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IonicAmalgam

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Everything posted by IonicAmalgam

  1. Kanji is more than 120 but Japanese might be different than Chinese. It's possible they include English/Japanese version of the track
  2. I doubt DLC would be shadow dropped before Engage, from a PR perspective it would be a distraction. It may show up 3 months after Engage.
  3. iirc the game was in development prior to 3H release so they may not have had the characters planned
  4. I think Engage may have killed DLC for Three Hopes. It's clear that Engage went through some sort of development hell (especially with Toothpaste chan looking quite different from when they originally thought the game was complete). Koei are likely all hands on deck on the title. Looking at the 3D graphics of Engage, I'm wondering if that title is intended as a Switch/Pro Switch hybrid launch title (maybe pro switch for later). This is primarily based on the 3D graphics shown in the trailer being far above what I would expect from any switch title.
  5. Pretty sure this title will work with a new Switch Pro then, seeing as how the 3D graphics are such a step up, unless these were all pre-renders in the trailer. ---- That said, can the game's UI be any more bland? Thought they would have learned from Three Hopes, but seems like a return to FEW aesthetics --- Gameplay seems a return to Fates/Awakening with Pair Up, Weapon Triangle, heroes from the past, etc. --- Likely lack of a good story/worldbuilding leads me to think I'll pass on this in favor of Diofield chronicles. Even if DioFIELD had terrible writing, it at least had innovative combat.
  6. Resetting weapon is for if you upgraded it before you maxed the blacksmith, otherwise no reason to. Reset level ups is for if you had particularly bad RNG (which is entirely possible), generally not needed otherwise since you can get so many stat bonus items. It's only useful if you want to do it PRIOR to using stat boosters to minimize number of stat boosters needed. Below is a probability chart, if all you are looking for is a 95% confidence (right most column), then you have a 95% chance of getting the minimum bonus class stats in 0-1 resets, and a 99% chance with 2 resets (3 level 1->120 attempts). Based on the chart below, there is an 81-85% chance a character will reach the right most column growths without any resets. Which means that on average 1/5 characters should get RNG screwed. By resetting those 1/5 characters in your roster once, you reduce the number of characters in your roster that are RNG screwed from 15-19% to 5%. By resetting the remaining 5% of characters again, you have only a 1% chance of a character being RNG screwed Afterwards you can use your stat ups on your characters
  7. iirc one of the cinematics showed stalemate for the transitions between months
  8. At 98 hours myself and a good 45 hours is this, only leveled up everyone to level 40 though (from level 1) ---- Any classes worth splashing training into for skills for most characters?
  9. How do I complete my first route faster than 406 hours? xD ---- In your opinion what is most important stat? ---- In your opinion what is most important attribute for arts? Utility? (Eg Cannot be guarded, guard break) Animation? Type Coverage? Damage?
  10. I've spent 30 hours grinding gold in chapter 12 right now (since I have the + growth rate strategy in that chapter) and I only have everyone at level 40, can't imagine having to get folks either.
  11. Agree 100%, been burned by DLC before in the past ---- I'm curious if anyone has gotten a survey in the email from Nintendo, they sent one out for the original FEW and FE3H. Don't seem to have seen one for FEW3H, but I feel like they've stopped sending them out for other games too? In the past they had surveys about what we wanted in DLC.
  12. Cyril, Anna, Hannerman already have data in the game so I suspect they will be added if any DLC is released simply because it would be rather easy to.
  13. Might be interesting for anyone making builds to determine if they should reset their level ups or not. Below is a probability table for different class growth rates and the probability of achieving a particular growth above the character's base stat by level 120 (using https://stattrek.com/online-calculator/binomial). Generally a particular class will have 3-4 "important" (non health/charisma) stat growth bonuses. How to Use: Take hypothetical Byleth F for example. She has base growths as shown below. If leveling in the Trickster class and aiming for a 80% stat distribution, you can calculate based on your stat at level 120 as shown below. If you have met the desired growths (or exceeded it) then you can leave as is. Otherwise since Trickster has 4 important stats, you will need to do at worst 6 (95% confidence) to 10 (99% confidence) level resets to be able to meet the target growth rate of 80% in all 4 stats.
