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  1. Hey everyone, I don't think it's been a secret that I've been working on an LTC playthrough. I am adding commentary to it, either by myself or alongside someone who is free and able to talk about LTC playthroughs (I have a mental list of people who can help) My first video I'm going solo because it's 3 and a half minutes long and there's barely any time for me to say everything I want in it so I can't imagine someone else being able to help me out. Here's the playlist with the videos, and once I'm done what I want to finish with the stream archive I'll post that here too. https://www.youtube.com/watch?v=pGwvZZVTdx4 Just a few links to tutorials and some minor details I'd like to point out before I start. RNG ABUSING As many of you know, random numbers are not entirely random. They are generated depending on the previous couple numbers, and the initial numbers used to generate more random numbers are known as a seed. If you are interested in computer science, then they follow a Linear feedback shift register which actually has a massive cycle rate so you won't see many of the same set of random numbers repeating. However, you will see that sometimes small numbers follow after small numbers, and these are a result of this idea. I can view these random numbers as a result of lua scripts which allow me to view the random numbers. https://www.youtube.com/watch?v=yqbn183W8E4 This video gives a basic tutorial of how to use it, but it helps me save A LOT of time in burning random numbers because I can see them. It is largely useless on enemy phase, because enemy phase burns random numbers to determine enemy movements path and enemy AI. You can actually use it to manipulate the first action or so but beyond that it becomes extremely difficult. The process of manipulating the RNG requires what's known as path retracing. You might notice me selecting a unit, wiggling them around, and they don't move or do any actions at all (and sometimes they do); this actually burns random numbers, because what happens is that the unit goes to a square with multiple paths. The way the game determines which path you traverse is through the RNG. This FAQ on IGN brings it up in more detail and also talks about how to manipulate it, however the IGN FAQ describes how to burn one random number at a time because the game has only two paths to choose from; if you notice from this picture: Florina actually has some squares she can traverse all the way to the left. One way of burning a bunch of random numbers at a time is going 6 spaces left and one space down, then from there I go one space down, one space right in order to burn anywhere from 1 to 7 RNs at a time. If I need to burn a single random number then I will apply the single random number tricks, however burning multiple RNs at a time speeds up the time it takes for me to hit the random number I desire. There is some fancy nonsense going on in the lua script, but I don't tend to make use of them because they make things more complicated. I am good at eyeballing the RN string because I'm not going to spend more time than I need manipulating the RNG. You often see weird things like Alan and Lance next to each other and Marcus on the other end of the map, but I attack with Alan first, Marcus second, and Lance third. This is because an RN string that benefits Marcus shows up before one that benefits Lance. (You'll see it in action in Chapter 1). I don't manipulate much of anything (outside of dodges, level ups, certain hits) on enemy phase unless I absolutely need a critical. There are very few instances where I will absolutely need a critical on EP, otherwise criticals on EP are extra and I just work around them if they happen. I do have to manipulate more than usual on EP due to the low survival rates I face sometimes. In general, I really have no remorse with criticals, and if I want or need one then I'll manipulate it. I try to avoid casually rigging a 1% critical, but if I need it to OHKO a boss then I'm going to go for it. RECORDING I use the movie tool in VBA to record my inputs, then I play the movie from the start and have vba record the .avi from it. In the process of recording the movie, I do a "dry run" of sorts where I record every single input I do down to the letter, I also do some testing to see which order they should happen in to ensure it looks smooth, and then I run it. I often use save states if I mess up an action, and other times I slow the game down so it takes me less time to RNG abuse. You may notice some weirdness in my first couple runs with menu commands, certain cursor movements, menu commands going fast, and certain RN burns a little too slow and whatnot, but they get largely better as the playthrough progresses. DISCLAIMER I view this as a tool assisted run (but it's not a tool assisted speed run) and I see no shame in that considering the fact that these tools just save me a lot of time instead of having to spend time doing a bunch of single RN burns, attacking, then repeating. It also makes it visually more appealing because I can do things to burn more RNs quickly, instead of doing a bunch of single RN burns. SELF-IMPOSED CONDITIONS - All units kept alive - All units recruited (51 characters) - Lowest turncount I can get to the best of my ability You guys will not like some of my strategies due to the risk involved, and that's okay with me. My purpose is to get low turn counts through mostly any means possible, and I end up RNG abusing a lot to keep units alive and other times to make up for random positioning errors. I could fix these up a little bit more, but as it stands I think my runthrough is fairly optimized for what it is and I could maybe save a few turns here and there early on. Many of these chapters will be the lowest possible turncount given the conditions I state. With that said, I will update this OP with a link to each of my chapter posts, and I will post any level ups I gained as well as a quick description of each unit I obtain in that chapter. Feel free to let me know if there is anything I can improve in my commentary, and also keep in mind that the majority of Chapters will be with me and another user (it'll vary a bit but I will do it with a select few people). OTHER INTERESTING LINKS Irysa's LTC playthrough - this one is interesting because Irysa spends a lot of time figuring out to what extent he can play this game. His EXP is far more optimized than mine is and he gets 7 stat level ups to see what ends up happening. Thus far he has saved 3 turns on my run because of major level ups (notably: Thany/Shanna having a significant amount more defense). Having that said, I do have a feeling that certain chapters could be done in x turns so everytime I have a feeling I could shave a turn from my run (with more durability and etc) I let him know. Often times he's able to achieve it. dondon151's 0% Growths LTC - much better commentary than I can provide, and he pioneered 0% growths playthroughs which changed the way we discussed the game. A must watch and Irysa and I are definitely drawing quite a bit of inspiration from this playthrough. He's given us some fundamentals for each chapter and I utilize a few of his strategies to some extent. Unfortunately they don't solely apply to my playthrough and I do A LOT of different things, but ultimately a lot of the same idea is there., Espinosa's FE6 Reverse Recruitment LTC - What if Marcus and Yodel switched spots? What about the Cavs and Juno/Dayan? What if you had a Dancer AND a Bard? Fear not, because there's a hack for that! Espinosa's doing an LTC run of it with minimal RNG abuse (but she is "fixing" the RNG so to speak, performing actions in a certain order to manipulate where the numbers go), and it's really interesting to watch because of all the weird stuff that happens in Reverse Recruitment. EDIT: I have decided to do a twitch stream of the whole thing and commentate in real time as opposed to make videos. It is much easier for me and suits my style more. I will be streaming it Sunday, 6/19 at 11am PST. Feel free to come by, my twitch is twitch.tv/lraven17!
