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Fabulously Olivier

Re-refine a Weapon

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For this little game, take a weapon that has already been refined, and improve it to match modern standards. The re-refined weapon should use the same or similar skills to the original.

 

The idea here is a "what should have been" or "what should be for free, without additional divine dew." Existing refined weapons should be grandfathered in to the new one, with minimal complaint. This means that the new weapon needs to fit into existing investments as seamlessly as possible - to do everything it can now and more.

 

Some examples:

 

Jaffar - Deathly Dagger

After combat, if unit attacked, inflicts atk/def -7 and deals 10 damage to target and foes within 2 spaces of target.

Magic foes can't counterattack.

 

After Re-refine:

After combat, if unit attacked, inflicts atk/def -7 and deals 10 damage to target and foes within 2 spaces of target.

Magic, staff, and dragon foes can't counterattack. Also deals effective damage to magic, staff, and dragon foes.

 

Marth - Falchion

Dragon effectiveness. Renewal 3.

+2 Atk/Spd/Def/Res to allies within 2 spaces.

 

After Re-refine:

Dragon effectiveness. At start of odd-numbered turns, restores 10 hp to self and allies within 2 spaces.

Grants Atk/Spd/Def/Res +2 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally during combat, grants Atk/Spd/Def/Res +2 to unit.

 

Innes - Nidhogg

Flying effectiveness. Owl effect.

Magic and dragon foes cannot counterattack.

 

After re-refine:

Flying effectiveness. Owl effect now triggers based on number of allies within 2 spaces.

Magic, staff, and dragon foes cannot counterattack. Deals effective damage to magic, staff, and dragon foes.

Edited by Fabulously Olivier

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Narcian - Runeaxe

Before:

When unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
If 【Penalty】is active on foe, grants ATK/SPD/DEF/RES+4 to unit during combat.

After:

When unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)  Caculates damage using foe's RES.

When Special triggers, deals damage equal to 30% of unit's ATK.

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Lyn - Sol Katti
Desperation 3, Brash Assault

After re-refine:
Special cooldown reduction, dragonkiller, Desperation 3, and Null Follow-Up and/or damage reduction effect

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Alfonse - Fólkvangr

Curent Refine:

At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. 

If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.

New Refine:

At start of combat, if unit's HP ≤ 100% or if foe initiates combat, grants Atk/Def+7 during combat. 

If unit's Def > foe's Def, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage=difference between stats × 4 (max 40%), and also if unit initiates combat, unit makes a guaranteed follow-up attack.

Edited by GodSejeong97

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Pretty simple one on my end. Given that Mia's refine to her resolute blade added Flying Nino's regular effect to her weapon, updating it to her new refined effect(removing the speed > opponents speed check and the cap of 7 damage at +10 speed) seems like a simple but effective update. I imagine the Karla will get a similar update when her refine eventually comes around

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Lyn: Brave Lady - Mulagir

Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat. At start of combat, if unit's Spd > foe's Spd, grants Atk/Spd/Def/Res+4 during combat.

After re-refine:

Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat. At start of combat, if unit's Spd > foe's Spd, grants Atk/Spd/Def/Res+4 during combat. If unit's HP ≥ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

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Eldigan: Mystletainn: Accelerates Special trigger (cooldown count-1).  If foe initiates combat, inflicts special cooldown +1 to foe

Re-Refine: If foe initiates combat, grants atk/def +4 and if unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Pretty simple. And makes him a much more potent enemy phase threat.

 

Katarina: Reese's Tome: During combat, boosts unit's Atk/Spd/Def/Res by number of allies within 2 space x2

Re-Refine: At start of turn inflicts atk/spd/def/res -4 to foes in 3 columns of unit

Basically just making her base effect easier to trigger, and making the ploy based effect more dangerous and easier to apply

 

Minerva: Hauteclere: Accelerates Special trigger (cooldown count-1)."Deals +5 damage when Special triggers.".

Re-Refine: If Special triggers before or during combat, grants Special cooldown count-2 after combat.

Special spiral on a flyer unit would definitely be a unique and powerful refine.

