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  1. Heya guys so there has been a question that has been bugging me for the longest legendary weapons the Fire Emblem series as a whole is filled with many of them. But Then when Fire Emblem:Genealogy of the Holy War came along it seemed like legendary weapons went through a major change that change being they are all very powerful with all of them having 30 Might and either +10 or +20 stat boosts. But after Tharcia 776 that was the last time we saw truly epic legendary weapons. My question is how did you guys feel about them? And would you like to see that come back? For me the answer is yes of all the FE games I feel Genealogy of the Holy War and to an extent Thracia 776 (cause Holsety) handled them best. It feels like in later Fire Emblem games the legendary weapons became...pointless they are way too weak like in the games canon they are said to be powerful but when you get them they are weak as heck. Take FE7 for example Athos his Fortblaze I get it after all the hyping up was put into it and stat wise it isn`t that impressive the other weapons on that very same chapter overpower it easily or heck a weaker tome like Elfire can work just as affective as it does. Sword of Seals I`ll cut the weapons some slack as I believe it was mentioned in game that due to the weapons by then being so old they are weaker than they were when they were first used so I`ll let those ones slide (because canonically they were supposed to be weaker.) But other ones they seemed well ehh..pretty underwhelming. When i play FE4 everytime I get one of the weapons and the epic glow starts up I always get the feeling of excitement and their power canon wise and stats wise both show in game they truly felt powerful and worth using them like I wouldn`t opt for using a silver sword over say the Mistletainn of given the choice. Or get the weapons and just dump them into storage never to be used no I wanted to use them. And they really felt legendary when used when I see a holy weapon in FE4 or FE5 (Holsety) I am like holy crap! ''input name'' or I am actually afraid of the unit that uses it. remember when Eltshan popped up on the battlefield to fight you? When he and his knights came out I was legit scared as heck because I knew he was a true threat with that sword of his. I know it is possible to kill him still but man is it gonna be a rough fight or Ishtar coming along with Thor Hammer I dread fighting her everytime because she is dang fearsome with the tome that barely ever misses not even Holsety is saving ya. So I miss that feeling they once gave of truly ultimate weapons. It felt great getting them and it was truly scary when you had to fight against them. A few weapons do come close though Lyon`s Naglfar tome if I am not mistaken had a nice big fat 25 Might on it but it lacked the stat boost ups. I think the Demon Kings weapons kinda mirrored weapons from FE4 and FE5 Demon Light gave a few +10`s I think but lacked the power Naglfar was still stronger attack wise. So ya what do you guys think? Did they feel too OP for you? Or were they just right with that setup where you wouldn`t just pick a silver sword or something over that weapon and have it be just as affective in use. I saw in Fire Emblem Awakening said weapons did return but they were only there in name only :( they got badly nerfed stat wise seems like we won`t ever experience grand weapons ever again anytime soon. Atleast there are no legendary weapons as weak as Falchion though the blade that was made out to be so mighty but when you get it only 10 might on that thing...pretty upsetting that a silver sword once more is better.