  2. Welcome to another playthrough, in which I try to get a low turncount in FE13 Lunatic. I'll make a turn-by-turn playlog for each chapter, but will try to make a video of the final chapter + Epilogue. I sadly don't have the pre-C3 strats in much detail, since C3 is when I started writing them and the stats down. I can describe the Prologue strategy off the top of my head, but my C1 and C2 strats differ from the clears KoT did (with the same turncount), so sorry about this. I'll try to reconstruct some details after the playthrough. While I only allow for 1000 renown and below and will stay true to that, I think it's fair to allow more renown items, such as the speedwings since Robin's ability to double C5's wyvern riders depends on good growths for both her and Chrom, whereas with the speedwings, Robin needs a Spd proc less and Chrom's doesn't matter. Anyway, Rules: - Lunatic / Classic mode. - Low turncount is the primary goal, but if a strategy is too unreliable to be pulled off reasonably, I might choose to avoid it. I don't draw an exact line when it comes to reliability, though. - Renown items are allowed up to the Bullion (L). - All gen 1 units must be recruited, second gen characters are optional. No deaths of recruited characters are allowed. - Paralogues 1, 2, 3, 4 and 17 are mandatory, it doesn't matter when they are done. Children paralogues are optional. All paralogues are counted for turns. - Skirmishes and DLC are banned. - Bonus box weapons are banned, obtaining items or recruits from the bonus box teams is disallowed. Using bonus teams to rout skirmishes or to replicate blocked shops is fair game. - Items from shining tiles and Anna shops are banned. I mustn't step onto shining tiles unless it is ideal for the strategy. Since FEWoD doesn't have FE13 maps past C9 and only displays normal mode enemies, you can view them on this site: http://kamikouryaku.com/kakusei/ . The chapter links are on the left part of the site. Premonition - 2 turns Prologue - 4/6 turns Chapter 1 - 4/10 turns Chapter 2 - 6/16 turns Chapter 3 - 4/20 turns Chapter 4 - 3/23 turns Chapter 5 - 5/28 turns Chapter 6 - 4/32 turns Chapter 7 - 3/35 turns Chapter 8 - 4/39 turns Chapter 9 - 4/43 turns Chapter 10 - 2/45 turns Chapter 11 - 2/47 turns Chapter 12 - 3/50 turns Chapter 13 - 1/51 turns Paralogue 12 - 1/52 turns Paralogue 1 - 1/53 turns Paralogue 3 - 1/54 turns Chapter 14 - 1/55 turns Paralogue 4 - 2/57 turns Chapter 15 - 2/59 turns Chapter 16 - 1/60 turns Chapter 17 - 1/61 turns Paralogue 2 - 1/62 turns Chapter 18 - 1/63 turns Paralogue 17 - 2/65 turns Chapter 19 - 1/66 turns Chapter 20 - 1/67 turns Chapter 21 - 1/68 turns Chapter 22 - 1/69 turns Paralogue 9 - 2/71 turns The rest of the playlog is in post #3.
  3. I want to try a little experiment and see if I can make improvements to the low turn counts for the early game HM maps, namely Chapters 4-6. I think I can do the first one in 1 turn, I'm reasonably conifdent I can do the second one in 2 turns (I did it in Lunatic, although a weaker Fred may be problematic, but I'm hoping this will be offset by lower enemy stats), and have some ideas for 2-turning the last one. I started a HM file last night and I'm at the end of Chapter 2. I'm too lazy to make a stat box right now (I'll probably do one after the next chapter), but Robin's already level 10, Chrom is like 2.30, and Fred is at ~1.70. I'll let you know how things go; I expect progress to be relatively quick and am hoping to be done in a couple of days (maybe less).
  4. When I get some free time (likely not very soon), I'm thinking of potentially running an LTC of FE11 on Merciless difficulty, aiming for sub 85 60 turns (with true ending, of course). I'll be doing a reasonable amount RNG manipulation to really reduce my turncounts, though I'll try to minimize it where possible. However, I'm not extremely familiar with this game, so I'll probably be asking you guys for input as I go along. Tentatively, my plan is to 5 turn Chapter 1; I plan on skipping having Marth grab the 10,000G village (unless anyone thinks this is a terrible idea, it saves two turns). but grabbing Wrys (warp user). For the overall campaign, I will roughly follow dondon's Warpskipping strategy list that is available somewhere on this forum a new warpskipping strategy developed primarily by Gradivus. [spoiler=Videos and Turn Counts]Chapter 1 (5 turns) Chapter 2 (4 turns) Chapter 3 (5 turns) Chapter 4 (4 turns) Chapter 5 (4 turns) Chapter 6 (2 turns) Chapter 7 (3 turns) Chapter 8 (2 turns) Chapter 9 (1 turn) Chapter 10 (3 turns) Chapter 11 (2 turns) Chapter 12 (2 turns) Chapter 13 (2 turns) Chapter 14 (2 turns) Chapter 15 (1 turn) Chapter 16 (1 turn) Chapter 17 (1 turn) Chapter 18 (1 turn) Chapter 19 (1 turn) Chapter 20 (3 turns) Chapter 21 (1 turn) Chapter 22 (1 turn) Chapter 23 (1 turn) Chapter 24 (1 turn) Chapter 24x (1 turn) Chapter 4 - w/ Merric (4 turns) And a link to the entire playthrough
  5. As you might have seen from recent posts on the old 55 turn playthrough thread, I'm thinking of starting this up again, aiming for a 51 or 52 turn clear of Shadow Dragon on H5! This playthrough will involve significantly more RNG abuse than the previous one, and will perhaps be slightly less interesting to watch (besides Jagen during the early game, pretty much only Marth and Caeda are ever going to do any useful combat). On one hand, this makes guessing the correct answers to the topic poll questions a little bit more interesting, but it does have the potential to make the playthrough become even more bland than it already is, since there won't be any interesting Jake or Hardin shenanigans to watch. Anyway, tentative turn counts for the 51 turn playthrough are posted below: [spoiler=Expected Turn Counts]Chapter 1 (5 turns) Chapter 2 (4 turns) Chapter 3 (5 turns) Chapter 4 (2 turns) Chapter 5 (4 turns) Chapter 6 (2 turns) Chapter 7 (2 turns) Chapter 8 (2 turns) Chapter 9 (1 turn) Chapter 10 (2 turns) Chapter 11 (1 turn) Chapter 12 (2 turns) Chapter 13 (2 turns) Chapter 14 (2 turns) Chapter 15 (2 turns) Chapter 16 (1 turn) Chapter 17 (1 turn) Chapter 18 (1 turn) Chapter 19 (1 turn) Chapter 20 (3 turns) Chapter 21 (1 turn) Chapter 22 (1 turn) Chapter 23 (1 turn) Chapter 24 (1 turn) Chapter 24x (1 turn) Endgame (1 turn) I'm probably not going to actually start work on this for some time, but feel free to post comments, questions, advice, or anything you think I might find useful during the planning stages of this run. I have some tentative strategies for most of the chapters at this point in time, so if you want to ask about forges, character recruitment, or general strategy, I can probably answer most questions that you may have. Hope you guys will enjoy!
