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Found 25 results

  1. How do i know in Fates for what Units when do i promote/change and to what? do i just scour the wiki checking the skill list? how do you go about it.
  2. Hey everyone. I am new here, but I wanted to help update the skill proficiency list for Three Houses. Don't know how to contact moderators or anything, so I am just doing it here. Hopefully one of you can bring this to them, so they can update that page when they have the time. I also set up a google spreadsheet with all of the skill levels if anyone is interested. Still updating it as of now. Thank you all for your time and efforts. --,-'-<3
  3. Quick note: In the future I'll eventually move these topics to the fan-game discussion forum. But for now, the ideas are broad and general enough that I think it makes more sense to discuss them in the context of the FE games we already know. Once I get to discussing more specific ideas that are further divorced from the context of any previous FE game, I'll swap over to fan-game discussion. Last time, I floated an idea for making skill and luck more valuable by tying them to a meter system instead of an RNG chance of crits/misses. It wasn't popular. Let's try the opposite approach. Instead of a system that removes most RNG, what if we actually increased the random factor, but reduce the punishment factor? But first, why do I want to change these aspects at all? Here are a couple reasons: I think 3X damage crits are horrendous. There's strategic merit in needing to have a backup plan. But 300% damage crits don't create those sorts of situations. They're more likely to be instant resets. It's certainly not a common problem, but that doesn't make it good design. Skill and luck feel underwhelming. That isn't to say they aren't important stats, but most units have, in a word “enough”. Individually, each point into one of these stats feels less important. There are a series of changes here, feel free to voice your opinion on all of them, or just each individually: Change 1: Make luck, not speed, the primary factor in dodging attacks. The formula changes in most games, but speed is always more important than luck. Sometimes by a factor of 2, or 1.5, or even 3. I think this needs to be reversed, so that luck is 75% of your dodge rate, with speed being only 25%. I was also considering making speed 0% of the formula. I think this is totally fair balance-wise, as even with the changes to doubling I proposed in the other topic, speed is still an insanely useful stat on its ability to let you double, at all. I'm also admittedly drawn to the simplicity of binding each stat to one purpose, instead of having formulas become complicated blends of stats in various proportions. But despite all this, it would also make speed a totally worthless stat to gain for someone already fast enough to meet relevant doubling thresholds. Luck's role in evading crits and your own hit rate remains unchanged. Change 2: Reduce critical damage. I've got 2 separate ideas on how to do this: First, we could reduce the 300% damage rate to a flat 150%. The only problem I have with this is the potential for confusion on if that extra 50% rounds up or down on odd damage numbers. Second, we could change the formula entirely. Getting a crit now adds the unit's skill stat directly to their strength/magic. This will mean lower crit damage across the board in many cases, but will be more notable for enemies as they typically have lower skill stats anyway. However, enemies might also do more damage with crits under this system, too. An enemy that would've done 0X3 damage off a crit may now deal actual damage. If this change were implemented, I'd include a “Crit Damage” number in the battle preview, so that players could see at a glance how much total damage they could take in the worst-case scenario. Change 3: Double the effect of skill on the critical hit rate formula. This means that players and foes alike will now have a greater chance of scoring a critical hit. Seeing a crit rate won't be rare, even on an enemy with a good chance to miss. This makes skill more desirable, since each single point gain is basically worth twice as much now, in terms of crit chance. It will mean enemy crits will be something you see far more of, but due to the above changes, you're far less likely to instantly die to one. Perhaps counter-intuitively, I think this will also make luck more valuable, despite being comparatively less effective at reducing crit rate now. A point in luck will seem more valuable when it's reducing the crit rate of a dozen enemies from 4% to 3%, instead of the 0% to 0% “change” we usually see. The enemies with crit rates in FE games are usually the ones with Killer weapons, where oftentimes no amount of luck will reduce their crit rate by an appreciable margin. This isn't an entirely novel idea – Thracia 776 and Fates both halved the effect of luck in reducing crit rates. While not quite the same as doubling the effect of skill, changes have been made in the formula to increase crit rates before. Still, if this becomes too much, and it very well might scale too drastically for higher levels and lategame maps, here are a few simple tweaks: Make skill 1.5X as important for crit rate instead of 2X. Make luck 2X as important at stopping crit rate. So essentially, if the attacker's skill = the defender's luck, no change. But each point of excess skill now has twice the implications on crit rate. Again, I think this makes both crit and luck more valuable. TL;DR: Make luck, not speed, the primary stat in the evasion formula. Make critical hits more likely for both the player and the enemy, but reduce critical damage. As they say “Crit happens” but now an unplanned crit is more likely to put a player onto the back foot, forcing them to come up with an emergency strat, instead of outright killing a unit. More chaos, but also more control.