  14. What I don't get with review bombing is why folks view the 1 thing as a cause for a 1 or 0 score. It really undervalues all the effort that others who were not responsible for the 1 thing put into the game itself.
  15. Working on categorizing animations now (don't have all skills unlocked). Interesting to note that 2 skills have the wrong range Indicator: Witstrike and Flame Volley are given Line indicators but they aren't. Also changes some of the previous skill evaluations, Assassination is pretty terrible because of the animation (Wrath Strike if need guard break), while Iceblade is hands down the best Ice skill available now due to the superior animation.
  16. So Reckless Power 3 increases Might by 100%. Effectively this is equivalent to if we doubled the might mod that was found. Versus the <Stat> Factor Weapon Attributes, if they add 100% of the stat in question, that would be equivalent of 120 stats (at max). This seems to imply Reckless Power is better than the <Stat> Factor skills since it is roughly equivalent to adding (low end) 40% of the weapon's might to your STR. Although I don't know if anyone has done the math on the exact multiplier of <Stat> Factor Weapon Attributes. I'm also curious what % the Awakening/Special/Crit Rush weapon attributes add, since it would determine if they are better or worse than <Stat> Factor Attributes. From base FEW it was a 25% damage modifier. So Reckless Power 3 would be 1140 * 4 = 4560 damage from weapon, + say 8.5 mod str avg, or 1020 from stat. Leaves 5580 Base. Awakening/Special/Crit Rush boost would be 6975 for that type of attack in question. Say it is 1/3 of the time that the damage bonus is active, roughly 5984 equivalent damage. <Stat> Factor if they added 100% (not sure) would be equivalent to 120*8.5 or 1020 additional damage, which would be more than the boost skills. But if they only added 50% of the stat that would be 510 which is roughly equivalent to the boost skills Although exact uptime of crit rush/boost is hard to say. I'm suspecting for most play it would be Reckless Power 3 > <Stat> Factor 3 > Awakening/Special/Crit Rush Boost. Although if it is possible to achieve >80% uptime on Awakening/Special/Crit Rush then it would probably be better to run that. Pair up units would probably benefit from Reckless Power 3/Special Boost 3 since most of their damage would be Specials from Pair Up
  17. Your builds have the units leveling in the class that accentuates the unit's bonuses, but I tend to go with classes that help units gain stats in their weaknesses. Dorothea is insanely strong as a melee unit due to her passive. It breaks stun and guards of enemies and interrupts their attack animation. And it triggers on weak attacks. Sword class animations are incredibly fast on weak attacks, especially Assassin/Trickster class action which also breaks guard and stun and spams attacks like no tomorrow. You can give her a weapon that does magical damage (Arrow of Indra as Cavalry or Levin Sword as Sword, or a weapon that has attribute reversal) and she melts any enemies. She is far far better as a melee unit than a magic unit thanks to movesets (magical attack moveset is horribly slow) I personally hate Wyvern and Mounted class movesets in Three Hopes, so I prefer to use the foot versions. You can level her in Fortress Knight for Def growth and she won't be squishy. You can also level her in Holy Knight for both Def and Res growth.
  18. FEW1 had lots of postgame sure, but the characters all felt very samey and the supports were bad leading to flatness. There also felt like there was no real reason to do the History mode campaigns as the maps all felt samey (once again). They essentially have the history mode campaigns in FEW3H but it is tied to the story much better. I do agree that the objective pressure was far better in FEW1.
