Jump to content

mangasdeouf

Member
  • Content Count

    363
  • Joined

  • Last visited

About mangasdeouf

  • Rank
    Let's turn the game into funny runs
  • Birthday 07/18/1995

Profile Information

  • Interests
    T-RPG, game design, history, Fantasy, drawing, cinema, music, martial arts,...
  • Location
    France

Previous Fields

  • Favorite Fire Emblem Game
    Radiant Dawn

Member Badge

  • Members
    Volke

Allegiance

  • I fight for...
    Tellius

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks, Seth's bases are unchanged, just the enemies scale better and he scales less (like FE7 Marcus or RD Geoffrey). He has 60% HP 40% str/skl 30% spd/def 20% res 15% luck, with stat boosters he still caps spd and def (19 and 18) and he should reach 22 str on average at 20 (25 cap). That's enough for the first 13 chapters of the game, then he starts to fall off. If you give him brave weapons he can continue doubling though and only Kyle is strong enough to catch up with Seth in strength (+2 str over Franz at level 15) while Franz will likely have as much speed after promotion as a level capped Seth if he goes paladin. Overall cavaliers are more similar to FE6, they don't double everything at base or after 1 or 2 levels and they don't ORKO everything.
  2. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  3. I'm modding the game once more at the moment (been on it for 2 days already) and changing the caps so they're 28 for 7 move units, 26 for 8 move (thieves/rogues/whispers), 24 for cavalry, 22 for flyers and Laguz have their per class modified caps to fit each class' role better. I'm realizing how fit their base stats are to a game where ennemy stats don't exceed 20 most of the time like in the GBA games, and how unfit they are to a game with ennemies reaching >25 stats and bosses with stats between 30 and 40. Really Radiant Dawn Laguz could have been put into POR and worked fine but really need more base stats to fit their game (thinking of 75% stats in human halfshift and 100% in full form as an example, maybe speed should not be modified by transformation at all so that 18 speed reamins 18 speed at all times and not 9 speed or 36, which completely breaks game balance in half and shows the problem of the speed stat in Radiant Dawn). I also think Radiant Dawn especially could have used the Gaiden speed difference for doubling, which would be much easier to manage. Also in a game with 3 tiers and a massive difference in stats, I think ennemies should have set stats for each tier (like I did in this mod) because then you would know the exact thresholds you need to meet at all times and wouldn't be forced to watch each individual ennemy's stats because they change so much for each one due to growths, especially with growth rates in the 60-70s for t1 and SP classes...which also completely break any semblance of balance when DB barely has better bases than mooks, are low level and on top of that they have growth rates inferior to the ennemies who outscale them, what a shame. Definitely something to think about for a future game as complicated as Radiant Dawn with its numerous mechanics.
  4. Do you ever watch ennemy stats and weapon stats? The hand axe and iron axe have +10 and +5 accuracy compared with older games, the steel axe has the same accuracy as usual iron axe, past that (meaning from p2 onwards where the real game starts because in p1 you're effectivly using trainees), they have normal accuracy, and the Tarvos with 100 and Urvan with 110. Ennemy over the roof leadership stars out of nowhere and the insane base/growth in skill are the reasons why you face 60% hit rates from axers with swordies. IIRC base skill of fighters = 6, the ennemies you face are like level 5-18 in p1 with a 60% growth, which means the lowest skill displayed should be 8 on fighters, which makes them have 80+16=96 accuracy in ch1 with the iron axe, without counting luck/2 which would add 2-5 hit over the course of p1. Lances have +10 accuracy too, that's why soldiers have over 100 hit rates so early in the game. The only lances not benefitting from boosted accuracy before part 2 gives ennemies higher Mt weapons are javelins, actually keeping their post FE6 GBA hit rates. 1 range lances have 5 more accuracy than 1 range axes. That's why dodging is so hard without leadership stars + supports + terrain bonuses. Promoted units at base have around 16 skl, meaning you add 32 accuracy from skill to weapon hit and then you add their 10 or so luck/2, you face +37 hitrate ennemies before leadership stars. Swordmasters have 21 base skill, 42+ luck/2 base hitrate. Good luck dodging that without double earth or vigilance. Also, infinite uses free silver weapon with 90 Mt>20-25 uses weapon with over 15 Mt and accuracy in the 60s that costs in the 1400-2500 gold. Look at weapon prices they're really unattractive since DB can't hit for their lives with these weapons and GMs have no money for most of p3 even with Ilyana full of items to sell. The only ones with decent prices are iron poleaxes at 400, 12 damage, 65 hit, 16 Wt. Then steel poleaxes cost 700, 15 Mt, 60 hit, 20 Wt (Nolan won't be using that for very long), the silver poleaxe has 18 Mt, 60 accuracy and weighs 19 still, with a worth of 1800. Brave axe costs 2640 when it's available for sale, and killer axe 2880. That's one ruby worth for 30 uses. Brave lance is worth 2960, killer lance 4320, short spear 3000, steel greatlance 1120 (14/70/18), silver lance 2160 (13/80/12) and silver greatlance 2880 (17/50!/17). Tauroneo and Aran are fine with weapon Wt, Danced needs 1 str level up to cut the steel GL drawback, Nephenee loose 2 spd from the silver and 3 from the stl GL, Nolan sticks to steel/Tarvos/brave because he needs to reach like level 8-10 promoted to even be able to wield poles without loosing AS on top of his still unimpressive skill, lucky him to face tigers for most of p3 since his hit rate on cats and hawks would be outrageously mediocre without Tarvos. Jill is worse since she doesn't have Tarvos, neither does she have as much strength as the already weak Nolan, which puts her even lower in the efficient use of axes, she's better off sticking with lances before t3 or skill blessing. I don't rely on 70-ish hit rates just like you don't rely on 1% crit rates to not activate. Like I said they have their flaws that are largely countered by playing the juggernauts as my main units and letting Laguz in when they're in a good spot. I also spend part of my BEXP on them because for me it's more effective than wasting it on 4-5 stats per level up units. I don't let them be my main force in human form but if needed I abuse the gauge refill mechanics to use them quicker. And provoke still exists to manage ennemy AI. Many units are more player phase oriented than ennemy phase, Laguz are in the middle. They're not your best units all the time but they get the job done when I want it done. Now please let this topic sink because it's no more needed to revive it. You have your mind set anyway on not using them, why don't you just skip topics about Laguz? If you can't make use of them then don't but don't come here to say they're unusable when people effectively do Laguz runs.
