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Crimean Archivist

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Everything posted by Crimean Archivist

  1. Long story short, I got a message in my inbox earlier today asking whether or not Shadows of Valentia should or should not have marriage and kids (and my answer was a resounding no). I put forward a couple of ideas, which you can read if you're curious, but I thought it might be fun to reach out and see what everybody else thinks. A handful of relevant questions: How many new characters should there be? Who should they be (personality, ethnicity, nationality, class)? How are they recruited? This is more intended to be a fun way to tap into other people's creativity over say, a heated discussion over whether or not one method or another is better.
  2. Lunatic, easy. Even that's a bit of a stretch because usually only bosses have skills. Someone asked a while ago whether there was an easy way to find support charts for the different paths. I have those. Birthright Conquest Revelation As best I know they're all optimized for readability. They all take the info provided here and make it easier to parse. I refer back to these all the time to make setups for runs. Now I have a question: what's the highest unit rating someone has come across in someone else's castle that was achieved without hacking? I've heard tell of 500+, which seems unlikely.
  3. Azama is a good one, and apparently a sleeper pick. He's almost guaranteed a point of Str every level up, so it really sets him up for alternative options even if you don't want to keep him there. Only problem with it (and Ballisticians in general) is that the Cannon command doesn't net you exp which means you have to pace your usage of it early on.
  4. More generally, if a unit already has a class in their set, they shouldn't A+ anyone with that as their default. This applies a whole lot more to kids than parents, with way more nuance. For example, Rinkah!Shiro benefits from A+ support with Asugi. Kagero!Shiro doesn't.
  5. RD is one of my favorite FE games in large part due to the stellar mechanics and depth therein; the maps are varied, and the difficulty is one of those numbers where its challenging at first, but then once you figure out what works you can get it pretty consistently. The fact that BEXP gains are a guaranteed +1 in three stats contributes a lot there -- average stats in RD are way higher than the table given here on SF because of BEXP alone. Those are "vanilla" average stats. But some silly/fun things in Radiant Dawn that are great: Disarming an enemy and then stealing their weapon Adept + Cancel (+ Disarm) Most strats that involve unshifted Tibarn Unshifted laguz with spell cards Unshifted laguz punching mages to death (overlaps with unshifted Tibarn strats) and much more I can't think of at the moment because it's been a while since I've played the game entirely through. In general laguz are pretty fun to use despite their general lack of consistency due to gauges. That said, gauges are a big part of what make laguz interesting, so it's a tradeoff. The sheer depth of the game, given its diverse cast and unique skill mechanics, provides a lot of replayability once you get over the hump. Part 2 really is pretty jarring, though. It's unlike anything else in FE outside of FE4, and even then, you only experienced one cast jump in FE4. P2 jumps every chapter and it's really annoying as a first-time player. Part 3 manages that a lot better, and by Part 4 you're (mostly) prepared for it, even on a first run.
  6. I tend to stop at two offensive skills unless the additional options were obtained via Nohrian Trust and don't need to take slots on Corrin. Procstacking gives diminishing returns at the upper extreme and some combinations don't synergize well. If I run a build optimized for most skill activations between Astra and Sol, but my strategy relies on survival (Sol), I may find that I fail due to the fact Astra will block Sol pretty regularly. That said, I'm a big fan of Astra, which has a very large payoff per activation, and Dragon Fang, which is very consistent in terms of damage output even though it has one of the lower activation rates. Sol is good for survivability, while the rest of the skills have relatively niche uses imo.
  7. I think it's an attempt to balance the randomness of the hit system with the planning of the dual system. Because Dual Guards now have consistent behavior and aren't RN-based, the player has the ability to choose, within limits, which enemy attacks get completely negated. This would trivialize many groups of enemies under the old system, as a cluster with sub-30 hit chances would perhaps be able to hit one time, which can be taken away via Dual Guard. Making the lower range 1-RN keeps those enemies relevant. Dropping the hit rates in the upper region by a small amount further shifts the balance so that those enemies get more opportunities to hit. It's still a fairly simple system, and as Dark Holy Elf said towards the beginning of this thread, other formulas have gone to something similar recently. As for full 1-RN, old, Japan-only FEs have it, and it makes for a lot of inconsistency and emergency planning. Requires more skill to reach consistency, sure, but also holds much more potential for rage-inducing RN strings. XCOM also uses a 1-RN system, and it's one of the most polarizing (and I would argue more often than not, disliked) features in the game, especially for Ironman mode.