  6. Don't worry, I'm not starting another playthrough or anything like that; I was just playing around with Binding Blade last night, and decided to write up a report of what I found out. I'm too lazy (and busy) to actually carry out any of the stuff I'm posting here, but hopefully someone else will do it. In case you aren't familiar with it, the first chapter of FE6 can be completed in 3 turns via the "rescue-death exploit," in which suiciding a unit carrying another unit (usually Roy) on the PP allows you to gain an extra turn for the rescued unit. A video of this clear can be found below: Since the map is pretty much the same in HM, it seems like it would be entirely straightforward to generalize the strategy used here to HM. However, the problem one runs into is that all of your characters suck Wolt and Roy are no longer capable of OHKOing enemies with critical hits, and Lance isn't able to either unless a fighter spawns with a very low Def, which is highly unlikely (and can't be rigged properly since this is the opening chapter of the game). Taking that into consideration, let's review what is necessary for the 3-turn clear: - First of all, someone needs to kill the boss. Marcus is the only person who can reach him in 3 turns, and fortunately still has the stats to whack him with a Silver Lance crit, so he has to do the deed. This requires him to full-move every turn, which means - someone (not Marcus) has to kill the closest fighter on the first turn PP - Marcus has to occupy the forest tile on turn 2 PP - We need to have someone perform the "rescue-death exploit." Bors and Wolt are out of the question for obvious reasons (too little mov or no short-range attack), and Marcus is killing the boss, so it has to be either Alan or Lance. Examining the map, one realizes the in order for one of them to get Roy close enough to seize on turn 3, they need to be on or beyond the forest the Marcus has to occupy, which means - they need to be rescue-dropped forward by Marcus, since Marcus is occupying the forest - the space west of Marcus has to be clear of enemies on turn 2; since the brigand on the village will inevitable occupy this spot on EP1, someone (not Marcus) has to kill him - again, since Marcus is occupying the spot, the brigand can't be attack from up close, so he has to be Javelin critted. - In fact, Alan needs to Javelin crit him, since Lance doesn't have the Str to OHKO him regardless of his stats. This means that Alan has to be the one who is sacrificed, unlike in NM, where you have a choice between Alan or Lance. It also means: - The brigand needs to spawn with 1 Luck so that Alan can crit him - The fighter east of the boss has to spawn with 1 Luck so that Alan can crit him on turn 2 EP (no one else can target him on turn 3 PP besides Marcus) - More importantly, Alan needs to not be rescued at the start of turn 2 PP. This means that in order for Marcus to rescue-drop him, Lance needs to be able to rescue him on turn 2. - Last but not least, we have to get Roy to Alan on turn 3. This means that someone needs to rescue Roy on turn 2 PP; the cavs are busy and Bors is too slow, so it has to be Wolt. - Since this means pretty much everyone is busy on turn 2, we have to make sure that no random enemies get in the way during this phase. In order to do that, it is convenient to have Roy rescue-dropped east of Marcus on turn 1. So putting all of that information together, here is what should be a turn by turn strat with screenshots (minus actually doing the RNG abuse): First of all, play through the entire introductions scene (you can mash B) to get the enemies to spawn with the right stats. In particular the 2 people get 1 Luck, and the closest fighter gets 2 Def so that Lance can kill him. Turn 1: Roy takes a step east and takes Lance's Javelin. Burn some RNs, then Lance crit-kills the fighter from below. Alan trades his Iron Sword for Roy's Javelin, rescues him, and goes around to convene with Lance, one space short of fullmoving. Wolt moves ahead of him and takes Roy, then Marcus does the same, and drops Roy east. Turn 1 EP: Roy will get attacked by 2 fighters and an archer, and Lance by a fighter. Neither of them can crit-kill anything, but I recommend having Roy crit the bandit to his east (since I think he will attack Lance on turn 2 EP, not sure) for EXP gain later on, and rigging a Lance dodge. Roy can afford to get hit (he won't be in any danger for the rest of the chapter) as long as he doesn't die. Turn 2 PP: Burn a lot of RNs. Alan Javelin crits the brigand (39% hit, 1% crit), Lance rescues him and takes his spot (taking the Javelin as well), Marcus moves onto the forest, takes Alan and drops him east. Alan should only have an Iron Lance if everything is done correctly. Roy moves 2 south of Lance, then Wolt moves above him and rescues him. Turn 2 EP: This is going to be a real nightmare to actually carry out. Wolt (weighed down by Roy) has to survive attacks from 2 fighters and an archer, all of whom double and 2HKO him. If that wasn't bad enough, Alan has to get hit by the fighter who charges him, and then (49% hit, 1% crit) kill him as well. Lance probably kills the guy who attacks him if Roy critted him earlier, and should be OK to survive otherwise. I don't have a screenshot for this because I didn't do it. Turn 3 PP: If you somehow manage to accomplish the above, things should be easy from here. Wolt moves forward and gives Roy to Alan, Alan suicides on the other fighter near the boss, and Marcus crit-kills the boss with his Silver Lance. Before Roy seizes, Lance can crit-kill someone in order to hit level 2 (pick someone who got injured by Lance/Roy on a previous turn). You might notice that I haven't mentioned Bors at all in this post. That's because he doesn't have to do anything in this strat! Which means that unlike the video posted above, he's free to head east and pick up the 5000G from the village (the fighters won't bother him)! Hopefully this inspires someone to carry this out.
  7. The discussion of how to achieve this is clogging up the thread for my LTC, so I've decided to create a separate thread like I did with chapter 14. Let's recap what we know so far: Let's call the person who takes care of the archer cav 3, and the person who takes care of the knight cav 4. Obviously we need to assign roles. Marcus is Marcus, and: - Cav 4 needs to be Sain or Lowen (only people strong enough to kill the knight with a javelin hit+crit) - it is useful to let Cav 3 be Florina so that she doesn't get absolutely mauled by the 2 nomads + 2 archers+ a hammer guy who attack Marcus and co. on turn 3 EP. She can do the job as long as she gets a Str proc beforehand. My first real attempt at this, during which all units survived through the end of EP3, had Kent as Cav 1, Lowen as Cav 2, Florina as Cav 3, and Sain as Cav 4. However, I got stuck after that, as I had to clear out 3 enemies with two units (Sain and Florina) so that Marcus and co. could advance. There are two ways, as far as I can tell, to get around this - switch Kent and Lowen's role so that the enemies are positioned differently, and hope for a better result. - try and figure out a way to get Kent to kill the Hammer guy when he attacks him. He's a couple of points short on Str, and can't double with the Iron Blade (and too low weapon rank to use Killing Edge), so I'd have to rely on a random crit. This doesn't seem so great considering that I have a reasonable amount of dodges to rig on that turn as well. so I'm probably going to try the first option out. I found it useful to have Lowen as cav 2, because cav 2 gets to stay in the back and help the ground troops clear out enemies during the first couple of turns. Lowen is my strongest unit, and in particular: - Lowen and Matthew have just enough power to take out the myrmidon on the first turn. - If Lowen has the heavy spear, he can take out a bothersome knight on turn 3 when he moves up to get rescued by Marcus However, I think I can deal with this issue in the following ways - for killing the myrmidons, I think either reorganizing who attacks who, or giving Kent the Heavy Spear should work - Lowen can take out the annoying knight on EP2 if he has the Heavy Spear (the knight could choose to target Marcus instead, but Marcus can kill him pretty easily with two swings of the Iron Axe) so that is basically where I am at right now. Any suggestions? I'll update this thread as more progress is made.