  5. Hi, I've seen a big topic about hex editing for Radiant Dawn that I've barely started reading, and I was wondering if the same could be done for Path of Radiance. I have downloaded HxD (I don't know if it's the easiest to use), I'm totally lost in how to make it work, the Data file seems to not be compressed, but all I see is a list of Aid per class and some skill names with capacity, I don't understand the rest and the hex code lines look like Chinese to me, I know they're multiples of 16 (from 0 to 15) but I can't find the value that is linked to the capacity taken by the skills for examples, all I see is 40s and 50s on one line, there aren't any numbers corresponding to 10-30 capacity. I'd also like to be able to edit the class stats and such. I've been looking for Nightmare editors for years since they're much easier to use than learning to use a hex editor when you're no programmer, but never found any (I've Dld a randomizer/editor but it never launched for some reason). The items would also be a good thing to be able to edit, so that early game weapons weigh less (giving them the same Wt as in TSS would mostly fix the problem with early game snails, and giving tomes the same Wt as in FE6 which has the most usable magic of all the GBA titles unless FE7 is the same, all I know for sure is that TSS has wonky tome Wt, if their tomes weigh more than axes how are these book wanderers supposed to carry them? Gleipnir is 5 or 7 Wt more than the axe Garm that also gives +5 spd!). I think mages would appreciate not having to reach high levels of str to carry their final tomes. I'd also buff Laguz weapons of course, I love Laguz.
  6. Hi, What team compositions do you use and why (easy-normal modes, not hard which is a different game)? For me it'd be: Act 1: a) Nolan+Fiona (BEXP+energy drop if needed, you have 4k BEXP when you get her anyway and no one else needs the energy drop since...), Zihark+Volug (1 level up of BEXP for str or def when I get him+dragonshield, now he shits on act 1 and goes through act 3 easily, if you can give him a 2nd BEXP level up for the one that didn't go up it's nuts but that would be at the start of p3 since Fiona needs the BEXP left from p1 after he takes 1 level up from it), Sothe (no dedicated support sorry). b) Aran+Edward (I save scum his level ups so that he gains def nearly every level up in early game, then he can tank 2 tiger hits in 1-3 and 2 steel axe/lance hits in 1-4 on top of ORKOing everything, now he's Aran with speed, I give Aran the first robe and Edward the 2nd one when he's in t2 if needed, otherwise I can save it for someone else like GMs or p2 people joining the GMs since GMs have very high HP across the board) (+3 def, +8 hit, +8 avo, Caladbolg +8 avo/crit avo, Aran can now get to 28 def in t2 instead of 25, which goes a long way to help him fulfill his role), Sothe/Fiona+Volug (choose which one you prefer, better affinity that needs early help or better earlygame that falls of a cliff in p3 and of the Himalaya in p4 and endgame). c) Jill, Nolan+whoever (say Leonardo for +2 atk/def), Zihark+Volug (still the same investment in Volug since he becomes twice better with the early help and tanks 5x better with +3/+5 def in halfshift, +4/+6 in full form, going from 13 to 16/18 def and from 18 to 22/24 is pretty...beastly), Sothe. Act 2: a) Haar, Brom (kinda forced anyway since Nephenee can't take 3 hits for all of p2)+Heather (water/fire helps both, more level ups for Heather means more strength to steal heavier things and more avoid not to die in the process, I've had her dodgetank 2-E in easy once, she barely got hit without any support and ended it in t3, OFC never happening in normal), Mordecai-whoever you can support him with (he'll get +1 atk/def just from his own affinity anyway, but Brom has to be his best option even though keeping them together isn't the best tactical choice since they fill the same role and if Mordecai is shifted ennemies will only attack Brom, rendering tiger useless), Lucia when she's around (if I can give her a miraculous level up and savescum it for actual stats she may even see use in p4...or not, but I like her, too sad she sucks so much availability-wise since everything is fixable with p3-4 BEXP fountain), Lethe if I'm in the mood to use her (rarely use her past p2 anyway, her sister actually grows some speed and energy drop is all she needs to get better than Lethe with the flourish scroll you get and her better availability in p3, also not dealing much damage actually helps her grind her claw rank, while OHKOing would hardly get it up for later, and she has actual res for a Laguz which is appreciable, also caps early enough to BEXP non spd/skl/res stats, or Ranulf is simply forced and better anyway, I would've loved for Lethe or Lyre to have innate 0 cost flourish, that would give them a real purpose other than filler #25). Kieran+Geoffrey. 