Jump to content

PlayGaiden.EXE

Member
  • Posts

    115
  • Joined

  • Last visited

Posts posted by PlayGaiden.EXE

  1. There's quite a few like this in Japan actually (they didn't have that kind of theme, but they did have even higher caps than mine!). Those are at the very top of the rankings, too. I'm surprised THOSE aren't shadowbanned either. xD

    As far as facing the team is concerned... let's be fair, you're very likely better off using the Handicap option for a fight on more even grounds.

    Otherwise, here's ''Apotheosis 2.0'', early for Christmas in July.

  2. From what it sounds like, this is going to be Apotheosis levels of annoying since it's mainly guest units (since they can bypass the 50 buildings limit for character statues thanks to the Logbook) that can reliably fight back against such a team (and they will require assistance from tonics, staves, and Rallies), moreso if running a full team of Einherjar third-generation Kana clones (who, depending on pairings and class, could just barely come close or hit 60 in a single non-HP stat before temporary boosts).

    I'd say probably more annoying since the enemies are made smarter from the most part. For example, the Galeforce guys have been carefully placed to pull a hit-and-run (if they don't decide to attempt scoring a double kill), and in case of failure to kill or getting killed, the mounted units nearby are generally able to pick things up, as from their starting positions, their ranges are converging.

  3. Heyo, I already made a briefer post about my castle that I completely redesigned just recently with a somewhat innovative idea, but thought I'd toss this as its own topic before:

    1- the post I made in the MC topic gets lost through more pages of MC codes.

    2- there isn't any more appropriate room for discussion (if there was any to begin with).

    So anyway, what you'll see here is a defensive type of castle. And basically, the units used are supposed to represent FE4's twelve Deadlords. The avatar's part of the act, too. Now, since I can only use 10 units for defense, there's only that many. Still, I wanted to make things feel as special as possible, so I went out of my way and used some hacks as well over the course of designing this challenge.

    First, you'll notice that all of these guys are bond units with default class portraits instead of a avatar portrait. That's intentional, because they're kind of supposed to be undead by now AND avoiding the awkwardness of looking like it's just your average team of avatars. Sadly, doing things this way, their names are stuck to default, so instead, I renamed their weapons after who/what they're supposed to represent. Because they're bond units, they have their personal skills, which I think is not only adding to the uniqueness, but adding a plethora of possibilities for custom skillsets. I went with gut feeling in designing the characters themselves, including what they have and are capable of.

    Second, they're supposed to be a challenging fight. Extremely at that, as far as I like to think. That being said, at bulk, they all have HP ranging between 70 and 80, and their stats all across the board are ranging between 60 and 75. Just to give you an idea, their combined power is 4867. So far, you won't see something above that, as even the Recommandations tab fails to give a list of castles in that range of power or above.

    One who wants a ''fair'' fight will opt to turn the Handicap option on, so that their stats drop to the other team's power for the most part (as a rather interesting note, Limit Stats doesn't work and will only negatively affect you in the end). I'd be interested to see if the castle's defense can even be breached when they're at full power (and without some kind of abuse, the obvious Lethality among other potential things) One thing I could say about that though is... good luck.

    At the moment, due to the castle's nature and layout, this is not an easy seize map- you'll have to work your way through. I might work on that at some point if it can be helped while staying on its track. Every unit is set to guard their position and attack anything in range, except for the bosses which will stay put.

    Have fun visiting!

    (now irrelevant, this was taken down a while ago)

  4. Playing this one paralogue in Fire Emblem Fates: Revelation

    > I have a few EXP to go to obtain Galeforce and then go back to being a Nohr Noble, so I charge at the boss.

    > I use Mahapadma (Forged Ice Tome) on the Faceless boss and it hits twice at 80%+. At BOTH times, the Boss' Counter skill triggers and kills me on the second hit.

    Not Magicounter. COUNTER. The PHYSICAL one. It activated when I was using a damn MAGICAL tome. That is straight-up bullshit.

