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Aggro Incarnate

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About Aggro Incarnate

  • Rank
    Good. Then let us commence our offense.
  • Birthday 10/21/1994

Profile Information

  • Gender
    Male
  • Interests
    I try to be nice, username notwithstanding.
  • Location
    Velthomer Castle

Previous Fields

  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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  • Members
    Volke

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  • I fight for...
    Nohr

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  1. I'm currently compiling a FE:3H Unit Starting Stats and Skill EXP Spreadsheet but post-timeskip units seem to have slight quirks that I want to clarify. In light of this, does anyone happen to have any of the following: 1) A stat screen of Azure Moon Ch14 Gilbert at base level (Lv 26) and base wexp with the weapon rank screen 2) A stat screen of Crimson Flower Ch14-recruited Lysithea at base level (Lv. 29) and base wexp with the weapon rank screen 3) A stat screen of Crimson Flower Ch13 Jeritza at base level and base wexp with the weapon rank screen (If you could reclass him to Noble that would really be appreciated) 4) A stat screen of Anna at base level and base wexp in any route recruited right after the timeskip (Ch13 in Crimson Flower or Ch14 in other routes) with the weapon rank screen (Please specify the difficulty setting, many thanks in advance)
  2. Relevant formula is listed in https://www.reddit.com/r/fireemblem/comments/d0w2hr/an_analysis_on_the_monastery_autolevelling/ Note that total Def and Res growths (i.e. Character Def/Res Growth + Enemy Class Def/Res Growths) are capped at 60% however, something that isn't mentioned in the original post.
  3. 1. Are level-up stats for adjutant backpacks completely predictable before playing the game? Likewise are statgains between timeskip (since units are autolevelled) fixed? 2. Am I correct in thinking that nabbed students gain 64/56/48 wexp on Normal/Hard/Maddening on their base goals each chapter? We got a formula that predicts student stats from default classes, personal and enemy class growths and base stats. I want to be able to predict what weapon ranks each student and faculty member would have at all point in the game pre-timeskip.
  4. I like the way Canto diversifies mobility types. I'd be fine with it as long as the following are also in play: - Forced dismounting in indoor maps or on certain terrain - Non-negligible incorporation of terrain that are advantageous for infantry (Berwick Saga Cliffs, FE10 Ledges etc.) - Some significant movement perks of infantry (FE5/9/10-esque requirement of rescuee being infantry/dismounted, repositioning skills only working on infantry/dismounted units, etc.)
  5. Made a compilation of gameplay-related bits from the systems text dump, including character names, classes, items, battalions, abilities, combat arts, gambits, etc. https://docs.google.com/spreadsheets/d/17acGjjsaPUslzy_bzH0xoMz0i1nb_6C5WNP1ewX-jUQ
  6. Salem has a 50% chance to act each turn i.e. coin-flip chance to use his Sleep Staff. This kind of AI setting is present in a number of enemies throughout the game e.g. Tina in Ch 12x, the Ch 14 boss, the Dark Mages in Ch 23, etc.
  7. This is unfortunate, considering how the quality of the localised script from the bits we've seen actually seem really good. It must be discouraging when the primary obstacle to the project isn't the text but rather technical issues inherent to the SRPG Studio engine or its version compatibility. It's not surprising that DANGEN hasn't been able to be clearer about a release date, if the main hurdle isn't text but one of the game engine. Though despite all this, I am glad that they made commitment towards making the localisation of the game happen very clear.
  8. Ward is actually not mandatory for the final chapter. It's deceptive because Ward, when deployable, is always forced on the 2nd deployment slot. Since you can only have 16 Active Units at a given time, and the Endgame has max deployment of 16, this means the player has no room to 'undeploy' a unit except by reducing the total number of deployed units. So Ward isn't really forced, it's just that he costs a deployment slot to undeploy. Faye is forced in Endgame, but only if the player permanently recruits her and completes a certain sequence of events relating to her. As long as the player satisfies her level + happiness recruitment requirements by the end of Chapter 13 and is careful to complete citizen requests for each main mission, one shouldn't have issues getting this to happen.
  9. WRT Guardian, Yes There is no singular concept of anti-armor.. at least that was the case back in VS1. For example, Zade's prf and all thunder tomes were effective vs. both Knights and Heavy Knights, but the Rapier and the Levin Axe was only effective vs. Heavy Knights.