1-turning 2-E. b) Brom+Heather, Mordecai+X, Lucia, Marcia+Danved (both can go up ledges in p3 CK chapter, which is more than any paladin can achieve, Kieran and Geoffrey can handle the middle houses fine at base), Haar (no extensive use this time since Marcia is gonna replace Nephenee later without even hurting GM exp pool or gold, better res cap, good enough str/spd, canto better than +2 str no canto shitty start). Not 1-turning 2E since now I want the dragonshield and nullify, and Danved and Marcia need CEXP more than BEXP and Laguz won't get any BEXP from 2-E anyway. Act 3: a) Gatrie, Shinon, Titania, anyone from GM I want to field, Mordecai, healers, Janaff/Ulki (or both if I have enough room), Heather when thief is needed. b) Rolf (with 3 str/spd level ups he starts doubling and dealing damage, then he reaches 23-24 speed and doubles everything but swordmasters, dealing more damage than Shinon against anything he doubles, just be sure he levels str+spd 3x in a row and everything will be fine since his strength will inevitably follow without any BEXP abuse), Mist+Brom, Heather for thief jobs, Mordecai + water/fire/thunder affinity partner (might be Lyre for thunder), Kyza, Lyre, Sigrun/Tanith, Ranulf (, Lethe). Ike is mandatory so I don't need to mention him. Helps a lot with cats' avoid with his earth affinity. Don't find Mia good enough to use her above easy, she doubles but her damage is craptastic before she reaches Vague Katti/Alondite anyway and ranged swords are both weak and inaccurate. Facing wyverns as soon as chapter 2 doesn't help her either (unless she can use a wyvernslayer, even then 17 str only goes so far and she still tinks on generals, meanwhile Zihark has earth affinity + easy BEXP abuse and faces Laguz, and Edward has more strength than both in t2 and 3 and has bonus def from support in case he doesn't dodge, neither Mia nor Edward have avo from affinity but Adward has more HP + Caldbolg bonus luck if needed, so he dodges better than her and he has easier access to earth affinity since he has 3 of the same movement range as soon as p1, Volug being too far to help him, also DB has more gold to spare in buying good weaponry than GM so Mia is doomed by lack of funds, vantage is crap if you can't OHKO and in RD it's not even guaranteed to proc like in Awakening/Fates when you're <50% HP, also early access to Paragon and resolve vs crap personal skill, no access to resolve 'til ch2 when things start getting easier, and Mia has competition with much better units than herself, while DB is all ests or mediocre prepromotes, what with Haar taking half of every map by himself for all the time he's around and cutting everyone else's exp because no one matches his mobility and stats before the hawks come to play, he's legit Ike on steroids flying on a dragon with an eyepatch and killing everything while sleeping, imagine if he was awake -_-). Act 4 is just the same as before but spreading your units depending on the maps you want them in (Marcia Haar or Tanith Haar can now get a support together for more avoid, not for Haar but for the seraph knight, going to Micaiah's army, I don't remember if Tanith can go there or if she's forced into GMs DB, same for Sigrun). Endgame is not even the game anymore, just throw all of your cheats together and ROLFstomp it since it' the least fun part of the game and completely unbalanced with speed caps and co, you have enough OP units by then not to care for who you raised.
  7. I'll only answer that since this discussion won't go anywhere because we both have our way to play and we don't share them. In POR, while Laguz were easier to use (sure, there was literally 0 management, yu just watch out for the gauge getting to 0 and then replenish, completely unskilled way to play, 0 satisfaction to make good plays, and no incentive to use them at all since even transformed their stats are garbage, Gatire with a few level ups has as much str/def as full form Mordecai and more speed), they were far from capping anything at all, they didn't have better weapons ever, like thieves for most of the game, at least Volke had a promotion and an S weapon, although I don't know if he can actually get his hands on it since S weapons seem to be absolutely not guaranteed to be acquired by the player in POR. Muarim seems average, good at first but really falling from a cliff when you go further, Mordecai's def was not even worth t2 Beorcs and honestly, the only things going for them was desert maps. If I had to compare Laguz in POR with anything, I'd compare them with prepromoted Ninetails without res (cats) and prepromoted Uhfedin with the Beastrune, both with +2 movement. Except Kaden and Keaton both have better growth rates than Lethe, Ranulf and Mordecai/Muarim and inherent class bonuses in t2, on top of better exp gain (but no BEXP), and they have E, C and B/A weapons with advantages and drawbacks, honestly beastrune is by far the best IMO (especially for Kaden who wants the def buff instead of debuff to get +6 def from beaststone). POR Laguz have none of it, just regular steel swords that never improve, stat caps inferior to the caps registered for their class in the class data (like caps around 30 when the registered data shows 34+ in the class caps, maybe Wikia is wrong on those numbers but it's weird). They don't even do anything better than Beorcs and flyers are stomping the game alongside cavalry anyway, which is not my preferred strategy (I think cavalry should have much lower stats to make up for movement and canto, and I think the caps in RD are just what they needed to be good for the wide maps but hurting you in the long run if you overused them). If at least Mordecai had more than his shitty 40% def growth, I'd really like to play him, but as it is they're just plain bland units with not much going for them. They were usable for 3-4 chapters...yes, if you wanted to gimp your actual competent units by cutting their exp to give it to units who won't do anything with that exp since they barely improve at all. Lethe doubles but seems to barely deal any damage before endgame hits, Mordecai is actually faster than his RD version who just inherited his POR base stats in a far more difficult game, without the double stats he'd clearly be trash in RD, and in POR he's a wall with decent damage, hardly doubling, overshadowed by Muarim in about everything but def for a long time, and in POR, Laguz have common t2 prepromote HP instead of +10 base HP compared with high HP t2 units. At least they can take a hit with their HP, and res is a problem for them in both games. At least nullify in early access for a few turns in 2-E instead of 1-turning it is a thing so they don't suffer from tripple damage fire. And movable skills in RD are a saving grace for everyone while in POR you had to choose your favs before assigning any skill to anyone. If IS wanted to make Laguz good in POR, they should have given them actual stats and weapons. If beaststone + and beastbane didn't