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Found 5 results

  1. Both weapons we have so far have Special acceleration and follow-up effects so I figured they'd all be weapons that "anyone can use" and thought it'd be fun to talk about what sorts of weapons seem feasible for FEH and/ or would be the most useful for their weapon type. For bonus points, feel free to guess who'll introduce them to the game too! For example, I'm certain Thrasir will introduce an Arcane Green Tome since both others we've seen so far have matched the original weapon that their wielders first had (sword for Lif, colorless breath for Grima), just with a different movement type. The weapons also seem to be "cursed" judging by their JPN name and the recent FB, so they'll likely end up with villains or anti-heroes, for further speculation fodder. I know we already have a theorycrafting thread, but that's pretty old and I didn't want to necropost. This is also a bit more specific (I think) so I hope that helps too. Craft away!
  2. Hello, residents of the Forest! So I recently replayed Radiant Dawn, one of my favorite titles in the series. It's always a game that spurs my thoughts along, even when it does something I'm not a fan of. In this case, the thing I'm not a fan of is something plenty of players have already noticed. To some, it's not a bug, but a feature. To others, it makes for a bizarre playing experience where unit balance is basically non-existent. I'm talking about the leveling issue. Basically, my premise is this: levels in Radiant Dawn are pretty wack, especially on Hard (JP Maniac) Mode. Radiant Dawn brings back a three-tier system from Gaiden, and just like Gaiden, it only somewhat commits to it. First-tier units only show up as playable units in Part I, starring Micaiah and the Dawn Brigade on their mission to redeem Daein from Begnion tyranny. From Part II onward, all playable beorc units are second-tier or higher. Some first-tier enemies show up, but starting with Part III, the vast majority of beorc enemies you face will be second-tier. Even in Part IV, where you might expect generic third-tier enemies to show up, the game instead throws "SP" enemies at you - enemy-exclusive units with the names of second-tier classes, but also with higher stats and some improved skills. The number of third-tier beorc opponents, in the entire game, can literally be counted on two hands*. But this isn't a problem, so long as the units you have are up to the challenge, right? ...Well. Through much of Part I, most of your combat units are able to keep up with the enemies. With careful EXP distribution, this is even true of some of your scrubbier growth units, like Edward or Aran. You still get trash units, like Meg and Fiona, but on the flip side, you get absurdly overpowered units. Nailah is a fairly obvious one, but Muarim, and Tauroneo also come to mind. These units are dramatically overtuned, able to one-shot most foes and doubling the rest of them. To understand why, we have to look to... the future. Tauroneo comes back in Part III, and he's unchanged. But the world has changed around him, and while he's one of your stronger units, the enemies have creeped up to his power level. Nailah remains dominant in her Part IV appearance, but she's no longer functionally immortal. As for Muarim, he goes from "big cat in a small box" to "cute kitty in a big cage". While before he doubled everyone, now he's at risk of being doubled himself, even while transformed. Regarding the other "Dawn Brigade" units, it's something of an uphill climb from III-6 onward. There isn't enough EXP to train up any more than a handful of them (particularly on Hard), while even those with dominant Part I functions (Sothe, Volug, Zihark) find themselves on much shakier ground. There are two other major parties in the game: the Crimean Royal Knights, and the Greil Mercenaries. All beorc units in these groups start in the second-tier. Yes, even the young upstart Archer Ross somehow made it to promotion. Some units slip from group-to-group: Nephenee, Haar, and a few others originate in Part II, but join the Greil Mercenaries shortly into Part III. That said, the Greil Mercenaries are dining the most. Throughout Parts II and III, the GMs get 10 maps to do. The CRKs get 4.5 (do we count Elincia's Gambit?), while the DB gets... 3. So, the lowest-level group also has the least opportunity to gain levels. As a result, it's very plausible to get units like Titania, Shinon, and Gatrie up to third-tier naturally before Part IV dawns, whereas the CRKs and DBs are likely to only achieve a third-tier member in such short order by using a Master Crown (which, to be fair, the game is suspiciously generous with). As a further consequence, it's much harder to make anyone from the latter two groups remotely "tower-worthy". So the Greil Mercenaries totally overpower the Dawn Brigade, right? Yes... and no. As of III-6, some of your strongest units are actually yellow units. Finally, a game figured out how to