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Found 46 results

  1. Olwen is underrated tbh, this is a very likable stat table, very satisfying...And yes, that skill is correct. Soon...
  2. Since I am such a terrible player of Fire Emblem, I thought I'd do the dumbest thing possible. What's that you may ask? Well I wonder if anyone would be interested in seeing me fail at Lunatic mode in FEA. Not just fail it, but take everyone along for the ride that is lunatic mode
  3. I've been trying to make the most optimal parings for my newest Revelations run and im to determine how optimal they are. A bunch of the pairs I believe will turn out well but there are two that will be godawful. These choices are based on dozens of discussions, polls and personal experience. Any thoughts on making these pairs better? All Underlined Pairings are already married and cant be changed. None of the children have been collected yet. I'm on Chapter 13. Pairings: FeMu x Saizo - Nohr Noble Kana Jakob x Orochi - Basara / Butler Dywer (Leftover Pair) Azura x Kaze - FK Shigure Kaze x Azura - Mstr Ninja Midori Silas x Mozu - Paladin Sophie Xander x Charlotte - Paladin Siegbert Leo x Sakura (Witch) - Grandmaster Leo Benny x Peri - General / GK Ignatius Keaton x Camilla - Great Lord Velouria Arthur x Beruka - Wyvern Lord Percy Odin x Elise (Witch) - Witch Ophelia Lazlow x Hana - Swordsmaster Soleil Niles x Setsuna - Sniper Nina Ryoma x Kagero - Spear Master Shiro Takumi x Rinkah - Sniper / Kinshi Kiragi (Leftover Pair ) Saizo x FeMu - Nohr Noble Asugi Kaden x Hinoka - Basara / Nine Tails Selkie Hinata x Selena - Hero / Mstr o Arms Hisame Azama x Effie - General Mitama Subaki x Oboro - Spear Master Caeldori Hayato x Rahjat - Sorcerer / Witch Rhajat Leftovers: Felicia I found that almost all of these pairs were the most optimal based on the Growth percentages for a given childs class with the exception Nina, Rhajat and particularity Dwyer and Kigari. So If I threw Setsuna, Rinkah, Felicia, Orochi and Nyx in a pile what would be the best way to arrange them for thes ake of Nina, Rhajat, Dwyer and Kigari?
  4. Below is an excel file that I made when the game first released. It shows all the stats you can expect over the given growths and in individual routes. It also has all the character and class data inside it so if you want to improve over it you are welcome to and share it with the community. Do mention me if you find this helpful in any way. I assume you are doing a no grind run on the base game and leveling your characters at reasonable level (6 for villagers and 10 for most other classes with exceptions of magic classes, myrmidons and celica). Sheets Listed classes : Contains data of all the classes with their minimum level to shrine up and the corresponding classes they change to classbase : Base stats and growth modifiers for all the classes Alm-char : Full expected stat progressions for characters in the Alm route. It is divided on a promotion by promotion basis so that you can clearly identify that stat auto upgrades upon promotion. Villages have been added with both lvl 7 and lvl 10 first promotion paths. For simplicity, if you plan on over leveling your characters change the level values in light green and the final stats at the end should modify accordingly. Cel-char : Same as above, no faye and kliff as they are pointless on her route. TIER 0-3 : Sheets divided according the tier at which they are recruited (0 for villagers and so on). Each sheet has clear stats listed according to the promotion path given at the from with levels. Alm-anal : a culmination of all the data in TIER 0-3 of characters on Alm route. I have created some scoring parameters, these are pretty straight forward except in the case of skl and spd. Both of them are penalised heavily if they don't have the bare minimum required to effectively hit opponents. Anything above is not given much weight and improves the character final score much less than the other parameter. This is completely my personal preference on scoring the stats and you are welcome to use your own