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Found 38 results

  1. Topic title. How do the crest stones you get in New Game Plus work exactly? Do they actually give a character the crest or do they only give the effects of the crest? If they actually gave a character the crest, they'd hypothetically be able to use the full effects of their respective relics. Like, if I equip the stone with the Gloucester crest on, say, Dorothea, she should be able to use the Pavise/Aegis effect of the Thyrsus in addition to the increased range, for example.
  2. If you didn't know about the route split but are savvy enough to know that something is fishy when it comes up, you MIGHT realize that you may lose Edelgard and Hubert for good when you don't side with her. Meaning any player who has invested resources (seals, EXP, teaching points, free day activity points for Tea Time or Meals) into them will of course want to side with her so all that stuff wasn't wasted. There may also be a chance a player made one of the two their Dancer. Would be pretty bad if you lost that one, wouldn't it?
  3. I've noticed that some animations are set apart from the others. Here's the list (hidden for length): Please verify and correct me if I'm wrong and if I miss anything
  4. Hi, I'm starting this thread for us to discuss the best way to build your Army. (making the hardest possible difficulty easier). Here are the guidelines: Pick a Route to build on Pick up to 15 units (including adjutants) and indicate their class lines. Pick 5 abilities for each units Defend/Justify your build and if your justification involve spoilers please include them in a spoiler tag. A word of warning: "I'm right; you're wrong" arguments will be called out.
  5. I thought they were interesting the first time you fight one but ever since then, whenever the game wants you to fight Demonic Beasts, you're always pitted against multiple of them. So you got these giant monsters with a lot of range and a lot of power with multiple HP bars. The worst part? Damage doesn't carry over. So if a Demonic Beast has 57 HP and you do an attack that does 58, that extra point of damage doesn't carry over to the next HP bar. Get rid of that one aspect of these fights and they become 1000% better in my opinion. But that doesn't happen, so these battles just become tedious and annoying. There's even one instance where Demonic Beasts are reinforcements and i just wanna have a nice little chat with whoever at IntSys thought that was a good idea.
  6. I made this thread to help figure out the "default" class of each student. A default class is easier to figure out post-timeskip. Their default class models will be the same as their Noble/Commoner model. You can post screencaps as Evidence.
  7. In my current run of Conquest, I've just unlocked Ophelia's paralogue, and I noticed that her base stats seemed to be inconsistent with the formula given here: Another way of understanding this formula is this: compare each parent's personal stats (listed stats minus class bases) to whatever the child should have based on his or her personal bases and average growths. For example, if you're getting a child at level 17, the child's "Expected Absolute Base Stat" (EABS, the value called "C" in the formula) is their personal base stat, plus 7 times their growth rate in their starting class, rounded to the nearest integer. 0.5 rounds up, according to my testing. If the father's personal stat is greater than the child's, record the difference between them as the variable F; otherwise, if the father's stat isn't bigger than the child's, count this as a 0. Do the same for the mother, recording this value as M. Then combine these two values. According to the formula, this translates into bonus stats for the child as follows, in descending priority: If F + M is at least 16 and the child's EABS is at least 20, add 4. If F + M is at least 12 and the child's EABS is at least 10, add 3. If F + M is at least 8, add 2. If F + M is at least 4, add 1. Otherwise, add nothing. Here's my situation. I'm recruiting Ophelia after chapter 18, so she is level 20. Without any stat inheritance from her parents, Odin and Elise, I would expect her to have this stat line: Elise!Ophelia level 20, unmodified +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 27 | 5 | 20 | 12 | 16 | 20 | 7 | 15 | +----+-----+-----+-----+-----+-----+-----+-----+ This is accurate—if I edit my save to remove all stat growths from Elise and Odin, those are exactly the stats I see on her when I load up Paralogue 21. If I start the battle and have her use her Offspring Seal, she gets exactly the stats I would expect at Sorcerer level 2: Elise!Ophelia at level 20, unmodified, promoted to Sorcerer level 2 with Offspring Seal +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 