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Found 17 results

  1. What new weapon types you'd like to see get introduced in future games? Personally I'd like to see muskets that deal damage based on the skill stat; they also be high powered but occasionally need a turn for reloads. Also boomerangs, which could be used to damage multiple enemies.
  2. Does anyone know how to remove the weapon triangle from FE4 and FE5? If possible, through Nightmare or hex editing, because those are the only manners of editing that I know of. Thank you for reading!
  3. 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.
  4. Hi, I'm trying to make 4 magic weapons in TSS with Nightmare. They're supposed to hit res for their MT +1/2 str but my Neimi has 21 MT with 7 str on her 13 damage bow, and she hit Bazba for 13 damage on his throne with 5 def. I don't understand, since she hit a fighter before for 20 damage without terrain bonus. How am I supposed to deal with something that deals different damage in different situations? My 13 str lv 7 Gilliam has 27 MT because of that, while she should have 20-21, it's completely broken since I gave it in chapter 3 chests like the lightning sword in Gaiden/SOV and wanted it to work like Fates magic weapons with half strength being the equivalent of physical units' magic stat (then I'll have to halve the MT to get something not broken from the get go and for the whole game...).
  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 believe most of people here already knew about Weapon Scrolls, for increased any weapon-proficiency for any unit's class. About the Seals, we already knew about the Seals which able to unlock special classes for any character we prefers. Now how about Weapon Seals? I believe on future titles, IS will able to modified every unit's motions later on, since the reclassing system has been featured. There is 7 regular weapon types in the world of Fire Emblem now: sword, lance, axe, bow, tome, staff, and dagger. Dragonstone, claws, fangs, fist, etc, are not included. So, no matter if becomes DLC's or not, the Weapon Seal types will be: Sword Seal Lance Seal Axe Seal Bow Seal Tome Seal Staff Seal Dagger Seal Every characters only able to use ONE and ONCE of it, no matter what type that he/she used and will be permanently added to the character's present respective class when used (Note: unable to use to all unpromoted classes or special classes like artilleries, manaketes, and beastmen). The max.proficiency of the weapon will be S and able to use to any class that have same type of the weapon seal when the class only have maximum proficiency B or A on the respective weapon types, except if the respective class already have maximum proficiency S. Example: "I want Xander still able to use sword while he has been reclassed to (promoted) Wyvern Lord!". Then after (reclassed) Wyvern Lord Xander used Sword Seal, he will able to wield sword in his Wyvern Lord class (and the sword prof. will be retained same as his last sword prof. on other class but now able to grind into S). Since the Sword Seal used when Xander on Wyvern Lord class, the new sword-wielding ability will only exist in his Wyvern Lord class no matter he reclassing again to another class. Even when reclassing again to his Paladin class, his max. sword prof. will be back to A (as original Paladin's max. sword prof.). And after he used the Sword Seal, he will unable to use any Weapon Seal again. Or another example: Sniper Takumi unable to use Bow Seal because Sniper class' max. bow proficiency already S, but Priestess Sakura able to use it since her Priestess class only have max. bow proficiency B. After Sakura used the Bow Seal, her Priestess class max.wpn.prof. will be Staff A and Bow S, and she will unable to use any Weapon Seal again. This is just my simple idea from my stupid brain for the glorious Fire Emblem next development fun while challenging plays. I believe that any fellows here have better opinion and idea than mine for this thread. Best regards.
