Jump to content

Anomalocaris

Member
  • Posts

    1,777
  • Joined

  • Last visited

Everything posted by Anomalocaris

  1. Hero would use the Myrmidon/Mercenary moveset. It's bizarre how that moveset stops existing after Advanced tier, and (gender-lock aside) Hero makes the most sense as a continuation of it. I did consider splitting the gauntlet and bow classes away from Fighter, but while that works for gauntlets (Brawler->Grappler->War Master), it doesn't work for bows without either adding a new class or making Sniper promote into Bow Knight again, which is what I was trying to avoid. Yeah, the only solution to that would be adding Halberdier and Sentinel as infantry promotions for Soldier, but I didn't want to add any classes that weren't already in Three Houses or Three Hopes. That would be the ideal addition, though.
  2. Myrmidon Mercenary Hero Swordmaster Thief Assassin Dancer Soldier Cavalier Paladin Holy Knight (Now an alternative to Paladin instead of a promotion) Dark Knight (Ditto) Pegasus Knight Falcon Knight Fighter Brigand Warrior Wyvern Rider Wyvern Lord Armored Knight Fortress Knight Great Knight (Now an alternative to Fortress Knight instead of a promotion) Archer Sniper Bow Knight (Now an alternative to Sniper instead of a promotion) Brawler Grappler Monk Priest Bishop Gremory (Now an alternative to Bishop and Warlock instead of a promotion) Mage Warlock Gremory again Dark Mage Dark Bishop This is just flattening the existing class tree so that every existing moveset has a final-tier representative (except Soldier, which would require new classes). Trickster, Mortal Savant, War Monk, Valkyrie, and Dark Flier are all absent, but could be added as new movesets branching off of Thief, Mercenary, Brawler, Priest, and Warlock respectively. War Master is also missing, but redundant when both Warrior and Grappler are in the final tier unless you think it deserves a distinct moveset too.
  3. I actually tried flattening Advanced and Master Tier together and it makes for a MUCH better class system. Edit: Minor typo, listed Fortress Knight twice and forgot to include Great Knight, but it should be pretty intutive where it goes. Every moveset except Soldier has a representative in the final tier, instead of some just disappearing or requiring a dismount to use. Pegasus Knights no longer have to go through Paladin to reach Falcon Knight. War Master and Mortal Savant are gone while Hero has returned, but I think that's a fair trade. Trickster is gone too, but it and the other three Wolves classes could be wedged in as new movesets.
  4. ...I didn't even realize the Smithing Stones from trading at the Supply Master and the Smithing Stones that actually sit in your inventory were the same currency. That explains it. Well, I have no other use for Smithing Stones anyway, so it hasn't been a problem, was just worried I was losing them to something else. You can probably handle it with a mage, though you might not get the S-rank if she's too slow at killing them. It really does seem to want you to reclass her into an axe class for Crusher. There's just fewer support conversations this time around. I think it's fine, since this is an action game, not an SRPG. The previous FE Warriors did something similar where every character could gain support points with each other, but only certain character pairs had conversations (and only at A-rank).
  5. Is anybody else encountering an odd issue where their Smithing Stones mysteriously disappear? Mine keep bottoming out at like 1 or 2 for no reason, even though I'm not spending them on anything (I'm exclusively forging Umbral Steel/Mythril weapons at this point).
  6. So, I did some testing with the increased Combat Art Experience strategy in place. As we expected, it seems to double the gain rate. Using Wheelsweep, which takes 10 uses to level up, it levelled up after exactly 5 uses. Using Miasma Delta, which takes 5 uses to level up, it levelled up after 3 uses and gained a small bit of progress (1/10th) toward the next rank.
  7. There are still Gilbert and Cyril as far as characters who it makes sense to be Azure Gleam-exclusive. Not the most exciting choices in the world, but they're there.
  8. I wouldn't call it tricky per se, but Annette's assumes you've built her as an axe fighter rather than a mage, with her side of the map having nothing but lance enemies.
  9. It means being against someone with a super-effective weapon. Like killing an Archer when you're a Pegasus Knight, killing an Armorslayer-equipped Mercenary when you're an Armored Knight, etc.
  10. Trickster only made it in because they could easily rebrand it as a promotion for Assassin and recycle the same moveset. The other three DLC classes would all need new movesets to go along with them, and movesets are the development bottleneck here.
  11. I think characters having associated weapons outside their preferred classes (like Lorenz's Axe of Ukonvasara or Mercedes' Tathlum Bow) is fine, honestly. Good, even. It gives you actual motivation to try out different classes with characters instead of just keeping them stuck in their preferred classes all game. I do agree that there should have been a few more multi-weapon classes than just Fighter; at the very least, I think Dark/Holy Knights should have had an alternative Tome-based moveset and Wyvern Lords an alternative Lance-based moveset, but I don't think just recycling the animations like you suggested would look good at all in an action game like this. They'd need to be wholly different movesets.
