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tacticsfan999

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    Fates: Conquest

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  1. That's interesting. I think I get the idea. The best defense is a good offense. If there aren't any enemies leftover on player phase then no allied units can die, which really simplifies the battle. A unit with mediocre offense and defense could be a bad player phase unit because if they miss a kill then the last enemy won't go for them, but for the most fragile unit and kill it. So their own bulk didn't even matter. I'll have to think about these things more. Its an expansive topic. I thought about it for a while. This assessment doesn't apply to what I said in the walkthrough. It's independent of all that. If I missed anything major then let me know because sometimes I miss the elephant in the room, but still this should be some useful info. Leo can also be a sorcerer with vantage in a natural way (using 1 paralogues) by chapter 18. It takes the same number of heart seals. If you check his stats you'll see that his magic is better accounting for effective levels but I don't think it matters. For all intents and purposes, they have the same basic magic output. Leo seems to have an especially, unusually good pair in Nyx. His bulk is significantly better: +6.5 def avg at cap, +5.5 res avg at cap, and this is assuming a lvl.20 promotion for Ophelia. Ophelia has the advantage of getting vantage sooner. After looking through it, it seems that adventurer Niles might be a good pair for Ophelia. He can give lots of magic, speed, and +1 move. Nyx gives Leo +2 magic more, while Niles gives Ophelia +2 resistance more. However, Ophelia can build supports faster. Overall Leo is going to hit a little harder, but Ophelia will double more often (~ 4 more speed given lvl.20 promotion). Grouping everything together, it looks like Ophelia's major advantages are getting vantage quicker and having more speed throughout the game. Leo's major advantage is having way more bulk for playing a tanking role and hitting a little harder. Also lvl.20 promotion for Ophelia would take a while, so earlier promotion is probably better (but also means the stat gap between her speed and Leo's speed gets a little smaller). On the topic of bulk: Bulk translates into better offense. The smaller a unit's death zone, the more effective mobility they have. The more effective mobility they have the more attack targets they can pick and choose between thus improving team offense. And that's ignoring the ability to tank.
  2. My reply is sort of multifaceted. I'd first just explain that the pairings I chose aren't optimal. I barely understood pairings when I made the walkthrough so they were mostly based one me stitching together ideas from other sources. I also didn't want there to be difficult or tedious supports to build because it would then make the game harder for the beginner to manage them all. Strangely it was just a couple days ago that I realized that it was possible to get every paralogue possible before chapter 10, before chapter 10. This lead me to wonder if such fast progress was worth it. The XP benefits, for instance, partially wear off later on in the game. Some units recruited early on won't be as good (assuming they would be used). However the boosts for that part of the game would be huge, and weapon rank benefits would be longer lasting. And there's items, and sometimes gold. Having so many rally defense users doesn't sound appealing to me although it does paint a picture of the potency of the strategy. I think the value of each additional rally defense user drops off, with 1 being an excellent idea, 2 being a great idea, 3 being a good idea, and 4 being an okay idea. That's purely my judgment though. And, incidentally, my walkthrough lead to probably 4 rally defense users give or take 1. I was able to find a way to get every paralogue before chapter 17 with ease, and every paralogue available at the time before chapter 10 too. Most of the pairings were great or decent but it's okay to have bad ones (for the child) assuming that child isn't worth using. I'm still trying to figure out what right balance is here. Effie/Arthur is a pair that I'm fascinated by for strategic reasons. I believe in Effie/Arthur now, but I didn't when I made the walkthrough. I think I misunderstood how paralogues could be spammed for different effects, such as speeding up S ranks and unlocking even more paralogues. I was always under the impression that the player should only unlock maybe half the paralogues. Anyway, I've been thinking harder about pairs and paralogues lately. Yeah I think killing Takumi by turn 6 is the goal. Yes that bold phrase is a typo, thanks for pointing it out. I'll fix it. Okay yeah, good point about Leo/Nyx vs. Leo/Niles. I definitely missed that. I think it's worth it then. We can have Elise/Odin instead of Nyx/Odin, which should be no problem. A heart seal is required (a master seal would be required for Nyx and Niles alike) but that might be okay for +3 mag and a new paralogue. I'm not that knowledgeable about Ophelia so let me know what you think, but she doesn't seem as good as Leo to me. Elise!Ophelia has way less bulk than Leo as a dark knight, and Leo's offense is slightly better magic and slightly worse speed. Overall, Leo's better bulk and similar offense make him seem like the better unit. Of course. The comments are appreciated.