  7. As everyone of you knows Sacred Coins arent in use at the moment. So i thought: "What if there was a Blacksmith-Shop to strengthen/create your own Weapon". Of course such a System needs some restriction otherwise we would end up with very unbalanced units, so here goes my Idea! In Order to upgrade your Weapon to the next level (as in inherit a skill to it) the following conditions have to be met: 1. The Units needs to have the weapon learned and equiped 2. You need a Unit you want to sacrifice to inherit a skill. The skill can be picked directly, but you can only pick the Skill rank up to 2. tier (silver circle) and not higher. Skills have a different point values. Your Weapon can only have a maximum of 4 point values inherited, so you can match and mix skills until the maximum amount of Point Values is reached. Some Skills can not be inherited to some Weapons. Please note that normal skill-inheritance prohibitions apply here too, you cant inherit Lance Breaker to a Sword weapon. Or you cant inherit Shield Pulse 2 to a Tome because its restricted to Infantery Units. 3. You need Sacred Coins to pay the Blacksmith for the forging, 50 coins per craft/Skill inheritance 4. You need a large amount of Great Badges in the corresponding weapon to upgrade them! The Amount of Badges needes i SP Cost of the Skill in question divided by 2. For Example: Distant Counter needs 300 SP to be learned, so you need 150 Badges if you want to forge the skill into the Weapon. 5. Different Weapons have different Max point Values (see point 2) The Following Max point Values apply: Melee and Bows: Currently Existing Legendary Weapons: Max point Value of 2, CYL Banner Legendary Weapons have a Max point Value of 0, they cant inherit any more skills Silver Weapons: Max point Value 4 Slayer Weapons (effectiv against, without bows: Max point Value 4 Brave Weapons: Max point Value 2 Slaying Weapons (new cooldown -1 weapons): Max point value 2 Killer Weapons: Max point value 4 Wo dao Weapons: Max point value 3 Gem Weapons (Ruby, Saphire): Max point Value 4 Firesweep weapons: 2 Tomes: Legendary tomes. 1 Litrblade: 1 Litrowl: 3 Litrraven: 4 Litrwolf: 4 Mt 13 normal tomes: 4 Breaths: Fire Breath: 4 all other Breaths: 2 Staves and Daggers: Assault: 4 All other Staves: 3 Poison Daggers: 3 Legendary Daggers: 3 Remaining Daggers: 4 Following Skills (only Tier 2 can be inherited, neither Tier 1 or Tier 3) can be forged (inherited) into a Weapon and their Point Value they use up on the Weapon Slot: A Passives: ATK+/SPD+/RES+/DEF+/HP+ 2(This includes skills like "Attack and Def+") : 1 "insert" Blow skills 2 (Death Blow 2 for exampled, includes also the new combined Blows): 2 Heavy Blade 2: 2 "insert" Boost 2(Earth Boost for example): 1 Close Counter: 2 Distant Counter: 2 Defiant "insert Stat" 2: 1 Distant Def 2: 2 Close Def 2: 2 Fortress Defense 2: 1 Fortress Res 2: 1 Fury 2: 3 Life and Death 2: 3 Steady Stance 2: 2 Following A-Passives cant be forged into a Weapon: Triangle Adept, Steady Breath, "insert" Shields (Iotes Shield for example) B Passives: "Insert" Breaker 2: 2 Brash Assault 2: 2 Dazzling Staff 2: 3 (Stave exclusiv) Desperation 2: 3 Escape Route 2: 3 (Stave exclusiv) Guard 2: 2 Live to Serve 2: 2 Obstruct 2: 1 Pass 2: 1 Poison Strikes 2: 2 Quick Riposte 2: 3 Renewal 2: 2 Seal "insert Stat": 1 Seal "insert double stats": 2 Shield Pulse 2: 2 Vantage 2: 3 Watersweep 2: 2 Windsweep 2: 2 Wings of Mercy 2: 3 (Stave Exclusive) Wrath 2: 4 Wrathfull stff 2: 3 (Stave Exclusive) Following B-Passives cant be forged into a Weapon: Wary Fighterl, Sacae's Blessing, Lunge, Knock Back, Hit and Run, Flier Formation, Drag Back, Cancel Affinity, Beorc's Blessing C Passives: "Insert" Ploy 2: 2 Breath of Life 2: 2 Drive Attack 1: 2 Drive Def 1: 2 Drive Spd 1: 2 Fortify "Insert Stat" 2: 2 Hone "Insert stat" 2: 2 Infantery pulse 2: 2 Savage Blow 2: 2 Spur "Insert stat" 2 (this includes the new double stat spur skills): 1 Threaten "Insert stat" 2: 1 The Following C-Passives cant be forged into a Weapon: Atk Smoke, Armor March, All Fortify Emblem and Hone Emblem skills, Goad Emblem and Spur Emblem skills, Guidance As an example: Silver Lance has a max value of 4, Therefor it would be possible to forge Desperation 2 (3) and Defiant Spd 2 (1) into the weapon and reach the max value of 4. There are 2 forges, so you would need to pay 50 coins for each forge: Total 100 coins Desperation 2 costs 100 SP: so 50 Great blue Badges needs (since its a Lance) Defiant Spd 2 costs 80 SP: so 40 Great blue Badges needs (since its a Lance) Total amount of Great blue Badges needed: 90 A Brave Weapon with a max value of 2 would not be able to put Desperation 2 (3) on it, because Desperation 2 (3) allready exeeds the max amoutn of point Values, but you could put Distant Counter (2) on the weapon if you wanted. Thoughts?