  2. ****WARNING!! YOU'VE FOUND THE GREAT TEXT WALL OF PORTUGAL! TURN AWAY NOW IF YOU DISLIKE READING!**** So I've been checking out some topics about weapon weight and a lot of people seem to want it back (me included. Build system plz.) but a lot of others seem to not want it. I understand their concern especially on the Constitution system of the GBA era, but I think that the problem isn't so much the system's design, but the amount of realism GBAFE has. See, it has enough realism to tell you that women are weaker and smaller than men, which, for the large majority of the world, is true. But it doesn't have enough realism to tell you that there's a shit-load of different types of axes, a shit-load of types of spears, a shit-load of bows and a mega-fuck-ton of types of swords. I mean there's a LOT of swords. I was giving this some thought as I was working on adding these "sub-types" to a GBA game as a bit of a "rebalance hack" and was going to base it on the classes in question. Think about it. Let's use infantry sword classes in GBAFE as an example. Thieves are the lightest and weakest ones. Least suitable for combat. They appear to use daggers in combat. Myrmidons and Lyn appear to be the average build for an actual human being. They strike a neat balance of speed and strength. Not too much strength and a lot of speed, but a nice strength cap as Swordmasters nonetheless. They appear to use saber-like swords in battle. (though the Myrmidons have straight and apparently double-edged swords) Eliwood/Roy/Eirika appear to be average sized as well but they focus more of finesse than raw strength and cutting motions. They use Rapiers, and it's a fact that you need less force to stab something that to cut through it. Finally, the heaviest kind of infantry sword class is the Mercenary. They have balanced stats all around but you'll notice that when it comes to swordsmen, they are the strongest of the bunch. Gerik and Deke sit at a really good 13 con which makes them HUGE when you take 8 Con as the average person (judging by artwork) Raven and Ogier seem a little small in comparison and Harken does too to some extent at 11 con promoted but he's still larger than average. Echidna only has 9 con promoted but she's a woman so she's still larger than average. They are also the hardest hitting ones (barring crits) with strength bases, caps and growths larger than the others. They appear to use Greatswords/Longswords (art style makes it seem like a weapon as large as yourself isn't even all that) and promoted heroes kinda just use the same sword but in one hand. Keeping this in mind, what if the different classes straight up just used different types of swords (Daggers, Sabers, Rapiers, Greatswords, etc...) and each were catered to each class's needs and strengths. The spoilers contain my older ideas. This is my rather small-scale research based on youtube channels like Skallagrim, Scholagladiatoria, Metatron, Lindybeige and others, as well as my own search through HEMA websites such as wiktenauer and some thorough googling. PLEASE PLEASE PLEASE CORRECT ME ON ANYTHING THAT YOU SEE WRONG. Also, please provide sources if you'd please. **Greatswords** Pros: -Ridiculous power due to the mass in the blade. -Versatile. They are faster than they would seem, are good at both thrusting and cutting and are good primary weapons, unlike virtually any sword that is shorter than it. -Half-swording makes them surprisingly good short-range weapons. As if they were a shorter spear. -Massive crossguard and the second set of quillons makes them REALLY good at parrying. -The Japanese Nodachi in particular was used to counter horsemen by sweeping at the horse's legs AFAIK, so it seems appropriate that the other Greatswords would be good for it as well (unless they are thrusting oriented swords). -The range, agility, power and good defense of the Greatsword makes them the best sword for countering spears. The way they were (suposedly) used against pikes suggests that they might be well used to counter spears. Not as good as other Polearms, but then, Greatswords are sort-of sword-shaped polearms anyway. -Range. HOLY SHIT RANGE. -Much like two-handed Cutting Polearms (like the Dane Axe), they can defend narrow passages by simply blocking an entrance. -Can use longsword techniques which makes them good dueling weapons (as the longswords were). -They look badass. -Pretty good 1 on 1 weapons. -The Mordhau (In english: "Murder Stroke") makes them decent at combating armored opponents. (In essence, you grab the BLADE of the sword with both hands and slam the crossguard/pommel onto your opponent, effectively turning the sword into an improvised warhammer. Not as good as an actual warhammer, but decent enough. Perfectly safe as well if you know what you're doing. Not exclusive to greatswords (longswords dit it as well and you COULD do it with the others, but Greatswords/Longswords/Arming swords did it better in general.) -As long as all opponents are in front of you, the greatsword is great at holding multiple foes at bay, since no one wants to get in its range, and they kind of HAVE to in order to attack the swordsman. (unless they have polearms, bows, or greatswords themselves) Cons: -While lighter than thought by the general public, still pretty hefty for a sword, and as such is pretty hard to stop a swing. As such, followthrough cuts should be mostly used instead. -Actually require a lot of training. More than longswords I would argue. Maybe I'm wrong though. Still, a lot of training. -Not exactly the easiest things to carry around. Then again, most primary weapons weren't easy to carry and would have to be discarded (even if temporarily) if a secondary weapon became more appropriate. -Require a LOT of room, and as such can't be used in tight formation too effectively or in tight spaces (corridors, etc). -Expensive to make. A lot of steel in there. -Still not as good at hacking as a pollaxe or dane axe, not as good at thrusting as a spear and not as good at blunt force trauma with the mordhau as a warhammer or even as an axe. -Exclusively two-handed so no shields allowed. -While half-swording makes it better than most polearms at close-quarter fighting, it's still worse than a one-hander if the foe is within arm's reach. **Thursters**(Rapiers, Estocs, Smallswords, etc...) Pros: -While just as heavy as any other one hander, the point of balance is REALLY far down the blade.(like almost on top of the crossguard) -Relies more on stamina(slow twitch muscles) than strength(fast twitch muscles). -Thrusting takes a lot less effort to pierce soft armors like gambeson than cutting does, which means, again, less strength required. -While it's unusual to see rapiers paired with shields due to the dueling nature of the weapon, it's a one-handed weapon so it CAN be paired with a shield if need be. (Excluding the Estoc, which I'd group with the rapiers for the purposes of this hack.) -Thrusts are harder to block with a weapon than cuts and in my (inexperienced and probably somewhat uninformed) opinion, just as hard to block with shields as cuts are. -The hand is VERY well protected. -Blade as long as a longsword's, weight of a one-hander, magnificent point of balance, profiecient in the hardest maneuver to block and amazing hand protection means it's basically the perfect melee weapon for an (unarmored) duel. (When not against a spear. Those are OP as shit.) -Stupidly easy to wear. Like most swords were. -The blade being so light makes it easy to redirect for feints. -The Estoc actually was an anti-armor weapon. It was basically a really long spike with a longsword hilt/crossguard. Cons: -Just as likely to lose to spears as any other sword shorter that a greatsword. -Reliance on the thrust rather than being a "cut-and-thrust" weapon (though it can still slice. It just can't hack) makes it predictable at times. -Built around dueling and self-defense, which means it's not well suited for war or skirmishes, in which people are likely to be wearing at the very least gambeson (which for the rapier might not be THAT bad) and varying levels of hard armors. (which basically counters it as well as most swords). (Again, exclude the Estoc.) -Built for taking on one opponent at a time (DUEL) so fighting multiple people with it is hard. (Though, fighting multiple people is hard in general) -Light blade makes it hard to block/parry/deflect heavier weapons or particularly strong swings with unless done basically flawlessly and with the "strong" (lower half) of the blade rather than with the "weak". (upper half) -Despite what Fire Emblem tells you, actually REALLY WEAK against both armored units AND cavalry. (Dat Estoc Tho.) -The Estoc in particular, was a sort of "two-handed rapier" which, while useful if covered in steel, is two-handed and therefore does not allow a shield. -The Estoc also has the weakness of not having an actual edge. Again, it was a really long and slender spike with a longsword-like handle and cross-guard. -The rapier is really light so you can "beat" the blade to the side pretty hard (unless you miss,lol), which lets you move in without getting skewered. **Backswords and Sabres** (I previously referred to this category as just sabres) I'm considering backswords to be any single edged, one handed, cutting-oriented straight sword. (Falchions; the ACTUAL Claymores, which were one handed basket-hilt swords; some viking swords; some Dao; etc...) Also, I'm considering Sabres to be any CURVED single-edged sword. (Messers, Cavalry Sabres, Katana, some Cutlasses, some Dao, etc...) Pros: -The Sabres slice like a motherfucker. (slice, not cleave.) -The Backswords cleave like a motherfucker. (but don't slice as well as a sabre.) -Since the Backswords cleave well, they also apply really good blunt force trauma to things they can't cleave through, like some Gambesons and basically any mail. Kinda just skid-off plate, though, as do most if not all swords. -The sabres are better for cramped spaces such as alleys since the sword's curve makes it take up a smaller "length" of space. I think I might need a drawing to illustrate this. -The Sabres can work around stuff like shields using thrusting techniques, due to the curve. (Short note: according to my research sabres should have a little less might but higher hit rate and vice versa for the backswords.) Cons: -BAD against armor, as it counters basically any cutting sword. -More often