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The Fire Emblem 3 Houses General Questions Thread


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39 minutes ago, Jayvee94 said:

I know that when you recruit a unit on a specific chapter, you get them at a specific level. What are the lowest and highest levels you can recruit your units?

 

Not certain about the minimum level since I don't remember what chapter unlocks the option to recruit units, but a chapter 12 recruited unit will be at level 23. Every chapter you wait gives them another two levels, up to that maximum.

Another difference between maddening and lower difficulties is that when you transition to post time skip, characters no longer auto level to 20 if they were below that threshold. 

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Also, does Cyril's aptitude works as he auto-levels?

Allegedly no, hence why his recruitment stats are so bad. My chapter 12 recruited Cyril has 15 strength and 18 speed. And his other stats weren't up to par either.

Edited by Glennstavos
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11 hours ago, Geenoble said:

You gain the same amount of class exp and weapon exp, however due to the increased enemy stats and density you will experience much more combat, and as such you will probably reach S ranks on people specialising in one weapon type.

Okay thank you, that sounds interesting. I will give it a try. :]

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8 hours ago, Glennstavos said:

Not certain about the minimum level since I don't remember what chapter unlocks the option to recruit units, but a chapter 12 recruited unit will be at level 23. Every chapter you wait gives them another two levels, up to that maximum.

It's Chapter 2, at Level 3 and still Noble/Commoner. So your math checks out.

Granted that probably won't happen without NG+.

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10 hours ago, Jayvee94 said:

Also, does Cyril's aptitude works as he auto-levels?

Yes, it works.

@Glennstavos The reason Cyril's join stats are bad are because his bases are terrible, 7 str / 6 spd (Ingrid and Ferdinand are sometimes criticized for underwhelming bases, and they're 8/8). A level 21 Cyril has: 7 base + 40% growth = 7+0.4*20 = 15 Str, and 6 base + 60% growth = 6+0.6*20 = 18 Spd.

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21 minutes ago, Dark Holy Elf said:

Yes, it works.

@Glennstavos The reason Cyril's join stats are bad are because his bases are terrible, 7 str / 6 spd (Ingrid and Ferdinand are sometimes criticized for underwhelming bases, and they're 8/8). A level 21 Cyril has: 7 base + 40% growth = 7+0.4*20 = 15 Str, and 6 base + 60% growth = 6+0.6*20 = 18 Spd.

I blame Donny.

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2 hours ago, Dark Holy Elf said:

Yes, it works.

@Glennstavos The reason Cyril's join stats are bad are because his bases are terrible, 7 str / 6 spd (Ingrid and Ferdinand are sometimes criticized for underwhelming bases, and they're 8/8). A level 21 Cyril has: 7 base + 40% growth = 7+0.4*20 = 15 Str, and 6 base + 60% growth = 6+0.6*20 = 18 Spd.

 

6 hours ago, Jayvee94 said:

Also can anyone verify this Reddit post?

Ah, I understand now. Cyril's not bad because aptitude isn't working. It's just the other students are cheating with enemy class growths. I used Missions Assistance a lot to compare stats and I was often left wondering if their base stats were simply made up each chapter.

I would have really liked to try out Cyril on Maddening. I certainly would have if he wasn't arbitrarily restricted until chapter 12 for my route. Those combat arts include some of the best learn-able ones in the game. And skill proficiencies = more stats from class bases so I think you can get him up to speed when he's not stuck in commoner like Recruit!Cyril is.

6 hours ago, Jayvee94 said:

Does anyone figured out how auto-leveling affects skills (IE lance, Axe)?

Does the unit's class influence it? If so, how?

From what I've observed, all students have two skills that will raise. Everything else sits at E. One of those skill ranks always lies slightly above the other. Around chapter 4, they would just have two D+ skills, while if you wait until Chapter 12, you're looking at one B rank and one C+. So the rate of increase is about as slow as if they sat in your roster with no instruction sessions or battles.

So by waiting to recruit units, you're trading a bunch of skill exp for more stats. And one of the two skills they level up may not even be useful to them, like Ignatz raising his sword rank. 

Faculty work differently though. Their skill ranks don't increase at all with time, only their stats will.

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RE: Death Blow, the ability description says it increases strength by 6 when attacking, but that doesn't affect AS (while I'd expect it to, as every 5 points of strength negates 1 point of weight), does it?

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5 minutes ago, Shadow Mir said:

RE: Death Blow, the ability description says it increases strength by 6 when attacking, but that doesn't affect AS (while I'd expect it to, as every 5 points of strength negates 1 point of weight), does it?

I recall it being discussed that it doesn't. Same applies for rally strength. It seems to be more like rally might and might blow.