    If you're actually referring to how Counter works in Pokemon compared to Fire Emblem (and its many changes over the course of time), then I understand your frustration.

    None should throw too much logic into Fire Emblem's mechanics.

  5. Ah, I hadn't realized you were talking about Logbook versions of the characters, so thanks for clearing that up. I had no idea Einherjar units couldn't use Prf weapons either since I've only used amiibo and Prison units. Einherjars can't get Support bonuses either, correct? I haven't really touched PvP at all because of how broken it seems, so I'm unaware if Support bonuses even exist there. Then again, I suppose that doesn't really even matter since using Pair Up sounds like it is completely inferior to Tag Team in PvP which Logbook units can take a better advantage of with their inflated stats.

    Yup, logbook units don't get support bonuses whatsoever as far as I'm aware.

  6. In what universe does Kana end up better than a maxed-out Corrin? Sure, you might be able to min-max Kana more efficiently, but the Omega Yato alone is a free 16 stat points Kana can never have. Are you implying there's more to statue abuse outside of the Logbook?

    The universe where a logbook Avatar cannot use the Yato, and therefore will not benefit from its boosts. He/she has to pick between one of two stat boosts: the Yato or the logbook. Meanwhile, logbook Kana benefits from two sources; the logbook itself and an additional one being inheritance, which in the end puts Kana at the top.

    Logbook Kana not only gets sky-high modifiers from being a third generation, but also can use the extra statues from logbook abuse. Avatar gets 19 total from the Yato plus his modifier combo at most; meanwhile, Kana can get 12 from the right parents, on top of the number of extra statues acquired from the logbook (don't forget to add Avatar and Kana's other sets of boon/bane statues to the equation). And Kana can, as you mentioned, min-max to greater effect off the bat (among other things, reach if not break 60 skill in some classes without item/skill support, which leads to near 100% Rend Heaven/Toxic Brew activation without the need of Hoshidan Unity or rallies). Especially Toxic Brew, since Quixotic has been found to not boost it.

    Ergo, Kana wins.

  7. This isn't exactly news to me. The talk happened early on, and the Japanese version also had this problem. NOA only fixed so many things through localization of the game, and by that I mean nothing at all (for example, you can still forge a Bronze Axe and get a crit stat on it, without it being able to crit at all still). Only difference would be that we don't need to install a 1.1 update... as of right now, anyway.

    But back to the actual topic at hand. Yeah, statue abuse isn't new. 3rd gen Kanas with stats higher than your Omega Yato+Battle Seal+Visitation Seal-boosted Avatar at max potential are out there as such examples. Even amiibo are affected by the glitch. IIRC, if your character wasn't originally part of your save file or isn't the most up-to-date in your logbook, you can remove the statues in your castle AND keep the statue bonuses intact on them (as mentioned in the OP- I say this because my duplicate MU does seem to drop stats in-game, but not others). From there, build stuff that gives other passive bonuses and you find yourself at a even bigger advantage in your MC.

    Personally, I find that any character with a white background (Einherjar) isn't fair game to use or play against for reasons like this, but that's just me. Awakening also had problems with its logbook (as you had the potential to use an infinite amount of stat boosters on a character this way), and it just looks like every time it has been a thing, there was always a way to break it. Sometimes I do wonder if I should think it was an oversight or that it's an extra tool for the player to "Awakening" their way through Fates, if you're catching my drift...

  8. What I THINK happened here is, it had to be passed down from mu? (I gave it to him) but this was WAY after I recruited kana, that's the only thing I can ever think about.

    Most definitely that. I've noticed Dragonskin and other enemy-only skills can be passed down (as they probably don't count as DLC/bonus), and it becomes a learned skill once your offspring gets it.

    I'm aware of Powersaves not allowing skills to be kept permanently, as it was a thing they did with Awakening as well. Not surprised I'm hearing this again for Fates.

  9. Tested things with a 60 skill Kana, packing both Hoshidan Unity and Quixotic. Goes solo against two full Endgame skirmishes. Dragon Fang gets to 70 proc rate.

