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DoesntKnowHowToPlay

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Everything posted by DoesntKnowHowToPlay

  1. ok here's your report: "eliwood" has a glitchy crit animation the ch1 enemies block the house your axe dudes come out of if you move the party south so they get in a rather dumb position the fighter with four axereavers the displayed objective of ch1 is to seize gate, but there is no gate and it's actually kill boss a bunch of enemies in ch2 have guard AI for no apparent reason other than to be annoying, in a rout they're also all super fat so all of the units not named circles and morps are basically useless i quit on the following chapter because the solid white stat screen background was too painful to look at
  2. idk if this is the right subforum for this sort of thing but here's a patch i made for personal reasons that i've been convinced to share: http://www.mediafire.com/file/o14rh74dk6hhkwg/fe7_convenience_patch.ips apply to US ENG FE7 for the following luxuries: -all difficulties may be chosen from the get-go -music room is open from the get-go with all of the songs -HP bars show up on the map when units are injured -inventories are shown in the unit tabs note for serious hackers: the inventory tab palettes act up when adjusting formation. i don't care enough about this to fix it. Source: http://www.mediafire.com/file/zf5r9v1go3l3v11/Convenience_Patch.zip
  3. hi i beat thabes on hard/classic with no intentional grinding, no forges, no pitchfork, no dread loop, and minimal running away from encounters within the lab final party was alm, celica, saber, dread kliff, delthea, luthier, saint faye, silque, genny, tatiana i also got through the entire thing like five things, the BF10 boss is the worst part by far with these rules saints are godly, most of the super-nasty stuff later is weak to seraphim. against the stuff that isn't, warp+speed ring delthea+rescue lets you get some solid damage off on turn 1 while things approach. casters in general and mage ring trading are your friends; with the exception of entombed and dread fighters most things have huge defense and mediocre resistance. silver is the best sword unforged; roundhouse is required to do decent damage to white dragons and deimos. benchmark for speed on dread fighters is 34 after encumbrance; the fastest things i saw were deathgoyles who clock in at 33. they hit like wet noodles relative to the rest of the lower floors though so you can bait them with alm or by carrying a shield. if you just want to clear it without caring about conducts, field bow knights and make parthia, from what i hear shooting the endboss with it won't aggro him which makes the thing incredibly easy. without high-end bows you pretty much have to spam Rescue while retreating from it and efficiently killing the reinforcements while it eventually chases you to the back of the map.
  4. I don't think fire dragons were involved? It was when I was coming out of the treasure room and dealing with respawned mooks there; I'm pretty sure it was red skeleton mages and white dracozombies.
  5. Huh, this exact same thing happened to me at the same place; tried to unwind an ill-fated BF9 fight to the start, get kicked back to firmware with an error message. It was only on turn 2 though so I doubt it had to do with distance; most likely it's a graphical issue.
  6. ok i downloaded the patch and tried it out i was amused, but the berserk mechanics make it kind of hard for me to want to actually see it all the way through, even though it is definitely beatable for the patient also lmao @ the berserk leaking into this thread
  7. The way you win the chapter isn't to defend the green tiles, it's to kill everyone who could reach them by turn 11. This means, kill pretty much everyone. This is easiest if you split your forces by leaving the safety box of comfort, since that lets you split the enemies into groups that you can manage. Oboro and Hinata will charge you eventually, so being in a position where you can pull and murder them during a lull is a Very Good Thing since it means you don't have to deal with them and a swarm of dudes at the same time. The one big exception to this rule is near the end of the chapter; if you're having trouble, it is fairly easy to stall the last big oni push in the east by parking someone in the gap near the eastern ballista, because that is a viable chokepoint that the enemies will clog up on uselessly. My usual approach to the chapter is to smash the southern wall turn 1 and get Arthur forward immediately to start killing the spear fighters, then clean up the ninjas that accompany them on EP. Corrin and Silas go east to deal with the Onis (I run +mag corrin though so you may have better picks here). Western front you don't actually have to smash the wall, Odin can just walk over leisurely and go in the village while the onis break in.
  8. I made patches to port FE12's Lunatic Reverse rules to FE7 and FE8. These basically give every enemy Vantage+; they will always attack first, even on player phase, if they are able to counter. The FE7 patch also enables all difficulty options from the get-go, because nobody wants to play Lyn Normal again. Patches here: http://www.mediafire.com/file/17a7qzs06cddq77/fe7_reverse_1.0.ups http://www.mediafire.com/file/sy9v3ynapkqyicv/fe8_reverse_1.0.ups Source for the interested: FE7: http://pastebin.com/0ceAV0d0 FE8: http://pastebin.com/8WZazyrU
  9. if you're banning reclasses you should ban using items other than starting inventories too it wouldn't make sense, intsys gave everybody their starting inventories for a reason if we didn't do this, we'd be here all day arguing items, who's better with this weapon and who's better with that stat booster, etc.
