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LoneRecon400

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    New Mystery of the Emblem

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  1. Flourish is pretty good since it just adds a flat +33% chance to injure. You can also combine it with an Estoc to get 2 chances at wounding a target with high accuracy, which is neat. Maim is a meme. It does nothing when the enemy is wounded, and it only gives around ~40% at best chance to cripple. It's also completely random as to when it procs, so it's pretty useless. Blizzard can run into the problem where it does too much damage and can cause issues with one shotting without mercy. It also can't be repaired for one repair stone use like the Bolt Knife can. It does have some pretty good applications with wounding riddel since he has a ring to resist the wind damage. But that's really the most note worthy case I could find for it. But yeah. Crippling is definitely a dice roll that you can lose out on. It's just the rewards are so good that it's still worth the gamble even if they don't work out.
  2. Yeah, that's why getting the Bolt Knife and Aperion/Lighting are pretty important if you're going for Captures. There's no consistency elsewise. And being able to capture enemies like Riddle for 12k gold is really nice. As are some non bounty captures like Empire boss in Food Supply who has a knight sword/shield and 3 Vulnearies.
  3. They do work, it's just the base chance is really low it doesn't make a difference. The way cripple works is it that it divides the hp the enemy has at the end of combat with how much they had at the start of combat. It then takes that amount and subtracts by 75% and then halves it. So if an Enemy has 10 HP and you do 9 Damage: 9/10 = (90% - 75%) = (15% * 50%) = 7.5% ...You have a 7.5% chance of cripple, or 15% chance using a double cripple weapon. You can see how bad that is. What wounding does is reduce that 75% chance to instead 30% and removes the 50% multipler. So if you instead attacked a wounded enemy for the same amount: 9/10 = (90% - 30%) = 60% So now instead you have 60% chance to cripple instead and lighting will have a guaranteed cripple chance. TL:DR: less than 12.5% to cripple at best unwounded. Around a 60% chance to cripple at best wounded. 2x cripple weapons guarantee cripple if they do 80% of the enemies health while wounded.
  4. Impossible Dream is actually one of the better maps for Owen. The dragons will berserk after attacking once, so it's important to dispatch them as quickly as possible. Holy is really useful as it counters their high evasion and deals a pretty good amount damage with the Divine Barce. It also really shows off the difference in magic between Izerna and Owen. Actually the opposite occurs in Heathen God. Owen transforms early if you do get his happiness high enough, but he still follows his 20 turn rule if he doesn't. You really need to wound enemies to have a decent chance at crippling. If you don't, you're pretty much stuck with a less than a 10% chance to cripple, even going from full health to 1 HP. It's why the Bolt Knife is real important. Cripple chance is also based on current hp. So even if Percy deals 4 damage to a wounded 5 HP enemy, it's still a guaranteed cripple with lighting.
  5. Some thoughts: -Izerna does not need to be promoted to promote Dean. Just her being alive is enough. -Thaddy has some pretty great utility with Provoke. Not only can he really mess with the AI using hide, he can also use Evasion to boost his avoid to 80 at base for 2 turns. Combined with Bolt Knife (42% chance to wound) and the fact that enemies with 0 hit on him will still attack while provoked, he becomes really good at wounding bounties and other capture targets. Steal is also pretty nice with a Estoc Flourish from Arthur. -Owen's 20 turn limit can actually be a boon in some cases. If he transforms during escape map, rather than being crippled if he doesn't escape, he returns to base safe and sound. That's pretty nice compared to izerna who is just spending those last turns walking to the escape point. Theres' also nothing about his recruitment that's particularly complicated. Just use him enough and he joins without any issue. 81 base hit and 21 atk with fire also ain't that bad. He two shots the armor Knights in Children's Hero, which is pretty nice with Provoke. -Percival has a niche in being able to guarantee cripple as well as consistently boost his hit rate. Lighting doubles cripple chance. So if you drop 80% of a wounded target's current HP, that's a 100% guarantee to cripple a foe which is easy to do with mercy. Really helps aganist capture targets with Arrowbane. Him and Enid also have a +4 hit support that activates whenever they are in 2 tiles of another. So if you combined that with a Tiger Brace, Reese's Commander, and Enid's Charisima, that's 96 base hit in his join chapter alone. It's not the most practical thing ever since deployment slots are pretty contested. But just the fact he can zap Theodore pretty consistently is pretty cool. -Marcel ain't great. L Shields are quite exensive and have very limited durability, draining funds pretty fast. He also reaches a 100% guard rate pretty easily, which can cause enemies to ignore him if they deal 0 damage to him. He also can't cross cliffs at all until level 15. And to top it off, Zewihandler is only a 20 rank prf sword. So anyone can use it once they hit level 20. -Daoud can be interesting if you get him to promotion. At that point he can reach a 100 hit with Commander and a 60 hit axe like a Battle saw. He can do stuff like tank two lance charges and guarante one shot a lance knight on 9-m Really takes a long time get there and really isn't worth it, but it's just funny turning him into the world's strongest man. -Adel has much more of a problem with his Spear Rank rather than Shield Rank. Having only a 30% Spear Growth Rate means he needs on average 400 attacks to reach 30 Spear Rank before level ups. That's a bit much. And then he promotes to a worse movement type. Kaga really was scared of Vantage. -Arthur can strangely enough be called a growth unit. With tight brackets and high promo gains, he's guaranteed to be as strong as Ward by as soon as level 12. At that level he is guaranteed to have 34 HP - 11 Str - 9 Def compared to Ward's 38 HP - 11 Str - 10 Def. And those are his bottom brackets, he can easily have +2 over those. Also you haven't lived until you see a Level 30 Arthur skewer someone using Fauchad with Desperation. It is glorious. ...And that's about it. While I don't necessarily agree with some placements, (Aegina too high, Sherlock too low) those are some of my main impressions looking at your list.