28 | 5 | 24 | 13 | 20 | 21 | 9 | 19 | +----+-----+-----+-----+-----+-----+-----+-----+ [An aside: the game rounds twice as it generates these stats—once when it produces Ophelia's stats at level 20, and once again when it computes the stat increases from the Offspring Seal. In Ophelia's case, she expects 19.5 Magic at level 20, so the game rounds this to 20. After promoting to Sorcerer and gaining one level, she would gain 3 Magic from promotion and a further 0.8 Magic from her growth rate, so the game rounds this 3.8 expected value to 4. A naive average stat calculation would give Ophelia 19.5 + 3.8 = 23.3 Magic, but she actually always has at least 24 if you recruit her at this time.] However, in my actual save the parents obviously have gained stats. In my case, the three characters' actual personal stats are the following: +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Father points: | 18 | 15 | 12 | 19 | 14 | 21 | 13 | 8 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Mother points: | 16 | 6 | 22 | 7 | 17 | 21 | 11 | 15 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Ophelia's EABS: | 11 | 5 | 14 | 9 | 13 | 19 | 4 | 10 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | F + M: | 12 | 11 | 8 | 10 | 5 | 4 | 16 | 5 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | EXPECTED BONUS: | 3 | 2 | 2 | 2 | 1 | 1 | 2 | 1 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ But the expected bonus value, according to my interpretation of the formula on the site, wasn't what I actually got in the game. Elise!Ophelia level 20 (after Ch. 18) with inheritance +----------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Expected | 30 | 7 | 22 | 14 | 17 | 21 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Actual | 30 | 7 | 21 | 14 | 16 | 20 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ I only got one extra point of Magic instead of two, and I didn't get any bonus points in Speed or Luck. I thought this was really weird, so I did some more save editing to investigate. In my test file, I have Elise!Ophelia's, Nyx!Nina's, and Selena!Soleil's paralogues unlocked. I removed all stat gains from their mothers, then gave their fathers exactly the amount of growth I would need in each stat to set their personal values to 4 points higher than their daughters' level 20 Expected Absolute Base Stats. Thus the values of F should all be 4 and the values for M should all be 0. [In Soleil's case, her Magic EABS is 1 and Selena's innate Magic base is 3, so I gave Laslow 3 points in Magic to make M + F equal 4.] With this setup, I expect to get 1 bonus point in every stat on all three characters. I did not get that. Ophelia only gained 1 point in HP, STR, SKL, and DEF. Soleil only got MAG, LCK, and RES. Nina got 1 extra point in most stats, but not in MAG or SPD. At first I thought there was some very weird rounding issue going on, but I got suspicious of the fact that these three kids were generally missing the bonus points in their best stats. My guess was that in the inheritance formula, the EABS ("C") was calculated based on the child's stats at their effective level after using their Offspring Seal. For instance, since at this point Ophelia's Offspring Seal would boost her to level 2 promoted, I thought perhaps she counted as level 22 (or maybe 21) for EABS purposes. Since Ophelia has good Magic, Speed, and Luck growths, the extra two levels would make those stats higher, and therefore her parents wouldn't beat Ophelia in those areas by enough anymore. And in my main file, this explains the discrepancy perfectly: if her parents' stats are compared against those of a theoretical level 22 Dark Mage Ophelia, she should get a bonus stat spread of 3-2-1-2-0-0-2-1, which is exactly what I did get. Meanwhile, when I unplay Chapter 18 with the save editor and then load up Ophelia's paralogue, she also joins at level 20, but this time she doesn't get an Offspring Seal. Here, she gets the full 3-2-2-2-1-1-2-1 that I was expecting in the first place. Problem solved, right? But this doesn't work for what I see in the test file with Ophelia, Nina, and Soleil where I rigged up all the parents' stats. The kids were all supposed to inherit +1 in every stat, but they didn't. However, the stats I'm missing don't match the ones I should be missing if the game is comparing against the kids' level 22 stats. For example, Nina did get HP +1 but didn't get MAG +1. According to my computations, Outlaw Nina gains 1 HP going from level 20 to level 22 (8.00 to 8.60) but doesn't gain any Magic (9.50 to 10.40). I would therefore expect her to inherit the one extra point of Magic (Niles still has 4 more Magic points than her) but not HP (since Niles now only beats her by 3). Anyone have any ideas on what could explain this discrepancy?