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5 hours ago, redlight said:

I recall it being discussed that it doesn't. Same applies for rally strength. It seems to be more like rally might and might blow.

Rally Strength will work though. Just loaded up a battle to confirm. It is true that Death Blow won't help you mitigate more weight. Darting Blow doesn't make any similar mistake. It says it increases your AS, not your speed. So your avoid rate isn't being increased by 6 on player phase. The description for Death Blow should read "If unit initiates combat, grants phsy atk +6 during combat". 

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In addition to Rally Strength, Shamir's personal (+4 to various stats including Str after making a kill) can also help mitigate AS loss. Anything that actually affects strength (shown on the status screen) helps mitigate AS loss, while things which affect just phys atk (batallions, and Death Blow it seems) do not.

To elaborate on the enemy stat growths thing, note that not all classes give particularly beneficial enemy growths. It matters a bit for cavaliers and pegasus knights, not so much for mages and clerics, for instance. In general I'm skeptical about trading skills for slightly better stats, because the skills you get during part 1 are a big deal, so I'd argue you should always try to recruit characters earlier, but in a few cases there's an argument to be made (e.g. it's probably better to get Ingrid, Leonie, Ferdinand, etc., in Chapter 6 instead of Chapter 5, though IMO waiting for Chapter 11-12 is never ideal, and it's awful in the case of units like Cyril). Your opinions may vary, check the relevant growths and make your own decision.

On 1/25/2020 at 5:01 AM, Jayvee94 said:

Does anyone figured out how auto-leveling affects skills (IE lance, Axe)?

Does the unit's class influence it? If so, how?

Also can anyone verify this Reddit post?

 

How it works is basically as follows:
-Every character has base skill ranks, see Initial Levels here.

-Then, every character has two skills they train by default (their goals). Usually it's their two highest base ranks EXCEPT movement-type skills, which nobody trains in this way. I'm not sure if there's an online list somewhere, but you'll see them in the Goals screen when they join. Before they join, they automatically gain skill exp in these skills at the same rate they would if they were in your party (on Maddening, this is +24 per week, since it's always skills they're strong in).

-Finally, every character must have skill ranks equal to the bases for their current class, which is the skill rank required to be in that class (if there are multiple possible prerequisites, all of them will be raises. So, for instance, Alois will always join with an A axes, since that's a requirement for Warrior, while any Monk (i.e. magic user recruited in Chapters 3-5) will automatically join with D reason/faith even if they normally wouldn't (useful for characters like Dorothea and Marianne who don't normally train reason).

Edited by Dark Holy Elf
messed up tags
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On 1/26/2020 at 6:26 AM, Dark Holy Elf said:

How it works is basically as follows:
-Every character has base skill ranks, see Initial Levels here.

-Then, every character has two skills they train by default (their goals). Usually it's their two highest base ranks EXCEPT movement-type skills, which nobody trains in this way. I'm not sure if there's an online list somewhere, but you'll see them in the Goals screen when they join. Before they join, they automatically gain skill exp in these skills at the same rate they would if they were in your party (on Maddening, this is +24 per week, since it's always skills they're strong in).

-Finally, every character must have skill ranks equal to the bases for their current class, which is the skill rank required to be in that class (if there are multiple possible prerequisites, all of them will be raises. So, for instance, Alois will always join with an A axes, since that's a requirement for Warrior, while any Monk (i.e. magic user recruited in Chapters 3-5) will automatically join with D reason/faith even if they normally wouldn't (useful for characters like Dorothea and Marianne who don't normally train reason).

Thanks, I'm trying to figure out what skill levels would the Ashen Wolves have on the beginning of Chapter 9 (level 17).

How many weeks of instructions have elapsed by then?

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I would like to know that answer too! In theory it's easy, just document all the calendars, but I've never sat down and done it myself. I usually just mentally estimate 3 weeks per month but 2 and 4 both exist (and chapters 1, 12, and 13 break this entirely obviously).

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I am really appreciating this community. Y'all have been super helpful. I have another question though. I am about to finish my first run through and saw threads about DLCs. I am curious how these work. I am currently not on the online community, but could easily do so. If I am signed up for the online service are they automatic? Do you pay extra money? And is it just new characters or something else?

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6 minutes ago, jameslove001 said:

I am really appreciating this community. Y'all have been super helpful. I have another question though. I am about to finish my first run through and saw threads about DLCs. I am curious how these work. I am currently not on the online community, but could easily do so. If I am signed up for the online service are they automatic? Do you pay extra money? And is it just new characters or something else?

You have to pay extra money. I don’t know whether you can buy each wave separately, but there is a season pass where you can get all manner of cosmetics, auxiliary battles, new playable units (Anna and the Ashen Wolves at the very least), and a new side mode related to the Ashen Wolves.

