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emmagine

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Everything posted by emmagine

  1. I've recruited her, but she isn't on the ministry map (I want to train)
  2. Keep in mind there are a good number of people that don't do apo. They run the campaign, maybe 2-3 times while owning the game. These are the folks that will need the most help, so knowing what are good setups for that (if they select optimize for campaign) is important too.
  3. As a few of you know, I'm developing a web tool to assist in planning who marries who, and what skills to pass down to your children, and what class / skills everyone should take to fit your play style. The page is coming along pretty well, and I'm nearly done with this pass of bug fixes. This brings me to the point where I am planning the next development stage, which is "skill and equipment suggestions" for the characters you plan to front line. So, this is where I'm asking for help. Some of you have absolutely no use for this tool. you know the game in and out, and have built every possible combo a dozen times over. help! So, without further adeu, here is what I'm asking for. List the combinations of skills you find to be the most brutal. You don't need to use all 5 skills for a character, just list the individual combo's that make it particularly brutal. The things below should be indicated. combo uberness: it's nifty. but it isn't anything special. better than picking 2 random skills.... barely. works okay together. for example, "+2 skill" boosting 3 skill based abilities. works very well together, or incredibly powerful all on it's own. (galeforce, rally spectrum, etc.) Nearly over powered: you get the idea. this combo won't auto win for you, but is very powerful. broken. This combination makes a unit omnipotent. Combo requirements: any stats that have to be at least a certain number for the combination to be useful. any skills that are mandatory for the combination to function, not just recommended. Lastly, Stat thresholds What is the minimum useful atk power? magic attack power? Defense? resistance? what speed is necessary for not getting doubled? for getting double on them? You should understand how it will work. A user will stat what area of the game they wish to be optimal for. weather it be farming apo, end game lunatic+, classic end game, etc. Then, the engine will make highlight options that would be at least acceptable to their goal. So for any combination, or stat requirement, please state to what ends your configuration is. I do not know the game well enough to populate these things on my own with any completeness. The tool will be as good and complete as the information I have to fill it. credit will be given on the page to significant contributors when it is complete.
  4. I think he's saying he liked the simplicity, the lack of the need to over think things, or to plan 3 chapters ahead character growth. While this game allows ypu to do all that in spades, on allowable starting difficulties, you don't HAVE to.
  5. don't read strategies. don't read spoilers. Just play the game and enjoy it. at least for your first playthrough. Then you wont want to do all that extra stuff you don't like, because unless you get dlc, the basic game is no different than other ones in the series.
  6. Added touch screen support for the drag and drop functions. To do list: A: configure to allow display of selecting a skill to pass as inheritance, - mark inheritable skills that the child can not learn on their own. A: display skills the child inherited on the final screen. A. display children of the unions to the final screen. A. fix bug with the fathers inheritable classes for their children. B: add support for Avatar. C: add additional page allowing you to select your active team, their pairings, and display their stats both with and without support of their pair, and their equipment, with a link back to the lineage page to show how you got there. Is there anything else people would like to see on the page?
  7. hrm. I googled manakete apo, and there are videos' on google of 4 manakete tanking it. he's taking 0-1 damage from the archers. 76 def, + 20 from pairing, +, +8 from rally, +2 from stat skill and +2 from def skill, would be 108 defense. 96 atk cutting my def in half would give me 54, taking 38 damage. so you could take two hits before needing heals. Add bowbreaker and aegis though, and you could take alot more. What am I missing?
  8. I actually don't have that dlc yet. why would the bow be particularly effective against a manakete?
  9. So, I've been considering making a couple heavily defensive units. I was considering pairing nawi with kellam, and then pairing nah with a defense + luck- avatar. This would give me a 47 def 43 res Nah, + stone for a total of: Def +13, Res +9 yielding 60/52. Which is pretty good, I'm sure we've all done that. But then adding the avatar to the equation... I would get morgan as a 51/45 base manakete, + stone for 13 def and 9 res.... would put him at 64/54...... Would anything actually be able to hurt her with melee? Add in limit breaker... and she hits 74/64 (def / resist) but I don't know if that would even be necessary for melee? though I suppose being practically immune to magic wouldn't hurt either...
  10. Added a mouseover tooltip for classes, and prettied up the pages a bit. There was a reported bug for classes from the father not displaying. This does matter for a few cases, like where the father is granting a female class a gender specific class. until it is remedied, you'll still have to reference serene forest's wiki. It should be fixed by tonight.
  11. It's still a question of if you want to invest all that time farming weapons/ money... Personally, I hate having to do it.
