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Looks like Mia is ready for either a crown or BEXP for Def/Lck/hopefully res. Are you still planning to crown Geof,or are you just gonna rush 3-9 and save the crown for teh GM's?

Also,from the looks of it,Neph will be taking a Paragon to help her level deficit?

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Mia's definitely the next candidate for a crown, since she's capped STR now and I want her Trueblade crit bonuses and uncapped STR ASAP. I expect that the 3-11 crown has her name on it, since Titania will promote normally and Shinon isn't good enough to justify giving it up.

I am not sure what to do about Nephenee, but Paragon is a good start in that department. I also still do have the Energy Drop from Lombroso, so another shot in the arm may be justified for her. At any rate, as long as I can get Nephenee to Sentinel by Part 4 or shortly thereafter, she'll be fine. It will be a bummer if her STR is bad for Endgame, but at least she's doubling with good crit.

As for Geoff, I am torn. Crowning him can be the difference between 6-7 turning that map, and an epic failure of a dozen turns. When he's promoted, he mows through stuff with his Brave Lance and even occasionally heals himself with Sol. I will probably try it without the crown first, and see how well I do. As good as the Crown and the Brave Lance are, it's dicey to say that even together they will save me as many turns elsewhere as they can save just in 3-9 alone.

Perhaps these problems are all linked. If I clear 3-9 without breaking the Brave Lance and without using the Crown, that will make Nephenee considerably more powerful for the rest of the game.

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Well,all you really need to kill in 3-9 is the Speedwing Halb and the boss,so you could just rush it as quick as possible,unless you are using any CRK's that need exp.It shouldn't take long for Keiran/Geoff to get to him and start chipping away at him,and the others can just cover their flanks if need be.If you still have Meteor with the CRK,then that could help as well.

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My first run was going swimmingly and angling for a Turn 3 clear, up until the point where Haar got one-shotted by an Elthunder sage that landed a crit on him

Haar caused a reset!? Blasphemy for god tier. Drop hims a tier now!

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Chapter 3-9:

Battle prep: Bought Adept and put it on Marcia, threw both Paragons in the convoy, upgraded everyone's weaponry with better generic stuff.

I thought this was going to be tough without the Master Crown, but the Brave Lance delivered and so did the CRKs. I figure it's OK to maximize usage of the lance in this chapter, since I can just Hammerne it later. Unfortunately I didn't realize that you lose BEXP for houses that are on fire but not yet burned... thanks for taking your turns to heal 5 HP instead of putting it out, stupid NPCs.

Boss went down with an Enemy Phase counter of Brave Lance, and Player Phase of a Steel Greatlance (with max STR Geoff, makes it with 1 HP to spare), after making sure to not leave the Brave on him. I did not even bother trying to get the Dust. Danved took care of the Speedwing Halberdier.

Turns (chapter/total): 6/200

BEXP (chapter/current): 7136/17,925

Funds: ????

Unit    Lvl    HP ST MG SK SP LK DF RS  Support

Nobody cares about the CRKs.

This BEXP is going to be really useful come chapter 3-11. I may just plow Nephenee full of it to fix her STR, having 28 at level 1 Sentinel would be pretty sweet.

Chapter 3-10:

Battle prep: Back to the GMs again. First things first, BEXP the people who are close to level. Ike gets HP/SPD/RES, and Neph gets STR/LCK/DEF. There is nothing in the Shop worth buying, so I just pick up a fresh pair of wind Edges for Ike and Mia, plus forge a new Hand Axe for Titania. No changes in supports.

Strategy for this chapter was to break my army into two groups, south and northeast. I gave Celerity to Raisin, and sent him northeast (stone on first turn) with four high-MV Canto units: Titania, Haar, Ulki, and Janaff. The south group consisted of Nephenee, Shinon, Ike, and Mia, with Shinon/Ike rocking Shade and Nephenee equipped with Provoke. Long story short, Ike/Shinon got left alone, lots of stuff died to crits/Adept/etc, and Sandbag is almost broken now.

Ranulf hung back behind Raisin to protect him, though not well enough. I blundered a bit in my initial push, and Raisin got attacked once, but it didn't cause a loss of time overall.