    And actually, this list sounds quite correct. Dragon Fang proc'd way more than my Sol did when the latter had 85 proc rate, so it's definitely above that.


    Meanwhile, swapping with Astra at 55 proc rate, and added Aether on top of it because of the shaky proc rate to make results more reliable.

    Aether and Astra triggered almost all the time. I've seen like 4-5 Dragon Fang procs through the two skirmishes I've played. Therefore, the combination of the two are above it.


    Furthermore, Awakening did follow the same logic that this list follows. Skills with a lower proc rate are being rolled first.

    As far as Rend Heaven and Vengeance are concerned for having the same proc rate, as I got both of them to 100 proc rate and on the same skillset... Rend Heaven always activated.

    So Vengeance is dead last again in skill priority.

  10. 3dscapture.com just restocked but it says they only work for original models and not 3ds/xl, but i have an old 3ds XL

    does that mean I can still ship it to them? or I need a new 3ds :/.

    Please answer soon! I wanna record some fire emblem and pokemon for my channel :D

    Vanilla original. So a 3DS XL won't work for the time being.

    Also great news on Loopy being back to business. We've been waiting for this for a long time. Might consider buying a backup capture card now.

  11. True Hit Rate comes from the game engine where it rolls one or two numbers to determine if a hit will connect or not. Obviously if an attack has a 0% Hit Rate no matter it will always miss (excluding support buffs which affect rates after the battle screen once the battle starts). For those of us who have played FE and seen how RNG works...if an attack has at least 1% Hit Rate, the game will role one to two numbers on what you could call a dice (RNG). If the outcome results with both numbers the engine designates is the same as what the dice (die) got, it results in a hit. If one of the two numbers is off, the move misses. At least that's what I'm understanding from experience of reading comments about how FE deals with True Hit.

    ...that last bit was sarcastical. I know what True Hit does and is all about. xP

  12. Has anyone here encountered a bug where after obtaining the Exalt's Brand and Hero's Brand from Before Awakening, they suddenly vanish from your inventory after a while?

    It happened to me on the Japanese version and I couldn't figure out what happened. I did use the items once to mess around, but I'm 99% sure I didn't save my progress. Eventually I just rolled back to an earlier save, from several hours ago.

    Just today, I had somebody e-mail me about a similar issue. The only clue I could find was they updated data and visited another castle and the Brands suddenly disappeared.

    I also found at least one other occurrence on the Nintendo tech forums near the beginning of March. This person used their game on another 3DS and when they played it on their 3DS, the Brands vanished into the aether.

    That other 3DS probably didn't have the corresponding DLC installed. When that happens, as you load the file, you're supposed to get a warning message saying it has detected unknown content or something along those lines, and asks you it you wanna load the file anyway, or in the game's words, ''with part of the save file removed''. Saying No is supposed to kick you back to the title screen.

    It's referring to the DLC content. When you do load your file in that case, all related items will disappear; added classes like the Cipher Pegasus Knight will turn into Outrealm Class. I know from messing around a bit between my personal and capture 3DSes- the former with and the latter without DLC. And if I recall correctly, Cipher characters disappear from both the party and logbook too.

    Don't know for-sure if not saving afterwards leaves things as it was before swapping consoles- I haven't fiddled enough with this to give an accurate answer at that point.

  13. Has anyone actually seen this happen? If so, what's the order of attacks? Attacker, defender, attacker, defender?

    I've actually made it happen, and showcased it on my channel some time ago.

    The order goes as you said, and vice versa on enemy phase.

  14. An important reason to choose Scarlet over Hinoka is to not be stuck in the ''I have to miss out on a child unit'' syndrome, with the number of non-Avatarsexuals females for child-carrying males being evened out while playing as a male avatar. Same goes for Anna, if you do decide to wait it out and not have a dead waifu.

    Otherwise, I'd bang Hinoka over those two all day.

×
×
  • Create New...