exist in Awakening, Taguel would definitely be complete garbage, at least they have a little niche with that, not awesome but enough to keep them in that class if the players wants to. In POR Laguz have weaknesses but 0 strengths, except not being in the WT. When you have such bad weapons, the WT doesn't really matter anyway. They don't deal double weapon damage to beasts, dragons, flyers or whatever and they can't even damage Ashnard except maybe Ena/Nasir or some endgame Laguz who are allowed by Their Highness IS who decide who has the right to kill the final boss...TSS at least let you kill it with anyone even if legendary weapons were mandatory, at least it wasn't lord only can kill the boss. And POR's difficulty curve is...very badly handled? what with ennemies not having the strength to wield their weapons for half of the game and then suddenly gaining a burst of stats (especially bosses, early game bosses have good damage but that's all and Daein's generals have...pretty spectacular OP stats with weapons that you can't even dream to use like the Flame lance, well I didn't play up to that point so maybe you can make use of it, just never had a chance to myself). Sure RD has its own difficulty problems, but at least it doesn't have 65% of piss easy chapters in hard mode (looking at you earlygame and midgame POR where any unit in your camp with decent def/speed could double steel weapons ennemies for a very long time before they started to actually have enough stats to cut you on that...but with BEXP you could as well have a 20/10+ Marcia at that time and then it didn't matter anymore if they had 15 speed or 0, she would doubled everyone she could fight in the game). I'd prefer Wpn Wt - Con rather than 3-9 strength ennemies gimped by iron/steel weapons for 15 chapters. That's why TSS is harder than POR, ennemies are not slowed down by every weapon in the game except pegasi who suck anyway before promotion and that only Eirika, Marisa and magic classes fear (except Boulder). TL;DR: POR has bad ennemies, but even like that they didn't manage to make Laguz worth anything. RD has strong ennemies, weak human form Laguz, average halfshift and killer full forms with double stats making up for bad human stats. All have their good and bad points, but at least in RD they can counter and deal damage (at least tigers) in human form and with the bane skills they can even deal good damage (21 for crows just from weapon Mt, 30 from tigers, at A strike, 36 for crows and 45 for tigers at S, 51 for crows and 60 for tigers at SS rank, with 0 strength). Double stats are just a way to make them relevant with low growth rates (and Blossom helps a lot in case you want to cap several stats, they don't gain much exp anyway but at least they can get more stats up with blossom because everything rolls 2x for level up). 22 def in human form is about the same as Stefan at base. He has more spd sure, but he isn't available before endgame and the absolute end of p4. 22 def with 65+ HP isn't bad by any means, and when transformed it's: "hey, try dealing any damage to me!" Before you say I'm going out of topic with other game comparisons, if I talk about Taguel/Ninetails/Uhfedin, it's because they are all the equivalent of Laguz in game that executed them better in some ways, like having useful class skills and a niche like permanent beastbane, healing 40% MHP every 2nd turn and such that kept them from beng trash classes, that could have been made for Laguz to make them relevant and worth using in either game. Beastbane doesn't even get a bonus vs horses in RD, like WTF IS? Fix your game please until I can edit it far enough to changes skills, weapons etc.
  8. I'll try to keep it short this time. My point on the training vs no training: Base Mordecai's stats are like T3 Brom with way more HP and less speed, but a speedwings makes him as fast as speedwings Haar. Gatrie's spd cap is 1 point higher than Mordecai's speed with 1 speedwings, equal to Titania's or 1 point lower. Gatrie has 1 less movement than Mordecai in human form, 3 less than Mordecai in tiger form, and does fine at base when you need to turtle. If instead of feeding exp to Beorcs who already do fine but won't be a great help in endgame (Gatrie, Brom, Titania, Sothe, t2 Micaiah, Oscar if used, etc.) or who start like shit (Mia's base stats are all about speed, skill, her weapons deal little damage, she doesn't dodge well before getting an earth support, hell she even has unreliable dodge in easy mode without earth support, Elincia in p4, Nephenee, Fiona, Boyd who lacks base def or speed, choose one, Zihark who would really love a seraph robe although he's lv 3 promoted already and shouldn't have LESS HP than post-promotion Edward, although I agree after trying that resolve Zihark recks p1 with a Volug support ASAP and should snowball fast in p3 with this advantage under his belt) (talking of Volug with 25 HP I managed to put him under the ledge in 1-6-2 and he got away from a mage with 1 HP, so he's quite better at tanking fire magic than you'd expect, and that was without a pure water, with it he'd have 8 HP left and could have taken a physical hit on top, with resolve active he's more susceptible to dodge like 2 physical hits, meaning he could've taken 3 physical hits with 2 dodges and 1 through on top of the mage, which is 2 more than anyone else than Zihark or Tauroneo can pretend to do, and Zihark with resolve active dies from anything in 1 hit pretty much). So, if instead of raising not worthy units or units who need to take 15 levels of babying to get anywhere by themselves without dying in 3 hits (Neph, Mia who should even die in 2 at first and barely damages armors, Boyd who's a worse version or Danved with more strength/HP and less speed, so much less that he can get doubled at base, according to forumers and Boyd hates swordmasters more than human form Mordecai), I can make an unit that already has t3 stats when transformed into being more useful overall, whether or not he's transformed, halfshifted or in human form, then I'll go for the one who has t2 stats in half form and t3 stats in full form, permanent HP advantage over any Beorc ever, good enough luck to not be constantly facing crits from everything, and like you said, Nullify exists in this game, making his fire weakness disappear if you equip it on him, then he's just