scoring parameters that suit your gameplay. All these parameters are compiled and reflected in the STAT column. Over this I have given scores which depend on the amount of investment I need. For example : Promoting kliff at lvl 7 into a baron is much more resource friendly compared to a full lvl 10 promotion (not that you will ever use him as a baron unless you are a madman like me, he does great tbh). This score also takes into account when do the characters come into the team which is quite important too. Mathilda is basically both the best character and best psuedo-Milf you will find in all the fire emblem games and this scoring parameter confirms this. Cel-anal : Same as above. Sonya>Deen, but deen is the best dread fighter. FILE LINK, CLICK TO MARRY MATHILDA
  5. Since I needed a break from optimizing Cog of Destiny, I started another HHM project that requires less brainpower overall: An as-exhaustive-as-possible list of enemy stats. I'm still very much at the start of this (and while it needs a lot less thought than my Ranked run, it still takes quite a lot of time), but I suppose it's not a bad idea to publish what I already have. I won't give any promises about how long I will take, since there are a bunch of chapters that I am not looking forward to (26 turns of Dragon's Gate springs to mind), but I'll do my best not to leave it unfinished. A few notes ahead: I try to remember and reset at the start of every chapter, which as far as I know will make sure that the numbers on the initial enemies are consistent. There will always be some randomness on reinforcements' stats, though. The Luck stat on all generic enemies is zero, so I won't bother listing it outside from boss stats. I obviously can't give any guarantee that all the numbers are correct - human error and all that jazz. If I list something like an Iron Lance Nomad: I use copy/paste to keep the layout consistent and this is the entry that I sometimes forget to change. I will steal an idea from the initial project and add a * to every chapter's number for easier Ctrl-F usage. Credit where it's due: I'm using fireemblemWOD's section of this game to see where and when reinforcements appear. CHAPTER 11* - Another Journey CHAPTER 12* - Birds of a Feather CHAPTER 13* - In Search of Truth CHAPTER 13x* - The Peddler Merlinus CHAPTER 14* - False Friends CHAPTER 15* - Talons Alight CHAPTER 16* - Noble Lady of Caelin CHAPTER 17* - Whereabouts Unknown CHAPTER 17x* - The Port of Badon CHAPTER 18* - Pirate Ship CHAPTER 19 - The Dread Isle CHAPTER 19x* - Prisoner of Magic CHAPTER 19xx* - A Glimpse in Time CHAPTER 20* - Dragon's Gate
  6. So I'm working on a bit of a "Project" and was wondering what the best way to determine base stats and growths for units and classes. While this is a good general knowledge question I can apply any answers to in the future (hacking or such) as of right now I'm doing things with Heroes' 5 stat set-up rather than something more traditional.
  7. Using Laytruce's Stat Screen Creator (thanks, buddy) I've created this set of screens based on an old concept of mine- an FE7 hack that takes place during the Scouring. The main character will be Roland, though Hartmut will likely play a large role. And anyways, there isn't a sprite for Hartmut. Here are the starting stat screens I've made for Roland, Durban, and Bramimond, plus a thief variant of Anna and Bill the Soldier, a completely-legit OC. Here are the screens. If anyone wants to make a fangame similar to this, you MAY use my stat spreads AND Bill, if you so choose. All non-Bill characters, plus Bill's sprite, are from FE7, as are the assets used to make up their spreads.
  8. Hi! I am working on a project to provide weighted character growth rates to one another for each mainstream Fire Emblem game and have just completed the barebones version of Awakening. Let me know what you guys think and I am open to criticism, new ideas and personal preferences! For more information, click here! Click the following link to view the spreadsheet: https://1drv.ms/x/s!AiqDxSufSqcggssD_Io1RZAWs_ip3w Enjoy!
