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  1. So I decided to make an attempt at Ranked Runs in FE7 (after having played this game for 16 years) to see if I could pull it off. I'm happy to say that I was able to S-Rank Lyn's Normal Mode and Hard Mode, but I felt like that was easy pickings, so I gave Eliwood Normal Mode a shot next. I've been meticulously planning everything with regards to Funds and Tactics rankings, so I stole every item I could, used only iron/steel weapons for 99% of the campaign, and cut down on turns wherever I could. I checked my in-progress ranking at the start of each chapter to make sure I was doing alright, and I have been getting 5 stars in each rank consistently. Fast-forward to the final chapter. I check with Nils, and I still have 5-stars in all categories (save Funds, which is 4-star, but it's easy to make that up in the final map) and things are looking good. However, after finishing the final map and eagerly getting to the end of the epilogue so I can look at my Battle Data... I only have 4 stars in EXP. The entire time I never went below 5 stars in EXP, but at the very last map, I drop off down to 4. At this point, I've tried going back and re-playing the final chapter to see if I can redeem my rank and walk away with 5-stars (I made a save-state at the start of the final chapter). I've tried four times now and I've been unsuccessful each time. I've even gone so far as to take out the six promoted spellcasters in the second half (the ones that are stuck in boxes with siege magic/staves) with Pent and a Bolting tome, but even that didn't put me over. I'm pretty convinced that I'm screwed and I didn't feed enough EXP to lower-level units throughout the course of my playthrough and there's nothing I can do to save it. The final map requires 3500 EXP earned to get 5-stars, but I can't see how that's even possible - there are only 28 units that grant any EXP at all in both halves of the map, so even if I got a perfect 100 each kill, that still leaves me 700 short. I can use Nils' rings and staff abuse with a couple other folks for another couple hundred, but if I'm really that far off, I'm wondering if even that will be enough. Assuming that I'm right at the cusp of a 5-star average on EXP when I get to the final chapter, is it possible to squeak out what I need? FYI, I have about 10 extra turns I can throw away and still make 5-star Tactics rank, so if turting a bit is necessary, I can do that. I will also post my final chapter team and their levels if it helps. Thanks in advance! Eliwood: Lv. 10 Knight Lord Nils: Lv. 13 Bard Lyn: Lv. 14 Blade Lord Hector: Lv. 11 Great Lord Kent: Lv. 14 Paladin Rebecca: Lv. 10 Sniper Fiora: Lv. 14 Falcoknight Heath: Lv. 15 Wyvern Lord Canas: Lv. 9 Druid Pent: Lv. 10 Sage Harken: Lv. 8 Hero
  2. Hi, Today I'm sharing my thoughts on Fates' exp system and why I hate it. Sure, avoiding your overlevelled units to take a level by killing 3-5 units is good because it forces you to use more units than Avatar+1 and roflstomp with a 10 levels lead on ennemies (especially after promotion). But FE Fates is a game, and we want to play the way we like. If we want to play with 2 units, why would you keep us from getting levels while the ennemies are scaling faster than our own units? Promoted units' exp gains are simply awful, and prepromotes like MILFkinshi can barely level up without taking out the prepromote ennemies (which can also kill her easy if you play hard or lunatic birthright since MILF is so squishy OMG) while you could want to feed these kills to your overlevelled non promoted units (because it's the only way to give them exp outside boo camp DLC) or to lower levelled units to give them 80+ % of their exp bar in order to catch up to the higher level units in your army and not stay dead weight. Meanwhile, staff users have less preferable classes and growths but they can level up from 1 unpromoted to 20/20 in no time by spamming heal on each other then finish the ennemies in 1 hit. What's the goal of making half-assed exp nerfs? I'm forced to use this or that unit as a staff bot if I want anyone to reach said skill level to grab it and enjoy my build. Otherwise, I can wait all the game before reaching the level I have to reach to grab one skill, not even talking of level 15 promoted skills (what's the point of keeping them if close to no one will get them in no grind playthroughs, and close to no one even in grindfest playthroughs? Getting 1 exp per kill is really trash way to nerf powerlevelling, it's just annoying and keeps you away from ever using prepromotes as more than strategic units for a few chapters). Weak prepromotes should have better exp gains than 20/1 units (by a large margin since most of them have lower stats on top of lower exp gain) and I don't see why MILF has so low base stats with shit exp rate while LOLRyoma and ScarLOL have like +20 to their base stats not even including HP alongside better growth rates AND better class (wyvern gives good bases/growths, swordmaster is good and Ryoma makes this class absolutely gamebreaking with his bases and his OP AF personal weapon, meanwhile MILF has to play with the same exp gains, shit bases and a class only viable for her joining chapter with many flyers to kill and awful map design making flyers much needed for rout). I don't know why Gunter has the same exp growth as unpromoted level 10 units while MILF has level 20/1 exp gain or close to it. It's disrespectful for such an original unit (Kinshi is an original class and she would be very useful if only she had stats and the class itself wasn't garbage in terms of stat bases/growths, being worse than Onmyoji, Sorcerer and other non-hybrid classes accessible from the same class as hybrid classes, with some differences of 8+ base stats between hybrid and non-hybrid). So yeah, Fates exp system forces you to use only the units who can reach certain thresholds before being limited to -5 exp per kill, like doubling a certain unit or OHKO this unit. The prepromoted are hit or miss, wit everything not royal or prepromoted wyverns being trash (and even Leo is not good in his base class and needs boosts to be of any use meanwhile Camilla comes earlier and recks everything for a while at base). Using non-optimal units like Subaki, Setsuna, dark mage!Odin, DK!Leo without stat boosters etc. is heavily punished