as resistant to magic as Haar but still has more HP than him to tank these hits and OHKOs mages for quite some time, probably forever when his strike goes to S rank. Since I can perfectly manage how I expose my units in this game because it doesn't have Awakening's map/level design and reinforcements moving on arrival, I can most of the time make it so Mordecai will face exactly the number of ennemies needed to transform freely on the next turn and obliterate everything while eating a concoction and an olivi grass on the 3rd turn to get 4 more fights out of this, 1 PP action, 3 EP, 1 olivi grass, 1 concoction, and every 1 range ennemy disappeared in a 18x18 size area from where he transformed to where he lands hen he untransforms. If he is low I can revert, grass and retransform, as long as he has 7 transformation gauge he can retransform on the next turn, I don't see how it can be considered hard to use. Since Shinon has provoke, I can even do some funny things to draw the ranged ennemies on Shinon and the melee ones on Mordy so they both counter, Mordy gets his gauge to full and then I wipe the floor with the ennemies' organs while Mordecai goes 9 tiles further and slaughters everything without taking a single point of damage from any non Warrior/General/Sage unit. After all, I could let 14 def 11 speed 32 HP Nolan solo tank all of the ennemies in 1-4 while Volug was away, came back just to kill 1 myrmidon who was dangerous for Nolan and Micaiah/Laura and went back away to continue his 9 move slaughter even after eating 2 arrows and a fire magic on top of a few javelins (if that's bad in your book...then there is only 1 good unit in p1 that returns for more than 1 map in p3, and that's Tauroneo, who ends ups nearly identical to Nolan when he comes back and had no time to build any support if you didn't go out of your way to do it in 1-6). Risk management is part of the game. Since I know how to manage the risk when exposing Laguz, because I failed at first, learnt and now I remember how I did it and can reproduce it at will (when it's possible, not in chapters where there are massive groups of ennemies waiting just a few tiles from the starting point...is there even any chapters like that in p3 GM's maps? Not that I recall...or nothing that Ike Titania Shinon Haar and Gatrie can't dispose of on t1 before setting up Mordecai for t2 or t3). And if it's not Shinon who uses Provoke, then it's Gatrie. If you make up some plan, there's no such thing as impossible, everythiing can be planned and done. Maybe it's easier to not use Mordecai for you, maybe it's easier to have a 3 turns impenetrable wall that tears through everything for me, and since we both know how we play around the weaknesses of our units, we both do it well enough to not suffer from it. If no 2 range was that bad, Mia would be in low tier, if DB was so in need for 2 range in p3, then Zihark would be mid tier at best, but these units are all in high tier and have shitty 2 range, suicidal personal skill (adept can kill Zihark if it opens him to more ennemies than he can chomp) or simply useless personal skill (how is Mia doing anything useful with how vantage is shit in RD is beyond me, she can't kill anything in 1 hit but mages, and she'd probably need more than a wind edge even for a sage on top of lowest accuracy attainable on a ranged weapon, they should've made decent/good magic swords instead of shitty physical ones). Also, shove exists, I can shove Mist or Rhys to be in healing range of Mordy when the area is cleared. All this Mordecai can do it without a single level up, while Gatrie needs 2 level ups (lol if you use a speedwings on Gatrie who has 60% spd growth) to double or Titania who needs 1, Ike who has enough speed to double everything but swordmasters, Soren/Boyd who go from not doubling to...not doubling and Shinon/Mia who double everything at base and have shitty weapons (bows don't get any better in p3 than they were in p2, Shinon has low strength, barely exceeding 20 while he's closer to t3 than from t1). With a speedwings on Mordecai and 2 speed level ups on Haar and Gatrie, you have 3 units who barely take damage and double almost everything and 1RKO everything they double or close to everything, I think Gatrie has axes too so he can hammer generals whenever you get your hands on one, Haar doesn't really need it because he promotes early enough to start 1RKOing generals during p3 with regular axes/poleaxes (and he has enough skl to use poleaxes unlike most units). By using Mordecai, you get an easier time playing the game, by not using him you get a harder time facing ubber wyverns and such. You said you could use WTA to not get hit by axes. Well, when you barely have any supports built, any +3 luck +2 speed gained from levelling up and the ennemy has 30+ hit and 3-6 crit chance on your swordie, even on Ike, it's really not something I want to try out. Mordecai could take the axe hit, even 5 of them or 3 crits and he would not be low. 3x5=15, 3x15=45. Haar has 46 HP and 30% growth, what deals 5 on base transformed Mordy deals 9 on 20/1 Haar, who has less luck than Mordecai and thus less avoid and and crit avoid. 9x3=27, 50 HP-27 damage=23 HP, Haar dies in 2 crits even after capped def + promo. Mordecai can take 3 crits and have 12 HP left from the same ennemy. Even if he reverts, by then the ennemy is long dead without much effort. With 2 def level ups, Mordecai would take 1 damage per hit from the same ennemy. He takes less BEXP to level up than t3 Haar and gets twice the bonus to his stats, it's like feeding 2 level ups to Brom, since Mordecai has stats resembling Brom's more than anyone else, but you have a 9 move t3 Brom for several turns, a 7 move unt to play around for 1-2 turns before getting back your t3 monster. Back to the topic, if Laguz had similar transformation bonuses than in POR, they'd be much better if their transformed stats remained untouched, so their human and half forms would have insane stats. Or if they had like 3 gauge per turn, 1-2 per fight down and 10 gauge per turn up, 15 per fight when in human form, they'd be exactly what they're meant to be, with halfshift they'd be cut on doubling against fast Beorcs (Mordecai would be cut on doubling anything) but remain meatshields with good attack and good movement type and in human form they could use their combat gauge up much safer, while not reverting so fast and chomping half less olivi grass (seriously Laguz should be called Hobbit Fighters, they abuse herbs).