  9. Hello guys! I found a lot of information regarding the raw growth rate stats but had trouble finding any comparative data, thus decided to try to form my own charts. I have thus far inputted all the growth rates and then formed an average and compared each character's growth rates to the average. I totalled them all up and this allows some really good comparisons: I will work on a proper document with even more info like this including charts and graphs, so stay tuned! If you would like to help just DM me :) I have many plans and will probs do this for each game! The excel document should be ready soon with ordering too! If this all exists already please tell me, but thus far I haven't found anything like it! Name HP Atk Skl Spd Lck Def Res Total Alm 16 8 13 7 2 15 1 63 Lukas 6 -12 -2 -13 -3 10 0 -13 Gray 1 -2 -12 -8 -8 -10 -2 -40 Tobin -4 -12 8 -13 -3 -5 -2 -30 Kliff -9 -12 3 22 -13 5 -2 -5 Silque 1 -2 -7 -8 27 5 0 17 Clair -9 -2 13 32 17 -5 0 47 Clive 11 -2 -7 -13 -8 -5 0 -23 Forsyth -4 -2 -12 2 7 -5 1 -12 Python 1 -2 -17 17 -13 -10 2 -21 Luthier 6 -12 33 2 17 0 0 47 Mathilda -4 8 3 17 12 5 2 44 Delthea -14 28 -7 17 7 -15 2 19 Tatiana -14 8 3 2 2 -5 2 -1 Zeke 16 3 13 17 7 10 -1 66 Mycen -24 -32 -32 -28 -28 -25 1 -167 Faye -4 -2 -12 -8 -3 5 1 -22 Celica 6 18 8 12 12 0 2 59 Mae -9 18 -7 2 7 -5 0 7 Boey 11 3 13 -8 -8 10 -1 21 Genny -14 18 8 -8 2 -15 3 -5 Saber 16 -7 -12 -3 -8 10 -2 -5 Valbar 16 -2 -2 -8 -8 15 -1 11 Kamui 6 -2 -12 2 -8 -5 -2 -20 Leon 1 -12 8 -8 -3 -5 2 -16 Palla 6 18 8 -8 -8 10 -1 26 Catria -4 -2 3 17 -3 0 0 12 Atlas 1 8 -12 -13 -8 -10 -2 -35 Jesse -4 -7 -2 7 22 -5 -2 10 Sonya -4 3 8 -3 -3 5 2 9 Deen 16 3 -7 2 -18 5 -2 0 Est -9 13 8 2 22 15 1 53 Nomah -29 -22 -17 -23 -23 -25 -1 -139 Conrad 6 -12 18 7 7 15 6 48
  10. I was just playing the most recently released story maps with Azama on my team. Usually I stay away from healers that buff the stats of the team with their specials because I usually appreciate healers who are specifically good at healing massive amounts of damage. However, I just decided to bring him along since I don't really use him that often and I got to say, he and other healers like him are better than I gave them credit for. I would always wonder why I would use a healer with DEF if I'm just going to keep him in the back lines anyways, but I then I saw how Azama can just tank a crap ton of hits, build up his special cool down, and buff the entire team with Earth-Balm healing special. It turned out to be a fantastic strategy to keep him on the front lines! His Reconcile can restore the little damage he does take and pain still allow him to inflict damage upon others even with his weak attack power. (I am still personally against the existence of the pain staff) It was during that battle I noticed that Azama is generally a well build character that does the job of def buffing and tanking rather than healing, but just because I saw that he carries a staff, I did not even consider using him in that matter until now. Have you guys noticed any other strange stat and weapon combination that does another job better than the one you would think that any other person wielding it would be able to do proficiently?
  11. Hello everyone! I made a chart of every playable character (DLC 1 included) and their level 99 stats, skills, etc. I will update this list at some point once I get all of my characters up to the new level cap of 110. I hope this helps out. https://docs.google.com/spreadsheets/d/1HwJSA5nCsw1PByvHl7YO4z1amUBKVi5pBynwJjGwSRE/edit?usp=sharing If there are any errors, point them out so I can correct them. 12/27/17 Edit: Updated the chart with every character's level 110 stats. I also corrected the staff availability to certain characters and Tiki's HP at level 99. 2/17/18 Edit: Added Lv.99 & Lv.110 stat data for the characters added in DLC 2 (Navarre, Minerva, Linde). Also reordered the tables to be in alphabetical order and changed several terms. Added Lv.130 stats for every character (Shoutout to Taikira_Naerani over on GameFAQs https://gamefaqs.gamespot.com/boards/204209-fire-emblem-warriors/76328262).