than not, a heck of a lot shorter than thrusting swords like the Rapier. -The Sabres HAVE to use the finnicky thrusting techniques on enemies that don't have a shield as well because the curve means that you have to curve your stabbing as well. **Daggers** (They are not good for combat. Only used historically as finishers, after another weapon did the brunt of the fighting. Thieves are still gonna be a utility class rather than combat.) Pros: -There's a shit-load of types of daggers. Thursters like the Rondell Dagger and Slicers like the Baselard, and even throwing knives. This means variety. Cons: -Yes most of the kills against armored units came from daggers but that's because there was another big armored dude subduing the first one to the point where he could pull up his visor and jam a dagger in his gullet, or they were wrestling. -Yes Rondells are the best Daggers to use on armor, but again, the victim would basically already have to be subdued or you'd have to be wrestling. -Yes throwing knives hurt... but they can't pierce even soft armors like Gambesons, aren't always guaranteed to hit with the blade unless you are a god at throwing from all ranges, and, finally, even if you do hit your opponent in an unprotected area, IT WON'T GO DEEP ENOUGH. It won't cause a severe enough injury to even immobilize a limb let alone actually kill someone. It CAN kill someone, if you are incredibly lucky, but it can't kill someone reliably. -Range. I mean really, don't bring a knife to a swordfight. Or rather, do, but have it around JUST IN CASE. **Broadswords"" Pros: -Average at everything. There doesn't appear to be any real weakness to them. Better range than shortswords an daggers, effective strikes, alices AND thrusts, allow for a shield... Cons: -Average at everything. There doesn't seem to be any specific advantages to them. -They can cut, but, unlike Backswords and Sabres, generally isn't gonna lop off limbs. (unless you REALLY power your cuts and/or your edge alignment is godly.) -They can thrust well enough, but don't have as much range or point control, both of which give AMAZING advantages to thrusts, as the "rapierish" weapons do.
  3. I was watching an episode of Mangs Fire Emblem 6 Pick My Edits run and I saw that their was a mage that had a Grafcalibur tome instead of an Aircalibur tome. I was wondering how do you change the name of weapons in the GBA series and if so, what program do you use to change it? I would really like to know.
  4. So I remember seeing long ago a patch that made it so the only weapon ranks displayed in the status screen were the ones a unit had. For exemble: a hero would only have their sword and axe rank displayed and their other ranks would be hidden. This allowed units to have their ranks in both physical and magical weapons displayed, as long as they had four or less weapon ranks in all. Does such a patch really exist or was it all a weird fever dream on my part? If it does, where can I find it? I really need a way to have both types of weapon ranks displayed for my hack.
  5. Is it possible to create new weapons and if so, how?
  6. So now that the game has been out for a while, what are your opinions on the new weapon system? Here's what I think: Pros The nerf to javelins and hand axes was a great idea and honestly should have been implemented in earlier games I know people here might disagree with me, but weapon durability ceased to be an important feature the moment they allowed you to purchase weapons in between chapters so removing it made sense The buffs/debuffs that weapons give you adds a new dimension to game Weapons that modify the double attack threshold are nifty Hidden weapons were a nice addition Cons Hidden weapons are a tad bit too effective since there's no way to remedy the debuffs that they inflict on you The stat penalty from using silver weapons are a bit too high, so much so that players may forgo using them in favour of forged iron weapons Raijinto and Siegfried are far too strong, completely disregarding the rules of this new weapon system on top of giving their users a stat boost All in all, I liked the new weapon system. It had a few flaws, but that was to be expected since this is their first attempt at doing it (ignoring Gaiden, which was a bit of a clusterfuck). I hope that they keep it for the next game and try to fix some of the flaws.
  7. Any weapon names you guys think are bad or weird or just really stupid? For me, it's mostly the tomes. "Ginnungagap." wtf Ragnarok is a close second, but at least it sounds something like Rock. And Hans' axe (I'm pretty sure): Aureglimer are also kind of weird, but it's one of the S rank/legendaryish weapons so I guess it's alright. Who knows, looking through the list on the wiki, these are the only ones that bother me :P Also just weird weapons in general, (not just names lol), i.e: Pebble. EDIT: Looks like a lot of them are related to Norse Mythology, (Something I'm not too familiar with), Should've done a bit more searching on it :P
  8. So i've seen some posts about +7 weapons and i've been wondering what weapons will get you shadowbanned if you use the +7 version of it. Will S rank weapons ban you? If only some will, what are they?
