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Avatar stat modifiers


fabulousib
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Hello, recently I've been looking at stat modifiers and just been wondering what you guys think are some of the best Assets/Flaws for your Avatar/mu.

I came up with at least one asset and flaw for each stat, and these are what I've made up so far.

(The modifiers go in order by each stat listed in FE:A)

i.e. HP, STR, MAG, SKILL, SPD, LCK, DEF, RES... and will be listed as the solo number.

Asset: HP

Flaw: DEFENSE

Modifiers: 0 1 1 0 0 1 -1 1

Asset: HP

Flaw: LUCK

Modifiers: 0 0 0 0 0 -1 2 2

Asset: MAGIC

Flaw: RESISTANCE

Modifiers: 0 0 3 0 1 0 0 -1

Asset: STRENGTH

Flaw: SKILL

Modifiers: 0 3 0 -1 0 0 1 0

Asset: SPEED

Flaw: MAGIC

Modifiers: 0 0 -3 2 3 2 0 -1

Asset: LUCK

Flaw: HP

Modifiers: 0 1 1 0 0 3 -1 -1

Asset: SKILL

Flaw: STRENGTH

Modifiers: 0 -1 0 3 0 0 1 0

Asset: DEFENSE

Flaw: HP

Modifiers: 0 -1 -1 0 0 1 3 1

Asset: RESISTANCE

Flaw: MAGIC

Modifiers: 0 0 -1 0 1 0 0 3

Those are a few (9) that I made to try to balance the stats for each type of asset as best as I could. I just made these for future MU's that I want to make, but I don't want them to have two big of gaps in their stats. Tell me what you think of these!

And if you have any other combinations please do share~!

Also, here is what each Asset and Flaw does to your modifiers :)

All Assets that are 4, 2, and 2 will have flaws of themselves of 3, 1 and 1.

Assets:

HP: 0 1 1 0 0 2 2 2

STRENGTH: 0 4 0 2 0 0 2 0

MAGIC: 0 0 4 0 2 0 0 2

SKILL: 0 2 0 4 0 0 2 0

SPEED: 0 0 0 2 4 2 0 0

LUCK: 0 2 2 0 0 4 0 0

DEFENSE: 0 0 0 0 0 2 4 2

RESISTANCE: 0 0 2 0 2 0 0 4

Flaws:

HP: 0 -1 -1 0 0 -1 -1 -1

STRENGTH: 0 -3 0 -1 0 0 -1 0

MAGIC: 0 0 -3 0 -1 0 0 -1

SKILL: 0 -1 0 -3 0 0 -1 0

SPEED: 0 0 0 -1 -3 -1 0 0

LUCK: 0 -1 -1 0 0 -3 0 0

DEFENSE: 0 0 0 0 0 -1 -3 -1

RESISTANCE: 0 0 -1 0 -1 0 0 -3

Edited by eclipse
Merging a double post
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Posted · Hidden by eclipse, January 15, 2015 - This should've been in the first post
Hidden by eclipse, January 15, 2015 - This should've been in the first post

Also, here is what each Asset and Flaw does to your modifiers :)

All Assets that are 4, 2, and 2 will have flaws of themselves of 3, 1 and 1.

Assets:


HP: 0 1 1 0 0 2 2 2


STRENGTH: 0 4 0 2 0 0 2 0


MAGIC: 0 0 4 0 2 0 0 2


SKILL: 0 2 0 4 0 0 2 0


SPEED: 0 0 0 2 4 2 0 0


LUCK: 0 2 2 0 0 4 0 0


DEFENSE: 0 0 0 0 0 2 4 2


RESISTANCE: 0 0 2 0 2 0 0 4


Flaws:


HP: 0 -1 -1 0 0 -1 -1 -1


STRENGTH: 0 -3 0 -1 0 0 -1 0


MAGIC: 0 0 -3 0 -1 0 0 -1


SKILL: 0 -1 0 -3 0 0 -1 0


SPEED: 0 0 0 -1 -3 -1 0 0


LUCK: 0 -1 -1 0 0 -3 0 0


DEFENSE: 0 0 0 0 0 -1 -3 -1

RESISTANCE: 0 0 -1 0 -1 0 0 -3

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Double-posting is NOT a thing here (per the Code of Conduct), but at the same time, this is a lot of info. I'm going to lock your topic for a couple of minutes, while I try to get everything into one post. Once I'm done, I'll reopen it.

EDIT: Done. I got rid of some of the tags, as they did nothing but interfere with the spoilers. If you're gonna list out things that need to be in columns, try using the code tags!

Edited by eclipse
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You could have just linked here, you know.

Anyway... Having a few negative stat mods is not a bad thing. Having no high ones, however, definitely is- by normalizing your units and trying to remove all weaknesses, you're also removing all their strengths, and due to the way the game works having no weaknesses isn't really a strength, let alone one that makes up for having no others.

That said, what tends to be good or bad depends on what you're doing. Ingame (especially on Lunatic(+)), +Def and +Spd tend to dominate as assets, while Skl and Lck are the most acceptable flaws. +Mag is also very powerful on Hard, but Hard generally isn't tight enough for there to be too much of a difference (outside of things like Walhart), and +HP can be useful on Lunatic(+) earlygame as well. Postgame (Apo), there's not much reason not to take -Def as your flaw- it won't change the number of hits you die in (pretty much always 2 or 3 there), and the only penalty to your offensive stats is -0.5 Hit which is practically nothing. -Res/Mag is also a good flaw for Avatar-M when marrying Lon'qu!Severa (Morgan's Spd will be 5, and she's got no real use for any more than that)- which of the two you pick depends on whether you'd rather have -1 Ignis damage or -0.5% magical DG, but otherwise -Def is the best. Asset wise, any of +Str/Mag/Skl/Spd are very valuable depending on what kind of set you're running: +Str/Skl for supporting Severa/Kjelle, +Mag/Skl for supporting Lucina/Cynthia, and +Mag/Spd for Avatar-F or extreme challenge runs.

Should you be doing a challenge run (of any sort), of course, conventional wisdom goes straight out the window to be replaced with whatever your individual needs are. The only other situation in which weird combinations might trump conventional wisdom is when marrying Nowi, thanks to her extremely bizarre mod spread producing a pile of genericness when mixed with a normal Avatar and some interesting effects when treated otherwise.

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