  12. Hi there, I've played Awakening a few times and I finished it once in hard (during my Kellam only run). While the main game can offer you a tactical performance if you play without grinding, I've found that the paralogues' difficulty is just stupid. Let me explain: I'm doing a generals only run. My team so far is Kame(avatar) with Nowi A, Tharja with Lon'qu S, Kellam with Sully S (Kjelle was hard enough to recruit with the desolation sorcerers hitting 20-ish x2 on my fastest units, x4 on Kellam and litterally tsunamis of reinforcements), Kjelle which is level 12 so she's on the side for the moment (80 stats aside of 33 HP it's ridiculously low...maybe I should've levelled Sully in EXPonential growth because 9 spd at her join was really bad), Fred with Cordelia A (yes, I reclassed him directly into knight before chapter 5 with Anna's shop that gave me a second second seal and a magister and he was a pain in the ass to get going at the beginning but now he's better than Kellam in nearly everything) and Chrom level 2 with Olivia level 1 (Lucina level 10 with aether and luck +4 has more stats than her father, like far more, but still unusable from the get-go). I've beaten Kjelle's paralogue overusing Kame and Tharja because they were my fastest units and Fred because he was holding silver weapons and his Cordelia support helped him stay relevant. But now I have to beat Noire paralogue. In hard mode. My units have average 30 def +2 and their supports, speed ranging from 15 (Kellam...) to 26 (Tharja without Lon'qu's bonuses). Using rally def I have 36 average total def. The ennemies hit 2x on Kellam with around 42 damage (except maybe Falco knights, and I'm not even sure they hit less). there are shittons of ennemies, all have 8 movement, some use bows, they can't be ORKO because LOLHP and LOLDEF and LOLSPEED. how am I supposed to beat a chapter with so high stats and keep both Fuchrom and Noire alive? The answer is simple: screw no grind and level everyone to 20/20 and maybe reset them to 20/1 until they cap all of their fuckin stats. No but seriously, how can we still call FE a T-RPG after seeing that? And these are my stats using 65% of the random encounters I've had access to+Kjelle's paralogue and Donnel's paralogue earlier. Kellam is 20/5 (he can't ORKO so he doesn't gain as much exp), Fred level 20/8, Kame 14-14/9, Tharja 10-20/6. They have more stats than they're supposed to (except poor Kellam who I'm gonna bench straight after his daughter can do the job better than he ever will). And yet they struggle even with rally-abusing. Noire died when the top ennemy units joined with the middle ones (impossible to kill them fast enough without hero weapons, even Kame deals around 15 damage per hit with steel lance B rank and Nowi A support against 50+ HP ennemies). The worst is that I bet there are paralogues even harder (I mean ennemies with even higher stats). It's no more a T-RPG, it's a stupid grinding game. If generals with 36 def can't tank with potions, it's not normal. In a T-RPG game, there are 3 kinds of levels: 1. The ones with high quality but little number ennemies (and a few low quality fillers), 2. The ones with low quality waves of ennemies, 3. Puzzle maps (lunatic early game is the best example but it is also the best example of a LOLSTATS game rather than a T-RPG since you absolutely can't win these without oversuing Fred, the only units able to tank 2 hits+). And in Noire's paralogue, I see a mix of all these. Meaning you fight fckin hoards of high quality ennemies with max mobility coming from every corner of the map and taking you in sandwich, to recruit a unit who can't do shit and get nearly OHKO by anything. Even Lunatic Donnel is easier to recruit (and he still needs a level up while Noire doesn't require any). How am I supposed to play Noire if I have to reach endgame just to reach the stats requirement for her paralogue's completion? What's this game design?
  13. I'm going into chapter 14 Erika's route My Franz: LVL: 20 STR:15 SKL:9 SPD:13 LCK:8 DEF:10 RES:6 I was thinking of going great knight but i'm not sure My Amelia: Cavailer LVL:11 STR:10 SKL:16 SPD:14 LCK:16 DEF:8 RES:8 I'm not promoting her just yet, as i'm waiting for her to get to level 20, but just wanted to know what to promote her into beforehand, and I was leaning more towards the paladin class
  14. So, I opened up the Nightmare modules for FE11 and poked around in them again, and was swiftly reminded of why I stopped to begin with. The stat values given in the editor don't make any sense and don't seem to correlate with the values listed online in any meaningful way. I was wondering if anybody here had the "key" to converting stat and growth values between regular, comprehensible numbers and whatever bizarre cipher the numbers are hidden behind in the editor. Thanks so much for your time!