  4. Ideas for a FE-inspired game #2) Meter-based crits and dodges. NOTE: To be clear, when I say “dodge” I'm referring to avoiding attacks entirely. I think some FE games use “dodge” to represent your ability to avoid receiving a critical hit. Last time, we discussed changing the double-attack system so that players only double on their own phase. Let's discuss a more drastic change to stat functionality this time. What if, by default, all attacks hit their mark? Instead of skill and luck providing you with small percentage chance bonuses, they now fill two separate meters. When the critical meter is full, your next attack will automatically crit. When the dodge meter is full, you'll automatically avoid the next attack. The formula for filling these meters would look something like this: Crit meter gain = your skill – their luck. Dodge meter gain = your luck – their skill. Perhaps divide the end result by 2 or something, if this feels too “swingy”. So just like in FE games, the frequency of crits you'll perform is based on your skill vs. the enemy's luck. Same goes for dodging attacks. You just have more control over when it all happens now. Some further stipulations I'm currently imagining, but which are open to change: - The meters max out at around 20-30 points. - The meters only charge when you attack. - Your meter only charges once per round of combat, regardless of how many attacks occur on either side. - Both you and the opponent always gain at least 1 point for both meters, even if the above math says you'd get nothing, or even lose meter instead (IE, their luck > your skill). Here are my arguments for such a system: Skill and luck are often seen as “dump stats”. When people judge the quality of a level-up, it usually comes down to gains in your relevant attack/defense stats, and your speed. Very rarely is anyone truly happy to receive a level up of only skill and/or luck. Under this system, with proper balancing of the amount of points needed to fill the meters, skill and luck become incredibly useful stats. Every gain in one of those stats is a tangible and immediate boon to the frequency with which you gain the ability to crit or dodge, instead of a minute % chance. Maybe it's more a matter of psychology than fact, but I think those stats would just 'feel' better under this system. They're not useless stats by any means, but the vast majority of characters have “enough” to get by. Characters with seriously crippling accuracy, or those that are prone to being crit on all the time, are generally rare, and for a simple reason – they're not fun to play with. One or two can usually get by OK thanks to stat boosters to patch them up, but under this new system, a player-controlled unit with low skill or luck isn't a complete gamble to use, which allows for more diversity in viable stat spreads. No more complaints about 1% crits or 99% misses. These systems aren't entirely novel. Fates had a meter-based dual guard mechanic that was generally seen as a vast improvement to the random nature of the equivalent system from Awakening. And Heroes uses cooldown-based specials in place of crits. I'm basically just proposing that we tie skill and luck into these systems, to give them a more consistently-useful function. Speed now has nothing to do with dodging attacks. As an aside, enemies would likely be given smaller meters to fill, since any single enemy isn't expected to live long. An enemy with a “killer” weapon, might even start out with a full or nearly-full crit bar. Another solution would be to assign enemies to small squads that share critical and dodge meters. The enemies won't gain their shared crit bar if they don't get a chance to attack, so this change, like the one I proposed last time, would encourage player phase activity. Another implication of this system is that it would be impossible to dodge or crit consecutively. At most, you could only do so every other battle, if you're able to fill your meters up in a single round of combat. Oh, and crit damage may need to be adjusted too. The upside and downside of this system is that it removes almost all RNG from the game. Now the main source of RNG comes from level-up gains, and to some extent, enemy movements. If this becomes an issue, two possible solutions could be implemented: Add random variance to meter gains. The above formulas still apply, but you may gain a bit more or less than that. It could keep you on your toes around enemies with nearly-full crit bars. Add a bit of random variance to regular attack damage. No more than +- 3 points, but enough to keep you guessing. IMO, these solutions are a lot less frustrating than the random chance of missing entirely, or taking a massive 3X damage. It may screw up your damage thresholds on occasion, but that's better than a chance of doing no damage at all. Does this all make sense? If you think I've described anything poorly, please let me know. It's vital that players understand it, so if this sounds too complex I may have to reword some things or even re-think the entire system. What other benefits or flaws do you anticipate this theoretical change would entail?