  12. Perhaps. this might evolve into that one day, but it's not what I built it for. all three pages are up now. I changed the link on the main page, because somehow I linked to the 2nd page initially. If you submit the form on the 2nd page, it will take you to a 3rd page now that will let you either link your build, or save (by saving the link) your build. Eventually it will save skills you have selected as inheritance as well. http://irodemine.com/EMS/fe1.php
  13. mr robot is a calculator. The problem with applying it to a game like this, is that you're not dealing with limited supply. The "optimal build" whatever that may be is readily obtainable by anyone with the game. The optimal build with dlc is readily available for anyone with the dlc. The nice part about this game is that you can beat it with a variety of setups. It would be nice to be able to set weighted values to things yourself, and have it auto populate how to get the most of what you want though. (like galeforce, sol's, or max skill, etc).
  14. Oh good heavens no. You're talking to someone that has never read a walkthrough for a game in my life. Our guild in wow has done all major content without looking anything up first. I believe that ruins the fun of a game. "look ma', I can read instructions!" No, this tool is to help you plan what you want yourself, and make it easier to graphically show other people what you mean. I've played through a couple times where I screwed myself out of a galeforce, (once two of them). Not to mention a variety of less critical but uber skills. This is to help you make your plans for your next playthrough.
  15. I uploaded a beta version of the page by accident. it seems to still be working, but watch for bugs :/ what do you mean "AMR" ?
  16. I'll look in to the panne bug, and that's a good idea for the "check all" option, though I certainly think there are alot more useless skills than ones you'd be worried about. Perhaps a "check all commonly liked" button? If I added such a button, what skills would want to be left out of the auto check? or perhaps a list of those that would want to be checked for sure?
  17. Well, this wouldn't be too difficult to do, but really, how valuable would that be? I mean, if one pairing would give you 4 classes you'd never use, and 16 possible skills that are equally useless, but another would avoid wasting a galeforce, wouldn't you rather have the galeforce? That's why I wrote it the way I did. (please note that father's classes don't seem to be displaying properly at the moment, so that's really important to fix. Don't want to miss out on dark fliers.). The idea is though, that you'd check the skills you want to use, and then you'd only see those that you deem valuable. It is easy to see which ones the father has that the child and mother do not... if you only have a dozen checked. Give it a shot. If you think something needs to be changed, I perhaps don't understand your goal.
  18. It will do a few things, including but not limited to that. You start by checking the skills / classes you care about (IE: you would use). then hit the submit button. Once you do that it brings up a new page, where each character displays if they have the skill or class you checked. you can drag and drop the parents together, to create a nice lineage page, which can be linked on forum. Eventually, you'll be able to toggle what skills you want to pass to the children, and what active skills they have. The last page is still being worked on. But I wanted to get a feel of what people think of the first two steps before I continue, in case there is something catastrophically wrong.
  19. It wasn't initially my intention to not support the myunit character. selecting a skill will also show the class for the children, in case someone doesn't know what class yields it. Every skill I could find in the game is on the list. I didn't want them to release more DLC later, and have to recode something because of whatever they release. Lastly, it's pulling the skills from a mysql database. My end goal is to have it so you can link to your build, and what someone would have to do in order to get there.
  20. Figuring out how to get what skills on to the children gave me headaches. I wrote this page for myself, but all are of course welcome to use it. You can select what skills you are interested in, and what classes, and it will help you figure out who to have hook up with whom. Here is the link. http://irodemine.com/EMS/fe1.php You can set your pairings now, and link to the url result to show off your pairings, or just book mark it so you remember who you were going to have do who.
  21. it is ackward cause you keep making plans based on "this guy should be able to take that guy out since he's using an axe." then you finally get to that point square off against him, and find yourself 1-2 points short of killing a very important enemy to protect your weaker ranks, and starting the chapter over ;P
  22. I go with whoever I get good levels on for the first 5-7 levels. I do put enough effort into them to see how they are fairing. Both of my passes now, she's only gotten 1-2 stat points / level by the time I've leveled her 6 times. So she went on the shelf. I'm going through on the unlocked difficulty level this time, and given my past experience with her she just annoys me, so I won't be doing that again.
  23. I should clarify, mostly I want to be able to do things like "not kill pelias" and still get the bonuses from importing the por game save.
  24. okay, I didn't have a clear save from por when I beat the game the first time. I was about to go back and beat por ( I have a save on the final map, just never finished it cause it was taking forever). But here is my question, did my clear save from RD have to use POR data in order for my next go round to use it? I don't want to bother if I can't use both clear saves.... at least not for now. So to clarify: I could have a por clear save. I have a rd clear save that did not use the por save. If I get the por clear save by going back and beating the last level, can I use both clear saves on a new start on the hardest difficulty?
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