  15. I heard that Shura is a good unit in Revelations because of his godlike base stats when he joins. I plan on creating a female avatar and marrying him. My plan was to reclass him into a Butler and grab Seal Strength, Seal Magic, and Seal Speed from other playthroughs. His personal skill, Highwayman, plus these three seals and daggers will result in an unholy level of debuffing.I am now looking at his growths and caps as a Butler, and they seem.... lackluster, at best.30% HP, 35% Str, 20% Mag, 35% Skl, 50% Spd, 40% Lck, 45% Def, and 45% ResI want to know if I should use him or not, I really feel like he would fall behind if I i did.He looks great on paper, considering the fact that using a Sacrificial Knife, the enemy will obtain -8 Luck, -5 Def/Res, -9 Str, -9 Mag, and -9 Speed every time he initiates combat, but his growths are killing me. If i could have some assistance, that would be great. Thanks.
  16. In case anyone wants them for anything I recorded the stats of enemies as I beat the game. Alm & Act 5: https://docs.google.com/spreadsheets/d/1eAkDo4Xi-6coOTH5lzPn4fJA77oJ_uSviyvui3X_H24/edit?usp=sharing Celica: https://docs.google.com/spreadsheets/d/1iB6Z9i-oBEt4hgOgT5Q1_IqgK06ze4PWZ7iu9BU1OcA/edit?usp=sharing There were a few terror battles in Act 5 I didn't record and I didn't do any optional stuff like the encounters, but they weren't really difficult. Can extract boss data from these too in case it's wanted for the main site.
  17. So I go into multiplayer. 75% of my time is spent playing against people with normal stats. However, 25% of it is spent playing against people with: Spd stat in the 40s, sometimes in the 50s Str stat at LEAST 38 Avo above 100 Skill stat 40-45 (And then they capitalize upon this by using Hoshidan Unity) So the question is HOW do they do it? Given that: Half of their chars are able to do it without being paired up The stat caps for each class far precede what their current stats actually are And most notably: None of their units are holding any stat-boosting emblems This is very frustrating, because my unit's stats are capped out under their normal circumstances with all +7 weapons and they still do no good against these teams. The teams in question have their skills triggered almost 100% of the time (which they abuse with Lethality, something id never do), and also every time I try to make an attack, their support unit ALWAYS deflects the attack. Any answers for this ungodly phenomena?
  18. I've found that I actually kinda like the way Heroes leveling works. RNG can be nice, but with fixed stats at max level, I don't feel bad if I get a really good level and have to reset for whatever reason. I also don't feel tempted to savescum if I get a bad level. In future Games, they could give us the option for "Fixed' growths or RNG as usual. And in this case, it would be real fixed growths, instead of PoR, where it depending on what weapon your unit had, what enemies they fought, and what they had for breakfast. Anyone else think this might be a nice thing to add for future FE titles as an option?
  19. So the first day of a new summoning focus has arrived. Up to this point my luck has been fair- 5 star Minerva and Lucina and numerous 4 stars. Today I was lucky enough to pull 5 star Ephraim, and so far I'm very pleased with his stats and abilities. Presently, at level 24, he has: HP: 34 ATK: 41 SPD: 16 DEF: 25 RES: 15 His speed and resistance are nothing special, but at this mid-level he seems to have 'above average' (comparable to some of my units nearing level 40) attack and HP. 25 Defense isn't to shabby either. Siegmund has an impressive 16 mt and confers +3 attack to adjacent allies at the start of your phase. I'd probably rank it just above the Pheraean's Durandal and Binding Blade. New Moon/Moonbow works well for him, but they work well for basically anyone. He has Seal Defense AND Threaten Defense up to the third rank, rounding out his skill set as a front line fighter that can put some hurt on red foes and make things very dangerous for anyone who survives combat with him. Anyway, I'm curious to hear about the other new units (Seliph, Julia, and Eirika). I sprung for another summon to see if I could get another, but unfortunately I got Gacha'd. (Also, first post. Hi, I'm Stopwatch.)
  20. Can someone give me the optimal pairings for good children in FEF: Birthright + the best skills to be equipped for each character ? ( My avatar is female and I don't have Kaze) Thankyou.