  5. Working on some new ideas for skills. Here's my first one: Ward Type: Command Target: Self Effect: When activated, physical attacks (Swords, Lances, Axes, Bows, Daggers, and non-magical Monster Weapons etc.) target Resistance instead of Defense for 3 turns. Once the effect ends, the user can not use Ward again for 3 turns.
  6. I attempted to create some unique Skill Activation Animations for the Custom FE8 skill system, which so far only has one for all skills. Basically what I did (so far) was recoloring other FE GBA spells and throwing them togehter into one script. I've included everything in the download, so you can easily change something if you want to. I created them with Circles's Skill Animation Creator, and all you have to do is change the ORG$ in the .event file and then assembe it to your ROM. So far, animations for Astra, Sol, Lethality were created (there's also a beta Adept animation (sort of) which I will redo someday). EDIT: I will also link posts of other people's animation here, just because why not? Astra, Sol, Lethality, Adept Great Shield by Kenpuhu
  7. I'd prefer to put this in a skill thread if there is one that isn't outdated, so mods can remove this if necessary.
  8. This is under major overhaul. How do you go about planning builds for your characters for Arena? These are my general build processes, but they need a lot of improvement and streamlining so critique is much appreciated. Hopefully, this will also help players who have trouble figuring it out how to build their own units. Disclaimer: Here is arcticsilverfox's calculator that is required for this process; it is based on Andu2's calculator which you can also use. You can also use the calculator to experiment with your own ideas. The introduction covers general game play philosophy and a little bit about my play style. It is not necessary to read it, but you will have a better understanding of the build process. — — — — — — — — — — — — — — This section's information is pending deletion/revision/overhaul to be incorporated into the above section. Before building a Player Phase unit, you should decide what kind of Player Phase unit you want to build. Player Phase builds are divided into two main categories: high Spd builds and low Spd builds. High Spd builds are your regular Player Phase builds that utilize an A skill that boosts both Atk and Spd and the B skill is usually Desperation. Low Spd builds consists of one shot builds, Brave builds, and Special spam builds. Here is the build process for Player Phase units: Here are my build processes for maximizing wins and minimizing losses on Enemy Phase. I do not enjoy planning these as much since they do not suit my play style as much. Here is the build process for Enemy Phase units: Here is the build process for Enemy Phase survival units: What do you guys think? Are there any flaws or things that I overlooked? Obviously, my build processes are not able to give you cool builds like Medic Lucina, Medic Linde, Galeforce Lyn, Wings of Mercy Hector, or Wings of Mercy dancers/singer; that takes creativity and creativity does not sprout from static formulas. You can also check this same guide on fireemblemheroesforum.com in this thread. The formatting there looks less "wordy" so it may be easier to read. Edit Log: Wishlist: — — — — — — — — — — — — — — - - - BEGINNER POINTERS - - - Here is a list of pointers. Not a big fan of most beginner guides since they fail to mention important concepts and drone on about obvious stuff. If there is anything you think is too obvious on here, please let me know so I can remove it. I do not want new players reading about things they already know about; it wastes their time. —<>—<>—<>— Before you start doing anything, please read these. —<>—<>—<>— Rerolls Natures DO NOT SEND HOME FREE UNITS!!! —<>—<>—<>— Here are pointers for general housekeeping right after the tutorial. —<>—<>—<>— DO NOT COMPLETE CHAIN CHALLENGES ON NORMAL DIFFICULTY!!! Positioning Units at the Start of the Map Upgrade Castle Upgrade Barracks Skip Animation —<>—<>—<>— Playing the game. —<>—<>—<>— Grand Hero Battles Team Composition Ranged Versus Melee Units Player Phase Versus Enemy Phase Combat Use Dancers/Singer/Assists Skill Inheritance Merging —<>—<>—<>— Here are some other pointers. —<>—<>—<>— Online Resources Common Abbreviations/Jargon This section is still under construction. I will add more pointers when I encounter something new players should know.