make actually competent generics! Either these Halberdiers, Snipers, Bishops, and Dragonmasters were sitting around during the Liberation of Daein, or else they've managed to train themselves as unit in the year or so since the country was wrested from Daein. This plays out in the infamous "Bridge Map" too, where the enemies Ike and co face are far more competent than almost everyone we had on our side in Part I. Yet, when the "most powerful" characters are saved from Ashera's wrath, it's not a generic level 7 Halberdier who resists being turned to stone, but level 3 Armor Knight Meg! This could be considered a narrative compromise for the sake of gameplay design, but is it necessary? Is there any plausible way to put the various armies, as well as the Daein generics and its playable units, on a more even footing? I believe that it is. In fact, I think there are three principal ways that a re-release or remake of Radiant Dawn could institute a greater degree of parity and balance between its units and armies, without compromising the narrative. Here's a few ways I would consider doing it: Auto-leveling. This is familiar to anyone who has played Three Houses, while some other games have dabbled with it. Basically, during certain gaps of time, units could increase their level. This would make narrative sense - if they're part of an army, then it's not as though they've been idle for months or even years. There are a few ways this could be done: Each unit receives a fixed number of levels. Suppose Meg gains 6 levels during the DB timeskip. Ergo, if she ended Part I as a level 3 Sword Armor, then she would come back as a level 9 Sword Armor. If she instead ended as a level 16 Sword Armor, then she would come back as a level 2 Sword General. Each unit receives a fixed amount of BEXP. Suppose Meg gains BEXP equivalent to 6 levels, starting from level 3. If she ended Part I as a level 3 Sword Armor, then she would come back as a level 9 Sword Armor. But if she instead ended as a level 16 Sword Armor, she'd come back as a level 19 Sword Armor (this is just a for-example, I don't have the BEXP formula memorized). Said gains may be undermined by Hard Mode halving the effectiveness of every point of BEXP. Each unit is automatically raised to a certain level. Meg, for instance, might be "set" to come back as a level 1 Sword General. So whether she ended Part I as a level 3 Sword Armor, or a level 16 Sword Armor, the end result is the same. There would be an exception - if she ends Part I as a level 1 Sword General or higher, she'll simply keep her level and current stats. BEXP Dump. This mechanism would take advantage of the existing BEXP system. Rather than specifying levels and EXP for each unit, the player would receive a ton of bonus EXP before the start of "post-timeskip" chapters, like III-6 and III-9. This would put the use of this resource into the player's hands, letting them choose whether to raise everyone up, funnel it into just a few, or save it for Part IV. This offers more player freedom, but it could give a harder time to new players who might not understand or bother with the BEXP system. Likewise, it could be compromised by the "Hard Mode halves the effectiveness of all BEXP" effect. Cutting out a Tier. This would be the most radical change, reverting the "three-tier" system to a "two-tier" one, more familiar to players of previous games, including Path of Radiance. There are a lot of questions about how this would exactly work, but in broad strokes: the Dawn Brigade would be little-changed, except that some especially strong units (i.e. Zihark, Tauroneo) might see themselves "leveled down" from the start. This would become more dramatic for the CRKs and GMs, many of whom would "devolve" to first-tier. On the flip side, most enemies in Part II and early Part III would be first-tier. Third-tier and "SP" enemies would show up as double-digit-leveled second-tier, with just a handful of units granted their "Occult" skills. I might make a whole topic on how a hypothetical two-tier Radiant Dawn would look. So, how do these sound? Would a "leveling change" improve the experience of playing Radiant Dawn, or would it undermine some of its uniqueness? Of the ways I suggested, which one sounds the most preferable, and which seems more likely to be problematic? Thank you for reading, and I'd be delighted to hear what you have to say in the comments! *Valtome, Numida, Oliver, Izuka, Lekain, Hetzel, the Black Knight, Levail, Sephiran
  3. So the plan is to get everyone to C in Axes > Brigand for deathblow > Pegasus/Wyvern rider > Falcon Knight/Wyvern Lord? These three classes have insane growths and movement, why even bother with other classes besides one or two supportive mages? You can shift to Pegasus if low on Spd growths and Wyvern if low on Str. There is almost no penalty for doing this other than the early low hit rates of units with no Axe experience. It's fun to play but I think I'll be waiting on lunatic before I start another playthrough.