  8. So something I immediately noticed during the gameplay we've gotten featuring Byleth and the Sword of the Creator features the sword with 20 durability. Yes, 20. But, I felt that was way too low for a legendary sword, and the amount they used this weapon in gameplay. So here's what I think: The weapon will have 20 durability. The weapon durability decreases the same as any weapon. The weapon still breaks, but here's the catch. I think the weapon will return to its original 20 durability (even if the weapon did not break) after the battle/chapter. If this is true, It'll be interesting how it will play out. And if I'm wrong then, this weapon is pretty much a weapon you'll just be carrying around in your inventory for most of the game and rarely taking it out. However if I'm right, it'll be pretty broken with it's Might and range. But you can't just solo with the weapon basically. TL;DR: I think Byleth's weapon will regen it's durability after the battle.
  9. An idea that had crossed my mind for a while was revamping how the follow-up mechanic worked. The major change would be that player units could only double on player phase, and enemies could only double on enemy phase. The idea behind this would be to shift focus towards the player phase, but I'm wondering how this would effect slower units. Also, how would this change effect the importance of other stats?
  10. Exactly what the title says, what are you good people hoping to see in Fire Emblem Switch in terms of gameplay? Mechanics, Quality of Life Adjustments, Skills, Classes, Weapon types, ANYTHING you can think of! Personally I want to see two things from the Tellius series make a return. Bonus Experience and Skill Scrolls but I personally would make a few adjustments to them. For Bonus Experience I'd make the special requirements for getting them clear and available to the player by putting them next to the Victory/Defeat conditions so they know what they need to do if they want extra EXP. It never made any sense to me why they decided to hide these from the player and not tell them what they needed to do, it sounds like something a Famicom game would pull and we're YEARS beyond that. As for Skill Scrolls I'd have them work very similarly to the way that they work in PoR only removing the skill from a unit doesn't make them disappear into thin air but instead return to a scroll that you can reassign to different unit. The skill scrolls can either be gotten the old fashioned way via chests and fleeing enemy units or recruitable units can come pre-packaged with skills you can take and slap onto someone you want to have them, adding some customization options for your units. If possible, I'd also make Echoes/Radiant Dawn's Base Conversations make a return since they're great for extra characterization and world-building and Fates' Personal Skills also return since they make each unit feel more unique. I honestly don't care if they bring back Full Voice Acting or not but if they do keep the in-battle voice clips but remove the critical hit cut-ins. I liked it better when critical hits were fast, surprising, and came without warning. The last thing I want to see make a return are Tellius Style Maps the color code which part of the continent fall under which power, though this one isn't as important. Welp those are my thought's, what're your's?