  8. It's perhaps a little bit too early to be discussing this, but I figured I'd make this thread in case anyone had some ideas about how to go about a potential 3 turn clear of this map. Even if you just have some thoughts about why it may or may not be possible, or what things should be taken into account, I figured it might be nice to get this discussion underway now so I can make preparations in case we do figure out something.
  9. All of the LTC playthroughs I see of Chapter 14 in HHM (General Horace, Espinosa, lapogne) seem to take 4 turns to clear the chapter, but I believe that it should be possible to do in 3 turns. The manner in which one should go about this would be to kill Erik on EP2 (most likely with Silver Lance!Marcus; Wolf Beil!Hector can work too if he crits or is fast enough, but mine isn't), which prevents the second brigand and pirate from spawning. I believe that this should allow for the chapter to be completed in 3 turns, and I think I've seen someone do it on EHM, which means it should be possible here... As a quick note, I should add that Marcus either should have already or needs to get a speed proc after killing Erik so that he is fast enough to double the quicker cavs and the nomad in the chapter.
  10. YouTube Playlist: https://www.youtube.com/playlist?list=PLbSv8zSDR9c2PIqySD-iRFF_08Wj34RfY Completely on a whim, I decided to start an LTC through Book 1 + Book 2 of Fire Emblem 3 Mystery of the Emblem, where I'll first go for the lowest turn count in one game and then do the same in the other. The differences between these games and their DS remakes are quite striking so it's sure to be refreshing for me. I still need help deciding whether I want to go for full recruitment or ignore everything and just go for the absolute lowest turn counts. Chapter 4 onwards is affected by this decision, so it makes little sense to plan out Warp uses and the like at length before then, so I gotta figure out what exactly what I want to do ASAP. Chapters 1-3 are played the same way regardless of the choice, as Kashim and Navarre cost no turns to be recruited. https://www.youtube.com/watch?v=guJcjp9oMNM (my YouTube videos have extensive descriptions attached, which are often helpful and informative to players new to the game and/or series) Chapter 1 in 5 turns, which is the absolute minimum. Visiting the 5K village costs one turn, and I decide it is not worth that turn (you get free 10K in two maps anyway). Seems fair considering there's nothing to be forged. Visiting Wrys's village gives you... a Vulnerary, and in my experience prevents Marth from getting some kills, and Marth starts with a Vulnerary anyway. Gordin and Doga are ignored by me here, though I wonder if I want to train up a Sniper who isn't George to be my Partia user. This could have situation value such as assisting us in slaying Mediuth, as seen in the map's layout here: http://www.fireemblemwod.com/fe3/guia/fecapitulo20.htm In general, I'm already pretty worried how I'll be killing Mediuth efficiently, what with his attack halving effect. Marth attacking with the Falchion with maxed strength does the most damage but getting Falchion also involves a lot of sacrifices it seems at a quick glance. Maybe, it couldn't hurt to train up Linde as an Aura user for the same purpose, though her jointime is admittedly way too late and not so far away from where Warp starts seeing very regular use (she could still get some action when waiting for units like Est to arrive, for example). ~*~ Book 1 Data ~*~ Turn Counts: C01 - 5 turns C02 - 4 turns C03 - 5 turns C04 - 7 turns C05 - 2 turns C06 - 3 turns C07 - 2 turns C08 - 6 turns C09 - 6 turns C10 - 4 turns C11 - 5 turns C12 - 4 turns C13 - 4 turns C14 - 3 turns C15 - 4 turns C16 - 4 turns C17 - 1 turn C18 - 3 turns C19 - 1 turn C20 - 1 turn TOTAL - 74 turns Promotions: 08 Hero Proof - sold 10 Knight Crest - Abel 10 Orion Bolt - missed 13 Hero Proof - hoarded 14 Orion Bolt - Kashim 14 Knight Crest - missed 15 Bishop Ring - Rena 15 Dragon Whip - Sheeda Stat boosters: 05 Angelic Robe - missed 07 Goddess Icon - Marth 08 Speed Ring - Minerva 09 Power Ring - Minerva 10 Boots - Marth 10 Manual - missed 10 Goddess Icon - missed 12 Skill Book - Kashim 12 Talisman - missed 13 Dracoshield - Marth 14 Skill Book - missed 14 Speed Ring - Marth 15 Power Ring - Marth 15 Angelic Robe - Marth
  11. Enjoy! Recorded with Dolphin, and no transfers.
  12. As you may or may not know, many of the lowest turn count clears for various chapters in FE6 involve killing off one (or more!) of your units, usually for the purpose of dropping Roy close to the throne without using up his movement. For example, there is a 3-turn clear of the first chapter that involves sacrificing Alan in such a fashion. What I find strange, however, is that despite the game having nearly identical mechanics to FE7, there are no instances I can think of in FE7 where such a maneuver would end up saving turns. I'm curious as to what accounts for this difference. So far, I've come up with the following reasons. One is the fact that every chapter in FE6 is a seize map, whereas the objectives are much more varied in FE7. However, this isn't a complete argument, as the majority of maps in FE7 are indeed seize maps. Another possibility might be the fact that the preparation screen is not available for a large portion of the game, and killing units off (and/or not recruiting new units) is the most convenient method of positioning your units in subsequent chapters. This, however, still fails to explain why we don't see strategies such as the 3-turn for Chapter 1 (and there are at least several other examples throughout the game) in FE7. What are your thoughts on this?
  13. So you guys may have seen in my HHM Ranked LTC run, a 4 turn clear of Chapter 13 is very possible in vanilla HHM using a Silver Lance critical with Marcus on the boss, and dropping Hector into the river so that Marcus doesn't get ganged up on by the enemies. I believe the same result may be possible even with Lyn mode, assuming you are willing to kill off Rebecca in Chapter 12. This puts Lowen at the front of your formation, which means he can carry out the rescue dropping of Hector into the river (he has 1 mov to spare; if he starts in the spot he normally does without Rebecca dead, he can't make it), while Marcus can simply head around the other side of the map (the route with the snags) since he easily makes it to Boies in 4 turns (though he might need a ranged weapon to deal with the archer at the bottom of the map who will rush him and get in the way of him/Hector). The only two issues here are Lowen surviving the initial two turns (in particular, he'll be lucky if he survives the first turn after being attacked by 2 PKs and 2 archers while carrying Hector), and Hector probably needing to rig a crit on Guy on the counter (and not get killed by the KIlling Edge). I don't have the time right now to experiment and see if this is possible, but I just wanted to let you guys know; hopefully, one of you will be able to show that it can be done?