  21. Heya I'm looking for help on FEF: Birthright on how to create strong children but since skills matter also I'd appreciate some help on what skills to equip to pass onto the children also, or what I should reclass each character to to get the skills needed. (should mentioned my avatar is female and I don't have a Kaze but I'm going to create another save file to get him) Seals I have: Master Seals, Heart Seals, Partner Seals, Friendship Seals, Eternal Seals, Witch's Mark, Hero's Brand, Exalt's Brand. Avatar (F) - Lvl20- Hoshido Noble Str 36 Spd 31 Mag16 Lck 29 Skill 24 Def 22 Res 16 Skills: Nobility, Dragon Fang, Dragon Ward, Hoshidan Unity. Saizo- Lvl 18- Master Ninja Str 30 Spd 32 Mag15 Lck 22 Skill 40 Def 21 Res 18 Skills: Locktouch, Poison Strike, Lethality, Shrukenfaire. Hana- Lvl 15- Swordmaster Str 31 Spd 36 Mag 3 Lck 19 Skill 26 Def 11 Res 25 Skills: Dueslists Bow, Vantage, Astra, Swordfaire. Subaki- Lvl 18- Kinshi Knight Str 21 Spd 23 Mag 7 Lck 20 Skill 36 Def 26 Res 18 Skills: Darting Blow, Camaraderie, Air Superiority, Amaterasu. Silas- Lvl 14- Paladin Str 31 Spd 27 Mag 4 Lck25 Skill 29 Def 24 Res 15 Skills: Elbow Room, Shelter, Defender. Hayato- Lvl 17- Basara Str 18 Spd 29 Mag 27 Lck 37 Skill 23 Def 21 Res 13 Skills: Magic +2, Future Sight, Rend Heaven, Quixotic. Scarlett- Lvl 16- Wyvern Lord Str 32 Spd 30 Mag 10 Lck 24 Skill 28 Def 30 Res 7 Skills: Strength +2, Lunge, Rally Defence, Swordbreaker. Kagero- Lvl 16- Master Ninja Str 31 Spd 30 Mag 0 Lck 19 Skill 17 Def 18 Res 33 Skills: Posion Strike, Locktouch, Lethality, Shrurikenfaire. Hinata- Lvl 14- Master of Arms Str 28 Spd 28 Mag 0 Lck 25 Skill 20 Def 23 Res 8 Skills: Vantage, Duelists Bow, Seal Strength. Orochi- Lvl 15- Basara Str 9 Spd 17 Mag 35 Lck 22 Skill 33 Def 17 Res 24 Skills: Magic +2, Future Sight, Rend Heaven, Quixotic. Oboro- Lvl 14- Spear Master Str 30 Spd 26 Mag 6 Lck 22 Skill 23 Def 24 Res 20 Skills: Seal Defence, Swap, Seal Speed. Azama- Lvl 2- Great Master Str 25 Spd20 Mag 13 Lck 19 Skill 17 Def 20 Res 18 Skills: Mirac;e, Rally Luck. Setsuna- Lvl 9- Sniper Str 18 Spd 35 Mag 0 Lck 14 Skill 27 Def 10 Res 13 Skills: Skill +2, Quick Draw, Certain Bow Azura: Lvl 30- Falcon Knight Str 28 Spd 38 Mag 18 Lck 39 Skill 35 Def 19 Res 31 Skills: Luck +4, Voice of Peace, Foreign Princess, Darting Blow, Camaraderie, Inspiring Song. Felicia- Lvl 40- Maid Str 8 Spd 30 Mag 24 Lck 34 Skill 27 Def 15 Res 29 Skills: Resistance +2, Demoiselle, Live to Serve, Tomebreaker. Sakura- Lvl 20- Priestess Str 20 Spd 31 Mag 35 Lck 33 Skill 23 Def 22 Res 30 Skills: Miracle, Rally Luck, Renewal, Countermagic. Hinoka- Lvl 20- Falcon Knight Str 27 Spd 35 Mag 15 Lck 31 Skill 31 Def 23 Res 39 Skills: Darting Blow, Camaraderie, Rally Speed, Warding Blow. Rinkah- Lvl 20- Blacksmith Str 28 Spd 30 Mag 13 Lck 21 Skill 32 Def 34 Res 9 Skills: Seal Resistance, Shove, Salvage Bow, Lancebreaker. Kaden- Lvl 20- Nine-Tails Str 30 Spd 40 Mag 3 Lck 29 Skill 28 Def 17 Res 32 Skills: Beastbane, Evenhanded, Even Better, Grisly Wound. Ryoma- Lvk 20- Swordmaster Str 34 Spd 37 Mag 2 Lck 30 Skill 29 Def 19 Res 16 Skills: Vantage, Duelists Bow, Astra, Swordfaire. Takumi- Lvl 20- Sniper Str 26 Spd 28 Mag 0 Lck 31 Skill 43 Def 21 Res 10 Skills: Skill +2, Quick Draw, Certain Blow, Bowfaire. Jakob- Lvl 40- Butler Str 26 Spd 30 Mag 22 Lck 29 Skill 32 Def 22 Res 24 Skills: Resistance +2, Gentilhomme, Live to Serve, Tomebreaker. Mozu- Lvl 20- Merchant Str 32 Spd 29 