  9. So your POV is that because Mordecai doesn't counter at 2 range and fears fire, his 16-32 def, 57 BHP, 16 Blck, 18 Bspd (22 with spdwings like Haar and Titania only has 1 more) with a cap of 30 (enough to double all of p4 before he even caps it and due to his high def he can cap speed, only he'll start taking very low damage in human form before capping his speed, and even then it doesn't matter when he destroyed one part of a map while Haar was on the other, this without caring for taking damage for 9 fights and 1 turn, 8 fights and 2 turns, etc without an olivi grass, add 5 fights per olivi grass while in tiger form, that's basically 1.5 turn from eating grass only once and he doesn't have to get healed afterwards). With 16 speed (which he has in human from with resolve and 1 speedwings), he tanks as well as Tarvos Nolan, that's in human form. Since he can get to full gauge in 2 fights while doing that, either he is already in resolve range and kills everything or he can eat an herb and draw one more ennemy to put him in resolve range (or a vulnerary, depending on how much HP will be lost). There's a whole strategical point in using Laguz, and the payback is that you have t3 Beorcs with little investment long before your team actually reaches t3 (like 5 chapters earlier than most, only Titania and Haar can get to t3 early enough and Titania is useless for most of Ranulf's recruitment chapter with ledges everywhere, she's unusable in the swamp chapter where you recruit Janaff and Ulki, she's slowed down in several other maps with terrain, hell, p3 is the most open maps-filled part in all of RD yet nearly half of it constantly throws terrain to nerf cavalry). Where Titania is unusable, Mordecai moves unrestricted, unless tigers have normal movement restrictions from grass (I only remember for sure they move freely in the sand, so you can send him to Micaiah's last chapter and Mordecai will chomp mages who can't defend themselves, like Volug does, like Nailah does, hell if you can't use a Laguz in the only FE with so much anti-cavalry map design, then you should restrict to easier games, Beorcs are scrubs except S and borderline S units, and Jill isn't part of them in my book, sure she repays well...after you basically broke the DB's legs and arms just to baby her out of her trash tier start and garbage growth rates, she's Nolan done worse with shitty avilability, absent from the only map she would've been useful in in p1 and she doesn't even surpass the master before she's like 20/20/15, which means she's shit for 26 levels before becoming average t3 unitand finally getting to a state state...but then the game is already over when she does that, if Jill is S tier then so is Edward who has 7 chapters of availability over her, a pref weapon with near SS rank damage and +8 avo/crit avo, Nolan would then be SSS tier and Volug would be SSSSS tier because he's Nolan but with 9 move through any not liquid terrain and infinite weapon uses with auto silver upgrade at 60 uses and auto SS weapon upgrade at 130 uses, so before the tower if you continue playing him as much as in p1 for p3 and early p4, which means he gets his SS weapon maybe before you even recruit Stefan and instantly crushes Trueblade damage without caring for weapon durability ever, and he also crushes trueblade durability before long). With how much exp you feed your Berocs with to get them to t3 for them to equal Laguz base stats midway through t3, you could have used with Laguz in a smart way, given them just the amount of exp they need through BEXP (flourish if you use it ensures your Laguz gain decent stats each chapter, get to 99 through BEXP, go to chapter, level up, wow that was so hard to cap a Laguz in 15 levels in most important stats, meanwhile Haar still gets his part of CEXP and Titania still has her share of use, Ike still gets enough exp to fight BK, no one was hurt but instead of using trash units that take 20+ levels to start doing anything meaningful by themselves, I used units that could do much with no investement and invested just enough into them so they got what they needed to be more than Jaegens, saying Laguz are bad is like saying giving a heart seal/parnter seal to Jakob in Fates results in a crappy unit that does little to help and ends up bested by other units, maybe in endgame other beat him but in the meantime he got armored blow and tanked like no one on PP to soften high stats ubber ennemies for the others to get the kill, hell he may even OHKO most of the map since GK Jakob has ridiculous attack, not even counting bought skills, in BR he can legit one shoot everything for half of the game with the exception of ubber ennemies that he leaves low enough to kill them with scrubs, and with that he has enough def to be better at tanking than Silas at least, on top of access to tomebreaker for anitmage high attack high def combination, if he gets wyvern just solo the game with him since no one else in required, take malig skills revert to great knight to not die in 2 arrows and game over, well Jakob doesn't need 2 range to do that, neither do Laguz to stomp not S tier Beorcs for the rest of the game, since with 1 stat booster most of them just have better combat than t3 lv 1-8 not S tier units and Laguz have something Jokob doesn't have: they can get skills from other units in the game and give their skills to others, chaging their skills for what's most useful before each chapter, meanwhile Jakob needs to acquire the skills by himself). I'd even say it's better to use Muarim when you get him back than to raise a Beorc to do the same thing a little better with 20000+ exp investment that Haar/Titania/Ike/Shinon could have shared instead. If you fear that Laguz taking BEXP cuts you from the exp the game throws at you, then why do you even use more than 4 units per map? Well, simple answer: because this game's hard and you need to fill the holes. Laguz are very good filler units that need no training to be serviceable and with much less training than Beorcs who fill the same role they can do much better and have better movement. You seem to forget that Laguz don't take -2 movement just for being in an inside map while mounted Beorcs suddenly