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I just started playing FE7 and I'm nearing the end of Normal Lyn Mode. I'm wondering if the assets are determined by the items of full price, or if they are halved by this sale equation for shops? What about prices that have decimals in the calculations, are they rounded up or down? I'm wondering because I'm trying to save up for Lyn's White/Blue/Red Gem that she gets when she's recruited in Chapter 15, and if I've already dropped below the wealth threshold, if I did, I might as well use the knight crest & energy ring to my liking. From what I've found what gem you get is determined this way: For reference, I've used the glitch to take Wallace's Knight Crest, and I used the Angelic Robe on Florina since I intend on using her as much as possible. Would using the Knight Crest on my preferred unit (Kent) & using the Energy Ring on who ever needs it be more beneficial or would trying to save up for the gems be more beneficial?
This one's probably going to be an odd question and I don't know if someone's already done this, but thought I might throw this out as a question to any math/probability nerds around (and all glory and honor to thee, math nerds, because even though I'm a university history major most high school math lies far beyond my grasp) but I was trying to work this out for a friend of mine who's been stockpiling her orbs. She's waiting on some of her faves (one blue and one green both in the 4*-5* group specifically) and I'm trying to figure out if it works out better from a probability point of view for her to just stick to summoning blue and green or if it works out better from a probability vs. cost point of view to just keep doing a full summon each time. So, trying to work it out myself, I started with identifying the number of each unit in-game by color and star: 5* - Red 18, Blue 12, Green 9, Colorless 9 4* - Red 26, Blue 19, Green 15, Colorless 20 3* - Red 15, Blue 12, Green 9, Colorless 13 And then I tried to break each down to a percentage chance per unit by color: Red Orb: 3% for Focus (if applicable) 3% for 5*, 1/18 of 3% which would basically work out to 0.167% per character 36% for 4*, 1/26 of 36% which would basically work out to 1.38% per character 61% for 3*, 1/15 of 61% which would basically work out to 4.07% per character Blue Orb: 3% for Focus (if applicable) 3% for 5*, 1/12 of 3% which would basically work out to 0.25% per character 36% for 4*, 1/19 of 36% which would basically work out to 1.89% per character 61% for 3*, 1/12 of 61% which would basically work out to 5.08% per character Green Orb: 3% for Focus (if applicable) 3% for 5*, 1/9 of 3% which would basically work out to 0.33% per character 36% for 4*, 1/15 of 36% which would basically work out to 2.4% per character 61% for 3*, 1/9 of 61% which would basically work out to 6.78% per character Colorless: 3% for Focus (if applicable) 3% for 5*, 1/9 of 3% which would basically work out to 0.33% per character 36% for 4*, 1/20 of 36% which would basically work out to 1.8% per character 61% for 3*, 1/13 of 61% which would basically work out to 4.69% per character But this leaves me with a few questions that I was hoping anyone who's been working with stats for the game so far would be able to clarify: If the color isn't in focus, does that 3% just not apply? Is there an equal chance of getting the four different colors in a five-summon group or is it distributed based on the number of units in each category? (With higher chance for example of red showing up in a summoning block than, say, green?) And if one could work out an overage or a percentage of the number of times that a color would appear in the summoning group, could one then use this to more or less predict, if dumping a set number of orbs in (say 100 orbs in one batch for example), what the probability would be of coming up with certain characters? Most of what I'm managing to accomplish with this is hurting my brain at this point, lol, but I'm wondering if anyone could either fill in some blanks or make corrections to where I'm making any wrong assumptions or guesswork on this.
It recently occurred to me that if we take the formulas to calculate the growths of the children in FE4 and run them in reverse, we can calculate the growths of the parents of the generation 1 player characters and substitutes. To recap, we know the father's growth in a stat plus half the mother's growth equals the brother's growth and that the mother's growth in a stat plus half the father's growth equals the sister's growth. However, if we plug in the brother and sister's growths, we have a system of linear equations in 2 equations and 2 variables, which we can solve for the mother and father's growths. Repeating this once for each stat allows us to calculate the growths of vylon, ring, their wives, and all parents of the substitutes. Note that this rests on the assumption that the formulas given above are followed when the parents are not player characters. Ring's stats also follow the assumption that the formulas mentioned above work for identical twins. Other wise, we would need andre's growths in order to calculate them, which is obviously impossible as he is not a player character. Note that all growths in the following table(note: table is in ziped excel document becaues i could not get it to display properly). holy blood bonuses are not included. Major holy blood is in capitals. I could calculate more, but this suffices to show that intsys did not think about this when implementing this mechanic. Note especially roddlevan's father's negative RES growth. This actually happens whenever one kid's growth is less then half of the other's(for example laylea's and sharlow's MAG growths). In summery, the growth system in FE4 is like the continents at the edge of the awakening map. Intriguing, but nonsensical if you look closely. Parrentgrowths.zip