  8. Okay, for all intents and purposes, this project is officially closed. I'm going to be continuing up to 25000 points for sake of completeness, but the system is at the very least approximated well enough by the model that barring a breakthrough from the hacking community, provides the most accurate and easily understandable breakdown of the system. I have two write-ups available on my tumblr, one on the model (which, if you're here, you already know about), and one on how I came to the decision to declare the project complete. Thanks again to everyone who contributed their time, efforts, and data. It's been a fun ride.
  9. I haven't hit a bad combination yet, honestly. I've run +Str/-Lck, +Mag/-Res, and +Spd/-Res, and I'm currently running +Spd/-Skl in Lunatic (up to chapter 15 of Birthright). I was most disappointed by +Mag MK -- even though I thought that Mag was important to have and useful, I found myself doing less damage than I'd hoped in both NN and MK when using tomes. However, I haven't tried MK without +Mag, so idk just how much of a difference it made. If I had to do it again, I'd try Diviner/Dark Mage talent and S-rank Camilla/Beruka for MK and see how the slight Mag boost from that class tree helps.
  10. I thought we ascertained that Quixotic only affects battle skills.
  11. Yes, please. And we're going to likely need tens of cases, depending on how many terms are a factor. At every turn, we need to record the AS differential, enemy Atk, enemy Hit, enemy Def/Res, and enemy HP, along with player character Atk, Hit, Def/Res, and HP, at the least. I don't necessarily think that Hit is a factor, but I'd rather be too rigorous than too lax. Basically, we need to isolate a one-enemy case between two player characters, like the one you've provided, for many different stat combinations (ignore statuses like sleep and paralysis for now). We can also test the same case against multiple player character combinations, such as Edward-Nolan, Edward-Micaiah, Leo-Micaiah, etc., for 1-1, to get a broader range of values from the same test cases. Try to find relationships in terms of two, three, four variables. If we get something that works for two characters, try another case and try to predict the outcome. If it succeeds, keep going. If it fails, reevaluate based on other variables. Once we get a fairly accurate one-enemy prediction function, then we have to figure out how that changes in a two-enemy, two-target system. If no change, fine. If there's a change, we have to find the how and why.
  12. If F is some function of Atk (0 when no counterattack is possible), Def, and HP, written as F(Atk, Def, HP), and priority is by greatest value (I changed my mind based on how code tends to be written), then: F(?, 6, 9) < F(0, ?, ?) < F(?, 5, 8) If other stats for those two are available somewhere it could be a good starting point indeed. Then once we hit on a prototype formula, we can test it against predicted edge cases.
  13. Honestly, though, whatever is available to the player is fair game. If necessary you could just as easily Spd tonic her through her early usefulness -- she's better than Mozu on Lunatic Birthright 8 easily, even without the switch (assuming you didn't just grind them both, in which case who cares). The thing about both of those paths is that you have the grinding option, so unless you're explicitly going for no-grind, which units you pick doesn't really matter. Point being, not every unit needs to be endgame worthy, they just need to serve some purpose at some point.
  14. Orochi -> Dark Flier. Instantly patches up most problems with her in both Birthright and Revelation, continues to fix those problems as she levels in it, and eventually produces a unit that, while not dominant, is not vanilla 9-Spd-at-endgame Orochi (which actually happened to me on first Birthright run, but I was too far gone in a grindless run to invest in anyone else). The earlier you switch the better.
  15. I may eventually do something similar to this, and maybe do 6 males, 6 females, and their kids. That would give me two extra slots, keep the gender ratio balanced, and produce some interesting challenges for earlygame.
