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  1. Hi, So, now that I've taken the time to think of the origin of the problem rather than the problem itself, which is units having trouble with ennemies in early game in a FE game with PU and attack stance available, I'll explain myself. You have access to a limited number of units, and in CQ OG you can't grind. You units at the moment they join have LOWER stats than several of the ennemies although they outnumber your troops. You may have 50% growth rate or even 70%, it ain't gonna save you if you have to play against seal speed ennemies who nearly double you before they even activate seal speed (looking at Effie with burning eyes), or against ennemies who can take 6 def away from your units. I know what you'll say: "But if you know how to play the damn game, you know can kill them without being sealed, thresholds" nanani nanana. I don't think having to rely on insane level ups for Corrin in the first 6-7 chapters of the game is a good way to balance a game, neither is the fact that all your units need several hundreds of gold worth of TEMPORARY stat boosters just to not die in 1 attack stance +1 normal attack at the beginning of the game. Look at Radiant Dawn part 3: the GMs all have a role they can play well enough from the get go. Gatrie is a General, Effie is a knight. Gatrie can take several hits of very powerful ennemies at base, Effie can take 2 hits and die at base. Gatrie's speed is busted to the point he can double some ennemies, while Effie's 55% spd growth allows to get to an average of...yeah, 12.7 speed at level 20, which is lower than Keaton's level 15 base speed and he's not particularly fast. Fast knight you said? Actually Effie can get doubled quite a lot and even take damage from the ennemies who double her, unlike Gilliam who can gain 1 point of speed and sit there for the whole game and not care at all since it's all he needs to break the speed threshold to not get doubled by any axeman in the early game while his def slowly grows into the amazing steel wall it becomes. Effie's speed lets her get doubled, Effie's def lets her get hurt (and not by paper balls, but rather by trucks of overstatted ennemies overloaded with skills giving them the edge on your already shitty units with non OP skills yet and who barely ever double anything aside from Niles who can't hurt anything but mages and pegasi, barely better than Kaze who can only hurt mages). And add to that the fact the ennemies also use attack or guard stance to inflate their damage or prevent you from ORKOing them, and that's what I call shitty game balance. The level design would be fine if stat debuffs didn't exist at all and ennemy damage could be calculated easier (if you could know beforehand who would attack stance with who, in which order they would attack so you know how to prevent them from doing so, for example), but with these "OMG so flashy I want to play as a full ninja with poison, debuffs and OP stuff" ways to push naruto and ninjago fans into finally buying the game (just for them to get deceived because they'll manage to game over in chapter 1 in phoenix mode at any rate since they come from the most casual appealing part of kikooland) to make more cash and not to actually give the player a satisfying experience. Look, most Faceless have 11-12 def from chapter 7 onwards in HARD, 24+ HP, 9-ish speed and nearly as much res as def, so you can't even burst them with a magic unit (reclassed Corrin/Felicia). Your own tanks have less HP than any ennemy on the map except Arthur who badly wants a bronze weapon to have actual accuracy and 0% crit chance against him. But Arthur, although he's a tanky juggernaut, lacks the defence to really do this job, and he lacks the speed to be a killer (sadly since he's probably the highest damage unit at base and his accuracy means that he wouldn't be OP if he was able to double). On top of shitty retainers' base stats compared with ennemies, look at your units' levels, except Mozu, everyone is already past level 5 (Effie Silas 6, Arthur 7), which means...that they won't have many levels to actually benefit from high growth rates since exp gains are garbage as soon as you get 2-3 levels ahead. Which means they'll get like 2 points of each stat or something like that before stagnating for 2 chapters. And become shit again. Now you have Camilla who joins just at the same time as her vastly inferior retainers (who I'd really have loved to be available in chapter 7 or 8 instead of 3rd turn of chapter 10 so they could actually be levelled up at that point, especially Beruka who starts with Arthur's speed but 2 levels higher, with lower growth and also 3 chapters later, in a chapter with ninja spamming and archers and defend the 4 escape points against 7 move fast pegasi she's 1 or 2 damage short of OHKOing anytime even with support, although they come by 3 at some point so you can't put 2 units to kill each one of them while being rushed by 24 damage onis on 2 sides, by ninja+spear fighters from another side and by Oboro and Hinata ll at the same time). Camilla has stats your best units would get by level 18-20 or even after promotion. But she's already promoted. If you use her, she steals exp from your growth units who need it to be even relevant at all. If you don't let her get kills, she will become irrelevant once she can finally gain decent exp per kill. Unlike Seth, she's vulnerable to 25% of the ennemy units in the game since they love spamming bow wielders to put their arrows far in your butt. And they move in groups so she can't even kill the 1 archer in the formation and call it a day, because there's still 1 or even 2 of them around. Xander has OP sword, but I'd prefer him having a lance in order to not be laughed at by ninjas who will enjoy debuffing the hell out of him and spamming poison strike so any shitty leftover ennemy can pick up Xander's life. Duessel is so much better at the same job it's not even funny (and actually Duessel takes more frontal damage than Xander since his defence isn't as high compared with ennemy damage and his level is also too high to gain substancial exp even from bosses, while Seth had all the chapter 1-8 to benefit from increased exp per kill to overlevelled units and that's the only reason he is so OP, because of the coded bonus exp to promoted units in early game, there's even a patch to disable it on FEBuilderGBA, but unlike Xander, Duessel doesn't face stat reductions, entrap, hex rods, freeze although sleep is even more annoying but still it's curable unlike freeze and hex, and Duessel doesn't suffer from poison strike shenanigans playing Awakening counter shenanigans but better without needing to die to apply their braindead tactics). Actually, since his stats are totaly those of a GK, I'd love him to be a GK and have a PERSONAL AXE, just like his dad (because 3 of his classes use an axe and he was birthed by an axe wielding overstatted king and his sister also wields an axe, even the little healer sister can wield a goddamn axe, why does Xander use a damn sword of all things in the game where swords really are at a disadvantage even with OP stats, range and 1-2 normal weapons can't double anymore?)