  11. Hi everybody, recently I've started to play Awakening (hard/classic), it's my first FE game apart from Heroes and my first game on Nintendo Hardware ever! So far its nice and fun, but I've reached a point where I would like to address some beginner questions to more experienced folk: Where would I find a good source/wiki for this game? Either the in-game explanations of some mechanics are insufficient, or I haven't found the right chapters yet. After completing a map, a dialog shows the hero of the map and the turn count. Is there any advantage in solving maps faster (with fewer turns)? How does doubling work? In Heroes a unit needs to have 5 more SPD to double the opponent. What I don't like is that weapons can wear out. Does the game give me more or less automatically what I need, or do I have to buy spare weapons for everyone to be sure? Level: Currently I'm at chapter 5 and I struggle to keep everyone alive, because team needs to split up to reach Maribelle and Ricken. Is there a way to grind some levels for my second row units? The arena gives me Level 11 enemies, which doesn't help to level up units from level 1-3. Chrom and Robin are pretty fast to gain levels and there is already a gap to the rest of the team. On one hand I would like to keep everyone on the same level, but on the other hand it's difficult to kill a Level 5 opponent with a Level 1 Stahl or Donnel. Is there a recommended maximum level gap? Low level Frederick seems to be stronger than other units with higher level. Does he have an advanced class or something? Support: If my attacking unit is adjacent to 2 allies, who will show up in the fight? How do I know when the ally will block or do an additional attack? What are the suggested ways to build up support? Collect low level support with 3-4 units at once, or try to get as high as possible before to start a second support? Pairing: Do additional attacks and blocks work like normal support? Should units with different attacking range be paired with each other (i.e. archers and Pegasus knights)? Or would this prevent additional attacks under some circumstances? In Paralogue 1 (Donnel quest) there is an opponent unit who opens a treasure chest. Could I lose important items by not chasing these guys? Which DLCs are recommended? I don't care very much about having Characters of older FE titles in Awakening. But if there is some nicely done content (story- or challenge-wise), I'd invest some money. Well, that are far more questions than I initially intended to do. I would be happy for every single answer, thanks in advance!
  12. Hello and welcome all to the Unit Evaluation Thread. The game having arrived a little more than a week ago, I thought it would be appropriate to gauge the usefulness of all the units presented to us thus far. Due to how early I'm making this thread, it should be treated more as a rough draft on what a unit is capable of rather than a completely strict tiering system. It's worth also only to see where the community stands on these guys. This evaluation will strictly be on their contributions in gameplay and not on personality. A discussion on their worth as characters should probably be made into a separate thread for the sake simplicity. I won't add a poll system for ranking unless requested since I'm not entirely sure of their efficacy. The characters will be presented in pairs for a duration of two days until the next batch is selected. Excluding these first two units, everyone will be done in order of recruitment which means that after Alm and Celica, the next group will be Lukas and Gray and so forth until the end of chapter 1 where we switch to Mae and Boey. Lastly, spoilers are allowed to avoid vagueness in what maps they hold a specific advantage. Furthermore, the units in question will be more closely evaluated against their more immediate competition. For example, Lukas' direct competition would be Forsyth and while Valbar can be mentioned, the units only ever join in post-game at a point where Thabes is the only thing left so it doesn't add much to the discussion. For mercenaries in particular, looping will be counted as a boon of theirs but it will not heavily influence their usefulness. Evaluate the units based on the people in their respective routes. Without further ado... Our hero from Ram Village sporting high base stats, one of the highest growth rates in the game, a large pool of support bonuses from his pals and the ability to wield the mighty Royal Sword and Falchion. Needless to say Alm is an investment well worth putting levels in especially for when he goes solo to gain the Falchion. One of the best units in his side of the story, his contributions get better as you move along with his promotion making him gain access to bows even if they might not see much use. Lastly he is able to swiftly change his weapon due to having access to the convoy in battle means he can eat or switch weapons on the fly for whatever situation. Our heroine from Novis, a princess in search for the Earth Mother while fighting against pirates and the Duma Faithful. Like Alm, she sports decently high base stats, some of the highest growths in the game, a good number of supports and access to the convoy. That said, she contributes slightly less than Alm mostly due to how good most of the characters in Celica's group are and the fact that due to her primary weapon being a sword, she cannot counter from two spaces away like Boey or mage Mae. She is however a blessing due to learning Seraphim early to deal with the necro dragons, being able to heal if Genny has used her turn and the fact that she can gain her personal weapon the Beloved Zofia first by upgrading the golden dagger with your first gold mark. Now discuss, agree, disagree and lay out your opinions for me SF. Edit 1: Added some clarification. Edit 2: Only minimal grinding is factored in the evaluation of these units, and looping will not be heavily counted in their evaluation when applicable.