 

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I have a few in mind

Eternal Tome (Sophia): (OG effect is Raven tome + Bracing Stance 2)

Make the stance effect also include Atk, go to +5 and give it Guard effect too. You would also make it work if the enemy is at full HP because... why not?

Awakening Falchion (Lucina and others): (OG effect is Renewal 3 and Spectrum Bond (+4))

Make the Bond Effect +5, work at Range 2; you can also make the weapon give debuff negation if isn't strong enough xd

Breath of Fog (Mini Tiki and Wumbo Tiki): (OG effect is Renewal 3 and a team-specific Range 2 Atk/Def Bond effect (+5))

Make the Bond effect work with any unit, but give extra stats with Sword and Dragon Allies (+7 total); also make the effect give Resistance too.

Cymbeline (Sanaki): (OG effect is Drive Attack 2 and a team-specific Range 2 Atk/Res Bond effect (+5))

Make the Bond effect work with any unit, but give extra stats with Flying Allies (+7 total); also, Drive Attack 2 is now Joint Drive Atk + JDRes (ow yeah).

Naga (Julia: Naga's Blood): (OG effect is Bracing Stance 2 + a very specific specific mix of Close Ward and Mystic Boost)

Make the weapon have Guard effect in Enemy Phase (against Dragons all the time), +5 Atk/Res when fighting magic (Tome, Staff, Breath) enemy, and make the anti-adaptive damage universal (just in case).

 

 

Axe of Virility (Bartre): Give it a CONDITIONAL BRAVE EFFECT. OW YEAH xd

 

Edited by Troykv

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34 minutes ago, Troykv said:

I have a few in mind

Eternal Tome (Sophia): (OG effect is Raven tome + Bracing Stance 2)

Make the stance effect also include Atk, go to +5 and give it Guard effect too. You would also make it work if the enemy is at full HP because... why not?

Awakening Falchion (Lucina and others): (OG effect is Renewal 3 and Spectrum Bond (+4))

Make the Bond Effect +5, work at Range 2; you can also make the weapon give debuff negation if isn't strong enough xd

Breath of Fog (Mini Tiki and Wumbo Tiki): (OG effect is Renewal 3 and a team-specific Range 2 Atk/Def Bond effect (+5))

Make the Bond effect work with any unit, but give extra stats with Sword and Dragon Allies (+7 total); also make the effect give Resistance too.

Cymbeline (Sanaki): (OG effect is Drive Attack 2 and a team-specific Range 2 Atk/Res Bond effect (+5))

Make the Bond effect work with any unit, but give extra stats with Flying Allies (+7 total); also, Drive Attack 2 is now Joint Drive Atk + JDRes (ow yeah).

Naga (Julia: Naga's Blood): (OG effect is Bracing Stance 2 + a very specific specific mix of Close Ward and Mystic Boost)

Make the weapon have Guard effect in Enemy Phase (against Dragons all the time), +5 Atk/Res when fighting magic (Tome, Staff, Breath) enemy, and make the anti-adaptive damage universal (just in case).

 

 

Axe of Virility (Bartre): Give it a CONDITIONAL BRAVE EFFECT. OW YEAH xd

 

Wumbo Tiki is now my favorite label for her.

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On 2/28/2021 at 6:26 PM, GodSejeong97 said:

At start of combat, if unit's HP ≤ 100% or if foe initiates combat, grants Atk/Def+7 during combat. 

Wouldn't "If unit's HP ≤ 100%"  just be all the time?

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This seems fun!

Leo - Brynhidr

Poor guy probably has the worst refine in the game imo (even worse than Takumi's, bc at least Fujin Yumi's refine has saved my butt a couple of times). Srsly, IS, what you doing putting a Def requirement on a MAGE not named Boey?

OG: If unit initiates combat, inflicts status on foe restricting movement to 1 space through its next action.

Current Refine: Reduces damage from magic foe's first attack by 30%.
If foe uses bow, dagger, magic, or staff and unit's Def > foe's Def, foe cannot make a follow-up attack.

Re-refine: If foe's HP > 100%, grants Atk/Spd/Def/Res +3? to unit during combat, and foe cannot make a follow-up attack. After combat, inflicts [Gravity] on foe. If unit defeats foe, restores 50% of unit's max HP.