  14. I haven't seen many LTC threads for this game, but a few months back, I decided to give one a shot on Normal Classic. To emphasize my overall goal, I'll disclose the rules first. Rules: 1) All Chapters, Skirmishes, Paralogues, and Xenologues are allowed to be played. 2) Any item that can be accessed over the course of play is allowed to be used. 3) Any unit found in the game can be recruited. Seems...rather lax, eh? Boring, even. Well, I've saved the main wrinkle for immediately below. Goal: Kill Grima in the lowest total amount of turns possible. By "total," I mean that every turn taken to clear a Chapter, Skirmish, Paralogue, or Xenologue will be added to the final score. Suddenly, all those world-famous grinding sessions don't seem so appealing. Now, the best time to try a golf run is when your Renown is maxed out, since you'll have almost-immediate access to about 110,000G early on. I'm nowhere close to maxing out at the moment (20K range), but I managed with what I could get just fine. So, without further ado... p: 2 9: 8 19: 3 P: 4 10: 6 20: 5 1: 3 11: 8 21: 11 2: 4 12: 6 22: 6 3: 5 13: 4 23: 8 4: 3 14: 8 24: 8 5: 7 15: 7 25: 7 6: 6 16: 4 E: 3 7: 5 17: 9 8: 7 18: 8 TOTAL: 165 Again, I'm not merely including the main chapters--these are all the maps I played! No skirmish, paralogue, or xenologue was even considered, let alone attempted. I'll make key notes on my first run here a bit later. I plan to do a golf run twice more to get a better feel for the best approach, as well as to determine a par for each map. Feel free to do a golf run on your own and share your progress!
  15. In my recent attempt to optimize the 3-turn clear of Chapter 12, I found myself faced with a very peculiar constraint during my playthrough of Chapter 11: Hector must end the Chapter at level 2, with 88 EXP. I have managed to find a 6-turn playthrough that does this while getting Matthew 53 EXP, stealing the Red Gem, and using Wolf Beil thrice and the Hand Axe four times. If anyone can improve any of these parameters in any aspect (even something as trivial as getting 1 extra EXP for Matthew, or conserving a weapon use), I would appreciate it if you let me know how you did it so that I can incorporate it into my various challenge runs. EDIT: I should note, of course, that this is vanilla HHM (no Lyn Mode)
  16. A couple of weeks ago, Espinosa/MoogleBoss suggested that I investigate a possible 3-turn clear strategy for Chapter 12 in HHM. I finally got around to working on this last night, and much to my surprise, I've found that it actually seems very doable! While both of us initially believed that such a clear would involve rigging a ton of crits for Hector in the north, I actually only need two criticals from Hector against the Hand Axe brigand and the boss, just like the 4 turn clear! The only problem that I have run into so far is the fact that after crit-killing Zagan on EP3, Hector needs to one shot the (final) PK who attacks him. In order to do this, he needs 3 procs of Str from his base; while the first two are easy to get and come along the way, it would require burning at least 100 RNs to find a spot in the RNG where Zagan misses, Hector hits and criticals, and gains Str (and it might not even be a good level). However, I think this problem can be easily remedied by getting Hector to level 3 in Chapter 11. In that case he hits level 4 with ease before facing Zagan, and hopefully have the stats to take him and the PK down without any trouble. I'll let you guys know once I've gotten around to finishing this!
  17. I've seen mentioned on both General Horace's and Espinosa's LTC playthroughs for this game that a 4 turn clear of Chapter 13 is possible if you don't play through LHM since Marcus starts at the front of your formation due to character order mechanics explained in this post. However, they both claim that such a strategy relies on an unreliable Marcus critical with the Silver Lance. This is not entirely true, however. If you are willing to kill Rebecca off in Chapter 12, you end up with the following starting formation: This means while Marcus rescues Hector and charges south, Lowen can do the same with Matthew, dropping him off onto the fort (or somewhere nearby) at then end of turn 2. Guy will charge out to attack Marcus, but both of them can survive one round of combat (assuming Guy doesn't critical), and then on turn 3 Matthew can recruit Guy, who can then give his Killing Edge to Marcus. I'm sure you can figure out how the rest of the strategy plays out from here.
  18. Eh, I'm not that good at making long introductions, not like you need one. Anyway, I decided to do a H4 efficiency run. https://www.youtube.com/watch?v=VApt8XaW9cI Rules: - H4 / Lunatic Reverse mode. - Efficiency, aka quick and reliable clears. Map save-backed up crits are fine; one is allowed per map save at 20% or better, except for Hardin (two crits). I do accept a prologue steel axe dodge here and there because who doesn't. - Full recruitment, no deaths. - Lunatic Boosters, Mixed Reclass, RP, Growth Drop and Bond Drop are fine. - No How's everyone. - Growth rigging isn't prohibited. While I won't reset for excessive blessings, I prefer having the possibility to make up for screwages via map saves. (The first part excludes Drill Grounds because I'm not investing money into bad or mediocre levels.) MU: Myrmidon, Orphan (Str / Mag), Kind (Def), Enlightened (HP) https://www.youtube.com/watch?v=VhCrgmcY3Hg P1: MU should get a Str proc here; it's IIRC about equally likely as rigging the Fighter roll on Prologue 3, and it's better for longterm. P2: MU should proc Str again, to gang up on the Fighter on P3. MU having 3 Lck might be needed for a 4-turn, but I don't exactly remember. Luke's possible 9 Skl roll makes me suspect it isn't needed. P3: A 4-turn is possible if MU's levels are more blessed, with my actual MU it would've required 2 dodges because my Vulnerary count was a bit low. P4-A: I think a 4-turn might be possible because by turn 4, all enemies but Athena would be defeated with a different strategy; I recall that I'd also have enough units to gang up on Athena Atk-wise, but they'd sit so low on HP that they can't take a single hit from her. P5: Can be more reliable if Ryan proc's Str twice (like, if he gets 2 levels to begin with, but I'm not focussing on using him a whole lot). P6-O: Tried if a 2-turn is possible on H4, but there's a similar issue as for the Athena 4-turn. P7-C: Luke had 5 Lck, allowing for a 3-turn if the Myrmidon that attacks him on EP1 has 14 Skl. With a more def-blessed MU, I feel it can be done by manipulating the Myrmidon and Archer rolls to lower Atk and attacks a Luke with above 5 Lck who has a sword equipped, but that's less likely to occur. 4+4+5+5+4+3+3/28 turns. Turncounts and videos: Staff usage: Credits:
  19. Rules: - RP, Growth / Bond Drop, Mixed Reclass and base-buyable boosters are allowed. - Deaths are allowed and recruitment isn't forced. - Chapter 24 must be accessed, so that I cannot shave turns just by doing bad ending. I must enter all gaidens. (circumventing them would actually cost turns) - It's hard to put an exact limit to rigging, but expect that I will rig more stuff than a reliability-based run, but in amounts that can be considered reasonable. - How's everyone is not allowed, Drill Grounds is allowed. https://www.youtube.com/watch?v=h5ywAsj_-b0 Units to be used: The run: Forges:
  20. Hello everyone. After watching General Horace's most recent Sacred Stones LTC, I felt compelled to LTC Sacred Stones myself. However, to make things slightly more interesting and not just a total copy of what Horace did, I'm going to try and complete this LTC on Ephraim Route. Now, there is very little information around on this or other sites about Ephraim Route LTC, most likely due to the fact that Ephraim Route takes more turns than Eirika Route, and as such is not the optimal route for a true LTC of Sacred Stones. So I'd like to take this opportunity to come up with LTC strategies with the assistance of you fellow Serenes Forest members, most of which probably have more experience with LTCing this game than I do. With that said, the first thing I would like to know, and one of the most important, is whether it is possible or not for Sage Artur to reach A staves by Chapter 16. With Saleh arriving too late to be used as a warper on Ephraim Route, Artur is the only choice we have for an endgame warper (Moulder won't have the magic stat required for 1-turn clears of Chapters 17 and 20). Whether Sage Artur can hit A staves or not is very important, because otherwise Chapter 20 has to be cleared in 2 turns due to Bishop Artur lacking the necessary warp range. For reference, here are the projected turncounts I've come up with through theory-emblem: Chapter 9: 8 Turns Chapter 10: 3 Turns Chapter 11: 5 Turns Chapter 12: 3 Turns Chapter 13: 3 Turns (2 turns might be possible by skipping the Barrier staff village) Chapter 14: 5 Turns Chapter 15: 4 Turns Chapter 16: 2 Turns EDIT: Current Turncount: Prologue: 1/1 Chapter 1: 3/4 Chapter 2: 4/8
  21. I did say I was going to eventually retake H3 LTC right? Well, the time has come! Welcome to another one of my many Fire Emblem 12 Low Turncount Playthroughs! This time, I'm re-tackling FE12's H3 Lunatic Difficulty. I'm going to be low turning this difficulty. I attempted this once before like a year ago, but I wasn't nearly as experienced as I was now. The rules for the playthrough are: 1. Rainbow Potion, Maturity Drop, Bond Drop, Drill Ground and Lunatic Statboosters are fair game. 2. Mixed male class sets unlocked. 3. No forced recruitments. And no deaths where possible. If a death saves a turn, I will do it though. 4. The game must be played out to the true ending. All Gaidens must be visited. 5. No Wifi Shop. No How's Everyone? [spoiler=Prologue] So, first, we make the Avatar. Named him "Badass" and gave him a rather badass look. I choose Cavalier because I enjoy Cavalier the most. The rigging is pretty minimal compared to the other options. I dislike Fighter's accuracy issues and I dislike Knight's spd growth issues. The build for the Avatar is: Noble's Child: +2 Skl Spd Bases, +5% growth in Skl Spd This lets him double Rody with a spd proc off of Jagen and Luke with a spd proc off of Rody. Diversity: +1 Str/Mag Bases, +10% growth in Str Mag This lets him 3HKO Jagen and Rody and gives him a nice growth in Str. Humanitarian: +30% HP growth I prefer the guaranteed HPproc over 10% Def. Prologue 1 is completed in 4 turns. A pretty straightforward chapter. Just kill the soldier and then make sure Jagen can't KO you by using Vulnerary while countering him in the Enemy Phase and then finishing him off. Badass needs to get Str and Spd in his first level for next chapter. Prologue 2 is completed in 3 turns Rody has 6 spd, so this is why he needs 10 spd. Rody can be 3HKO'd and doubled by Avatar now and if Avatar procs spd after finishing Rody off, he can double Luke for a quicker clear. I decide to feed the Luke kill to Ryan instead of Avatar. Prologue 3 is completed in 3 turns A rather complicated chapter. Avatar can double Fighters and the Mercenary, which comes in handy. I adjusted the strat to allow Ryan to get the kill. This involved unquipping Rody as you probably noticed. Prologue 4 Athena Route is completed in 4 turns I first wanted this one to be a 3 turn, but no matter what, Avatar can't survive the combination of Athena+Mercenary+Myrmidon in Turn 1 and the Myrmidon in the pillar ensure that I can't be too greedy in the first turn or Wrys dies. Even minimum Str Athena+Mercenary+Myrmidon would exactly KO a blessed 23 HP 10 Def Level 4 Avatar. And that needs to happen in order to 3 turn. I went with a 4 turn that nets me a bunch of kills on my core team: Caeda Ryan Avatar. I had to stop the video mid-way through recording due to space issues, which is why the screen is slightly different after 6:51. Prologue 5 is done in 4 turns Due to the equipment in P4 Athena, I had to improvise a lot in this chapter but it worked out in the end. A 3 turn can technically be done if you rig a crit with Athena on the boss and a dodge in either PP or EP. I obviously chose to do a much safer strat. Prologue 6 Ogma is done in 2 turns A very easy chapter. Avatar needs to have just enough spd to not get doubled by Ogma, otherwise it's fairly easy to do this one. Prologue 7 Est is done in 3 turns A Ryan with 6 spd is neccesary for this clear. He can get to Level 5 before the chapter so he just needs to be on his average or in my case, he needs to be +0.5 from his average. This makes the Archer attack Athena instead of him. [spoiler=Total turncounts] Chapter Turns Total P1 4 4 P2 3 7 P3 3 10 P4A 4 14 P5 4 18 P6O 2 20 P7E 3 23 P8 7 30 C1 6 36 C2 6 42 C3 6 48 C3x 6 54 C4 5 59 C5 9 68 C6 5 73 C6x 1 74 C7 4 78 C8 3 81 C9 5 86 C10 2 88 C10x 1 89 C11 5 94 C12 5 99 C13 4 103 C13x 2 105 C14 4 109 C15 5 114 C16 2 116 C16x 1 117 C17 4 121 C18 2 123 C19 5 128 C20 5 133 C20x 4 137 C21 5 142 C22 4 146 C23 2 148 Final 2 150 [spoiler=Staff Usage] Chapter Rescue Hammerne Thief Again Rescue Again Comments C1 - - - - - - N/A C2 - - - - - - N/A C3 - - - - - - N/A C3x - - - - - - N/A C4 4/5 - - - - - Yumina rescued Marth for 5 turn C5 3/5 3/3 - - - - Malicia rescued Marth for 9 turn C6 2/5 3/3 - - - - Arran rescued Marth for 5 turn C6x 1/5 2/3 - - - - Linde rescued Marth for 1 turn. Malicia Hammerne'd Rescue. C7 4/5 2/3 - - - - Rescue Marth for a 4 turn. C8 4/5 2/3 - - - - N/A C9 3/5 2/3 3/5 - - - Thief was used on Capricorn and Boots chests. Rescue Marth after he recruited Minerva. C10 3/5 2/3 2/5 - - - Thief was used on the Bullion so that I could buy the C11 Secret Shop weapons. C10x 3/5 2/3 2/5 - - - N/A C11 1/5 2/3 2/5 - - - Rescue was used once on Feena so she could dance Etzel farther and then he rescued Marth for a 5 turn. C12 4/5 1/3 2/5 - - - Hammerne was used on Rescue and then Rescue was used on Marth to 5 turn. C13 4/5 1/3 2/5 - - - N/A C13x 4/5 1/3 2/5 - - - N/A C14 3/5 1/3 1/5 3/3 - - Thief was used on the Again chest. Rescue was used on Marth to 4 turn. C15 3/5 1/3 1/5 2/3 - - Again was used in order to 5 turn. C16 3/5 1/3 0/5 2/3 5/5 - The last Thief is used on the Rescue chest. C16x 3/5 1/3 2/3 5/5 - N/A C17 3/5 1/3 1/3 5/5 - Again was used in order to 4 turn. C18 3/5 1/3 1/3 4/5 - Rescue was used in order to 2 turn. C19 3/5 1/3 0/3 3/5 - Rescue and Again were used in order to 5 turn. C20 3/5 1/3 3/5 3/3 N/A C20x 3/5 1/3 3/5 3/3 N/A C21 2/5 1/3 2/5 2/3 Rescue was used on Feena. Another Rescue was used on Marth in Turn 5. Again was used on Marth to allow the 5 turn. C22 1/5 0/3 2/5 3/3 Rescue was used on Feena. Again was used on Marth to 4 turn. C23 0/5 1/5 1/3 Rescue is used on Linde so she can Rescue Marth to the throne. Again was used on Catria so she could clear the way and Again was used on Linde so she could kill Gharnef. Final 0/5 0/3 Rescue is used on Ryan so that he can finish Medeus after Marth weakens him enough. Again is used on Marth to allow him a second round on Medeus. [spoiler=Forges] Chapter Name MT Hit Crit Comments 2 Iron Axe + 3 - - Allowed Avatar to ORKO C2 Dracoknights. 