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dragonlordsd

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Posts posted by dragonlordsd

  1. 3 hours ago, lenticular said:

    Meanwhile, Engage tops out at a 30% class growth rate (for berserker), and has a lot of classes give 20%, some of which are at basic tier. Even in a hypothetical case of a character leveling up from 1-20 in a basic tier and then 1-20 in an advanced tier, they're still going to end up with a substantially higher average growth. Lord (20) -> Successeur (20) averages to 20. Axe fighter (20) -> Berserker (30) averages to 25. Lance Armour (15) -> General (20) avergaes to 17.5.

    Overall, in these circumstances Pannette spends the entire game with an effective strength growth rate of 75 (45 peronsal + 30 class), whereas Dimitri has an average growth rate across the whole game of 69.8 (60 personal + 9.8 average from class) and only manages to top out at a 75% growth for his final ten levels.

    I've seen this arguement a lot, and it's a false equivalence. Unless you're hard reclassing everyone into a berserker, which is a lot harder to do than 3 houses, almost none of your characters will have access to that 30 berserker growth. For most of the game, you're limited to less second seals than you have playable characters.  Most other classes are at more typical growth rates . Wyvern Lord is a 5 percent difference between Engage and three houses, as are warrior and paladin. Berseker is the only exception to this, and as it's the only class with such a massive difference, it's just an exception not a rule. Yes, the class growths are higher, but they're not that much higher.

  2. I've seen some debate about the axes vs other weapon types, but I think axes have a weird advantage in this game purely off of character strength growths being so shockingly low, while all other growths are more or less the same.

    The highest str growth in the entire game is a measly 45 (Amber, Panette, and Rosado). Heck, even Diamant has a mere 30. Compare this to Dmitiri at 60, or even more extreme, Kagero at 65 and Charlotte at 60. Especially since class growths are almost identical (10-20), and characters in general just have really low strength. Meanwhile, speed and dex both manage to at least get to 50.

    The result of this seems to be that weight and accuracy don't seem to matter as much as raw attack power.

  3. So, the big buffs:

    Generals - These guys technically didn't get buffed, but rather the cav nerfs brought things back to their level. The difference in movement between a general and a paladin is now just 2 spaces instead of 4, which makes a massive difference. The fact that generals can get sigurd and canter also hugely helps their move penalties. Then, you factor in their "unbreakable" nature, which is a new mechanic buff for them.

    Warriors and Bersekers - As others have mentioned, these guys are back full force. All of the benefits from the gba games are here, plus more, making them really strong.

     

    The nerfs:

    Paladins - Max movement of 6 is a huge drop off, plus canter now being assigned to every class really drops cav utility in general. It's not so bad for great knights, but paladins really feel it.

    Wyvern Knights - Same thing as paladins, but more. No more free dismounts to offset their weaknesses, 6 movement, etc. But fliers in general are made even worse by the fact that most map design doesn't really give them a lot of benefit from their flying nature. Maps like Ch14, for example, are littered with terrain that's flier impassible anyway. Wind and archers are now far more common as well, so even though the class isn't that bad in general, they have a lot less utility in the game.

  4. 1 minute ago, Ⱥstra said:

    Yeah you get a free 30k , Steel weapons, Silver weapons, books that give SP; some bond fragments (I like the bond fragments) and the other stuff already mentioned. You can immediately use these materials to make forge the heck out of a bunch of weapons. I plan to do a run without any DLC eventually and the frustrating thing about that is that I have to go out of my way to remove all the bonus content from my inventory since its forced into it. Maybe there is a way to temporarily disable DLC or something.

    I mean, technically speaking, you can just "ignore" the extra resources, but it's more mental work. That said, I think you can disable internet access and reset the install? Or am I thinking of Steam Deck?

  5. 6 hours ago, Vicyus said:

    A quarter of the roster come pre promoted making it possible.

    Ah, yeah, forgot about that.

    Out of curiosity, I wonder how many class changes are optimal? I suppose it depends on the unit. I've seen people proposing 4 class changes for some optimal builds. That said, in theory, you might have to promote down to access specific classes, though I don't know if any optimal builds require that.

  6. On 2/4/2023 at 1:38 AM, Scaramuccia said:

    You could always ignore donations which solves all money issues you could potentially have.

