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Vykan12

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Everything posted by Vykan12

  1. I must say it's been a pleasure watching your videos so far. Can't wait to see how you handle maps like 4-3 and 4-4.
  2. Alright, well that's something entirely different. One of your posts said: Very rare =/= never, please be more careful with your words next time. Though, I can think of a scenario where Stefan is recruited accidentally. Mordy and/or Lethe are killing their fellow laguz to gain exp, and stumble upon Stefan's space.
  3. The probability of recruiting Stefan is irrelevant. It could be 1 in 8 billion and yet we can still rank him based on how he performs in the event he is recruited. Cats already said this in different words, so I'm not sure what you're mis-comprehending.
  4. Reikken indirectly suggested that we only rate characters when they're recruited. Thus Stefan being missed 99.9999% of the time wouldn't count against him. It would however matter if we were talking about his supporters, the vague katti or the occult on some random team that very likely wouldn't include him.
  5. If a player were unaware of the 30% speed growth boost that the knight ward imparts, they’d use it mainly for the +2 def/res bonus. This should logically make characters like Gatrie/Devdan/Brom/Tauroneo and to a lesser extent all mounts drop a bit, though perhaps this has been accounted for already (Devdan appears to have dropped significantly at least). Moreover, the most viable candidates for the knight ward’s durability boost would jump for obvious reasons. There might be some overlap, though.
  6. Bump. Now that I'm on march break I do actually intend to finish this. I'm stuck on 3-6 since I want to modify Krad's strategy to be less luck reliant, but it's extremely difficult to plan without knowing enemy reinforcement positions. I think Red Fox gave them to me a long time ago but I can't seem to retrieve them. Come to think of it, enemy reinforcement positions would make for a great section to add to the site.
  7. Well as I said before, slowing down hurts Thany more than others, and Lot's combat might possibly break mediocrity thanks to an earlier A Dieck (3 def/15 avo/other stuff). I'd tentatively conclude Lot is better, whereas this isn't the case in the current list. Would you care to give it some precise definition then? I've been thinking of it as the player going as fast as possible, though not necessarily making the best decisions due to being unaware of them. For example, there might be a really clever rescue chain strategy that barely beats a chapter in 5 turns, but the player didn't have the foresight to figure it out, so he uses an easy 6 turn.
  8. For some units, their usefulness increases or drops sharply if you decrease efficiency by relatively minor amounts. For example, FE6 Thany is extremely useful for non-combat contributions (mainly ferrying), which is particularly valuable while she's the only flying mount available (C3-13 I think). However, as the mobility boost of her ferrying matters less, she's otherwise taking up space on the field for basically nothing (her combat is pretty balls, I have a post on FEG about it). Another quick example would be someone like Garret. By putting him on a mountain with a killer axe, you have a very safe but fairly slow solution to killing a pack of wyverns. On a max efficiency playthrough, this would be utterly useless since you'd just use a superior method to deal with the wyverns. Yet another would be a character whose very support reliant in their performance. In FE10, you don't have to sacrifice much time to build supports, whereas the reaped benefits can be astronomical (earth x earth, heaven support against auras, etc). About your proposed idea (ignoring availability), what does that have to do with normal vs max efficiency?
  9. You can also change the fast forward hotkey to anything you like, and change the rate of the fast forwarding.
  10. Not to be picky but if you hold start on enemy phase, the arrow that shows up over an enemy's head shouldn't ever appear.