have the same movement as foot soldiers and are not spectacular in the tower, where you get something crazy like 6 laguz gems during the whole battle each and enough filler units to carry the tower without having trained anyone for the whole game (except Ike so he doesn't and can kill Ashera). Every 3rd tier unit discussion is useless when Bastian Micaiah and Elincia are the only healers you'll ever need, Volke is the only dagger user you need to use in combat and Stefan is good enough not to need to train any shitty swordmaster (on top of having awesome Laguz outfit resembling Caineghis'), Janaff and Ulki are the only non royal non t3 Beorc units you need since almost every other slot is already filled and Rafiel with celerity is good without ever requiring to transform, 7 movement 4 units refresh every turn you can set it up, using laguz stones/gems on a heron is heresy when Rafiel just does all of the 4 unit refresh with 0 investment and celerity puts him at 7 movement to keep up with your army since only royal Laguz can be 9 move away on turn 1 before he refreshes them, if map density allows it. Now you have to choose between all the prepromote/ready to use units they shoehorn at you for all of p4 and endgame. The only parts where unit performance matters are p1-2-3, and in these parts the only Beorcs better than Laguz or who can do something Laguz can't are Shinon, Haar and Titania, Ike only by the end of p3 when he receives Ragnell. Every other Beorc is subpar and thus only subpar filler (Nolan being the best subpar filler unit who has a very continuous activity, filling the same role for all of the DB chapters until he finally doubles but not long enough for it to start to matter when as soon as p4 he stops doubling again and goes back to unimpressive meatbag). CK don't share more than 1 chapter with Laguz before the very end of p3 and that's if you don't 1-turn 2-E, otherwise CK never share any map with Laguz before the end of p3 where they barely improved from p2 except if you moved paragon and overlevelled 1 or 2 units in the one map they can use it...not very likely since when they rejoin Ike's army they're in the same situation than the DB in p4. And Mordecai/Janaff/Ulki swipe the floor with CK all day long as much if not more than with non Ike Titania Shinon GM and Haar.
  10. PS: Sorry, I was wrong about 1 part, I thought resolve also gave x1.5 str, it appears it doesn't in RD while it did in POR and the FEBuilder version comes from POR, not RD, thus my confusion about the skill giving half more strength when it doesn't. Still good enough to carry Volug though, since he ties with Zihark in offense with A strike and Zihark has lower offense with silver swords than Volug with S strike, not counting my personal +2/3/4 strength given by the energy ring I automatically feed Volug to ensure he doesn't get countered by mages. Which brings Volug to 13/19/26 strength, 2 points more attack with 1 booster than Zihark's t2 str cap that he reaches after several BEXP levels after he caps his skl/spd. Even in half form, 19 str isn't bad when your Mt is 9 in p1 and 14 in p3. Swordmasters don't have access to Vague Katti for nearly all of act 4 and when it becomes available, it still has 1 range. Alondite is available for 3 maps in the tower AFTER you beat the last map with Beorcs, just in time for dragons (half of them have 1 range IIRC) and auras. I'm not even sure swordmasters can double auras without white pool (don't they have 37 speed?)
  11. Well, about DB exp, you have a choice of giving the boss kills from 1-5 onward to Sothe, Volug or Tauroneo. Sothe is trash in p3 no matter what you do, Tauroneo doesn't gain much from the 1 or 2 boss kills he can get in p1 since he doesn't even level up once and Volug has highchance of getting speed from most level ups, if he gets 2 or 3 speed level ups he's nuts, and everything else on top of hp/spd/luck is insanely beneficial. +1 strength for example can be the difference between taking a counter from a mage or OHKOing it as soon as 1-E (or sooner if Volug got strength magically with BEXP, still 25% not 0, if my 45% speed Leonardo could gain 6 speed level ups in 6 levels then Volug sure can get 1 25% str level up with some luck). You know who else is great in DB? Nolan, who hates early BEXP unless it just gets him from somewhere to 92% exp bar because he suffers enough from high level with low level base stats not to cut him down on 2 potential stat gains per level. Nolan has less movement than Volug, is your meatshield that has to safeguard your cat food team and his only support realistically happening without taking 50 turns per map is Leonardo or Edward, Leonardo helping far more than Eddie because Nolan still lacks in offense. Jill comes near the end of p1 with base stats that I would've liked on Meg 2 chapters earlier but instead she's usable from 1-6 only for 4 maps, in one of which she can barely fight anything (1-6-2 either cheesed with Tauroneo on turn 2 or massively carried by Volug who is the only candidate for taking care of the top side of the map without dying in 2 attacks, and a pure water is highly recommended in his inventory). If Volug has gotten a dragonshield he can attack once or twice more on PP because he's not fearing death, if not then you'll have to keep him healing whenever needed. Jill on the other hand is really dying in 2 hits from whatever attacks her, has shit tier accuracy for half the maps she's in during the whole game (yay even Nolan beats her in that department while his skill is already inferior to Aran's), she's weighed down by every non iron axe (hammer gives her like -7 speed, ending up with 8 speed from base 15 and she can't hit to save her life, sometimes she doesn't even OHKO with hammer due to her complete trash strength even if you give her the energy drop). Jill has about the same growth rates as Meg, you know, the joke unit? Somehow people think Jill is incredible although she literally needs every ressource in the DB + all the CEXP and BEXP to even do anything more than ORKOing pegasi in 1-6 with a hand axe, and that's in normal mode, I don't even imagine how bad she can be in hard where early game ennemies have Awakening lunatic level bullshit stats from what I've seen the only time I've dared try it. https://gamefaqs.gamespot.com/boards/932999-fire-emblem-radiant-dawn/69426809 This