    Definitely helps a lot. But even without that, you're only directly give enough money for 64 second/master seals (I think. Need to double check how much gold you get from each chapter). There are 36 characters in the game, so that's not even enough gold for one master seal and one second seal for each character. 

  7. Unless I've missed something, practical play seems to be the best criteria at the moment. Although you theoretically can grind infinitely, the money limitations in this game seem very severe.

    As far as I can tell, the only way to get more gold is by doing gold corrupted, which only spawn occasionally, and only give 1300 gold when they do spawn, which is only half of a second seal.

    So I'm not sure in practice how many times you'll actually be reclassing an individual unit, unlike, say, awakening.

  8. 1 hour ago, Fabulously Olivier said:

    I prefer the Steel Daggers over Silver for their crits. But this question seems a bit irrelevant given that you don't even get S rank weapons until the game is almost over, and the dagger is one of the last ones.

    The whole "steel crits" thing is still a bit weird to me. How do steel weapons compare to killer weapons in the other weapon classes? I haven't done the math myself.

  9. 9 hours ago, RobinLucinaFan said:

    Which is probably what got a lot of us as I am so used to the concept of the early units having the most potential and the late game units generally being there for people who did not take the time to properly build the early game units.

    Yeah, it seems like that's a big part of it. The base stats of late joining units are just so high that they make early units not be able to catch up.

    Plus, growth rates in this game are significantly lower than in past games. Like, no one has kagero's 65 base strength growth, and the class growths are more or less the same as they were in fates.

  10. Echoing everyone else, Daggers are ridiculous.

    Why do they gain so much from being forged? It's such a weird design choice. As far as I know, no other weapon more than doubles its might at +5

    Bows in general don't seem exceptionally strong, I think it's just having such easy access to Minibows and Longbows from the outset makes the whole weapon type seem a lot better. 

  11. 13 hours ago, Speedy said:

    I never really fully delved into the math calculations of Fire Emblem, but this game kinda lures me toward it, since it already display quite a lot of info to you, but I'm still not sure how it works in comparison.

    Really, this game has probably my least favorite UI in the series, in spite of being a huge step up in terms of graphics otherwise. It makes it seem much more confusing than it is, but the basic damage/hit calcs haven't changed since the gba days, other than some finagling with the luck stat.

    Edit: Also, don't forget about skills, there are an unusually large number of personal skills that affect hit/avoid in this game, including from significant distances (looking at you, racket of solm and knightly escort)

  12. 7 minutes ago, Etrurian emperor said:

    As for character who made the worst first impression, that has to be Amber. He comes across as....mentally challenged honestly. He has the speech pattern of a six year old and the bird noises he makes when cooking aren't exactly helping his case either. 

    Oh yeah. I feel like I should give him a second chance, but I hard nope'd away from that guy purely off his introduction. It doesn't help he was introduced in the same chapter as Diamant.

  13. 3 hours ago, Water Emblem said:

    Alear with Tiki: This one is a bit of cheating: since Alear is a fixed deploy, they get quite the number of stat boosters.  Tiki gives an already boosted Alear an AoE attack for a few turns which can be used to soften up a whole pack of enemies: sometimes even kill softer ones.  The claw attacks also have pretty high crit rate.

     

    TBH, you could stack anyone with Tiki and they'd be good. Though I admit, I did the same thing. If you're forced to use Alear, you might as well get some use out of them.

  14. 12 hours ago, FionaKaenbyou said:

    But playing on Hard mode added new enemies and gave the previous ones 3 or 4 points in all their meaningful stats. Which was enough to turn the mage near Louis from dealing 10 damage on turn 1 to 28 because they crossed the doubling threshold. That felt like it was taking the challenge too far in the OTHER direction.

    I've been wondering if I'm approaching the game from the wrong direction. I'm a minmaxer by nature, so I like to get an army of super buff units. But in Engage that feels like it doesn't fly, between the early units being kind of weak (Etie...) and Emblems being so much more powerful than everything else. It feels more like how I've seen the SNES era games described - less of a unit growing simulator, and more of a game where every map is a puzzle you have to solve with the elements you're given.

    I'd say the big mental change you have to adjust to is that you can't have your units be great at everything on hard mode. Like, Louis is never going to tank magic and you can't fix that. On Normal, enemies do so little damage that Louis can get by with his massive HP, in spite of terrible res, but on Hard, that's not going to work.