  11. It was SMK/Molotov (normal/hard), actually, and both runs are horribly outdated. Glad to see this topic finally surfaced. I'm not really that interested in low turning POR since I hate map animations that much, but I'll be glad to follow someone else's progress. Edit: I'm also happy to see you got a tripod like I recommended. The videos are much more watchable now :)
  12. How about this: consider a unit's performance over the entire spectrum of efficiency. So, for example, FE9 Titania is obviously amazing in a max efficient playthrough, but that doesn't suddenly disappear if we arbitrarily take 50 more turns to beat the game. Then again, other units might catch up to her based on getting more time to level up, build supports (not actually relevant in FE9 but you get the point), weapon levels, etc. So what I would propose is that the less efficient you play, the less weight is put on the contribution of a unit. For example, Oujay might surpass Dieck if we take twice as many turns as the S rank limit, but that will never outweigh Dieck being superior when the turn limit approaches realistic optimal values. I have no idea how such a system would be implemented, it's just an idea I wanted to throw out there.
  13. I think it's important to consider a balance of efficiency and risk. A true minimum turn count can only be achieved when you manipulate the RNG to do exactly what you want, which obviously isn't realistic when we're comparing characters based on central tendency. Thus, when I consider "max efficiency" in a tier list context, it actually means max efficiency with an acceptable risk level involved (usually << 1%). I also think that an individual unit's contribution to an efficient playthrough is relevant for any team structure, not just an optimal one. Finally, I think that there are multiple approaches to attaining a minimum (or even a slightly arbitrarily higher) turn count for a particular chapter, thus giving the player some freedom in how they use their units and distribute resources.
  14. Don't forget +15 for high bio. I'm not worried about Ike hitting so much as getting enough damage output in 1 turn to kill all 8 auras and Ashera.
  15. See if you can 1 turn 4-E-5 with a 0% growth team. Probably the biggest hurdle is getting Ike the finishing attack since he can only do 9 damage at 40 display hit before stat boosters and biorhythm are factored in.
  16. I was never offended to begin with :)
  17. Beautiful. I especially liked it when Percival used the boots on the northwest switch, canto'ed down and got rescued.
  18. I put Gonzales > Clarine since that seemed to be agreed upon. Also, somebody please take this topic over for me. My interest in tiering is just about dead these days.
  19. Are there any other interesting easy mode only challenges? I know that 1-2 is a rout map instead of a Laura arrive, though that'll admittedly take longer than on other modes. Still, it would be cool to achieve the min turn count under such conditions.
  20. Why do you need +hit on any of the forges? Are you shooting up a ledge?
  21. You should confirm that the boss moves before doing anything as crazy as heal abusing Laura to third tier in 1-4. Also, you gonna PM that save to me or upload it somewhere? Would be much appreciated obviously.
  22. Gamecube/Wii emulation is still very much in its infancy, so it would be a few years before a TAS could even be attempted for this game.
  23. @Krad: Without battle saves, I'd just change the strategies to be far less RNG dependent. For example, instead of Sothe critkilling an armor, he'd just take 2 rounds to kill said enemy. Though, if I really wanted to speedrun hard mode, I'd battle save anyway by using an SD card since that allows you to use suspended data as much as you want albeit being a huge hassle. The way I see it, speedrunning hard mode doesn't offer a radically different viewing experience than normal mode does. The only major changes are not being able to BEXP characters like Tauroneo and Elincia, but that just means losing turns to have already established units carry more of the fighting load. Considering how time consuming it is to speedrun in general, I'm definitely not up to it :( Sorry Fionorde Quester.
  24. *Returns after 3 weeks* I'm quite surprised that you shaved a turn on 3-6. When I mapped out the initial + reinforcement enemies on graph paper a while ago, I recall ruling out a 6 turn based on enemies available on the map, so I guess I miscalculated somehow. Well at least this gives further motivation for a playthrough with a beefed up dawn brigade army. I also hope that you held onto your saves and have an SD card :D I don't mind making some new videos, but the biggest obstacle is all the playing I have to do just to get there. For anyone who's wondering where I've been, my videogame obsession has almost completely shifted towards Guitar Hero. Right now I'm working on FCing the Guitar Hero 5 setlist (expert mode obviously), and I already have 15/84 FCs. It's very unlikely that I'll do any forum based activity here aside from videos since I stopped enjoying that for quite a while.
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