epic tale is so true it's funny, basically how everyone in the DB chapters try to do anything and while they try to do something they realize Volug has already beaten the chapter. By the way, Volug can use celerity, pass or paragon without needing a promo item or any level up. If he gains 20-28 exp from a boss normally, double it with Paragon and add double exp from everything else, and now Volug effectively has 3 chapters where he gains some exp (well say 2 since 1-8 is literally Tormod and Vika doing everything worth mentionning until Sothe and Zihark arrive from their stupid starting point through 100 bushes around the damn swamp and reck the boss peninsula) or he simply has to take celerity and go even further from 1-8 and pass for 1-E that helps him slaughter the ledge ennemies and open a path for whoever wants to get there, while Nailah opens the stairs, and they both take care of the thieves so you have all your time to make it to the chests with Sothe. Any ressource spent in Volug helps ease the DB chapters and since he has good base parametters and good options to get even better. Put Resolve on him to watch insanity since Volug under half HP still has as much HP as base Jill full HP, if you look at things from further you can realize that what you thought was really misinformed and making you look less smart than I think you are, with resolve active, Volug has 24 str, 27 skl and 29 spd at base, which should be enough to solo 1-E, even better, if you were to give him a seraph robe, he'd have 28 HP when entering madness mode, which is 4 more than Jill's base HP when she's full, or 3 less than she'd have with a seraph robe, still completely dominating her in all offensive stats until she's in t3 since she doesn't have high enough skl/spd caps to ever reach 27/29 in t2, and 24 str is what she'd have very late in t2 mostly after BEXP abusing once she has reached her spd/res caps. Now for p3, with resolve and 2 hp/speed/luck level ups, he has 51 HP, 16 str, 18 skl, 22 spd, 15 lck, with the skill activated he has 24 str, 27 skl and 33 spd. Zihark gets completely ROFLstomped even if all his offensive stats are capped (24 str is his cap, 30 skill is still a bit higher than 27 but nothing worth noting when his weapons have 10-20 less accuracy than a fang, he caps speed at 30, his luck growth isn't very high), and if Volug gets B double earth support on top he has 66+15+30=101 avoid, 111 on a thicket, that in half form. In full form, it's 45 speed> 90+15+30=135 avoid, 145 on a thicket. Now tell me anyone in DB has anything worth noting over Volug, who doubles every non Naesala royal with 2 speed level ups and resolve active, and if he is given an energy drop his strength is 26>39, suddenly he stomps every Beorc's str in t3 except capped Boyd since Nolan hardly caps strength in a playthrough where you don't spend 80 turns per map + save scumming level ups unless he's heavily RNG strength blessed. With these stats, tell me again that Volug doesn't have dibs on the DB ressources to push his offensive stats, that he never reaches SS strike and that he isn't lategame material when he still has 3 speed points to gain to reach his cap of 18/36 which means 27 speed in human form with resolve, 27>40 in wildheart and 36>54 in full form, with 26>39 str with 2 strength points from base or 19>28 in wildheart, which is equal to Ulki's full form strength. If you gave Ulki and Volug Resolve, they would not counter at 2 range but they would obliterate late game even with wildheart and they would have better offensive parametters than non resolve royals, Volug equaling Giffca in effectiveness and Ulki beating them both with vigilance ensuring he is untouchable (36 base speed>54 with resolve, 40 cap>60, with how high his luck is, that's 164-165 avoid at capped speed with base luck and no support). Give them red pool when you can and you'll see how nuts that is. This requires setup? the whole game requires setup, and Laguz have exactly what they need to set it up since you can put them just in resolve range on 1st EP and reck the map from there. Meanwhile Jill is still at 31 hp, 13 str, 12 skl, 15 spd, 15 def, 3 res, even at 20/1 (after 6 painfull level ups and all your non speedwings stat boosters) she has 36 hp, 17 str, 15 skl, 19-20 spd, 17 lck, 19 def and 7 res, she's still 10 hp lower than base Haar, 7 str lower, 7 or so skl lower, about equal in spd, maybe superior in luck, 5 def lower and has about equal res with him. If she can use resolve, then she has =<18 HP left, 25 str, 22 skl, 27-30 spd. She still inferior to base Haar in every defensive parametter and has to fall to 18 hp to just match his base attack, speed means little when he ORKOs everything with a brave axe or a killer axe crit, glad Boyd gives him exactly that, a killer axe, or you could get him the brave axe given by Kieran in p2. Haar with resolve is a thing too, but he has less HP than Volug, 3x less HP growth and caps HP at 50-60 while Volug caps at 70, meaning Haar's left with <25 HP for all t2 and =<30 by endgame. Sorry for the wall of text, I just developped what I was just realizing on how insane Volug is and thus how completely nuts Ulki is. They might not have 2 range, but except Haar/Titania, no one can do what they can better than them and their raw HP value ensures they're safe when they do it. Not even speaking of mastery skills since they're overkill by this point, with 24 base skill in full form, 36 with resolve, Volug would already activate it more than once in a while, and Ulki with 34>51 would activate it very often. Still unusable against lategame bosses so I don't mention them.
  12. Thanks, I was beginning the reading of the massive Vincent ASM hacking notes posts, but I may keep it for later, when I've already used a bit of HxD and been used to the program. How do you use the Rebuild and Extract files? I opened them in HxD, it only opened new tabs but didn't change anything about the Data.cms.decompressed file and there is no "Read me".
  13. I DLed HxD, loaded RD clean disc in HxD, but now all I get is a massive number of code lines with nothing understandable except the game title. If you have tips, they are very welcome (the text looks like it's random, nothing forms a single word, like a series of letters and symbols instead of proper words, so I can't understand what it means).
×
×
  • Create New...