! It would at least make sense from a story perspective (LOL story having sense in Fates). So yeah, you start with some garbage units, with shitty stats, you have to face ennemies with higher stats than your units although they already outnumber you, and your only way to make up for it is to use attack stance against single ennemies to hope to kill them before you get killed (with very unequal accuracy) or dual guard and hope it doesn't get you killed. You also have to waste a ton of gold into temporary stat boosters just to not be cannon fodder for 8 chapters instead of having directly the base stats allowing your units to do their job. Add to all that the fact that you have to buy nearly every single healing item you need or want since they give you nearly none from the beginning of the game, that weapons above iron are about as useful as your fingers instead of toilet paper after you took a shit, and instead of these shitty weapons they give you for free because they know most won't even use them more than 3x in a playthrough due to how gimmicky they are (instead of letting durability, availability and price balance them), you'll have to buy or find tons of iron weapons you'll have to forge in order to have actual weapons and not even more stat debuffs on your already mediocre units (especially non royals). And shurikens give 2 speed for free while daggers have +5 accuracy, nice joke IS, next time try to think and playtest before selling the final product. I've seen many people on these boards explain thresholds, strategies to kill this or that. I think I shouldn't need to follow an LTC guide just to enjoy the game in hard if there are only 2 non lunatic difficulties since normal should be called easy and phoenix mode is complete disrespect of the series. Or they could let you play phoenix on any difficulty if that's what we want to just take revenge on these * annoying ennemies on the hardest difficulty. It's a single player game, not an online MMO or MOBA where you have to ensure the player isn't OP from the get go facing handicapped ennemies (which is actually common in PVP MMO or MOBA since they release OP heroes or classes to sell skins and cosmetics or payable classes etc., thanks microtransactions for ruining gaming experience in general). I don't want my game to be a puzzle game in hard, I don't care if it is in lunatic since it's a mode for experts. Hard is for people who want non poop-made ennemies and actual ennemy density, not for masochists who like to play puzzle in a tactical RPG (and an RPG should always let you do things in the way you want, not trying to force you into doing specific things to cheese it, that is for LTC/speedrunning, not for casual play). That's it, what are your thoughts?
  2. Hello again, Tonight I want to highlight a really annoying part of my gaming and especially Fire Emblem experience: gender deifferences in gameplay. 1) Constitution: this can't be remedied, only males with negative modifiers are gonna have female level constitution, that's totally realistic. 2) Rescue/Aid: this is the most stupid thing where gender differences are completely unrealistic: I don't see how the same horse that carries a 12 con Kyle and has room for 13 more con couldn't carry the 9 con Amelia and 16 con Garcia/Gilliam, it's exactly the same total weight and the horse shows no difference in the animation sprite. That's why the only females who can rescue a 16 con unit are like FE6 first pegasus with garbage offence due to having this trash con, meaning she looses mountains of speed by equipping anything other than a thin lance. Female rescue is complete game design atrocity in my book. Meanwhile any normal weight cavalier can rescue these generals and heavy axers. 3) Str/def/spd: I agree that most women have lower caps in real life to their possible physical performance: less muscle means less raw strength, less heart power to inject oxygene in their limbs, meanwhile bigger bones and harder muscles mean men have more tolerance to physical hits. Then why are female units generally faster than male units? Either you say screw it it's a video game, reality doesn't matter (in this case every point in my post is invalidated and I can delete it, but then make every female and have male have the same base caps in every game), or you go all the way into realistic gameplay, meaning you take 10% away from EVERY PHYSICAL STAT from male units to make your base for female units. At this point, you might as well make female only games since it's the same as the Olympics, girls are disadvantaged in any power/speed/punching ball performance contest against men. But FE has like 90% of the generic units that are male, which means you throw your weak ass female units into the roller coaster of very high damage ennemies with higher def than what these female units' strength/def/hp can chew. All this while being hindered more often by the stronger weapons they NEED to use just to make up for the difference in base strength and growth with male units, thus having less speed from higher base than these males with more strength, which only means that females of the same gender-free classes get completely benched in terms of usability comapred with men since men have more +1/+3/+4 in con than females even when they already have a +2 base compared with females, allowing some males to take 0 penalty from a weapon that would give -3 to the generic units of the same class/gender (typically Hero Gerik with tomahawk/steel axe compared with the 11 con generic heroes who take -4 speed) and -5 to the females (not even talking of armored females with straight -3 base con compared with male armors, 10 vs 13, 12 vs 15, Amelia's neutral con vs Gilliam's +1 meaning Gilliam can wield weapons with 16 weight without loosing speed, while Amelia who shouldn't even be able to become a knight with a 20+ kg armor with a pre-teen girl body would loose 4 speed by doing so, might as well use FE4's weapon rank locks at this point, since females should be strictly unable to wield steel lances of 5-7 real life kg seeing the difference of 70-80% weight with the normal iron lance of 8 that would weigh around 3-4 kg with a high weight pike at its end) What do you think of this? What is justified, to what extent and is there a point in using females when they're hindered by every weapon closing the gap between them and equivalent male units (not even talking of the fact that most females already have -4 str/def between class and personal bases/growths compared with males)? Did Awakening and Fates solve this problem?