  12. It's really misleading, and took me a long time to realize what it meant. Contrary to what it says, it doesn't mean holding the button during the actual strong attack. When you finish a strong attack on those classes, you'll very briefly see a white glow around the character. Press and hold X during that.
  13. Yeah, I'll take care of it when I get the chance. Thank you for researching this, combat art exp was something I've been curious about for a while but didn't have a good opportunity to test.
  14. I was thinking just one column with the two values separated by a slash, actually, like the weapon durability. Combat art experience gain from a chapter effect probably doesn't need to be listed in the chart itself, a blurb at the top will probably be fine. Assuming it just doubles the amount of experience gained, which I suspect it does.
  15. Yes, the tier thing is just me breaking it down for my own understanding. Not terms I intended to use on the wiki, since it's not an actual aspect of the game. And yes, I dislike the might-based description because of the exceptions of self-buffs and certain white magic. It's none of the other, weirdly personal stuff you're suggesting, I'm not that petty. As I said in my previous two posts, would just listing the values in the charts themselves suffice? Then we bypass all the exceptions, and more importantly new users can look up arts/spells by name instead of having to memorize each of their might values.
  16. I'm not trying to get in your way. I suggested listing it for each combat art, that way we don't have to worry about exceptions. Durability isn't ideal for the reasons you listed, but might isn't ideal either due to buffs and white magic spells that don't have a listed might value, so I think just adding level-up costs directly to the table should be fine, yes?
  17. I just tested Jeralt with Atrocity; despite having a durability cost of 44, it levelled up after exactly 15 uses, just like a 20 Durability art, so it seems pretty consistent. That's good to know. I don't think it's specifically tied to might so much that every combat art and spell in the game is internally sorted into three tiers. Basic tier which costs 10 durability, takes 15 uses to level-cap, and has small might when it's an attack. Intermediate tier which costs 15 durability, takes 25 uses to level cap, and has medium might when it's an attack. Advanced tier which costs 20 durability, takes 35 uses to level cap, and has large might when it's an attack. Some of the special skills, such as those tied to Heroes' Relics, have increased durability cost, but otherwise behave as expected for their tier in every other regard. Might increases while durability cost decreases with level-ups, but cooldown time seems to stay the same. I think we might be better off just listing the level-up costs for each art individually, instead of pinning it on might or durability (both of which have exceptions).
  18. Good to know. Guess that settles it, he joins in Chapter 5 once you're on your third route (not counting repeats). I disagree with this, I think that durability bracket is more useful a comparison because it applies to buffs and white magic that don't have listed might values. The discounts are irrelevant to the actual bracket it's in, but I was thinking of listing the experience requirements on a per-skill basis anyway. Once I do a little more testing. Oh, and the "greatly reduced" durability cost meal reduced Atrocity from 44 to 30, and Lightstrike from 10 to 7.
  19. What I meant was that the wiki could document level-up requirements compared against durability costs, since it's more universally accomodating than might. We just might need to say "Durability cost of 20 or higher", if we're correct that all of those special arts still have the same level-up requirements. There's also the increased CA experience gain strategy we'll have to account for. I think it might double the exp gain rate.
  20. Nah, I'm looking at it without any food buffs right now. Food buffs only discount the cost during battle anyway, I believe.
  21. I do have Dimitri and Claude's, but Dimitri's already maxxed Atrocity out at Lv.3 and Claude's has made progress and so cannot be fairly tested. I can give somebody else the Crest of Blaiddyd to see how long it takes to level up Atrocity, though. Bigger issue I've found now is that the data from the spreadsheet isn't accurate about relic weapon combat arts (It just lists their durability costs as 20/18/16, yet in-game I'm getting some weird values like 22, 19, etc). Gonna need to do some testing on that, but for now I've blanked all the values I cannot confirm with certainty.
  22. So then it might be better to document it by durability cost instead of might, to accomodate self-buffs and healing spells that don't have associated might values. The only thing that needs testing is stuff with more than 20 durability cost.
  23. Does this also coincide with durability cost? Most Combat Arts/Spells are either 10, 15, or 20 durability cost by default, with only certain ones exceeding that.
×
×
  • Create New...