  8. I've been looking through the forging upgrades for weapons in preparation for post-game content and it seems as though it would be better to know about which things are more worth getting ahead of time, since gold/skills take a while to farm/grind. Of course it's best to go for variety, but what are the "must-haves" for this game for various types of units? Also, I personally went with rings and shields instead of weapons for healers and armored units, does that seem like a good strat, or maybe just confirmation bias? I made a small list of (imo) some of the best choices. I don't think I'm missing anything, though I haven't done as much research as others have, probably. [Spoiler: Weapon names listed below]
  9. How would I go about locking certain weapons to a specific class in a Fire Emblem 7 mod? For example, the game locks the Wo Dao to the Myrmidon and Swordmaster class. How would I lock the Longbow to only the Archer and Sniper class?
  10. I was wondering how do you make unique weapons in FE6, 7, and 8. I wanted to know because I was thinking about giving these weapons to enemies to make FE6 and FE8 more harder (especially FE8).
  11. Hi, my first time on this forum. I decided to give Genology of the Holy war another chance after Sigurd being anounced for Fire Emblem Heroes. Looking at Sigurd's weapons, he has a Iron sword stronger than a steel sword. I checked the weapons in this site, and noticed they have diferent stats. Are his starting swords forged or something? Or maybe just a translate error? Steel sword Acc 80 Mgt 10 Rng 1~1 Wgt 3 Iron sword Acc 80 Mgt 12 Rng 1~1 Wgt 12
  12. OK, I'm pretty sure you could say this is pretty late, but considering Fates has been out for a while, I wanted to throw my 2 cents into this pile. This is just MY personal thoughts. No official stuff here! (Also, ...I AM NOT BASHING FATES (OR AWAKENING)! Probably didn't need to say it, but I said it just to be safe. Ok, I'm good now!) Now, weapon durability...I'm pretty sure I'm one of the few people who actually like weapon durability...mostly, but I'll get to what I mean by that in a minute. While I'm sure weapon durability is something people kinda find as a "nuisance", for lack of a better word, I personally like it for two reasons. One, it kinda requires you to micromanage what you have, be aware of you need & what you lack, and being mindful of how many uses you have before a weapon breaks. This also makes money have quite an importance since you need to keep your army supplied as time goes on...which goes into number two...it's a bit more realistic.I know weapons can last a long time, but at the same time, they can still break after awhile. A sword's edge can get dull after a while, a spear can break quite easily with amount of force, yada, yada, yada, you get the point(hopefully). Also, while I get issue that, "it can make you feel hesitant to use a weapon when it's close to breaking", but I feel like that's more of a first playthrough issue honestly. Even then, you can still most likely get through a first playthrough fine without that weapon anyway(or just chose to use it when necessary), especially after you reach halfway through the game(when you are way more capable at that point...probably even close to lvl.20 and promotion). So, what about the "mostly" part? Well, it's more an issue that kinda steams from Awakening. See, in the games before it, you went from chapter to chapter and didn't have much time to grind much. Sacred Stones is a bit of an exception mainly because of the Arena, which you could grind for money(same for Blazing Sword, but like I said, you didn't really have the option to grind, well, except for there. Although, you'll be fine even if you don't grind much money from the arena). In Awakening, unless you had DLC, getting money for weapons was a pain! There were next to no opportunities to get money(and weapons to an extent) besides DLC, which meant you had to rely on the...glowly spots...