  10. It's not terribly hard to get an arrow to hit Camilla when she flies toward the party, is in a game where you can get dual strikes off the archer, is in a game where you can dance the archer, and is in a game where the archer gets Hit boosts just by having friends nearby. At any rate she's definitely no qualifier for strongest boss since she's worse than playable Camilla on Lunatic lol
  11. FE6 through Awakening all use a 2 RN system for hitrates, sometimes called true hit. Basically instead of rolling one number and checking it against hit rates, the game would roll 2 numbers and average them. This means that the values it's comparing to the hit rate trend closer to 50, so displayed hit rates are not actually accurate unless they are 0%, 50%, or 100%. Hit rates above 50% are more likely to hit than displayed, and hit rates below 50% are less likely to hit than displayed. This usually favors the player, as they won't be making attempts to hit unlikely blows often, but will make a lot of attacks with high displayed hitrates. In short: unless you've played one of the (super) famicom games, ever Fire Emblem you've played has lied to you. You are trained on bullshit statistics, which is why Fates seems weird sometimes. Fates changes its system somewhat. For attacks with 50% hitrate and below, the game uses a 1 RN system, meaning the chance to hit is actually what is displayed; the game isn't lying to you. For attacks with more than 50% hitrate, the game uses an unknown different system to nudge the odds upward. Source here: https://fire-emblem-strategy.tumblr.com/post/143452625727/how-fates-handles-hit-rates Note that all of this only goes for hitrates, not crits or skill procs or other things. Another noteworthy detail is that Conquest is quite a bit harder than most other Fire Emblem games, so it often only takes a little bit of bad luck to derail your plans, making it more visible when things go awry. e: read the OP again and if you have a 53% chance to die maybe figure out another way to go about the first turn?
  12. Building up an air force is actually a pretty viable strategy in the chapters after kitsune hell. While you do have to watch out for bows (and the wall sucks), mobility is king in wind hell, on the endless staircase, and in Hinoka's chapter. also i regret to inform you that you have terrible taste
  13. I mean, if you want to assume I'm lying, then go ahead... Leo is not tankier than Odin. He has incredible Res, but it turns out Res isn't nearly as important as Defense, which Odin has more of. On average, 20/2 Sorc Odin will have 15.2 Defense to --/2 Sorc Leo's 13 Defense. Couple that with Odin's higher personal Def growth rate and he's always going to be sturdier, since Nosferatu access makes max HP mostly irrelevant (and they're extremely close anyway; less than 2 point average difference at Leo's join and Odin eventually takes the lead) Lifetaker is mostly irrelevant at this point in the game by virtue of requiring you to hit 20/15 to learn it, which nobody reached in that run until Odin got Bowbreaker while devouring the great wall.
  14. It proves that I was able to just leave Odin in the face of unlimited constant staircase hell reinforcements for 50 turns, which kind of goes against this: (if you weren't aware, those guys have grisly wound and wary fighter on lunatic, and yes that is without any boosters)
  15. yeah odin has shit bulk and no avoid and can't pierce res, terrible unit would never recommend ever dies to any sort of pressure (this is lunatic, that's him holding leo at the bottom)
  16. Which one was holding the Nosferatu tome? It takes some extreme RNG screwage for Nyx to get fatter than Odin.
  17. It's very difficult, to the point that taking some risks is basically mandatory. Devil weapons are surprisingly useful because the risk of hitting yourself is worth being able to actually kill certain enemies before they get a chance to do anything. Killer weapons are legitimately useful because you can savescum to force a crit and pull maneuvers you wouldn't otherwise be able to. I used to share a lot of your views, but playing FE12 changed them when I realized that sometimes, you just have to put up with a little risk for the greater good. At least go to Chapter 7 (I may be forgetting numbers, it's the giant forest with the thieves) and you'll see a very strong example of what I'm talking about.
  18. @Levant Mir Celestia: Ever played FE12 on Lunatic? Might be an enlightening experience for you. Also here's a short visual explanation of why I like Arthur despite the fact that he is prone to getting crit at unfortunate times. Here's another one, which can be optimized much further with better skilling that I was too lazy to go for in a first run
  19. i don't actually care about br efficiency but i just want to say that this is incorrect, oni chieftain bulk is insane also, this is the campaign where you get ryoma, who kind of renders berserkers null if you are a boring enough person to use him
  20. take diviner or mage talent, be a motherfucking sorceror marry ryoma hana or hinata (or hisame (or odin if you went mage talent i think?)) and switch to MOA for four levels once you hit 11 promoted. stay there until you get life and death. switch back to your magic class, enjoy life or death + vantage + 1~2 range spells off a high magic stat alternatively: do whatever the hell you want with corrin, revelation is kind of an easy campaign even on lunatic, just field reina early and ryoma and xander once they show up and watch heads roll.
  21. Finshed playing through this translation recently. It's a damn good job. Caught a couple minor typos, most of which are already in the thread. Apologies if I missed someone else reporting this:
  22. No staff is as important as Rescue, no. Entrap is only available by purchasing it and is expensive, but it's extremely potent in a few late-game chapters. Notable uses include kidnapping people off of Takumi's wall, wrecking the formations in Ch25, and abducting Hans in Ch26 (this confuses his room's AI and lets you shoot a bunch of dudes through the door as they aggro before they're supposed to). Enfeeble is probably very useful but I have never personally bothered to use it. Ch12 Ryoma is the one big target I can think of for it. Silence is in a kinda weird spot since the question is less about not wasting it and more to do with bothering to get it at all (it's in Ch25 and "efficient" players would rather just murder Ryoma ASAP and not deal with the ninja squads). It is less useful for getting Iago to shut up (he's not that easy to hit consistently) and more useful for stopping the generic Entrap maid near the start.
  23. Killing Takumi doesn't end the chapter and is much harder than just doing things normally as you need to rout basically the entire left side. He's saying that it's not a proper Ch10 clear unless you do the hardest thing the map has to offer. I happen to disagree with this opinion, but I will say that hard turtling is a dangerous plan and that having Odin man the fire orb is usually a waste of resources.
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