  9. Does anyone have a list of weapons for the dlc? Thinking if buying it.
  10. So it find it hard to believe how anyone has gotten a weapon to +7. I'm on chapter 25 of conquest and the highest I've gotten is +3. So how do they do it. Also does anyone know how get Lucinas Estoc? I've seen it on multiple sources, but I've never actually seen it in game before.
  11. So, I was looking through the weapons list of Fates, and I found some weapons that were pretty cool, and I like the ideas of varying buffs and debuffs even if my beloved silver weapons have taken it hard. So, in light of that, I was thinking, what kind of weapons would you make? So far, I've only REALLY had one weapon in mind that I can actually think up since I'm playing the game it's originally from, but I was thinking of Magic Burst as a Nohrian tome. Magic Burst- Rank: S Might: 0 Hit: 100 Crit: 0 Avoid: 0 Range: 1~2 Description: Calculates User's Magic Stat x 2 for damage. Can not double, trigger critical hits or special skills. After battle, magic stat is reduced to 0. At most, I would probably raise it to maybe by 2.5, but I don't want it to be TOO broken, although all those penalties make it a decent trade-off to a lot of boosts for that kind of power. Probably something best used on bosses, if not THE final boss, though.
  12. Just a quick question, but is there any feature in if besides DLC notifs that involves Spotpass specifically? I'm aware of online features as well as Streetpass and whatnot, but from what I see nobody in my area has the game, and I can't access the eshop and therefore can't download the new update. (That said, I'm not here for a solution to THAT problem.) Reason for asking: I have an undying lust for Nohrian items.
  13. Forging.... one of the more interesting ways to give your units an advantage, by upgrading a weapon's stats (though not without paying coin, of course). I find myself using this mechanic pretty often, as I enjoy just making certain weapons much stronger than before, and also giving said weapons a not so creative new name. Of course, this requires a ton of gold to do so, but I personally find it worth the trouble. So, how often do you forge? How big are your adjustments to the weapons you forge? Do you also name your weapon?
  14. Hi all, I wanted to ask if anyone can explain to me how to find the addresses corresponding to the weapons in dolphin debug mode? Like if you want to change the might or hit rate of the slim sword in general. I already know how to calculate the offset values to change character stats, how to add items to the character, add skills. But as for editing weapons, I have no idea how to find the addresses in debug mode to calculate the offset for items. I hope someone can help me with this and explain it to me. Thanks in advance
  15. I had a bright idea on amping up late-game monsters in FE8 for a personal monster romping good time, and I need to edit some monster loadouts to make that possible. Short of going through each chapter in Nightmare and editing each monster's loadout individually, is there any way to set a creatures' loadout by class? Taking it one step further (or in the complete opposite direction), is there a way to randomize or implement %-based loadouts? Say, 50% that a bonewalker gets a Brave weapon?
  16. Seeing how Kamui, Marx, Ryouma and (possibly) Aqua wield unique-looking weapons, I'm curious how they will handle them gameplay-wise. Will they give stat boost/penalties like normal weapons, have extraordinary effects or will they just look fancy? On one hand they are the "canon" weapons that should be strong enough to give players a reason to use them throughout the game, but on the other they shouldn't be too "broken" early on. Also regarding the possible effects of the weapons, how would it affect fighting against Marx/Ryouma? Could they even be effective against dragon-type units like Kamui? Or maybe against each other? What are your thoughts?