  16. This sounds right up my alley, and I've been looking for a reason to return to RD for more fun adventures. I'll have to wait until I get my primary computer back, but this is a fairly simple thing to test. One thing that needs to be known/determined though is whether attack priority is fixed (exact same circumstances, exact same result every time) or a probability (60% nearly-dead unit without Shade, 40% nearly-dead unit with Shade, or thereabouts). Basically we'd have to re-run the same circumstances, then slightly different circumstances, then again, until we chance upon some pattern. Fixed priority (like say, unit atk - (HP / Def), attack the unit with the most negative value) should be a determinable formula from enough data points, just like the forge calculations and everything else over the years. Probabilities would be a little harder. I admit I don't know how this was done in the past, so I'm starting from a blank slate, but I would think that rigorous analysis would be universally applicable. For what it's worth, I've always found that enemy units usually work in tandem to deal as much damage to individual units over spreading damage around, and so enemy AI may be reevaluated even within the same turn if a particular outcome does or does not occur (and even if the CPU knows in advance which outcomes will occur, this is irrelevant to the planning as far as players are concerned).
  17. It's been confirmed that the game will use the same RN string for resets if you're loading a Battle Save in Casual. If you're completely resetting the chapter, then you're just getting abnormally unlucky, because only Lunatic prevents save scumming. You can, but you have to find people with the appropriate skills. Generally speaking it's not worth hunting down a few key skills unless you know where to find them. Still, it's possible, so you don't necessarily have to fret skillsets when planning parentage. As for optimal, that's hard to say. Some are good in a vacuum, or with unlimited resources, and others are better in context. For example, Elise!Ophelia is "ideal" in many people's eyes, but in Conquest, Felicia!Ophelia is easier to obtain while providing many of the same perks.
  18. Dragon for Malig Knight. I feel like I'm the one person who really thinks Lunge is a top-tier utility skill and then of course Savage Blow and Trample can carry all the way to endgame, in addition to being able to run any Boon/Bane combo without fear of ruining your build. Would favor getting Samurai in Conquest simply because it isn't available to Corrin otherwise while MK is still accessible through Camilla, Beruka, and with effort, Percy.
  19. Orochi herself also makes a decent Dark Flier as it patches up her weak Spd with the low-level skill (Spd +2) and a better growth/base than her other options. Helps even more if she's paired up with a Ninja/Samurai or their promotions.
  20. Update: I A-ranked Corrin to Subaki and Takumi, Subaki first, and changed Corrin into Kinshi Knight. The first skill he acquired was Skill +2, the Archers lv 1 skill. Somehow Takumi outprioritizes Subaki, but I have no idea how. I'd appreciate help testing other cases.
  21. Hm, interesting. The class set you described in the initial post fits what one would expect if somehow, Silas gained a class from Ryoma, Azura, and Oboro all at once. I'll play with similar setups and see if I can recreate the anomaly.
  22. Hey guys, My computer is currently fried, possibly out of commission, so progress is going to halt on my end until I can get that taken care of. However, I did send the results through 23000 points to VincentASM, so from here on out it's just affirming that there isn't any better alternative model (you know, what we've been doing the whole time) and reaching a definitive degree of certainty.
  23. The wiki OP referenced specifically states that Takumi can Friendship (Buddy) Seal into M!Corrin's secondary. I disproved that specifically.
  24. Mozu does pass Villager, though, unless the wikia is wrong. I checked this against my current Rev file, where I have M!Corrin A-ranked with Subaki. Subaki cannot use a Friendship Seal. Corrin, however, can. I also checked if Subaki could change into Corrin's secondary (Wyvern Lord) via Heart Seal, just in case, and he cannot. Sorry, friend. Anyway, here's the evidence. Edit: well those weren't supposed to turn out sideways but they suffice.
  25. Well, rallybots work the same way as healers do when you run an advancing guard-style offensive where you refresh, plow through some stuff, and set up a line to prevent your healers/bots from taking damage. This was way more useful in Tellius (RD in particular) over Awakening, but I can see it finding its way into Fates. The thing about stacking Shigure's personal skill with rallies is that he can perform a weak heal on multiple units while also providing stat buffs that may prevent the need for future heals. And if he's coming in from behind the safety of the vanguard, he's going to be at max HP the overwhelming majority of the time. So the trick is to figure out how to get him into a class where he's going to have a lot of HP so he can heal those powerful frontliners while using the Rally command. The best compromise between movement and HP is Wyvern Lord, but I think the option of healing or using an aggro staff on the turns you don't want to rally puts preference on Falcon Knight.
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