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On 1/27/2020 at 8:57 AM, Azure, Roundabouted Out said:

You have to pay extra money. I don’t know whether you can buy each wave separately, but there is a season pass where you can get all manner of cosmetics, auxiliary battles, new playable units (Anna and the Ashen Wolves at the very least), and a new side mode related to the Ashen Wolves.

 

you can't. you have to buy the entire package. 

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That's something I didn't like about the DLC in Three Houses: you cannot buy only the Side Story part. You are forced to get the rest as well. Even the 3DS games allowed you to buy only what you wanted.

The first 3 Waves are not appealing for me, and I cannot get only the Wave 4 for the extra Side Story and extra classes, so I will not get the Expansion Pass.

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On January 26, 2020 at 6:41 PM, Jayvee94 said:

How many weeks of instructions have elapsed by Chapter 9?

17.

So they'd have C+ in the skills that they autolevel in Maddening assuming they autoleveled like how other students do.

Edited by LoneRecon400
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So I was spamming a bunch of frozen lances in the Petra/Bernadetta paralogue, and my accuracy went up 50% compared to basic attacking with that same weapon each time in those forests. Do magic combat arts follow the formulas of magic hit and magic avoid in addition to ignoring terrain bonuses? Because that's my only theory for such excellent hit rate increase.

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15 minutes ago, Glennstavos said:

So I was spamming a bunch of frozen lances in the Petra/Bernadetta paralogue, and my accuracy went up 50% compared to basic attacking with that same weapon each time in those forests. Do magic combat arts follow the formulas of magic hit and magic avoid in addition to ignoring terrain bonuses? Because that's my only theory for such excellent hit rate increase.

They do. That’s why Magic Staff and other things that apply to Mag.Atk work with magic Combat Arts. 

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3 minutes ago, LegendOfLoog said:

They do. That’s why Magic Staff and other things that apply to Mag.Atk work with magic Combat Arts. 

I know you can influence their damage that way. I just thought since you're using a weapon and that weapon prowess skills still work, that it would stick to the formula for physical accuracy.

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1 hour ago, Glennstavos said:

Do magic combat arts follow the formulas of magic hit and magic avoid in addition to ignoring terrain bonuses? Because that's my only theory for such excellent hit rate increase.

Magic Combat Arts do in fact target Magic Avoid. So it does ignore terrain bonuses. 

It's actually better than using actual spells since it uses the regular Hit Formula instead of the Magic one, which divides Dexerity and Luck by half and adds them together. It ends up just being typically lower than adding Dexterity by itself. 

Magic Weapons, however, do use the Magic Hit Formula

Edited by LoneRecon400
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1 hour ago, LoneRecon400 said:

Magic Combat Arts do in fact target Magic Avoid. So it does ignore terrain bonuses. 

It's actually better than using actual spells since it uses the regular Hit Formula instead of the Magic one, which divides Dexerity and Luck by half and adds them together. It ends up just being typically lower than adding Dexterity by itself. 

Magic Weapons, however, do use the Magic Hit Formula

Huh, I definitely didn't need more reasons why magic combat arts are good, but I'll add it to the list. Enemy magic avoid is lower than physical avoid almost all of the time. The fastest enemies in Maddening often have unremarkable luck that drags them down around 10-20 points. So I guess it makes total sense that the difference between iron lance and iron lance/frozen lance is 50 hit when attacking somebody in a forest.

Interesting that there's a difference there between magic combat arts and magic weapons Hit rate. I don't imagine it has much impact, so maybe it was an oversight? I bet that explains why the magic bow often had low accuracy, since Ignatz/Ashe/Bernadetta tend to have extremely high discrepancy between Dex and Luck

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18 hours ago, Glennstavos said:

Interesting that there's a difference there between magic combat arts and magic weapons Hit rate. I don't imagine it has much impact, so maybe it was an oversight? I bet that explains why the magic bow often had low accuracy, since Ignatz/Ashe/Bernadetta tend to have extremely high discrepancy between Dex and Luck

Just a small nitpick but Ignatz does have the highest luck growth in the game tied with Shamir at 55%. At that to his 50% dex growth and natural hit+20 plus manual hit+20, and he should still be hitting reliably with a magic bow. Ashe's luck isn't bad but it's still much worse, Bernie's god awful though I'll say that.

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I couldn't find an answer searching, are there any permanent downsides to downclassing ? 

I promoted Edelgard to wyvern rider without mastering brigand, and i was wondering if there were permanent effects if i classed her down again. (Past the fact she won't have wyvern growth rates when leveling). 

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