  4. And you all thought that after the first [God awful and completely imbalanced] unit concept I'd just disappeared off of the forums. Unfortunately, I'm still here :w:. Anyways, I did my reading on how to properly balance out stats based on unit archetypes, and have decided to have a go at creating a concept of a unit that, while not incredibly important to the story, was a great help [Read: Carried me alongside Ike] through the harder difficulties of PoR. That, of course, being Zihark, a Daein citizen who filled the role of the Navarre archetype in PoR. With that said, please feel free to be as critical as you can in the review of this concept, as long as it remains constructive. I will take any and all criticisms to heart. Lastly, leave who you want as the next unit concept in your reply, and I'll get around to a few requests in the coming days. __________________________________________________ Unit: Zihark, Blade of Unity Help Description: An ex-vigilante of Daein who believes in unity between the Beorc and Laguz. Loyal to his allies. Appears in Fire Emblem: Path of Radiance. Summoned Quote: "I am Zihark, an ex-mercenary for the kingdom of Daein. If you stand on the side of unity and peace, I shall be your blade." Status Screen Quotes: [3S]: "People say I look severe, but that's not my intention." [3S]: "Er, do you have any mending equipment? My shoulder guard is starting to tear." [3S]: "I wish only for peace among all beings, regardless of heritage." [3S]: "Haha!" [4S]: "I know all too well the sting of society's persecution. It is a pain I would wish upon nobody." [4S]: "I've been told that I'm... perhaps too trusting." [5S]: "This is the fifth cause for which I've fought. I think." [5S]: "I'd rather not bring up past relationships. The topic is... painful to think of." Home Screen Quotes: "My, what a wonderful base of operations! Then again, all I've seen in comparison are grimy barracks and camps." "All these heroes from different realms getting along is inspiring, to say the least." "Even if it was a matter of life and death, I could never turn my blade on an ally. I can only hope I am never at odds with your Order of Heroes." "Do you have need of my services? I'm sorry to say that beyond the battlefield, all I'm good at is preparing for the next battle." "I wonder if I could find Lethe or Mordecai around here? Have you seen them come out of that summoning device of yours?" Levelling Up: "Well, how disappointing." (+0, +1 Points) "A refreshing change." (+2, +3 Points) "I hardly knew I had it in me!" (+4, +5 Points) Turn Action: "Where to?" "What next?" "Alright." Critical/Special Trigger Quotes: "That is enough!" "May you find peace." "A quick death, then." "Hold still!" Death Quote: "I'll... be waiting..." __________________________________________________ Movement Type: Infantry 5S Level 1 Stats: [No IV's/Weapons/Skills] 19/8/10/5/4 5S Level 40 Stats: [No IV's/Weapons/Skills]| 44/34/38/20/15 __________________________________________________ 5S Skills: Weapon: Killing Edge+ [Mt: 11 Rng: 1, Accelerates Special trigger (cooldown count -1) Assist: N/A Special: Astra [Increase damage dealt by 150%. Cooldown count: 5] A: Attack +3 [ATK +3] B: Desperation 3 [If unit initiates combat at < 75% HP, unit's follow up attacks occur immediately] C: N/A __________________________________________________ Comments: This took much, much longer than expected. Mainly because I was trying to fill in the quote categories as best I could, but hey, that's what you have to do if you want to make a full blown unit as I endeavor to. Anyways, thanks for taking a look, please make any requests for other hero concepts, and please crtique this concept as best you can, as long as it is done in a constructive manner. Thanks! <3 Changelog: EDIT 1: Removed Vantage, Added Desperation. DEF/RES -2, ATK +4. Reason: In game, Zihark is rather fragile, yet has a decent HP pool to make up for it. I tried to reflect that here, by making him a very offensive Myrmidon who gets eaten alive by mages. Removed Life & Death 3, Replaced with ATK + 3. Current Requests: None - Feel free to ask for any unit in particular!
