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Found 3 results

  1. I haven't had the time to play low-turn counts for nearly half a year, it seems. Now that I've got some, I could get into something and since an Echoes LTC had been brought up to me several times, it's no surprise I started the run. Gaiden/Echoes seems like the least LTC-friendly games out there, as enemies you can't reliably one-turn KO are a nightmare to a run like this, other factors also contributing to the difficulty. YouTube Playlist Above you can find everything I've shared of the playthrough so far. I record every battle and eventually it all ends up in the playlist. The video for each map is accompanied by a lengthy video description, which I never seem to grow tired of writing. I've felt the need to start this thread for multiple reasons. The main one is getting some advice on some rather important policies (outlined in the topic poll) and another one is to document and plan out the run. The few times I did a playthrough of the game, I hardly did it with an eventual LTC in mind, so I have quite a lot to brainstorm about moving on from casual to really meticulous and ambitious playstyle. My current turn counts are as follows: Having reached map 1-7 with a pretty mag-rigged Silque @ lv. 5.98, I've been wondering if she can feasibly get to Warp prior to this map. Being able to warp a fighter or two over the wall would presumably speed up the map's completion exponentially. Since we're talking about 6 levels worth of experience in 4 storyline maps, I imagine the answer is affirmative. I've gone back to past maps (from the very beginning) trying to improve upon the chapter 1 clear by feeding Silque all of the bosskills and also trying to get some extra exp from enemy phase (not the hardest thing to arrange when Silque takes the most damage if nobody else in range is getting doubled). I may have to give all three +spd well boosts to Silque, but am not yet sure if this necessary. If she can gain these points on her way to Warp, others could make use of the well boosts. For example, when you play very fast, Merc!Gray only has 7 base spd with the Lightning Sword. This means he needs 3 procs to double Slayde in the last map of the chapter (which is not necessarily a turn-shaving difference considering how many other foes we need to handle and that Gray can't 2HKO anyone but archers anyway). Playing fast and making so many sacrifices restrains me even more (skipping random battles and dungeon fights is already rather limiting). For instance, I can hardly imagine which kills I can afford to feed Kliff on the revised run (which could well prove a failure with Silque not reaching Warp but I'm hoping for the best) and if he's ever seeing promotion at all (I guess, he just needs to be fielded for that bonus exp to get there some day). At the same time, I really do require a competent archer, possibly two. Now some urgent problems outlined in the poll... Silver Mark farming and Forges This is a very important issue, because so far it seems to me that silver marks can be farmed for endlessly in dungeons without aggroing enemies, 1-5 per visit or more if you're feeling reckless. I've heard others say the coins eventually end and you can't milk a dungeon for any more, so I tested this today and got to over 100 silver marks before doing map 1-3 in chapter 1, not to mention a ton of food from boxes. If marks can really be farmed endlessly, you just need to dedicate yourself to farming as many as you can to have the best versions of your weapons as early as possible. This can get too silly imho. e.g. the chapter 1 Iron Bow can turn into a Killer Bow+3 because you just need to get 590 silvers/2 golds to max the forge. Every other earlygame weapon is maxed similarly, and it's possible considering gold marks can be traded if you bring enough silvers with you. It's easy to see why I would find such a run discouraging (too much looking around grass in dungeons instead of strategising), but how can I handle the problem? One solution is simply never picking up any food from dungeons and never cutting grass for coins. Some money can still be accumulated by beating enemies in fixed encounters, selling food found in towns and doing quests. I'm not sure if there's any middle ground. Optional encounters A notorious obstacle before this run. Once enemies appear on the map, they appear to have a fixed pace at which they progress towards you. Reloading your save will not change their behaviour at all. Naturally, this problems makes me very apprehensive, as I would need to manipulate them in order to (ideally) not see any optional battles on my run. Unless somebody makes a discovery regarding their behaviour and ways to exploit it, I will probably have to suck it up and just face some of them in-battle. This leads us to another issue to be solved - do these encounters add to the turn count in the run? I should also add that the line between storyline and optional encounters is somewhat thin. Many folks who have played the game more than once may have noticed that if some "random" enemies appear in the same place of the map where a storyline battle is about to occur, you will be facing both the fixed enemies as well as the skirmish party on the storyline map. It's all very confusing and troublesome at the moment, and yet without resolving the issue there's little clarity concerning LTCing the game past chapter 2 or so. Any help and opinions are greatly appreciated, as per usual!