  9. I have been using skill inheritance a lot lately. However, I am not sure if I am getting the most bang out of my feathers. I have around thirty 4* and 3* units that have ideal or neutral IVs. I sacrificed a lot of heroes to give many units additional skills. The problem is that many sacrifices are 3* heroes promoted to 4* heroes. I have probably promoted over twenty times, so that is like giving up two 5* units. Is having more 4* units with skills better than having two more 5* units? I already have 5* Reinhardt (+ATK/-SPD), 5* Ryoma (Neutral), 5* Hector (+DEF/-HP), and 5* Priscilla (+ATK/-HP) as my core offensive Arena team, and I just switch one of them out for the bonus character. Another problem is that I think I gave some units more skills than necessary. For example, I gave my 4* Robin (F) Gronnblade, Gronnraven, Draw Back, Triangle Adept 2, Seal Res 3, G Tomebreaker 3, Threaten Res 3, and some random extra skills. Is it really a good idea to give some characters more skills than necessary to make them more flexible? She is only half way into learning all those skills, and I am not sure if I will ever use some of those skills.
  10. 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?
  11. Sometimes, some of these "mediocre" characters have some awesome skills that make up for their relatively poor rarity. Let's list them below: Breaker Skills (swordbreaker) Effective weapons PS. I don't know if there is already a topic like this. If there is, please feel free to merge this
  12. I want to either change Formshift to work like Wildheart, or replace it as a class skill by Wildheart(the version you can revert from). My hex editing skills and knowledge is very lacking, so I wanted to ask if anyone knows which values exactly I would need to change. Adding wildheart as a class skill to the other laguz would be neat as well, but my main question is the above
  13. Does anyone know if the main Lord has some form of Provoke skill? I've set Eirika and Ephraim standing next to each other to fight off a horde of enemies in two instances, and in both, the enemies all attacked Eirika, with no regard to traditional AI quirks. And by 'traditional AI quirks', I mean 'once all the spots Eirika could be attacked from range were filled, all the Rangers equipped their swords and attacked Eirika in melee range, dying to her Rapier, when they could have shot arrows at Ephraim and avoided a counter'. Ephraim was so good at the start of the run, but his support with Eirika probably hurt him more than it helped- he couldn't get any kills because everyone ran right past him and attacked Eirika instead.
  14. What is the best class / skill set for Velouria!Kana? (+Str -Def) I currently use her as Berserker Vantage, Awakening, Gamble, Death Blow, Heartseeker/Certain Blow Besides Berserker, is there other class that you would recommend? Would Nohrian Trust build be better for her? If yes, who is the best partner for her?
  15. I don't know if I'm allowed to post this but, what Fire Emblem Fates skill would you make? I would make something like an ability which swaps the opponent's pair up after combat if the user initiates it.
  16. Hey there! Would anyone happen to have the Dragon Fang skill for Midori? I accidentally didn't pass it down to her. :'( I would absolutely appreciate the help. I've been searching for awhile and haven't had any luck so I decided to ask publicly. > . < <3
  17. Everyone's favorite skill to abuse in FE9, I'd like to implement it but I want to see what the community thinks as well, so click here. Thanks for the feedback!
  18. I think it's called "Healing Descant." I've seen a lot of people online who have Aqua with such a skill, and I was curious if Amaterasu stacks on top of Azura's personal skill, which would give allies +30% health.
  19. Is there any skill that allows Archers to attack at 1 distance? I remember seeing a video saying something about it. If you know anything, tell me please. Thank you
  20. So I'm new to the Serene Forest forums (this is even my first post), but I'm not new to either Fire Emblem or Serene Forest. I joined to see if I could get some optimization help/suggestions considering I recently got all the awakening DLC (meaning I can grind exp/gold for this run). I made a google doc showing my setup that I plan to use. I went through the hassle to make it neat incase anyone wants to use it for reference. I need help deciding whom the children should marry. My Setup: https://docs.google.com/document/d/1i_8mRRwq0mN8WWUo6HGLJeIqO8QOfYzm2va5sfdLL9I/edit?usp=sharing [ In case it wasn't apparent in the doc, it's a M!MU run with +Skill,-Defense. ] Skillset suggestions? Pairing suggestions? Class suggestions? General feedback? --- Anything is appreciated.
  21. Me and my friend have decided to see how we could break Fates metagame, because all characters can get almost any skill through streetpass tutoring(children characters can get every non dlc skill in game i believe). So this is what we have come up with so far: Galeforce Copycat Puppet Warp Household Cure Breaking Sky Galeforce-after killing, move again Copycat Puppet-you split your unit, basically meaning you attack twice per turn until you die Warp-you can teleport and move again to any ally on the map(if you kill an enemy after warping, galeforce procs and you can move again) Household Cure-if you survive an attack, you can move than use elixir to heal then attack again Breaking Sky-skillx3/2 to add half of enemies Str/Mag to your attack(most 20/20 units have about a 30-50% activation rate for this) some strats for this skill set Warp>Heal Heal>Kill enemy>Galeforce>Warp>Staff Kill enemy>Galeforce>Staff clone Warps unit>9 units Warp in Kill enemy>Galeforce>Warp you have 4 inventory slots for weapons/staff because of elixir but anything else is customizable and only females can get warp, others need to find another skill any ideas for improvement or comments?