  3. I made sure kill chances were always 0%. The seal defense is accounted for, yes. Niles gets a 75% chance per attempt, the first attempt taking 2 turns I think, then maybe 3 turns each time after that. I'm not sure how many turns it is per attempt after the first attempt but I'll assume 3. If it's not 3, then any extra turns it takes are 2 seconds each (Action: end turn). Let's assume it's 3. That means an average of exactly 3 turns against Haitaka with complete reliability. A 98.5% chance it ends before turn 9.
  4. It's not just a theory. I've done it several times. It's zero risk, reliable, and it rarely takes that long.
  5. In my testing the shrine maiden was never an issue. A mounted unit reaches her faster than your other units. She uses up her 2 entraps quickly or gets killed and it's over with. I had times when she failed to entrap and times when she successfully entrapped. She's an unwitting ally. A beginner to lunatic. For example, in the walkthrough I say that finishing chapter 8 on hard "comfortably" is the minimum recommended background for playing on lunatic. Haitaka might heal up to full but it doesn't matter. You can just try again. He's going to get captured. I went through this process several times on chapter 9. I could write a mathematical equation for it if I had a save next to him. 1) Do damage til his health is within capture range. (100% safe) 2) Assuming all units are safe, have Niles/Arthur do a capture attempt. (100% safe) 3) If success, then done. If both attacks miss, then go to #4. (100% safe) 4) Retreat Niles/Arthur and anyone else. Heal up. Go to #1. (100% safe) Azura = infinite healing (not that you need it). The only thing that changes over time is level-ups that might eventually make the loop unreliable (although I doubt this). However, that means you'd have to go through dozens of loops while failing to capture Haitaka. Failing 12 times in a row is a 6 in 100 million chance, and that'd probably get you 1-2 level-ups that probably wouldn't matter. And there are still probably other combinations that could work.
  6. I put it in the writings because I went through it and verified the things I said within some margin of possible error on my part, but it's not something I simply theorized. I tested it. So I'll do my best to explain the answers to the questions. (Chapter 9) If Niles misses then you sing to him and restart the approach until it works. I experienced this loop myself. It's just a kind of loop that eventually gives you the capture. I would get two hits or something with Jakob/Corrin and then go for the capture. If it failed then I'd retreat, heal up, and try again. It's virtually impossible to not be able to capture Haitaka, complete the chapter, and have everyone be alive. (Chapter 12) On chapter 12 Azura is completely safe. She can't be entrapped because there are no entraps by the time she gets to that area. A mounted unit gets there first and is either entrapped or not. If the entrap misses then it stalls progress by a small amount. Either way, have Nile/Kaze unlock the door and then sing to them so they can move out of the way of the lunge user. Azura is safe because she never enters enemy attack range. Now your whole army is infiltrating the upper left corner which is just too much power for the enemies to handle. The main threat is the player making a simple blunder. There are other ways to complete chapter 12 but the thing is that there are almost always other ways. The game can be beaten in zillions of different ways and some players familiar with one approach will really prefer it to another. I've gone center and I've gone east. So I've experienced those. To me, east is easier. Center is just fine though. Plus once you know the game well enough both approaches are basically trivial to execute. But the walkthrough is for a beginner so I'm trying to put myself in their mindset. What would they find hard? Ninjas to them are probably scary. The room filled with archers is probably bewildering. Yes, I could write advice. I could explain how they could use pots as a barrier to kill off ninjas safely, simply, and reliably. Then they could activate the dragon vein and rescue the unit that used it to completely trivialize the fight, or alternatively they could save a rescue use by setting themselves up for a player phase swarm. East still gets the flame shuriken by the way. I thought east would be easier but if someone wrote a walkthrough using center then I wouldn't judge it at all really. I'd probably commend them for choosing the more "wholistic" approach to the map. (Extra) I want to share some extra thoughts. I'd first say that Azura/Odin is unorthodox but it's not an isolated recommendation. It comes in the context of the entire choice of pairs, so it needs to be understood in that context. This is a team strategy that wants Ophelia's paralogue but doesn't want Ophelia. Also this strategy wants lots of pairs leading to big teams that are often too big for the deployment slots available. Odin/Nyx differs from Odin/Azura in that Odin/Azura saves a deployment slot which is worth (Next Best Thing's Utility) - (Nyx's Utility). Nyx doesn't really provide much to the team compared to units like Haitaka but she would end up being deployed in their place just to grind ranks. Now the pairs I chose are definitely sub-optimal. Utterly and completely not the best. But they're pretty good overall and should serve a beginner well. Another thing is that I wrote the walkthrough in context. I saw a gap for a walkthrough like this, something that could be useful but doesn't exist. So that's why I wrote it. Some of the people that helped me with what to say could write a better guide than me. I wrote it because they hadn't written a guide. I might write a second one, improved. That seems unlikely but it might happen.