  13. This post is for FE fans alike. Note: I'll not be talking about the story, voice performance, art direction, etc. Those are subjective. I'm only sharing my experience with a certain in-game feature. Now FE: SoV is finally out for everyone to enjoy, and the game's reviews are slowly pouring in. Let's talk about some of the issues that players may or may not experience. Personally, I find the "Storage System" and "Item Management" in this game are extremely frustrating. 1. Instead of grouping the same item together, the game treats each one as a unique entry on the item list. Consequentially, you have to scroll through a long list of junk before finding the 'item' you need 2. Unable to highlight/select the amount of items you want to sell while visiting a blacksmith; you are stuck with confirming the same prompt over and over again for each item sold (Would you like to sell an "Orange"? Y/N Would you like to sell an "Orange"? Y/N Would you like to sell an "Orange"? Y/N ...) Jesus Louise!
  14. What gameplay features or mechanics should this game implement? What are some features from other games that you would like to see return or not return? What new stuff should be implemented?
  15. Does anyone have any gameplay clips of Atlas in shadows of Valentia?
  16. I'm unsure, if this game will really meet my expectations. I watched like two episodes of Hyrule Warriors to get a certain impression of this genre, and I have to say it looks more or less like a pressing-button game. It's just a massmurdering for fun with some dialogues. I didn't see that much strategy. Since I like games which require certain strategical elements in videogames, I'd like to know if FE Warriors will / could have them, and if so, what kinds of strategy? Could it be similar to an action RPG that you can set your strategy or use items while your actions? If it would be the case, then my interest could rise a little bit at least.
  17. So Chris Wagar, a gaming blogger I follow, recently let his friend, an old-school FE fan, answer some questions they'd received about about the differences between Awakening's and Conquest's approach to map design and difficulty. I found the post very insightful and wanted to share it here: https://critpoints.wordpress.com/2017/02/19/fire-emblem-everything/ Other topics in this particular blog from his friend include a critique on Fates' debuffs and guard stance, the usefulness of Leif vs. Roy vs. Lyn, and their favourite FE games. I'd also recommend Chris's other blog posts if you like game design analysis.
  18. Copied and pasted from here, in attempt to solve a mystery about Fates' gameplay mechanics: https://www.reddit.com/r/fireemblem/comments/53yqqc/lets_attempt_to_derive_the_avatars_attack_stance/ Resources are out there for his growth rates, his mods, even his personal pair-up bonuses. But as far as I know, no such compilation is out there for the attack stance support bonuses in Hit, Avoid, Critical, and Evade. And I know that Serenes' postings cannot be the complete story here, as my Avatar gives different bonuses than they do. (On that note, Serenes also only shows the pattern of personal pair-up bonuses for Luck flaws at the currently time). Let's try to crack this mystery. What bonuses does your Avatar give to someone when they are standing next to to them, at what support ranks, and what is your boon/bane/talent. I have a +MAG/-LCK Dark Mage Male Avatar. He gives +15 Hit, +5 Avoid, and +9 Crit when standing next to his wife (S-rank). This contrasts with what Serenes thinks the answer is, which claims +15 Hit, +5 Avoid, +6 Crit, +5 Evade. If we build up a sufficiently large sample size of our boons/banes/talents and our attack stance bonuses, we can solve this mystery and figure out how it works. So post away so we can gather the data and figure out how it works.
  19. Hi, everyone! Since I've never used Yukimura, Izana, Shura and Reina before, I wanted to ask how viable they are in each path you get them in. Is it worth using them over similar units (like Izana over Orochi/Hayato or Shura over Niles) or are they like Gunter in that they are basically just there to fill team slots? Thanks in advance!