I didn't exactly know whether to add Lifetaker to his tome, or give him +5 to all stats instead of the +3. I went with Lifetaker, because Brave Claude exists. Not too out of place.

The Breakdown:

"If foe's HP > 100%, grants Atk/Spd/Def/Res +3? to unit during combat." - This is a reference to his Personal Pragmatic skill in Fates. Granted, in Fates, it's 3 extra dmg dealt, and 1 less dmg taken. I kinda... FEH-ified it.

"...and foe cannot make a follow-up attack. After combat, inflicts [Gravity] on foe." - These parts were to reflect Bryhildr.

"If unit defeats foe, restores 50% of unit's max HP." - Lifetaker. Again, Leo probably could do without this in favor to +5 to all stats instead, but why not. It's not like he's going to do much with 29/32 +14Mt (+3) Atk.

Edited by TheTuckingFypo

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All of these would just be on top of their already present effects.

*Give Fallen Celica a Wings of Mercy effect, because I demand her status as Witch be reflected with the Witch's standard ability in gameplay.

*Zephiel really needs some kind of distant counter. His ability to shoot lighting with his bad ass sprite is probably the most memorable thing about him. I'd also like his armour weakness removed as a reference to him just not having hammer weakness in Blinding Blade.

*Infantry Leif. Also needs distant counter. Can make it's condition be the same as his pseudo Res targeting condition. Or just give him Distant Counter outright as he's really not that decent a unit and could do with it.

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18 hours ago, TheTuckingFypo said:

Leo - Brynhidr

Poor guy probably has the worst refine in the game imo (even worse than Takumi's, bc at least Fujin Yumi's refine has saved my butt a couple of times). Srsly, IS, what you doing putting a Def requirement on a MAGE not named Boey?

Ranged units do not have high Def back then, and most still do not in the present day.

18 hours ago, TheTuckingFypo said:

If foe's HP > 100%, grants Atk/Spd/Def/Res +3? to unit during combat, and foe cannot make a follow-up attack.

I would drop that HP requirement because it is impossible for anyone's HP to be greater than 100%.

If you meant HP < 100%, I also would not recommend that requirement because requiring a foe to be under 100% is simply not viable in most modes, and the only way to make it have some viability is to bring Duma. Even with Duma, it still would not be viable in every mode as Aether Raids have Healing Towers (D) and PvE maps have reinforcements.

If you want to actually implement an HP requirement on foe, I would follow standard convention and have it be based on foe having 100% HP or having foe being above a certain HP threshold.

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Brave!Lucina's Geirskogul

Before:
Effective against dragon foes. Grants Def +3. Grants Atk/Spd +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. Grants Def/Res +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.)

After:
Effective against dragon foes. Grants Def+3. Grants Atk/Spd +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. Grants Def/Res +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. If foe using sword, lance, axe, dragonstone, or beast damage initiates combat against those allies, triggers [Savior] on unit. If unit triggers [Savior], grants Atk/Spd/Def/Res +3 during combat.
[Savior] - Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

The Breath-like effect is removed, but in return she gains Spectrum Savior against melee foes. In addition, she also receives the stats she gives her physical allies (All+3) while triggering Savior.

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1 hour ago, MilodicMellodi said:

Brave!Lucina's Geirskogul

Before:
Effective against dragon foes. Grants Def +3. Grants Atk/Spd +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. Grants Def/Res +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.)

After:
Effective against dragon foes. Grants Def+3. Grants Atk/Spd +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. Grants Def/Res +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. If foe using sword, lance, axe, dragonstone, or beast damage initiates combat against those allies, triggers [Savior] on unit. If unit triggers [Savior], grants Atk/Spd/Def/Res +3 during combat.
[Savior] - Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

The Breath-like effect is removed, but in return she gains Spectrum Savior against melee foes. In addition, she also receives the stats she gives her physical allies (All+3) while triggering Savior.

What's the point of granting combat buffs to allies within two spaces if you're just going to replace them in combat anyway? And Brave Lucina isn't really tanky enough for Savoiur to be all that great on her. It'd probably end up more as a liability than anything else as she'd take the hit when you'd otherwise want her buffing other units to deal damage on enemy phase.

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