  7. I explained the reason for the specific strategies in this thread. It's supposed to be for the player that is intimidated by the difficulty mode but wants help to make the game as easy as possible. Chapter 2 - There are a lot of ways to complete the chapter and I gave one way that works. Chapter 4 - I always go north and get the concoction. Chapter 5 - I left the details to the player to figure out because I thought writings wouldn't be a very good format for communicating the geometrical specifics. I agree that there are missing details. Chapters 6 - Yes that could work well. I've never tried the map that way. Chapter 9 - I said "Capture Haitaka. Your chance of success should be 100% if you approach it in the right way, even if it's tedious." I'm referring to the goal if capturing Haitaka, not the hit rate. The hit rate is around 50% with doubling. Chapter 10 - It's unpromoted Effie. I've never had her be unable to hold the bridge. She can do it without any healing in some cases. Chapter 10 - I never said that they kill Takumi in one turn. They kill Takumi in two turns. Jakob is a paladin so that's how he kills Takumi (or, in the new version, Corrin is a Nohr princess.) Chapter 12 - You can complete the map in any number of ways, but going east avoids the ninjas and the dragon vein room which simplifies things some. The entrap is a friendly spell because it takes your strongest pair and puts them right inside the enemy territory. Going through the middle is fine too for the reasons you described but I've tried both methods and thought going east was easier. That's why I put it in the guide over going middle. This might be because of an edit I did recently. Originally I used wyvern Corrin / paladin Jakob for chapter 10, but then switched to princess Corrin / malig Jakob. However, I forgot to edit the part after chapter 9 that says to make Corrin a wyvern. So the idea is for one of them to fly, and the other to kill Takumi. I'll fix it soon. Well I've noted the criticism I've seen so far but I have my own viewpoints for my own reasons. Edit: I went through the whole walkthrough and updated it so the problem should be fixed now and there should also be a better strategy for Corrin/Jakob/Camilla.
  8. Maybe the purpose behind it being specific would have been clear had I kept the original title of the guide. It's supposed to make the game easier for the player who is intimidated by the difficulty mode but still wants to play it. It's not meant for any player who wants to play the game in their own way and I never set out for it to be. I'll change the title / intro to make it clear. I paired Azura and Odin to make gaining access to paralogue 20 easy and quick given all the other pair goals. Not Odin nor Ophelia plan to be used afterwards. It's a practical arrangement. Azura can grind supports with Odin really easy for the player who isn't in a rush, and the guide doesn't penalize taking time at all. So with Dwyer vs. Elise if you see a unit that needs to be healed, but they and their adjacent squares are in range of an attack, then Dwyer will be able to help them more often than Elise because he can take a hit more often. He has more effective "healing range" because death zones for him are smaller. He can also get rally defense which is nice. Elise is more offensive for attack stance player phase clean-ups and she has a strong aura, especially for male characters. I don't claim that either one is better but I think they're similarly good options. I added this to the guide and changed the name: This walkthrough focuses on particular team and map strategies that will make the game easier. While these strategies won't "maximize easiness" they will hopefully make the game substantially easier for the beginning player. As for Leo/Niles, it gives Leo more speed. That's why I favored it over Leo/Nyx. In fact when I first wrote the walkthrough* I chose Leo/Nyx and later changed it to Leo/Niles because of the speed advantage. Leo's speed is bad so he needs serious help that Nyx can't provide.