  10. I'm not a hacker so it's probably best not to expect any information that involves ripping through files :P I am manually documenting unit / weapon / skill / class / event information as I progress through the game. Depends on what you mean by 'Armored'. If you mean Class Type 重騎士 (Heavy Knight) with 重歩兵 as the Movement Paradigm, then no Generals do not belong to this category, neither in VS1 nor here. Back in VS1 there were only 4 classes with these properties: アーマーナイト (Armor Knight), ガーディアン (Guardian, not the 'Guard Knights' but those immobile enemies with Guardian Spears), ボウガード (Bow Guard) and アーマーヘッド ('Armor Head', I rendered them as 'Armor Sergeant').
  11. I'm not sure, but uh I haven't tried it multiple times, but generally after reducing the HP of those units they become 'capturable' by Zade so it might not be random at all, instead just depending on getting below a certain HP threshold. (Edit) Actually bothered to read some of the village texts, apparently Zade's Capture command vs. starred enemies appears once the latter has 10 HP or less, and it is guaranteed. So no need to worry, it's actually quite easy. On another note, apparently I forgot that captured units leave the map, so it can't be Castor or Pollux who goes to reach the ?? tile on Chapter 3... How on earth would you reach this spot?
  12. I've been compiling info on the VS Sidestory: Silverbirch's Sacred Sword on this spreadsheet https://docs.google.com/spreadsheets/d/1shXiBSnuj4a5fCJ-ubZPI8QbZ-JnHzGGvegQJlHBT8Q Chapters 1 and 2 are fairly straightforward, though each of them has an oddball event that might throw the firsttime player off a bit. Chapter 3 though seems to be a bit tricky if you want to get everyone on your team. There seems to be a Capture mechanic and according to Kaga's blog it seems to be closer to the one in Berwick Saga than its FE: Thracia 776 reincarnation, which is worrying cuz I'm not sure if this is at whims of randomness even at one's best attempt or if there are ways to guarantee it: basically we're not sure how exactly it works. But the gist of it seems to be that basically, starred units (Karajan, Pollux, Castor) can be recruited by being 'captured' by Zade. Whether a unit is capturable or not is indicated by the Unit Menu: on Zade's row there's a list of units Zade can talk to, and capturable units are included there. There is no concept of 'Injury' or 'Cripple' in this game, though. And the idea seems to be that there will be units in the game that need to be captured in order to be recruited. So assuming that capturing is more similar to the Berwick counterpart, the best course of action seemed to be leaving a unit with low HP. I found that for Karajan, Short Knife chipping with Sujatha- > final blow with the Raijin Dagger, lowering his HP from 14 to 2, made him capturable. But Castor and Pollux are a bit more tricky cuz they need to be baited across the river (Zade can't access the middle area since his class type does not allow him to cross broken bridges or river tiles) and one needs to control damage output while keeping your own units safe... I might give it a go a bit later, there is strong incentive to recruit them on this map since in the current absence of fliers, you need units who can waterwalk to access the ?? tile on the top left corner, and those two seem to be the only ones who can do that.
  13. You cannot switch horses without Christine's Swap Horse skill. You can give a unit a new horse in the Stables, but that replaces the original horse instead of swapping, meaning that the original horse is gone forever. This makes it such that if you want to keep both horses while putting them in different units you need to field Christine, giving her an irreplaceable niche of sorts. In the earlygame this isn't too much of a big deal, but as the game progresses and you get some special horses that gives stat bonuses like +1 Mov that you want to swap around, Christine's Swap Horse utility becomes much more coveted. You can't change who shows up in the Kingfisher Pavilion after Reese + all remaining 8 seats have been set. That said, there are a few subtleties that the player can take advantage of. Firstly, the roster for the Kingfisher Pavilion for a given chapter becomes fixed the moment you enter the Pavilion. Secondly, only characters in the Active List can be seated. This means you can control which units get to take advantage of food, at the cost (or benefit, depending on your perspective) of guaranteeing a spot for Ward, by putting the units you want to be fed in the Active Lists while the ones you don't want out of it before you enter the Pavilion for the first time for the chapter. Thirdly, if the full 8 seats have not been filled when you first enter the Pavilion for a given chapter (due to there being not enough units in the Active List), you can fill the rest of those seats later. This means if you have, say, a mercenary unit that you don't want to field in the main mission but later for sidequests, you can keep a few seats empty the first time you enter, before the main mission, then after completing the main mission and getting a sidequest, add that other mercenary unit you want to feed food in the Active List then enter the Pavilion again. These details allows the player to finely control which units get food bonuses.