Mag 5 Lck 28 Skill 33 Def 30 Res 29 Skills: Aptitude, Underdog, Profiteer, Spendthrift. Reina- Lvl 20- Kinshi Knight Str 29, Spd 30, Mag 6 Lck 20 Skill 19 Def 16 Res 21 Skills: Darting Blow, Camaraderie, Air Superiority, Amaterasu. Shura- Lvl 10- Adventurer Str 20 Spd 27 Mag 11 Lck 15 Skill 23 Def 14 Res 26 Skills: Movement +1, Lucky Seven, Locktouch. Izana- Lvl 5- Onmyoji Str 8 Spd 18 Mag 23 Lck 17 Skill 25 Def 14 Res 24 Skills: Rally Magic, Rally Luck, Miracle. Yukimura- Lvl 10- Mechanist Str 25 Spd 23 Mag 3 Lck 18 Skill 29 Def 21 Res 22 Skills: Golembane, Potent Potion, Quick Salve. Ren (Prisoner) - Lvl 1- Mechanist Str 12 Spd 17 Mag 0 Lck 7 Skill 19 Def 8 Res 10 Skills: Locktouch, Poison Strike. I know this is alot of work but I'd really appreciate the help because I'd like to create the best children possible with skills also :) Thankyou very much for your time. <3
  22. I'm trying to give weapons various stat bonuses, including negative ones, the only problem is that instead of displaying say a -1, the game displays a +9, but the bonus is a -1. This clearly seems to be a problem with the graphics display in the game. So does anyone know how I can change this so the game displays negative stat bonuses?
  23. Hey, I'm building some fangame stuff mainly just for fun and I would like to get some answers on what exactly an ordinary FE7-style stat layout looks like. So basically I want to know: Average base stats at level 1 Average growths Average promotion gains Average stats at level 20/20 Average stat caps And lastly, how much give-or-take I have on these to avoid making a character who is OP or just plain sucks. I know I can figure this out on my own and I have mostly, but I wanted to double-check here. I'm creating some new classes, and I don't want them to not fit in. Thanks for the help!
  24. Heya, I notice that I don't really have a favourite class in the series. It changes depending on what game I'm playing, as certain games seem to favour certain classes and give them cooler niches and stuff. That being said, what is your favourite class from each of the games you've played? You can give reasons, although I suppose it isn't required. (Design, gameplay, animations, etc.) I've only played overseas releases so far so I can't speak for FE1-6. FE7: I'd say I really like the Nomad line because it was my first introduction to horseback bow users, and I think Rath is pretty great statistically. FE8: Something about the Cavalier line really stands out to me, you get a fair few and Seth as your Paladin makes a pretty boss impact in this game. FE9: Fighter line. Boyd oh Boyd. Need I say more. Also his design really stood out to me. FE10: Soldier line. Moreso than FE9 due to the differences that Aran and Neph present statistically, but they're both pretty useful. FE11/12: The myrmidon line looks absolutely badass here. Their animations are pretty cool imo, and the design looks regal and deadly. FE13: I really like the Wyvern Rider line here. Cherche/Gerome are both pretty cool in their base class, and I like the promotion options. Yes even Griffons. FE14: This is a hard choice between Ninja line and Archer line. On one hand I love the design and aesthetic of Ninjas, and the gameplay choices they bring with hidden weapons. On the other, Archers are f***king great in this game! So yeah, would love to hear everyone's thoughts and such ESD
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