4 Steel Sword + 1 - - Allowed Marth/Ogma to ORKO C4 Pirates. 6 Bankrupt(Hand Axe) + 3 - - Allowed Avatar to ORKO C6 Armors. 11 MinervAAAA(Dragonpike) + 4 - - Allowed Palla to OHKO the C11 Boss. Allowed Wyvern OHKOs in C12. 12 Reliable(Hand Axe) - +10 - Made the C12 strategy a lot more reliable. 16 Critavelin(Javelin) - - + 7 Gave Catria enough Crit to where it wasn't unreasonable to rig a crit on the Geosphere Thief. 18 Neighsbane(Ridersbane) + 5 - - Allowed units to OHKO C18 and C19 Paladins. 20 WINSpear(Wing Spear) + 1 - - Allowed Caeda to ORKO a C20 General. 21 RIPWallet(Dragonpike) +10 - - Allows units to OHKO C21-23 Dragons. 22 I'mTopTier(Wyrmslayer) + 2 + 5 - Allows Caeda to ORKO a Fire Dragon and Ryan to ORKO the boss in C22. [spoiler=The LTC Team and Statboosters] : Growth Drop, Angelic Robe, Energy Drop, Arms Scroll : Angelic Robe, Dracoshield, Dracoshield, Dracoshield, Arms Scroll, Arms Scroll : Bond Drop, Speedwing, Speedwing, Arms Scroll, Arms Scroll, Dracoshield, Arms Scroll : Seraph Robe : Energy Drop, Goddess Icon, Goddess Icon, Dracoshield : Angelic Robe, Spirit Dust, Spirit Dust, Spirit Dust, Spirit Dust, Spirit Dust, Spirit Dust : Speedwing : Angelic Robe, Energy Drop, Speedwing : None : None : None : None [spoiler=Unit Analysis] Ah, Marth. A capable but not broken lord. He has to be spoonfed kills in LTC on the way to the throne which can upset newer players though. But I find that as you get better at the game, one starts to notice more and more ways to feed him kills. He was spd blessed for awhile thanks to Growth Drop actually. I used an Energy Drop on him so he could cap str, it makes fighting Medeus much easier and lenient. The early Seraph Robe opened up ways to get him exp. The Arms Scroll at the end increased his damage to Medeus from 23 to 24, which is actually quite significant. Holy crap. Such an improvement from my other run's female Avatar haha. This guy made a bunch of strats possible thanks to his bulk. Of course, said bulk was mostly the work of Lunatic statboosters. I gave him an early Seraph Robe so that he could tank some dracoknights and well, it was a great investment mid and longterm too, as it greatly enhanced his defensive capabilities. I gave him 2 Dracoshields in C4 for the 5 turn strat and it also came in handy longterm. I gave him an Arms Scroll in Axes because I thought I would need Hauteclere Dracoknight for Hardin. It turned out I didn't but it's not like it was a run ending statbooster placement. It actually came in handy for improving the C21 reliability because Xane could use Hauteclere when copying him. I had to use an Arms Scroll on his Lances so that he could wield Gradivus in C20x and 21, this was crucial for those strats. I honestly think he's one of the craziest units in the game. Well worth the speedwings investment. Due to his superior Bow rank and better Prologue, I find he has less issues getting exp than the other Horsemen in the game. Luke Rody Draug etc need Arms Scrolls on their Bow rank while Ryan doesn't, so those Arms Scrolls can instead go to his Sword rank for Wyrmslayer (and later Master Sword) access, which opens up even more opportunities in the dragon chapters to get him exp. I used an early Speedwings so he could get going faster by doubling some enemies. This also made it possible to skip a Bow forge entirely by having a Hunter that could double C3 Dracoknights. The second wing was given in C9 because I knew it was a great longterm investment and it saved a Rainbow Potion use for the chapter. The 2 Arms Scrolls I gave to him were given to him as a Swordmaster, this gives him A Swords as a Swordmaster, which is a lot more than if i gave them to him as a Horseman. This puts him real close to getting Master Sword and Brave Sword access too. Brave Sword as a Horseman being extremely valuable for C21. I gave him the Bond Drop because Avatar honestly doesn't need it, he's already OP. I'd rather give it to a unit that can benefit from it early and it actually improved the reliability of some clears. I honestly think ideal Bond Drop recipients should be Marth or the Horsemen being used. Finally, I gave him an Arms Scroll for Mercurius in endgame as Mercurius is powerful enough to deal the rest of the damage after Marth is done, unlike Parthia. And the award for most screwed unit in the playthrough goes to....Malicia! Just wow, dat 50 mag growth never quite kicked in, did it? At least she recovered enough most of the time. Extremely disappointed at her in the stats department. But good thing she doesn't need stats to do her most important thing, right? The run would be pretty slow without her Hammerne, Again and Fortify. Damn, she's a pretty good unit in midgame to lategame isn't she? Underwhelming C2 to C11 aside, she's pretty good. Most of it has to do with her being ideal as a Falcoknight. Palla vs Catria IS still close, but Palla still has the edge. One has to remember that in runs where the Avatar turns out underwhelming, Palla IS the Avatar in those runs. Being able to pull most of the Dracoknight tanking strats Avatar does with Lunatic statboosters. Catria is a very very good unit too though. Gave her an Energy Drop for obvious reasons. The 2 Goddess Icons I gave her in Chapter 19 made the strat safer as it gave her enough Lck to make using Devil Sword reasonable and also gave her enough Lck to combat Killer Axe Warriors well. The Dracoshield I gave her in Chapter 23 allowed her to withstand a Fire Dragon and a Mage Dragon after a Pure Water or Barrier boost. She was actually quite average or screwed until she promoted. Then she became good. Well, I guess she was worth the Seraph Robe after all. Honestly a pretty good unit with a Levin Sword or a Nosferatu in hand. Her magic IS as worrisome as I feared though. Needing 6 Spirit Dusts to combat Gharnef properly and 5 Spirit Dusts to use a Levin Sword properly in C20 and C20x. She's still worth the investment though, as she's the most reasonable Gharnef killer in LTC (just look at that Malicia will you?). And Nosferatu comes in handy here and there. Was actually