  6. I always found healing to not be useful by the time advanced classes show up since you can simply negate damage with gambits, avoid it entirely, or defeat the enemy before they even have a chance to strike. Spells can have increased range, but Marianne struggles to one shot when only advance class enemies show up and chip damage ain't really needed by that point. You could just master Archer instead of Valkyrie for accuracy if you wanted less skill rank investment. C Bows only takes 6 weeks to train even with a bane with Sauna, or 4 weeks for D+ if you don't mind rigging for certifications. Fighting in Archer ain't too bad for her with the Lighting axe or the Bolt Axe. Annette also doesn't really need Wyvern Lord to function. She can stay in Wyvern Rider just fine, so she really only needs B Axes, C Bows, and C Flying, which is pretty economical in terms of skill exp. She don't even need Nuvelle for the majority of the game as Lightining Axe and Dust is pretty overkill most of the time. It's really only for endgame where enemy HP sky rockets that she needs it. Wyvern Annette isn't some game breaking option that's going to outpace Dimitri, but it's a decent high mobility option that can delete armors at range while also capable of deleting some enemies other units have a hard time with. I'd say it's better than Valkyrie Marianne since I value the movement substantial more, but it's admittedly arguable.
  7. I posted an example of an average Mag Wyvern Annette one shoting endgame enemies with 100% Hit Rates while also having 8 movement and a 3 range attack option. I don't see how that's a scam considering even Lysithea can't one shot the War Masters on average. What would even be Annette's strength otherwise? Put in Gremory or Warlock? Being locked 4-5 movement with weak spells doesn't seem like it'd play to her strength.
  8. I'm surprised you didn't have much success with Wyvern Annette but had success with Soul Blade Marianne. With Nuvelle Fliers, Annette is capable of straight up one shot enemies at Endgame. Not a whole lot of magic units can say that one. If you ever do try Maddening again though, I'd recommend focusing more heavily on support battalions. Like you mention how Dimitri is weak to balistas, but with the Sacred Shield Gambit you can nullify any attack that's not at 1 range. Support gambits and Dancers are some of the strongest tools you can use in this game, so it really pays off to abuse them even if their stats on the battalion or combat are not the greatest. Take Dedue for instance. You found him to be mediocore, but he could put in a ton of work as a Assassin using Vengence and Impregenable Wall. Vengence makes him capable of one shoting the majority of enemies while Stealth makes enemies not target him as long as he's not the only unit in range. Combined with Impregenable Wall making other units effectively invincible, you can probably see why this setup can be really good. Finding out powerful combinations like that is why I like playing through Maddening. Enemies are admittedly quite bloated in stats, but you have intreseting tools to play around with to make those stats a non issue.
  9. It depends. Most maps either relied on a lot of player phase action that relied on one shoting the enemy with dual strikes or heavy enemy phase moments where most enemies attacked normally rather than use dual strikes. So Dual Striking wasn't that much of a issue. There were some maps were they were a problem though, such as the left side of Chapter 16, Ch 19 Life and Death Kitsune, and the Ch 26 reinforcement Sorcerers. But those issues were caused because I either lacked skills like Auras, mage killers, or both. Really stacking Defense made enemy dual striking a lot less threatening. That's mainly I how I got though most maps without any issues.