  17. Because someone suggested it in the "Best Lord's person weapon" thread and I don't see it anywhere. No real rating criteria just pick which one you like the best or which you think is objectively the best. I'll probably do another poll in like a week or something using this poll's results for best overall prf weapon. To prevent any arguments, a prf weapon is defined as a weapon that can only be used by a certain group of units or one unit as per the FE wiki's definition Shout-outs to FE5 and FE10 for having way too many prf weapons like holy crap Also Misstletainn isn't included cause I hit the option cap for swords but who likes this weapon besides Owain am I right (please don't actually like this weapon) EDIT: New polls have been added! Here are the results of the previous poll:
  18. So basically what the title says. What "personal" regalia is your favorite? Personally, mine is a tie between The Binding Blade (for awesome fire effects and crazy stats, on top of being practically the only thing helping poor Roy's lategame) and Ragnell (for the link w/ Alondite and lolstomping the latter half of FE10 being highly amusing), with a bit of preference for the former because of Roy and FE6 bias.
  19. Why hello there everyone! well I was recently playing Tear Ring Saga and I had Maruju go with Holmes on the very first route split and got the Sylpheed magic early as a result now that is normal. The thing I am wondering about just to be sure as I may have by mistake found something that no one else has yay I may have discovered a glitch that no one else knows! Well on chapter 21 when Sennet and everyone shows up I had Alicia speak with Alfred and after the talk something I did not expect happned. I got another Sylpheed tome!! this can`t possibly be normal as as far as I know ☆ rank weapons are one of a kind in this game and you can never get more than one copy unless you abuse the Krisheenu glitch to duplicate items so yeah is that normal to get another one? or have I found something that no one else has? if I have possibly found a glitch then I guess it is time to spread the word around to any Tear Ring Saga players heh.
  20. Note: These are my OPINIONS. This is also taking into account recent feedback. So you want to build a StreetPass team that will give your opponent a run for their money? It ain't easy, that's for sure. First of all, we need to assume a couple of things. First, we should assume your opponent is playing on Classic. Second, their units are paired up. Third, they are relatively competent FE players. Pairing up murders hit rates. We know this for a fact. So, a skill that is absolutely necessary is Limit Breaker. Limit Breaker will allow you to actually have a chance of hitting your opponent, even if they are paired up. However, Limit Breaker alone won't save you. Just look at this "amazing" StreetPass team: https://www.youtube.com/watch?v=1ijdawoAVVc Look at some of these skills. Now, remember assumption #1? This person did not think their team through. We see skills such as Galeforce and Lifetaker. These skills, while great when you use them, are useless in SteetPass teams. I shouldn't need to explain why. Other skills that don't work are support skills (DS+, DG+), Locktouch, and Critical skills. Especially Gamble. DO NOT USE GAMBLE. In addition, HP related skills such as Vantage and Sol don't work either. Your unit most likely won't last the turn, so don't bother. So what skills should you use? Well, besides Limit Breaker, Counter is another good one. For those of us who don't use bows, Counter is a very scary skill that can and will leave you near death. Another good one is shockingly Hit +20. Let's face it, your hit rate's going to suck. If you are below the 60% threshold, you're praying for hits. Hit +20 should alleviate some of that. Here's the small list: Anathema: Hit rate. Lethality: Don't base your team around this. It doesn't work. Otherwise, it's a good backup. Luna: The bigger they are, the harder they fall. Limit Breaker: You need this. Counter: I'm taking you down with me! Miracle: I might attack again! Hit Rate +20: So you can actually hit. Aggressor: If you're gonna hit, might as well hit hard. Quick Burn: Once again Hit rate. The map should be over before it stops working. Lucky 7: Same as Quick burn. Now, what about weapons? A common tactic is to just distribute all of your A rank weapons among your units. It's also a stupid one. Remember hit rates? Sometimes you can forge better weapons. For example, a Forged Hector's Axe has overall better stats than Hauteclere. A forged Alm's Blade sacrifices 5 hit for 3 might and 5 crit over Mercurius. A forged Aversa's Night is infinity better than Goetia. And don't forget brave weapons. Now, what is the problem with most of these weapons? Their low durability. Now, your unit will probably will be dead before their weapons break, but you could prevent that from happening with Armsthrift. It's up to you to decide. Then we get to throwing axes. The best throwing axe is Helswath (Unless you're Walhart in which case you use Wolf Berg). Helswath has a high might and is overall better than a Tomahawk. Unfortunately, there's a problem. 