  3. So i did a little thing on excel, because I wanted to make a chill op-ed army of children in a new hard/classic game of awakening. I hope it helps anyone out here, specially before chapter 13 🌺 I think that probably has been done before but whatever. Also, please mention me if there's any problem with the lecture of the document ! Have a good day ☀️ Lewinow- FEA_Childrenstats.ods
  4. So, cross referencing across 3 or 4 different pages to see all the different stats, growth rates, abilities, masteries, and whatever else has been a huge pain in the ass. So I decided to put it all together into one big chart. I also did a little write up about Advanced Classes and Master Classes to go with it over on reddit. If you find this helpful, maybe give it an upvote for visibility. I know the chart is going to help me a lot in planning my future runs, so I hope it helps other people. [EDIT: The chart is now complete with all DLC characters and classes! If anyone spots any mistakes, let me know and I'll fix it up!]
  5. Hi, I typed the base stats from the main site for you to see things clearly: Great master: 19 hp 8 str 6 mag 6 skl 8 spd 5 lck 6 def 7 res 65 total Butler/maid: 18 hp 4 str 5 mag 9 skl 8 spd 4 lck 5 def 4 res 57 total Game balance? is that what butlers/maids get for being able to use shuriken? There are 8 base stats points of difference between 2 promoted classes while both are hybrid physical weapon/staff and great master has early access to a passive healing skill while butler/maid has to heal someone (so not attacking for that turn) to get heal back from the same level skill. Shuriken and daggers already hit like wet noodles. Then why this much difference in stats and why is great master as fast as butler while hitting way harder with more powerful weapons and being much bulkier, with countermagic as an anti magic skill vs tomebreaker that doesn't even break magic weapons (while countermagic counters so many weapon types) for what lv 35 skills are worth. I was wondering if I'd switch my Jakob to great master, but now I don't doubt anymore. Great master spits even more on butlers by having better growth rates (+10% hp, +5% str, +5% def) while keeping the same spd growth and loosing only to magic (5%) and skill (10%) (it means even total growths are 5% higher than butler). Why even create classes if there's absolutely no intent to balance them in the first place? I don't know, filler hurts a lot I think. Like how blacksmith and master of arms are replicates of hero with slightly different (should I say slightly worse?) stat/growth spread and different weapons (at least master of arms gets full WTC, which isn't blacksmith's case).
  6. I have played all routes, and BL even twice. Hard mode, classic. Am deciding if I should do maddening without NG+. In the meantime, entertain me with your best teams! Here is mine. BL a 2nd time, after completing all routes. Flier emblem, speed cap dedue, some horse emblem?! http://imgur.com/a/MFBHo1B
  7. There are so many things to keep track of in Three houses so I made a spreadsheet to help with everything. I suppose there could be possible spoilers for possible recruits if you use this spreadsheet. You can: - Plan class builds for everyone and see what skill levels are required. This was helpful to decide on character goals and what to lecture them each week. - Enter your character's stats/classes to see if they were blessed/cursed by RNG. See the probabilities of reaching a set of expected or desired stats at their given class. Determine the expected number of level ups to reach maximum stats. For a given character, compare stat boosts, growth rates, and projected stats for class changes. Haha I really hope my calculations are correct. - Quickly search lost items/gifts/tea and their relevant owners (or relevant characters for a given item). Hope this helps! Fire Emblem Three Houses - Calculator.xlsx
  8. Olwen is underrated tbh, this is a very likable stat table, very satisfying...And yes, that skill is correct. Soon...
  9. 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
  10. 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?
  11. 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
  12. 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
  13. 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.
  14. 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.
  15. 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!
  16. 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
  17. 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?
  18. 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).
  19. 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?
  20. 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
  21. 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!
  22. 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.
  23. 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.
  24. 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?
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