelia and inherits Trample & Tomefaire
  7. In 17 in particular, taking 0 damage is quite useful. It lets you use a fast bow user to take on whole packs of enemy ninjas in one enemy phase. Other setups using Calamity Gate or a strong Hand Axe user often end up being slower, and other 1-2 range weapons like Javelins involve a lot more risk.
  8. Stats are fungible. Speed can stand in for defenses by allowing faster guard gauge buildup. High defenses become high attack when they allow you to use attack stance instead of guard stance, and conversely high attack can mean more durability when you don’t need the extra damage from attack stance and can pair up. Silas is a good example—he continues doing things that Paladin Jakob could also do, even though Jakob is faster for a long time, because his lead in defense lets him take on enemies mainly in attack stance. Odin is actually particularly flexible because his favorite tome translates his attack stat (and, to some extent, his skill and luck) into defenses and back; getting ahead on one makes up for falling behind in the other. My videos all use average stats because they are the most common outcome at any given level, but it's not essential for you to hit exactly your average growths. There are tonics, meals, and stance options that you can adjust as needed to make up any deficiencies. You are vanishingly unlikely to have bad results across the board over ten levels on units like Odin and Silas who have high personal growths.
  9. Check my posts in this thread for video examples of wyvern Elise, Odin, and Silas taking over the main combat duties in the early game.
  10. Demanding 90% confidence would just mean putting even greater weight on unit bases and exaggerating the performance of units that have extremely polarized growths. A unit with growths that were all either 80% or 20% would appear better than a unit with 50% growths across the board—the variance is smaller for the former unit, and it would take four levels to give the latter unit credit for any stat growths at all.
  11. Arthur's awful Dodge lets him do various AI manipulation tricks. Sometimes enemies will ignore units who can’t fight back or who would die to multiple enemy attacks because they all read a 1% crit rate on Arthur and would kill him if they crit. The enemy almost always goes for attacks with a listed chance to kill, even if their actual chance is very low or the attack will be blocked by a dual guard.
  12. The best berserkers usually have wyvern partners and have wyvern access themselves, which makes them useful in chapters like 19, 20, and 21 where being footlocked is actively bad. Around that point, you can roll through late paralogues to grab level 15 damage skills. Stacked berserkers push one-shot thresholds. Arthur’s personal skill can help him run a pretty reliable crit build even earlier, as soon as he gets into berserker and gets his hands on a killer axe.
  13. I can’t really speak for it on Normal and Hard, but Endgame might be a real roadblock for a solo (well, duo) run. I would say probably marry Dragon talent Corrin (who eventually gets to Wyvern Lord) and do this: Go to Ninja early and promote to Master Ninja at level 20, building Shuriken rank as much as possible Change to Hero at promoted level 4 and grab Sol at level 5 Change back to Master Ninja Go into Malig Knight at level 11 and earn Trample at level 15 Swing through Hero for Axebreaker and Bow Knight for Shurikenbreaker Return to Master Ninja and acquire Shurikenfaire The general build is Sol together with as many damage stacking skills as possible on your 1-2 range Shuriken. Axebreaker and Shurikenbreaker have specific utility in late-game chapters.
  14. Ideally, he’ll get two levels in samurai and then go back in the middle of the game. If you don’t want to burn two heart seals before you can buy them in unlimited amounts after chapter 20, you could wait until chapter 19 or so and then switch to Master of Arms to collect the first three skills from that line, then go back to Sorcerer after chapter 20. An alternative is to go samurai early, grab Vantage, and then recruit Ophelia with Vantage inherited to do this job. This usually works better because you want the loot from Ophelia's paralogue as soon as possible. Use late paralogues to boost levels. After chapter 20, depending on how overleveled Odin is, it'll probably take between 1 and 3 paralogues to get him to level 15. The non-boss enemies in the Nohrian child paralogues are level 6 at this point, but in the paralogues for shared children (Sophie, Dwyer, Midori, Shigure, Kana) the “captains” of enemy squads are level 14. Kana's paralogue is particularly lucrative, especially if you wait for the reinforcement waves, because it has something like a dozen captains and two bosses. For every chapter you delay, the levels go up by 2, but I’d want to have my late-game builds ready to go before chapter 22 at the latest. Ideally, Odin or Ophelia marry someone who gives them Tomefaire or Trample. The reclass route goes like this: Acquire early Vantage by whatever means Promote to Sorcerer Consider picking up a few levels in Master of Arms around level 9 to clear a few of those skills early if you haven’t already, especially in Ophelia's case. Odin might dip into the mercenary line if he gets it from Laslow. Partner Seal into Onmyoji or Malig Knight at level 11 and get Tomefaire/Trample Switch to Master of Arms and grab Life and Death, ideally at level 16 Return to Sorcerer so you can start pushing toward S rank in tomes At this point you have Vantage, Heartseeker, and +17 damage stack. Nosferatu is no longer good once Life and Death comes online, but instead of trying to heal yourself, you should now try to just reach one-hit kill thresholds on everything you fight. You’ve got a lot of tools to help get there: modest tome forges and the calamity gate with its doubled reverse WTA, strong +Mag pair-up, meals, and tonics usually, and potentially Rally Magic and +damage auras. Bowbreaker also has significant value in 25 and may prove better than Malefic Aura in 22, 23, and 24 if you’re two points beyond the kill thresholds. Ophelia can often get there but Odin usually needs all the damage boosts he can get.
  15. His speed base is kinda low, but it's not abysmal, and his speed growth is fine. It won’t ever be enough to make him fast, but it’s extremely unlikely that he misses so many speed growths that he gets doubled by generic enemies. Even the chapter 17 Master Ninjas don’t double 20/1 Odin on average. (That’s one of the few cases before Life and Death comes online where he might be cutting it pretty close on his averages, but he can attack stance them to death with the Calamity Gate anyway.)
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