  9. I'm really liking the idea of offline no rules too. Up close it looks like an RNG mess, but from a bird's eye point of view all the good and bad RNG are going to roughly cancel out for a balanced experience. I also like the idea that playing offline is more universal in a sense because not everyone has access to wifi. Yeah my understanding is that as the game progresses you start to get more resources from random pickups, lotteries, ore sources, food sources, the arena, and so on. It's early on that small details would probably make a more noticeable difference. Assuming one +1 forge per main chapter post-branch, I calculated that on average the player can expect four +3 forges of "any type" ignoring lottery, arena, and random pickups. Adding in those three sources would increase forging capabilities a lot. 2.777... ore of a given type is worth 1 ore of any type on average: [1/5 * 1 + 4/5 * 1/5]^-1 = 2.777... (1/5 of the time it's the ore you want, so worth 1. 4/5 of the time it's no the ore you want, so worth 1/5. This is assuming a desire to forge each type an equal amount, but in reality players would lean on the easy type to forge so it's actually a little better.) My idea for a more universal set of rules would be to minimize RNG, but at the expense of changing the nature of the game a lot. Low RNG Offline Challenge Online - None Staff Shop - Allowed Dusk Armory - Allowed Prison - One persaude after capture + one more per chapter completed. No bribes. Lilith's Temple - Feed her once per chapter completed after chapter 5, but she cannot be used in invasions. Private Quarters - One invite before chapter 7, none after. Forging - None Mess Hall - None Lottery - None Arena - None My Castle Talking - None Assistant - Switch to generic before chapter 7 DV Points - One per chapter completed after chapter 5. Corrin Birthdays - Banned (reset and change system clock) So the idea here is to eliminate as much RNG as possible, even in tiny amounts, and without any online access to do so with. There's some RNG with gold discounts in the staff shop or dusk armory, but it's a pretty minimal factor. The only real RNG here is in combat and levels unless I missed something. I'm playing offline no rules for my new run.
  10. Is forging meant for pure offline play or for play with access to online? It's meant for offline play of course. If you can visit castles then what's the point of the arena? The existence of the arena shows that you weren't meant to simply go around visiting castles and filling bags full of ore. It's meant for online play of course. At the beginning of the game you experience a massive RNG event: you only get one ore source. The whole point is that everyone visits each others castles to the ore each needs. Otherwise you have to trade 5 to 1 to get the ore type you want! Chaotic factors: Lottery, random pickups What about the mess hall? Of course you are supposed to visit other castles for food since you are only given one food type. In that case, though, what's the point of the lottery giving random food? What's the point of random pickups for food? Surely those are meant to help you obtain scarce food items for your journey. I've thought about this a lot. What set of rules would help to standardize My Castle? My thought was that game impact with high variance should be minimized, but game-play should be unaltered as much as possible from how it was meant to be. I did come up with a set of rules but I was unsatisfied. Ultimately offline play might actually be more standardized than it sounds. After looking at all the random effects involved, they should actually cancel out a fair amount. It's unlikely that you'll have a great food source, ore source, lottery, and random pickups. All the randomness largely cancels out capricious game-play impacts. This is the kind of thing that rogue-likes embrace, and very effectively! Anyway here is my suggestion for a standardized approach, as best as I could manage it. Some choices might seem odd but there's a reason for everything, including that all the rules combined together are supposed to create an experience a little harder than offline unrestricted but with game-play impact variance. I also didn't want the collection of rules to make the game easier than pure offline would be. Overall I don't think there's any really satisfactory way to do this, so this is just one take. My Castle Talking = Banned Assistant: No Jakob/Felicia. Immediately change to generic assistant. Forging: Unlimited Mess Hall: Banned Lottery = Banned Arena = Irrelevant Private Quarters = One support-increasing invite per chapter, you may refresh it online/offline. Invites that don't increase supports are unlimited. Invading an EZ castle is an easy way to refresh the private quarters. Prison - One persuade per chapter (starting with when they were caught, and then one more after each subsequently completed chapter). Bribing is not allowed. Online features other than those mentioned to be allowed here are banned. DV Points: One gained for each chapter completed (and you start with one after chapter 6). Lilith's Temple - One food can be fed to her per chapter completed after chapter 5. You can feed her any food from online. After saying all that, I've actually grown to like pure offline no rules better. There are also a lot of challenge run rules that gladly alter the game-play from the ordinary way the game would be played. These are good but I wasn't trying to come up with a good challenge run but rather just rules that would work well for general play without fully unlimited options. The idea of unlimited forging is that, while it makes the game easier than pure offline forging, the mess hall is banned. So the player gets one really good thing, but another thing gets banned. I'm pretty sure that offline forge + mess hall makes the game easier than unlimited ore + no mess hall. Overall I don't think the mess hall alters game-play that much. It just makes the game a little easier. Unfortunately the rules might be a tad strict compared to pure offline, but hopefully not too strict. How do you handle My Castle? Pure offline but no rules? Online allowed but some rules? No rules at all? Lots of rules that make the game harder?