  19. Yes it is true that the class action does light damage. Now that I look at the list of passives, Shamir would work for Ice coverage. Using Mercedes passive is okay because the Holy Knight chain puts you into an animation lock. Element is primarily for fighting monsters and getting into animation lock is bad versus monsters because you can't dodge out of attacks. You are right about Constance's passive, it depends on her personality. Flayn would be a better option. List of Passives for elemental coverage: Edelgard's passive (Fire) Dimitri's passive (Thunder) Ashe's passive (Wind) - switch Tempest Lance to Frozen Lance or Knightkneeler (for break) reliable coverage option but overall weak for non Monsters Claude's passive (Wind) Yuri's passive (Wind) Dedue's passive (Dark) - kinda overlaps with Hades though Hapi's passive (Dark) - same issue as above, but worse since this requires strong attacks which send you to animation lock Ignatz's passive (random elemental) - RNG and also requires strong attacks with animation lock Dorothea's passive (random elemental) - works on weak attacks so no animation lock, but RNG Shamir (Ice) Bernadetta (Ice) Marianne (Ice) Ingrid (Ice) - requires strong attacks I think, not sure haven't unlocked her but the description implies it Mercedes (Light) Flayn (Light) Constance (Light/Dark RNG) - Fixed per stage Manuela and Lysithea's passive doesn't seem to work for me but they are Thunder and Dark respectively. Assist Ability (all elements) requires a unit to be an adjutant
  20. Example coverage with 4 units: Mortal Savant: Weapon: Rapier Excalibur: Wind, Break, Anti-Air Seraphim: Holy, Anti-Monster Holy Knight: Tempest Lance: Wind, Break Hades: Fire, Dark Mercedes/Constance Passive: Holy Fortress Knight: Class Action: Guard-Break/Stun Lightning Axe: Thunder/Guard-Break War Strike: Anti-All Marianne Passive: Ice Archer: Drill Arrow: Anti-Armor Flame Volley: Fire Bernedetta Passive: Ice Class Passive: Anti-Air
  21. Might be bugged then. I usually don't control archers too often myself, will check next time I do.
  22. I did a comparison of combat arts and magic based on the weapon role of the user and the task a specific Art/Spell fulfills. (Type refers to if the unit is pure melee or a mix magic/melee unit, not the damage type) Bold is the best for a particular Task within the Role. Italics refers to a unique skill most classes do not have access to Underline refers to a skill that best fulfills the task across all Roles. Sword Users: Sword has good coverage for all tasks, but doesn't have many "Best" arts/spells. Trickster/Assassin has a very strong class action that breaks guard and stun locks opponents without animation locks. Dancer and Mortal Savant should probably run spells for Fire/Dark/Light coverage on maps with Monsters. For regular maps, Excalibur and Dark Spikes T provide good coverage against Lance units. Assassinate is the best Guard-Breaker to combo with a Damage art/spell such as Finesse Blade or Aura/Abraxas. Non magic users can run Iceblade/Grounder for anti-flier coverage or Assassinate/Finesse for damage. Lance Users: Similar to sword, lances have good coverage in all roles, excelling in anti-cavalry, wind, and ice. For type coverage against Axes, Knightkneeler and Excalibur can be considered. Although most axe units are weak to magic so you can instead use Tempest Lance and Hades or another spell. Class features long animation locks so strongly recommend running at least 1 fast animating art. Axe Users: War strike is broken on axe users, also axes have the best thunder coverage skill in lightning axe. They lack pretty much everything else however. Bow Users: Bow users have the best anti-armor and anti-flier art that lowers the opponents defense in Drill Arrow. Units without access to it have the similar Break Shot art. Besides that they have decent type coverages but most of their skills are similar in raw stats. Mostly up to personal preference on the art ranges. Fist Users: There's nothing really redeeming about Fist users. I wouldn't bother bringing them unless required for a Monster. The only good thing is that their strongest art combo Mighty Blow/Fierce Iron Fist is accessible to all units and don't require training. Fierce Iron Fist is also spammable for a "Large" damage attack. Unmounted Mages: The one area that mages lack good coverage for is in Ice magic, but sword and lance roles have a great ice art so it should be fine. In addition passives such as Marianne's make ice unnecessary.
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