  22. Alright so there have been quite a few changes to how critical work in this game. I'll just list them out and then talk a little about how this affects gameplay. 1) Luck and HP no longer are equal for all classes. This makes it more likely to critical most classes, and even outright OHKO them for not having enough HP. 2) HP growths are much lower this game. Once again, criticals now are much more likely to OHKO in story mode due to this change. 3) Skill now affects critical chance by (Skill-4)/2 = critical stat bonus. This is a slight tweak from awakening, but even tho it seems like a nerf, the next difference changes things even further. 4) 1 Luck = .5 Critical Evade now. Technically... this makes luck both worse and more valuable. It's worse cause it doesn't do as much, but it's more valuable cause now if you don't have high enough luck(ie 4 less than the target's skill), then any weapon has the chance to critical unless you start pairing up. 5) Killing Weapons now do 4x critical damage. 6) While class skills have less options to get your critical up, some personal skills are very strong in the critical department. 7) S rank Classes all get bonuses to criticals except for Maids/Butlers. This makes all these classes very critical based or even anti crit in a couple cases. A couple interesting notes, A) Killing Weapons are extremely strong in story, they make it very likely to have 20%+ critical chance, 4x crits, and only have 5 less hit and 10 less avoid than normal iron weapons. This nearly makes them statistically better than iron, steel, silver, brave, and sometimes warrior weapons in story mode for most cases. B) Certain Builds in PvP are certainly strong, I'm not going to say they are overbearing as I can't comment on that yet, but Arthur is standing around with a 90% chance to crit most classes on player phase when built right. C) This can be pretty scary to some people who hate enemies getting criticals and they may stray away from low luck characters.
  23. At 60+ classes that's a lot of skills. Plus characters have character specific skills. We could potentially have around 150+ skills with our current knowledge. The skill mechanics of If are very different with Parallel Seals being in the game. If there are no Secondary Seals, then the game will be forcing a very specific skill path. That doesn't really make sense though now that I think on it, because there are 6 slots, 1 is filled by default. Then there's 5 more, and if each class has only 2, then with Parallel seals you can only attain 4 more skills per character, so then there must be a way to reset the characters level or somehow get more skills than at cap. Plus the UI before battles has a "Swap Skills" section, imposing that you will have multiple skills. How do you think they will handle skills in Fire Emblem If? Will Hoshido and Nohr share classes and class skills? Will there be Secondary Skills or a way to reset EXP? Will different classes on Hoshido and Nohr have the same skills (I.e. Dragon classes and Pegasus Classes having the same skills)? There are too many questions for skills.
  24. So, just a while ago I decided to recruit inigo (Chrom!Inigo) (This is my 4th playthrough only made so I can try out new child pairings) I usually did a sumia and chrom pairing, so I decided to see what olivia could do for chrom and I wasn't disappointed, Inigo seemed incredible and lucina had a lot of better classes to pick from. I failed the first 2 times on the level because of getting the 5 kills for inigo and I forgot to save in the prep menu each time causing me to have to reclass Chrom (I had him as a great knight) and switch around Olivia's abilities to get galeforce at the end. The last time I did it I was kind of rushing, and in my haste forgot to switch Olivia's abilities and by the time I realized I had already saved and went through the support conversations... Therefore causing me to feel a substantial amount of anger. So I just wanted to ask you if you have ever forgotten to pass down a vital skill to a child character?
  25. Right now my pairings are: ChromxSumia VaikexLissa GaiusxOlivia HenryxMaribelle DonnelxSully FrederickxCherche GregorxPanne RickenxMiriel Lon'quxTharja KellamxNowi My avatar's asset is skill, flaw is HP. I was going to marry Cordelia for two really good children, but I'm thinking about switching him out with Virion so I can marry someone else. Severa can get good enough skills with either, she'll just be a bit more defensive with Virion. Feel free to critique my other pairs, but I'm mainly worried about Cordelia. Vaike and Lissa are already married, so I can't change that. Thanks for the help.
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