  5. Ever since the popularity poll came to an end, I've been pretty (Read: very) salty that my pick didn't even make top 200 on the list, even moreso now that he doesn't seem to be on the Grand Hero Battle list for the forseeable future (Since that seems to be the only way we're getting antagonists or stage bosses). So, I figured I'd just make my own fun, and try and make a hero with some semblance of balance about him. Keep in mind this is my first time trying something of this nature, and as such, it will not be perfect, or probably, even good. Any and all criticism is encouraged and appreciated. With that said, let's get into it! __________________________________________________ Unit: Walhart, The Conqueror Help Menu Description: Dauntless emperor of the Valmese, who holds firm to his ideology of the strong rising up to conquer the weak. Appears in Fire Emblem: Awakening. Summoned Quote: "I am Walhart, known across my world as the Conqueror. Have you summoned me here so that we may do battle and conquer the lands? Then you need only direct my fury." Status Screen Quotes: [4S]: "Some of us are born great, whereas others attain greatness during their lives. I, Walhart, was born great." [4S]: "My subordinates think me a God among men. You would be wise to do the same." [4S]: "Did that worm Excellus have a hand in summoning me here?" [4S]: "Hmph." [4S]: "Cease your incessant poking, lest I break that finger of yours like a twig." [4S]: "You have the makings of a conqueror, bending all these heroes to your will." [5S]: "In my world, and all others, the strong are destined to consume the weak. This precept is inexorable." [5S]: "It seems I am bound to lend you my strength for a while longer." Home Screen Quotes: "Prince Alfonse may make a fine conqueror yet. He need only distance himself from diplomacy." "This Order of Heroes seems much like the Shepherds I've been repelling in my world. Such camaraderie disgusts me." "A true conqueror does not require such transient meals consisting of the animals of the land. Only blessings from the earth are fit to eat." "Are you to tell me that these 'Heroes' are indeed the legends of old? Yet they still heed your call over my own? Absurd." "I shall bring the enemy to keel, but you are to be my eyes and ears. Do not end yourself prematurely by neglecting your health." Critical/Special Trigger Quotes: "Stand up and FIGHT!" "I am INEXORABLE!" "Cast to the wayside!" "Is that all you can muster?" Death Quote: "Defeat..." __________________________________________________ Movement Type: Cavalry 5S Level 1 Stats [No IV's/Weapons/Skills]: 17/9/8/8/5 5S Level 40 Stats [No IV's/Weapons/Skills]: 41/33/34/26/21 __________________________________________________ 5S Skills: Weapon: Wolf Berg {New Weapon} ///Legendary/// [Mt: 16, Rng: 1, Allows for counterattack regardless of attacker's distance if unit is attacked] Support: Harsh Command [Change debuffs on an adjacent ally into buffs] Special: N/A A: N/A B: Seal ATK 3 [After Combat involving this unit, enemy's ATK -7] C: Conquest {New Skill} [Allies sharing movement or weapon type within 2 spaces recieve ATK/DEF +2. If an ally shares both weapon and movement type with unit, ATK/DEF +4.] __________________________________________________ Comments: After going through the hell that is Chapter 20 of FE: Awakening on Lunatic, I've come to believe that Walhart is one of the strongest non-Final Boss story enemies in the entirety of FE:A. Despite his weapon not giving him any stat boosts, the range on it made it so that you couldn't just attack him with magic to exploit his weak RES stat, as he could easily ORKO 90% of the mages you could have at the time. I tried to embody his harsh and dominant personality with the choice of his support ability, whereas I changed Conquest's functionality, as we already have Svalin Shield which fills the same functionality for Cavalry units. Conquest makes it so that he can move through forests, something which cavalry are inherantly unable to do, as well as move through mountains, which are normally impassable unless the unit is flying. However, he can't cross over lakes and gaps, as well as walls being impassable. Please leave any thoughts or criticisms in the comments, and if you all like thie enough, I may just do another one for a certain philandering cavalier, or one of the most famous piles of ash in existance [;)]. See you all next time! EDIT 1: Changed functionality of Conquest [Previously allowed unparalled chase potential as well as movement, which was a tad broken], changed B skill from Quick Ripost 3 to Seal ATK 3, Reduced stats to be in line with other cavs. Added Summoned quote and Home Screen quotes. EDIT 2: Moved Conquest to C Slot.
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