  2. Which is a more important stat in Fire Emblem Gaiden Specifically? We all know that speed is universally the best stat in every FE game. But is it more or less important than defense in Gaiden? Personally, I'd say that defense is more important. In Gaiden, the amount of enemies you face at the middle and end of the game are quite strong, and many enemy units can attack almost anyone from multiple angles (Knights, Snipers, wizards, paladins etc can all gang up on you). Since the minimum damage dealt in gaiden is 1 instead of 0, you would think that defense doesn't matter much. But consider this: Would you rather take 2 points of damage from being doubled on enemy phase, or 6 damage from one attack? While getting doubled is never fun to look at, it's never really an issue in gaiden, assuming you promote and utilize your items. A majority of your units will have enough speed to double or not get doubled by generic Snipers, Knights, and even the Final Boss! As for being doubled by magic enemies that swarm you, there are few instances in Gaiden where Magic is an issue. You have the angel ring, dread fighters, the magic shield, and even the Dragon shield that all make proper defenses against magic that you can give to your knights and low res units. Of course, high defense and Speed is fantastic, but few units have that advantage. Celica can be fast, but Valbar takes all the abuse. And last I checked, an average Celica can't handle Geyse 1v1. What do you guys think?
  3. Lunatic+ LTC Rules: Lunatic+ / Classic +Mag/-Str Female Robin. Going -Str is just a big mistake objectively and there is no reason to do it, just go -Luk like a normal person. +Mag is required for hitting a specific benchmark for chapter 5, as well as for general high killing power. -Skl is the usual flaw but I can't do it in this playthrough because Skl won't be a dump stat here! Renown allowed up to Tiki's Tear. Given the nature of this gamemode, I want as many statboosters as possible for consistency - this seemed like a good stopping point. For a future run, this is probably unnecessary and going up to Seraph's Robe is probably just fine. For complete overkill, going up to Gradivus will allow for Gradivus Fred which sounds pretty hilarious actually but that's not going to be a thing for this playthrough. All Gen 1 units must be recruited and kept alive. Gen 2 characters are optional. Paralogues 1, 2, 3, 4 and 17 are mandatory and may be done whenever. Children paralogues are all optional. However, any children paralogues done must result in the children themselves being recruited. Skirmishes, DLC, Logbook, bonus box, wireless, Anna shops are all banned. Exception: Spotpass shops may be used to replicate items in shops blocked by Risen. Sparkling tiles must be avoided where possible. Any items obtained as a result must be discarded. The major divergence for this run is allowing renown beyond the standard Bullion (L) - going up to the Seraph's Robe seems arbitrary, but I'll talk about it a little later. For the uninitiated, in this gamemode every enemy has two random L+ exclusive skills - it is also assumed these skills are all uniformly distributed. These skills re-roll on each map roll (though they do not reroll for map skirmishes). From Prologue to Chapter 2, the random skill pool is: Hawkeye (Enemy hit is 100%) Luna+ (Luna which always triggers). Note that Luna(+) always rounds down for total damage dealt. Vantage+ (Enemies always attack first) Pass From Chapter 3 until the rest of the game, the random skill pool includes the following skills on top of the previous four: Counter Pavise+ (Pavise which always triggers) Aegis+ ( Aegis which always triggers) One peculiarity of Lunatic+ is that enemy units do not 'know' they have their skills, bar Pass and (I strongly believe) Hawkeye. This means that for instance 1-2 range Counter enemies can be manipulated to attack at 2 range if able, and enemies with L+ can be baited to damage a unit in preference to killing another. To give a specific example for the latter, let's assume a 9 Str Iron Sword myrmidon with A swords and L+ has two targets: 3 HP / 14 Def Silver Lance Fred 20 HP / 6 Def Robin With L+, the Myrm will deal 7 damage to Fred and cleanly kill him; in practice, the myrm will always go for Robin over Fred as the combat forecast damage shows a higher displayed value, so assuming he does not double Robin will survive. Another peculiarity of L+ is that due to the existence of the two skills Luna+ and Counter, having a high amount of raw HP is extremely helpful compared to normal play; this explains the seemingly arbitrary Renown benchmark of Seraph's Robe. In addition, unlike many other FEs, Awakening enemy AI is 'smarter'; Units are able to gang up on a single unit if the AI calculates there may be a kill, and it will also move a unit out of the way if a unit can score a kill - a prime example here is during Interceptor's old Chapter 5 turtling strats, where a blocking melee may move out of a way if a mage can score a kill. There is also minor (but still extant) randomness in the AI, in which it may behave slightly differently for no discernible reason; this can happen for attack order, unit targeting, and general enemy movement. As an example for the latter, KTT's Chapter 1 strat may see the boss move in another direction some of the time for no real reason. This run plays significantly differently compared to vanilla lunatic. The nature of this gamemode encourages juggernauting to the extreme; in particular, I rig Robin's early levels a lot so that she can snowball ASAP. Also, the reliability of many early to mid game chapters are probably completely shot, but I wouldn't attempt this run if that discouraged me. >.> Chapter List:
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