because they won't reach the necessary thresholds for beating said units in said chapters and will make these chapters a real pain to deal with. If they could just gain 1 or 2 more levels they would maybe reach these thresholds alongside having other nice features (like Subaki's skill or Setsuna's speed) but they won't because the game cuts your exp gain with a chainsaw level after level until you barely gain any exp per kill. Meanwhile your staff users reach 20/20 before anyone reaches level 8 promoted. Without even trying, just spamming staves as you would've done in GBA FEs. Healers became no brain exp scaling bags while fighting units took a severe nerf. Sakura/Azama as a Priestess/Mountain priest outscale your whole army so fast excet maybe LOLRyoma an staff user avatar that it's not even funny, they just go frontline with 10 more levels than your highest availability fighters and blow everything up just with E-D weapons without stat penalties (especially Sakura and Azama who're really good scaling units). TO SUM UP, FE healers have always been slower to level up before Fates and you would promote them to get weapon access so they could contribute a little by softening an ennemy here and there for your fighters to destroy them, but in Fates they gain so much exp from the beginning to the end (because they only have to be close or under the target's level to gain massive exp from each heal) that they will simply reach OP stats before your fighters even promote. Healers are often my 1st units to reach level 20 before promotion, thus using the early master seals and completely destroying ennemies faster than light while completely benching my other units, just healing each other in the middle of the ennemies while Azama counterkills everyone with bronze naginata in no time. They don't even need a support bag, they just outscale everything for the whole game just by healing, meanwhile your fighters sit on the side because they can't compete statwise nor skillwise nor utility-wise.
  3. In this forum i want to share my setups for infinite exp feel free to submit your own. For example in this one Erk can be made to reach high levels this is what i did :p. Using Nils abilities to make anyone do actions twice in the same turn i use him to move Erk away from the Shaman so he doesnt kill himself atacking Erk and just regenerates health and you probably know what to do already it's logical.
  4. I'm sure people have noticed this before, but I just wanted to comment on how odd it is that this game not only takes into account difference in level/class when calculating combat EXP, but also the amount of damage that you're character would take from the round of combat. It just seems like a rather odd gameplay feature to me, since it encourages me to make kills with WTD for the extra EXP, or to kill archers from range with a Javelin instead of close up... and perhaps worst of all really disincentivizes the use of Shields. Thankfully, EXP gain isn't really a huge deal in this game anyway, but I just found it rather strange.
  5. Ok so it's obviously impossible to grind exp in Conquest. But what if you abuse the DLC? Does it help even a little? I need to promote a few characters and a few units need to be a higher level because the final chapters 2nd part is where I really have trouble and at least one unit dies because they didn't have good enough stats. Can anyone help?
  6. So as of late I've seen alot of topics about Donnel and if he's worth it or not and that's what prompted this thread because I genuinely feel it is an interesting topic worthy of well thought out disscussion. Ah the age old question of RPG's and strategy games alike. To grind or not to grind that is the question. Fire Emblem has always been a series that prides itself on its difficulty, permadeath, characters, strategic mechanics, and experience rationing. Now I've been a long time fan of FE since it was first localized on the GBA back in 2003 and one of the first things I noticed that differentiated it from other RPG's was the level up system. You had to decide which units to level up and which to essentially bench else risk having underleveled lords who die if an enemy looks at them bad. While I loved the hell outta these games I always found myself regretting not using certain characters simply because I couldn't level them up without getting killed and in essence missed out entirely on what they had to offer. Fast forward to 2013 and Awakening is released with it it brings the ability to grind on a level not seen in the series (unless you count arena abuse) whether it was with reeking boxes or using the DLC to no end level grinding units like Donnel to become gods among men it quickly became a way many players and fans could enjoy the game if they chose. Now call me weird or a "filthy casual" but I'm the type that actually likes to grind. Sure it can get repetative at times but to me I would grind initially "bad" units and see the result of the time I put into them by using them effectively. Also it just adds alot of replayability to me and gives me incentive to maybe try another approach maybe try a different set of classes for my avatar than before or different pairings and enjoy the game at its fullest. I realize alot of people don't like to grind and even go as far to play lunatic with just the chapters and paralogues. I don't think anything is wrong with that at all. In fact, I think that is kinda the biggest plus to Awakening is that it literally can be played however you want it. I hope IS keeps this feature in future iterations if nothing else just as an option to people who want to enjoy the game in such a way.
  7. So I kind of want to make a hack for FE10 that removes all CEXP and instead just gives out a lot of BEXP. I'm not really much of a hacker though and I just wanted to see if I could make something simple. So if anyone here knows how to modify CEXP rates in this game, that would be cool. Really, I'm just looking to set CEXP to 0 in all cases or just 1 if the game doesn't allow CEXP smaller than 1. I imagine the formula is probably hiding somewhere in compiled code so I'm not really sure what to look for. Any ideas? I think I remember seeing a post here where someone mentioned changing EXP rates for different classes but that was for one of the GBA games.
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