  11. Here is the strategy guide: https://femaniac.blogspot.com/2020/09/conquest-lunatic-guide-chapters-1-15.html I tried my best to give good advice in this one. Also if you're a new CQ player then you might find it useful. As far as I know, compared to other guides this one is very specific about what to do with your team and I include outlines on how to tackle each map that are fairly specific but leave the tactical details to the reader. My goal was to make the game as easy as it could possibly be made. Did I achieve that goal? No, but I do believe that following the advice of this guide will make the game reasonably easier. I'm sure I missed many optimizations and it'll be interesting to see what people think. I go with a female +mag dragon Corrin.
  12. A unit can only gain 3 support points with one other unit per map, and it'll be whichever on they have the most raw support units with. There's a limit on the spread of support units per map: 3, 2, 1, 0, 0, 0, .... So if unit X builds supports with Y and Z, and exceeds 3 raw support points for both, then they will only actually get 3 support points with whichever one they got the most raw support points with. Think of how 3, 3 doesn't fit under 3, 2, 1, 0, ... If you intended to get 3 support points with Y then you would want to get the most raw support points with Y. This came up for me with Odin on chapter 9. I built 3 raw support points between him and Azura but he didn't reach rank C with her after the map because there was someone else he built even more raw support points with. I ended up resetting and got him to rank C by just building extra support points with Azura.
  13. Note: I'm not a master at this game so these are my perspectives amenable to change and enlightenment. Jakob is way more explosive early-mid game while Kaze has pretty good late game potential and is decent (but not great) right away. Still, Kaze can be made ridiculously powerful if you want. Elise = -5 Dmg. Haitaka = -4 Dmg. Beruka = +4~5 Def / guard. Tonic = +2 Def. Mess Hall = potentially +1 Def or so. Dracoshield (he's a reasonable choice for it) = +2 Def. Then add in +2 Speed (tonic) so he doubles virtually everything. Add in +2 Strength tonic for +4 damage and the +5 HP if you really need it. Forge him a +1 or +2 steel dagger. Do you see what I mean? Now the investments here have been: using Elise and Haitaka (not really an investment), Dracoshield (really this is optional though + it's a good use of it), tonics (pretty cheap especially for the return), mess hall (virtually free), a Beruka partner (except this is possibly the best choice for both units involved), +1~2 steel forge (4000~8000 gold), and a master seal later. So basically just the forge for a ninja that can 1-2 tank hordes of enemy units with basically no weaknesses. And they'll debuff everything if not kill half of it. So you can see that Kaze is crazy good. He's great for Beruka too. There's also the investment of deploying Beruka/Kaze (2 slots) but they're pretty great. Jakob, on the other hand, is a powerhouse. Use +mag dragon Corrin and marry her with Jakob. Jakob goes paladin immediately, then malig knight, then wyvern lord once he has trample. The investment here is a heart seal and two partner seals, which is a lot, except he arguably makes the best use of those resources for how strong he is at base + how much he benefits. He has some issues with late game stats but he makes up for it with how much he helps by being a top tier unit for over half the game. I assume late game he's just sort of middling as a unit, like a player phase nuke. I could be wrong about that. You also get Dwyer and Kana with trample (if you want them). Another investment is going +mag dragon Corrin and marrying her to Paladin. How bad of an investment is this? Jakob is a great guard stance partner for Corrin, so he has a lot of use in that way. +Mag Dragon Corrin is actually one of the best so ultimately when you consider everything the investment involved is the first heart seal and the first two partner seals. Jakob himself costs a deployment slot which is well worth it. Admittedly these are hefty investments but Jakob makes such good use of them that it's a pretty good idea. Which one is better? Neither in my opinion. They're incomparable without further details about what constitutes better. They don't really share the same role and there's nothing stopping a player from using both of them.
  14. I want to share some of my writings on this. I wanted to create conditions for a tier list which were exact in nature and which approximated what humans would care about in a tier list. There's a lot to be said about this subject and I've written 18 pages on it so far. It's hard to know where to begin. Below is the last thing I wrote and I wanted to share it. I posted it on Reddit so you can see it there as well. My blog: https://femaniac.blogspot.com/ (contains all of the writings)
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