  14. I find it a bit silly to use a unit that joins in Endgame as an argument against Perceval who joins a bit before the half-way point. With that aside, Perceval is on a similar boat to Aegina in terms of accuracy but doesn't have Focus Chant. This is unfortunate for him but I do think he has modes of uses. Perceval's fairly high Magic base of 6 means Perceval with the Brenthunder and a +Mag brace does similar amounts of damage to an Aegina with Pallas Riana and a +Mag brace - at base they tie in maximum damage output with the Blessed Brace (+2 Mag) since (6 Mag + 2 bonus + 6 Mt) x 2 = (3 Mag + 2 bonus + 3 Mt) x 4 = 32 total magical Atk. Now, Perceval has a slight base accuracy lead over Aegina (Aegina has a 3 chapter availability lead for Wind skill grinding but she doesn't really do anything with it other than self-improvement), and Brenthunder is a + weapon unlike Pallas Riana being a x4 weapon. So in a situation where one needs to deal with a bulky target before Turn 7 (e.g. Low Turn Count runs or just playthroughs sensitive to pace in general), Perceval is more reliable at getting the job done - after all, hitting 2 times is way more likely than hitting 4 times at similar accuracy levels. He can pull off~50% CoS prior to accuracy modifications - which is not very good, but Aegina hitting all 4 times at base with the Pallas Riana w/o Focus Chant has ~25% CoS. Odds are fairly higher if he gets accuracy boosts in the form of Reese's Commander or Food or so on which is good for him. So overall outside of turns where Focus Chant is available, Percy has a better shot at doing the max amount of damage whenever you need to. That said Aegina is much more reliable when you can time your hits for Focus Chant, or alternatively in situations where you only need 1 hit to connect (Ready Shot cancelling or just small chip): Base Aegina with Pallas Riana has ~98% chance of hitting at least once vs. most enemy types that aren't too dodgy, whereas it's only ~90% for base Perceval with Brenthunder. Minus Focus Chant his utility is fairly similar to Aegina's. Handling midgame bulky enemies and Wyverns with negative Thunder resistance are his best best uses. Some chapters can benefit from fielding 2 mages (Ch. 7 Main, Ch. 9 Main, Ch. 10 Main, Ch. 10-1, etc.) so he can find good uses especially in the absence of promoted Enid, or if using Aegina isn't rly your thing. He can also try some niche capture setups since he has access to both Wind and Thunder magic, so he can use Blizzard for Injury and Lightning for Cripple in conjunction with Mercy, but those are rather situational opportunist mode of use. So overall I think his most practical use is as a midgame magic dealer with low investment like Aegina, slinging Brenthunder vs. select targets. As for minor things: - Perceval can't proc Adept before a Speed proc, +Spd brace (which are not worth buying imo) or promotion - Arrowbane gives him slight flexibility when put in range of enemy bowman which has some situational uses, but he gets oneshot by Ballistae so he probably shouldn't be banking on Arrowbane for the latter case. He doesn't have very good accuracy vs. bowmen though since bows have very light weight so bow users tend to have some avoid. - Getting Perceval to promotion is hard but at least it's easier than Aegina for what it's worth, his Thunder skill grows faster than Aegina does with Wind. This also has to do with the intricacies of how weapon exp procs work with + weapons and x weapons, but simply put, the gist is Perceval's promo requirements takes less orb slinging, though it still takes quite a bit. A 30+ Thunder skill Perceval with promo bonuses can actually be more flexible in reaching 1RKO targets with decent accuracy, but this is mostly for ppl that really like using and training him... since he needs to spam Thunder at every opportunity and try to get as many thunder orbs as those as possible and conserve Brenthunder. - A rigged Perceval is actually ridiculous with damage output due to his loose bracketing but that's more of a meme thing. With accuracy boost stacking he can actually even use Windstorm to decent effect (he can actually kill Black Knights with it lul) but ultimately it doesn't mean too much.
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