    Games like Awakening and Three Houses really pushed the idea that every unit can be equally good at everything (with some exceptions), but if you're going to play on Hard mode, that's just not going to work.

    In my maddening playthrough, Etie is one of my strongest units. And by strongest, I mean, she has absolutely garbage defense, has 0 speed, and basically dies if anything looks at her wrong. But she has a ton of strength, which means she can snipe dangerous enemies for huge damage with a long bow, setting up my melee units to take stuff out safely, which is extremely valuable.

  15. 4 hours ago, bookwormbabe29 said:

    If you have the DLC, Edelgard's Lineage and Tiki's Starsphere increase EXP and improve your level up gains if you are going to be grinding/max stats. 

    I agree with you on Starsphere, its a must have if you're grinding, but paragon skills I've always found overrated. Outside of Path of Radiance (which gave the ridiculous double exp and double weapon exp), a mere 20% increase in exp just isn't a lot.

  16. 4 hours ago, Xylaugheon Daily said:

     Ultimately, though, it's just such a long map and that's why I'd say it isn't very fun. Hoping the other DLC maps aren't bloated.

    I dunno, if they're charging $30 for dlc, I want my money's worth. I don't want a map I can just blow through in 5 minutes. That said, I prefer longer maps anyway, so to each their own.

  17. 5 hours ago, ZSSenpai said:

    The reinforcements are actually not infinite (see my post above).  They do eventually stop.  The final wave is 3 dragons.  That being said, doing the map the way I did it was slooooooooowwwww.  I think I finished on turn 96?  LMAO.

    Wow, really? As I said in my post, I finished it 32 turns. I just figured, after 24 turns of reinforcements, they weren't going to arbitrarily stop at some point, but I guess I was wrong.

  18. Did Tiki Paralogue as soon as it unlocked on Maddening Classic. One of the hardest maps in FE history for me, had to hugely abuse saving and rewinding. Took 4 hours and 32 turns.

    Someone had asked for tips on this map previously, here's the basic rundown for me:

    First, this map is long. Reinforcements are infinite, so you have to go fast. Biggest threat is running out of heals, which will happen eventually. Buy a lot of heal staffs and antitoxins before starting.

    You have some breathing space at the start, so you can take your time on the enemies outside the temple. They mostly serve to annoy you, with the ridiculously high defense thieves being there to stack up as much poison as possible, so bring antitoxins. One of the enemies is also carrying antitoxin to help out.

    Once you enter the temple, the real battle starts. First big tip is that the dragons are extremely weak to physical attacks, but extremely resistant to magic. They also can't counter at 3 range, so Etie with a longbow was hugely effective. Again, you want to clear through them asap. The long hallways are there to slow you down so the reinforcements can overwhelm you, but just focus on taking out one enemy cluster at a time. Keep your units together to be able to take out the reinforcement clusters. The dragons are always the biggest threat, regular enemies are just there to pick off your weakend units. Fliers are inadvisable on this map, as they can't take advantage of the movement boosts.

    Once you open the second seal, you have to deal with Tiki. The first thing to know is, unlike every other dragon on the map, Tiki's attacks are all physical, not magical, and she can only attack at 1 range. You can exploit this with the obstruct staff to trap her in her room and separate her from her reinforcements. This is essential, as otherwise, she'll keep spamming her revive ability on them. On my playthrough specifically, I waited until she was in the hallway in the middle of the two cavaliers. Then I warped one unit with no weapons behind her, and placed another in front of her. The two cavaliers kept attacking, while tiki was stuck in between them. Then I sniped her to death with Etie.

  19. Best: Etie. Seriously, wtf. All her level ups have been amazing. Louis is a close second.

    Worst: Framme, predictably. She tries her best.

    Most Disappointing: Alear. 35 strength growth isn't great to start with, but wow does he struggle to damage... anything, really. I've had to burn all my stat boosters just to get him barely usable.

    Surprisingly, my Alfred turned out pretty good. I guess I got lucky with him? He's not amazing, but he's definitely better than Alear.

    Edit: Side note, I never gave Alfred Sigurd, because I figured that was a waste as he's already a cav. In fact, I'm kind of surprised so many people did.

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