(?) on a map to get a RANDOM weapon(ranging from good to sucky). This made weapon durability more of an annoyance since getting (good)weapons became a bit more of a hassle. This is probably why it was done away with in Fates and all they had were status effects to them, but it kinda made another issue all together. For one thing, every weapons has some draw back(or plus) to them. Some not so bad(and are rather simple), but others make things a bit more complex. Not saying it's a completely bad thing, but there is some part of me that prefers to just worry about if a weapon slows my unit instead of if my unit will not kill another enemy that attacks on their turn because I happened to use an axe(or sword) that had a -2 Strength/Skill or a weapon makes it harder to make follow up attacks(a.k.a. attack twice in a fight). I know it sounds kinda simple and not too detrimental, but that could honestly screw you over in some situations. Also, some weapons are kinda worthless to use(since I'm sure NO ONE wants to use a weapon that gives 4+ speed to your enemies after a battle)! Now another issue I find is that money...kinda loses it's value. While I only have Conquest under my belt, I honestly felt like money didn't have as much importance as the other games. That's partly because you randomly get weapons from talking to people in MyCastle, so you could honestly get a lot of weapons from just checking back every now and then. NOT TO MENTION, you could also easily get weapons from the rewards of visiting and battling others via MyCastle. That and you most likely stuck to 1 or 2(or 3) weapons on some characters and that was what they used for most of the game. Now while Master Seals could be a good reason for money, it doesn't seem so to me. Staves seem like the main thing that give money purpose, but unless they're status effecting staves, you would only need one for maybe...5 or so chapters before needing another one, but like I said, the game gives you weapons...as well as staves. This can make money even less valuable. This next issue is partly a problem, but also partly because I'm a bit spoiled from previous games. Now, I don't know about you, but to me...The Forge...sucks. In order to forge weapons, you need two of the same weapons, simple enough. However, you need to fuse two weapons on the same "level" (in order to make an Axe+3, you need 2 Axe+2, 4 of the same Axes). For the lower weapons, it's not too bad, but higher ones are more of a pain since they aren't as easy to get(some weapons can only be gotten through getting it randomly from talking to someone). Although at the same time though, when you DO forge a weapon, the increase is very small and you need a maybe a +3 or +4 weapon before it makes a big difference! I'm a bit spoiled from the forge of FE9 & FE10, which not only lets you MAKE a weapon, but it also let you customize it to your liking(change the stats, change the color, etc.) Heck, FE10 also let you have a chance of increasing it's capabilities even more so if you had coins(and got luck via cards). Would I say that system was kinda broken(more so in FE10)......yeah, it kinda was, but it cost a good amount of money to make the weapon and the Forge actually felt like a Forge(where you make your own weapon from scratch and make it how you want), not what Fates(or Awakening) had, which felt kinda lackluster! Lastly, and this is more of a nitpick, but it makes things a lot more complex(like I kinda brought up before). It can be a good thing(and make things more interesting)...and kinda a bad thing(and make things more annoying). I like complexity, but I also kinda like my simplicity too. So...what does this mean I want going forward? Well, for one thing, I want weapon durability back, but I also want the weight system back. As for which type...I'm not too sure. There is the one from the gba games that pretty makes you have to make up a heavy weapon with good stats or the one from the Tellius games where if you have enough strength, you're weapon won't hinder you any more. Both have their problems(the one from the Gba games being it you either really need a body ring to increase it or you need really good stats so the heavy, more powerful weapons won't screw you over. The one from the Tellius games being that units like mages can almost always be hindered since strength isn't a stat that goes up often for them and it kinda makes Silver Weapons your main weapons after a while...which could possibly break the game...mainly in FE10...which is fun to do), but I do want the weight system back. Maybe let the weapons have long durability or heck, let you fix a weapon at the forge like in FE4(that's the only game I know that does that)! And...that's what I mainly have to say. So...any thoughts? Do you agree, do you disagree, are my opinions crap? I'm curious to see how much my thoughts differ or are similar to everyone elses.