60 hit. Ouch. This is where you would want Hit +20. Now you might actually have a shot of hitting. Short List of Good Weapons: Any Brave Weapon. Alm's Blade: Monstrous might and hit. Use this over Mercurius. Ragnell: If you have a Swordsmaster, put this in. Don't use Amatsu. Gradivus: The best lance. 1-2 range and functions as an elixir. Hector's Axe: Same reason as Alm's Blade. Helswath: Hit +20 will be really useful if you use this. Wolf Berg: If you put Walhart on your team, he needs to use this. Double Bow: A must for Snipers. Parthia: If you aren't a sniper, use this instead. Valflame: Definitely use instead of Mjölnir. It's got a better hit rate and the highest Might. Excalibur: Very high hit rate. The critical rate doesn't matter as much. Celica's Gale: There's a reason why people use this on Apotheosis. Aversa's Night: Same as Alm's Blade. The life-stealing property doesn't hurt either. Goddess Staff: . Otherwise Fortify. Elixir: I know it's not a weapon. But . Now with all that said, will your team still lose? Yes. Dual Guards and Dual Strikes will destroy your team no matter what you do. All you can do is just make it more difficult.
  21. Did you ever wonder why Olthin (translated Orson) wasn't a Spotpass character? Not only does he have his own in-game weapon, but he's a popular character from the game he stars in. (Thracia 776). The main reason why I care so much is because this leaves his weapon unobtainable outside of Barracks and landing on those special spots, which is a shame, since I love accurate axes.
  22. I've been reading debates and character ratings, and most of them mention the importance of 1-2 range in order to penalize/praise an unit. Usually, one would need 1-2 range if many enemies have ranged attacks. However, I can see that not many enemy units have Javelins/Hand Axes in comparison to, let's say, Sword of Seals. I can see why it is a minor advantage, but why is 1-2 range really important in Path of Radiance?
  23. So, I'm pretty much 99% noob currently. I'm trying to figure out how to make a Sword of Seals/Falchion style healing weapon. Using Nightmare, I can't find a way to let items use to attack, or let weapons use the [use] command. So, is there any way to do it using basic Nightmare? EDIT: TO clarify, I'm in fe7.
  24. Before you begin reading, this is not a Fan Fiction in the sense of being a story. Rather, this is fan fiction about the world, its civilizations, and their inhabitants which may still include story segments to get the point across. This is where I will be putting pretty much all the stuff related to. . . well, TBQH, the rather rampant machinations of an active imagination. Oh, wow, that almost rhymes. In regards to what this topic will contain. . . I will definitely post information like this was an encyclopedia of sorts, filled mostly with my own thoughts by exploring territory not in game, such as how the world was during the times of the Dragons, long before humanity came. I'll be including not just original content, but also my thoughts on certain games and how they may have executed gameplay element X or done Y. Not everything pertains to Dragons and Monsters, such as weapon triangles. I may also post story snippets involving both actual and original characters, mostly if I'd like to help illustrate a concept or train of thought. I may also do it for the sake of a little humor - something I am not so sure I am good at - or to help "flex my writing muscle," as some people so affectionately call their brain. In regards to feedback, the feedback topic is currently open and already in use. Just please keep it civil and respect the difference between opinion and fact. Finally, I have a few posts reserved in case I need more space, either for information or to keep things organized. All things considered, It shouldn't really need a second post in the front page, but JUST in case, since I can go overboard at times, and this IS a catch-all topic. It helps anyone entering the topic to not have to go digging throughout the topic to find what they came for. Terms - Dragons and Manaketes Glossary of Facts - Dragons and Manaketes Terms - Weaponry Mechanics Items, Supplies, and Weapons Classes Reminder:This post is constantly expanding. Be sure to check it often. Currently, it has got a lot of holes thanks to time crunch and me attempting to rush this topic out already. I welcome discussion and questions. Last updated 8/6/13 Last Grammar Update 8/30/13 Removed some of the more common contractions, fixed some mistakes (i.e. Status's instead of Statuses)
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