  20. She's already a meme at GameFAQS and Reddit. I personally don't think she's as bad as people make her out to be, but I find GuardNaginata!Oboro/Hinoka better for tanking because they have actual HP. Reliance on an item isn't the best thing, but I'll take the higher HP.
  21. Basically what it says in the title. I have seen Mangs' character spotlight on Tiki on Youtube and it got me thinking which playable unit capable of transformation into a dragon is the most powerful in comparison to all other units in their respective games? I'd very much like to hear you guys' opinion on the matter, so discuss freely!
  22. I'm planning another Conquest playthrough and I wanted to get all of the children, which is why I wanted to marry my Male Corrin to either Ophelia or Velouria, since I think it is generally agreed that Velouria and Ophelia are the best children for physical and magical combat respectively. Who do you think is better suited to be Kana's mother? I will select Asset and Flaw for Corrin depending on your answers! Thanks for your help!
  23. WARNING: This thing has Revelation spoilers all over it. ALL OVER IT. Meet Eve. Don't let appearances fool you. Behind those adorable pigtails and puppydog eyes lies a stone cold killer. Xander isn't listening to her because he's smart. He is not fooled by her diminutive stature and honeyed words laced with lies. Eve is a devious little princess of Valla, and is here on a mission. A mission to lure both the Nohrian and Hoshidan royal families to their doom when they meet her lord and liege Anankos in Valla. She has succeeded on rescuing Azura, a fellow conspirator, from the clutches of the Hoshidans, as well as fending of both the Hoshidan and Nohrian forces to secure an escape route and now has to flee to Valla for a time to lay out her proper plans. For the time being she is going to keep Jakob alive. After all, she needs someone to heal Azura's wounds. Because Eve is invincible. Or so she thinks. Clad in heavy armour, she hopes to be an impenetrable and slowly moving wall of death to her foes. Just hope she doesn't run into any Diviners. Best of luck with that, Eve.
  24. I'm planning on making a FE8 inflation/plot replacement crossover hack and have Guinivere from FE6 be the Eirika replacement. I was wondering if I should make her use light magic and the Lilina/ Mage Knight animationsor or if I should make her a Trainee with a split flier promotion? In both cases she'll look kind of generic.
  25. Hi, guys I'm back! I'm sorry I wasn't able to post polls which Riku actually started. But I'm not gonna be able to do that in a while, things are getting busy in college. Anyway to our new topic: If you've been reading the main site, you know that a unit's rating is calculated in game with this formula [spoiler=Formula] Rating = Str + Mag + Skl + Spd + Lck + Def + Res . However, as you all know, not all stats are created equal. Even units with the same in-game rating may have a lopsided outcome due to that one stat. Now, let's expand the formula [spoiler= formula] Rating = 0*Max HP + 1*Str + 1*Mag + 1*Skl + 1*Spd + 1*Lck + 1*Def + 1*Res . As you may see, the coefficients (the numbers that multiply the stat) are 0, 1, 1, 1, 1, 1, 1, 1 respectively. And now, what if we change the coefficients and call it the "TRUE" rating. For example, I will make the coefficients like this: .5, 1.2, 1.0, 0.8, 1.2, 0.8, 1.0, 1.0. It would translate to [spoiler= formula] "True" Rating = 0.5*Max HP + 1.2*Str + 1.0*Mag + 0.8*Skl + 1.2*Spd + 0.8*Lck + 1*Def + 1*Res Let's compare: Let's use Ryoma and Xander as our examples With the in game rating, Ryoma = 113 Xander = 114 Xander won by a small margin there With the Example "TRUE" rating Ryoma = 132.2 Xander = 133 Well, Xander still won by a smaller margin. How about you guys, WHAT WOULD THE COEFFICIENTS YOU WOULD USE TO MAKE YOUR "TRUE" RATING FORMULA PS. Your formula is True from a certain point of view.
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