  10. Alcryst ain't great at taking down corruputed wyverns, especially in his personal class. Like the Corruputed Wyverns in Ch 17 have 33 Defense and 57 HP. Even with his endgame stats, he'd only have 30 attack with a +2 Brave Bow. So while severely overleveled, he would do no damage against them without Luna and would require require 4 Luna procs to one round it. Even using something like a Silver Bow +1 would only result in 6 damage and 22 damage with Luna. So even if he gets a double Luna proc, he still wouldn't be able to one round them. When you can instead do things like one shot them with 100% Wrath Crits, have effectively 50 might on them with Sieglinde, or use Seraphim with Holy Stance++ to one round them, having to rely on Luna to do any meaningful damage aganist them is pretty lame. Though I will agree that he has no problem surviving them. Even if did, you could do something like Divine Pluse + Hortensia and have them use a fracture staff. With that skill she would have a near 90 hit rate against every wyrm in the game at base.
  11. Veronica is really broken on her if go all in on Reprisal +. With 3 Seraph Robes, you can have her reach the High Preist HP Cap of 55. Combine that with Hp +15 and Hp Tonic, that'll add +37 Damage to every attack if you can get her to 1 HP, which is easy with Corrin's Fire Dragon Vein. At level 10/30 High Preist, Citrinne will have 36 Magic. Combined with a Ike Engraved Thoron +1 for 22 Might and Veronicas +5 Magic, that's 99 Attack. That is enough damage to one shot every enemy at Endgame except for Somborn. Now imagine that with Vantage. It's a rather asinine combination.
  12. You still need to face the general group and berserker group together. I suppose you could just turtle them out all the way to Hero room. But I've never been a fan of turtling, especially when you don't have to. There's actually a strategy that can skip both the Hans Room and Sorc Room entirely, but likewise i'm not a fan of strategies that just skip sections maps entirely. There are a couple of strats of getting the Spy Shuriken. Typically the strategy is using Pass or Lunge and simply completing the map on the same turn as you get the chest to avoid fighting the room. There's also the other option of baiting the faceless away from the stoneborn with a very durable tank and then splitting the Stoneborn up, but that takes quite a while. The most unique strategy would have to be using Keaton though. Stoneborne in the room will attack anyone in their range, but they're stationary until the door is broken. So what you can do is just have Keaton get attacked by them and apply Grizzly Wounds from 5 tiles away until they only have 1 HP. Then you can open the door and easily sweep through them. It is quite the dumb strategy, but it's so dumb it warps around to being ingenious.
  13. You can definitely get Citrinne to double without compromising other unit's Speed. A base Mage Knight Citrinne has 13 Speed and 6 Build. By using a Speed Tonic, Chaos Style, Byleth Covert Instruct, Spd +3, that's 26 Speed at base. That's enough to double most enemies in Corrins Paralogue at base, and can one round them pretty easily with Celica Engraved Bolganone at the recommended level. When the Corruped start showing up she becomes even better as she can rely on Seraphim. With the orbs from the free update, you can augment that spell to have an effective 30 might on all enemies in the lategame. Combined with its low weight it makes one rounding trivial for her so long as she can double. It can make Griffin a viable lategame class for her. There's also a niche in being able to use a mounted class as it allows for other mounted units to benefit from Bonded Shield. That can be very useful in taking use of Sigurd Engage bonus or Erika's Twin Strike.
  14. Even if you didn't want to Kaze or Silas, you could still get both sol and ninja on units that are naturally bulkier than either such as Beruka, Corrin, Camilla, and whole plethora of kid combos that can out perform either units. No one goes through the Faceless room in Chapter 26 on Lunatic. They're 3 Stoneborn who deal 51 Attack that also have Seal Skills, Wary Fighter / Counter Magic, Poison Strike, and just as bulky as Generals. Faceless also have Poison Strike with Savage Blow with 52 HP and 31 Def. You're not getting the Spy Shuriken unless you have some esoteric strategies in mind.
  15. Running is not an feasible solution considering there's two freeze staff maids that'll freeze anyone near the door. That means to run you need 4 units that are capable of surviving 49 attack generals in Attack Stance, one of which includes a brave lance. That's a big ask without defense stacking. Even if you could manage that, attacking at range from the hallway is not ideal considering it's in range of both Iago's staff range and the freeze maids. Most units are not going to be able to survive an attack while Hexed and/or Enfeebled without lots of investment. Enemy AI priorities dealing the most damage to units and does not account for undisplayed damage reduction like auras or personals. Its not hard to have a unit that's bulkier than a ninja, especially considering they're not accounting for 9 of Silas' Defense. I also dont even know how can consider the Spy Yumi as a legitimate strategy. If you don't consider cooking, how can you consider a strategy that 99% of players will never have acess to?
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