above her average mag for the longest time. Though I think she got skl spd screwed later on. The Goddess herself wasn't so godlike this playthrough. A lot of it has to with my Avatar though. Still was a second Avatar for the longest time. Incredibly handy until like Chapter 15. Such a good unit. Her lck is actually a bit troublesome depending on her levels in lategame, but it can be a blessing too, as having low enough lck can make enemies prioritize her, making her serve as a great baiter. And the critrates aren't bad enough to not risk the enemy baits. I gave her only one Speedwing now that I think about it. As overrated as I initially told y'all. Honestly, go a bit faster than usual and he just can't keep up. The experience is better fed elsewhere. He was relegated to miscellaneous, random tasks after Chapter 14. Not having the stats to actually do much of anything. I spent a Seraph Robe, an energy drop and a speedwing thinking I could keep him as a good unit but it just didn't happen. Still, some of those silly lategame tasks proved to be actually important. He was lame enough to get targetted by everything but not bad enough that I wouldn't deploy him I guess. I'm wondering if the ones that voted for Feena in the poll realize it's impossible to kill Medeus with Feena or not...lol. It's still hilarious that she got votes though :P. As for my analysis of Feena...well, she's a dancer and dancers rule. Lol, oops I kept Caeda as a Sage for this pic. She was ridiculous in Prologue, still pretty awesome for the rest of the game. Her midgame was actually nice because effective weapons don't care about your strength and she proved to be quite vital to some clears like C18 and C20 with her Wing Spear. Better than Sirius by a lot imo. I gave her a Seraph Robe for the Chapter 17 strat to work. Made a bunch of strats possible. Never quite reached Again because I didn't concentrate on that, but it is actually extremely doable. Xane is so good it's not even funny. Can copy your best unit in every chapter. I mean, come on. And then there are people that think his position in my tier list is unjustified lol... Playlist: http://www.youtube.com/playlist?list=PLOyEd86YwZlcwxrfi-ZB4_YP2XvDUsymG
  22. LTC = Low Turn Count Works for all difficulties. No handicap. [Paralogues] 01: 1 02~05: 1 06: 1 07: 1 08: 1 09: 1 10: 1 11: 1 12: 1 13: 1 14: 1 15: 1 16: 1 17: 1 18: 1 19: 1 20: 1 21: 1 22: 1 23: 1 [DLC] Champions of Yore 1~3: 1 The Golden Gaffe: 1 EXPonentional Growth: 2 Infinite Regalia: 1 Lost Bloodlines 1~3: 1 Smash Brethren 1~3: 1 Rogues and Redeemers 1~3: 1 Death's Embrace: 1 Five-Anna Firefight: 1 Roster Rescue: 5 The Future Past 1: 1 The Future Past 2: 1 The Future Past 3: 1 Harvest Scramble: 1 Summer Scramble: 1 Hot-Spring Scramble: 1 Apotheosis: 1(Wave 0) 5(NM) 6(SR) There're already some posts talking about it. For I know, lots of SpotPass Valkyries/DarkFliers and some in-game pairs are required. Seperate all paired units before SR Wave 4's resetting is also required. I'll post my own conclusion several weeks later. Here are my own conclusions: (Edit) NM (beta version) (Edit) SR (beta version) Recommended Einherjars: For other people's LTC guides, click LTC tag.
  23. What the title says. In case the reader doesn't know what this is, there was a disc available with Mario Kart Double Dash. If the disc was inserted in the Gamecube, and if the Gamecube was connected with the GBA, then it'd allow "transfer" data from the disc to the game. This would allow access to some items from Chapter 12 onwards. There are save files around the internet that allow access to these items. These are: -> Emblem Weapons (free Iron Weapons with 60 uses) -> An Emblem Seal (+10% hit and avoid) -> Statboosters (one of each class, except Speedwings ._. I believe they already knew that Speedwings!Marcus would be broken) -> A Wind Sword. -> A Dragon Axe. -> A Thor's Ire. -> A Silver Card. I haven't read any consensus regarding these items in LTC context, so I wonder what impact would these items make in an efficiency environment. I apologize for the grammar mistakes.
  24. Hello, welcome to my LTC playthrough of EHM. These are the rules: 1. The game will be played on EHM, skipping Lyn Mode. 2. Gaidens can be visited but ideally they're going to be skipped. 3. Minimal arrow drawing, if any. Although replaying a chapter to get a more favorable outcome can be done. That's about it, really. Here's the first chapter: Playlist: http://www.youtube.com/playlist?list=PLOyEd86YwZldAAn4O5nKO9Rn8Z4IVRJOz
  25. For those unfamiliar with the mode, Lunatic Plus takes the most difficult and frustrating aspects of the regular Lunatic mode and makes them worse. The game achieves this anomaly by randomly assigning skills to every enemy, who have the same stats as their Lunatic counterparts. You should be familiar with one such assigned skill; Pass, obtainable by all assassins, promotes interesting changes in player tactics. However, the other possible skills are exclusive to Lunatic Plus enemies and downright broken. Hawkeye guarantees that its wielder will strike his or her foe. This skill effectively trashes the weapon triangle, but is ineffective in a significant number of situations. However, a hammer wielder with Hawkeye WILL kill Frederick, even if he is equipped with a sword and standing on a fortress. The next skill of interest, Vantage Plus, allows its wielder to strike first when being attacked. Unlike regular Vantage for Myrmidons, Vantage Plus triggers all the time. When this skill is on enemy mages, this turns a safe elimination by Frederick into his death or a VERY painful engagement. Finally, Luna Plus is a Luna effect that always triggers. This sounds minor, but this is THE Lunatic Plus skill that ruins this mode. Against Frederick, this skill gives the enemy seven extra damage per hit. Myrmidons with this skill start hurting Frederick, and Barbarians deal double their normal amount of damage. Luna Plus is ineffective on units that Frederick is supposed to evade or kill first, such as units with Hammers or magic. However, if those units receive Hawkeye or Vantage Plus as well, they will kill Frederick and your army no matter how good your strategy is. Regardless, I still wish to undertake this Classic Lunatic Plus LTC, meaning that I will play the game on Lunatic Plus with the Classic option selected in as few recorded turns as possible. I will choose to play with the male avatar and I will also recruit and keep all the game units alive. Given the unbalanced nature of this mode and the severe handicap of an LTC (lowest turn-count) run, I will use any "non-cheating" technique to clear this game, including DLC, Streetpass, Spotpass, and Renown (which I have maximized already). As I slowly make breakthroughs, I will fill this thread with progress of my run and share techniques (and possibly videos) of what I have done. Chapters: Premonition: Invisible Ties - 2 Turns Prologue: The Verge of History - 6 Turns (4 Turns possible) Chapter 1: Unwelcome Change - 4 Turns
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