  13. So, It seems like they nerfed most legendary weapons, so the lords don't overshadow other characters. But the balance bitween them is completely off. Roy's Sword of Seals, one of the most OP legendary weapons ever, got nerfed badly. It Lost a lot of the protection buffs( DEF and RES in smaller values and limited use), but more importantly, It Lost the iconic ranged flame atack. Ryoma got a ranged counter at the same power, but of course, doesn't have any buffs. Are you kidding me that small +2 DEF/RES is a Fair trade off for the lack of a ranged counter? Takumi has both close and ranged counters, and his weapon has the same power, with an added colorless advantage( although the Double ranged counter is from his skill). That only shows how completely off their balance is. I can only imagine the disapointment when Ike and his Ragnel comes with the lost ranged atack. Do you think they will rebalance this stuff? Takumi needs an emergency nerf, like seriously.
  14. Does anyone know where in the data I can find the multipliers for weapon effectiveness? I want to give weapons such as the armorslayer a low might but a high multiplier as to only be effective against armored units and ineffective otherwise, I'd also like to change the bow effectiveness against fliers in FE7 back to x3.
  15. If there was one thin' that really bother'd me about Fates, it is the exclusion of unique weapon icons for all weapons. Without it, it is a bit more inconvenient to glance through who has what weapon and ya must spend the time to read through everyone's equipment. Rant aside, I'm curious on folks' favorite weapon in terms of it's in-battle model. I dare say some of the best lookin' weapons aren't the best statistically, which is a darn shame but it happens. And of course, some nice lookin' weapon that functions great makes it all the more lovable to use. With that lil' intro outta the way, here's my list of favorite battle model weapons for each weapon type. Sword: Ragnell Katana: Sunrise Katana Lance: Gradivus Effie’s Lance Naginata: Bold Naginata Axe: Justice Arthur’s Axe Club: Venge Club Dagger: Silver Dagger Kunai Shuriken: Flame Shuriken Bow: Anna’s Bow Yumi: Surefire Yumi Staff: Physic Rod: Moon Festal For Tomes, Scrolls, and Stones I'll rate them by animation more so than the book/paper they are. Tome: Mjölnir Scroll: Ink Paintin' (Bonus points for a great lookin' paper too!) Stone: Dragonstone I know there were quite a few recolors (and some blatant copy pastes), which feels a bit lazily done but some of the colors are pretty nice. Anywho, what's yar favorite weapon models?
  16. So this is a very specific and kinda odd request, I admit -- but basically I'm really just looking for the sprite sheets containing the thrown weapons from the GBA games. (The hand-axe, mostly.) See, I'm currently making a simple little game for a friend using Game Maker Studio, and I'm using his favorite meme, Batta the Beast, for a boss fight. But for some reason no matter where I look I can not find a sprite sheet containing the thrown weapons. I can find the characters who use hand-axes, but their animations contain only the throwing and catching and not the axe itself. I even found all the magic animations, but no hand-axe or javelin. So if anyone happens to know if there's a place that has ripped the mid-air hand-axe sprites, I would be very thankful.
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