Turns (chapter/total): 5/205

BEXP (chapter/current): 6729/23,735

Funds: 22,785

Unit    Lvl    HP ST MG SK SP LK DF RS  Support

Ike     18.55  50 27 2  30 28 16 24 8   A Mia
Titania  1.31  44 29 14 27 27 19 25 20  A Mist
Mist     5.25  30 9  15 16 17 19 8  18  A Titania
Shinon  17.95  45 23 10 30 26 16 21 14  B Nephenee
Mia     17.43  40 23 6  30 30 21 16 10  A Ike
Neph    13.45  45 23 8  26 27 21 20 18  B Shinon
Haar     4.06  53 31 6  30 27 17 30 11  C Heather

Ulki and Janaff were really good in this chapter, I'd go so far as to say that they made the 5-turn possible (particularly Janaff, who is ORKOing a lot of Paladins). Also I have to say that Titania and her pocket Mist is crazy powerful, once she promoted and hit 27 SPD she was even outdamaging Haar (who, by the way, also procced 27 SPD in this level).

You know, speaking of Mist, I'm not even using a healer anymore, just items. Mist's Physic staff is at 14/15, and she hasn't gotten CEXP in ages. I guess it goes to show you how clutch healing isn't.

Edited by Interceptor
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Glad to know I'm not the only one who finds the CRK to be total garbage.

Ya know...Funny thing is (and I'm not burning you on this, though it's going to sound like it), this playthrough log might be the reason why I just lost complete interest once again. It just kills whatever challenge there is, that being very little. It just seems like the game is a constant play of "I just want to get this over with because I don't want to deal with half the crap on my team". At least, that's how it always seems.

Hell, I've been getting through part 1 well enough with just Eddie and Nolan doing everything. As much as I like Eddie, if he's low mid material and I'm getting by fine with using him, I can't imagine why I would care to deal with anyone lower. It's why I hate part 2 so much, because that's essentially what part 2 is, a collective of shit characters, or just characters that are merely there to serve utility for a blip before I decide to instantly forget about them as well.

Maybe I'm just being antsy and can't make up my mind with this game. It's like a game I love to hate and hate to love.

BLUGHAGH! Whatever, you're doing good. I probably should pick up again, but I have SoulSilver distracting me. That, or maybe it's the few minor flubs I keep having to deal with (1-6-1 is simple, but I seem to fall prey to constant "one minor miscalculation syndrome", where one mistake ends up getting someone killed (Jill gets to close to the elthunder mage, Taur gets his bitch smacked up by the hammer dude, that sort of thing)).

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Glad to know I'm not the only one who finds the CRK to be total garbage.

Ya know...Funny thing is (and I'm not burning you on this, though it's going to sound like it), this playthrough log might be the reason why I just lost complete interest once again. It just kills whatever challenge there is, that being very little. It just seems like the game is a constant play of "I just want to get this over with because I don't want to deal with half the crap on my team". At least, that's how it always seems.

Hell, I've been getting through part 1 well enough with just Eddie and Nolan doing everything. As much as I like Eddie, if he's low mid material and I'm getting by fine with using him, I can't imagine why I would care to deal with anyone lower. It's why I hate part 2 so much, because that's essentially what part 2 is, a collective of shit characters, or just characters that are merely there to serve utility for a blip before I decide to instantly forget about them as well.

Maybe I'm just being antsy and can't make up my mind with this game. It's like a game I love to hate and hate to love.

BLUGHAGH! Whatever, you're doing good. I probably should pick up again, but I have SoulSilver distracting me. That, or maybe it's the few minor flubs I keep having to deal with (1-6-1 is simple, but I seem to fall prey to constant "one minor miscalculation syndrome", where one mistake ends up getting someone killed (Jill gets to close to the elthunder mage, Taur gets his bitch smacked up by the hammer dude, that sort of thing)).

I feel ya. I recall the first time I played this on normal, and had to reset 50+ times. It was my most awesome experience in FE for a very long time. And then Shadow Dragon came out. I didn't even play the easier modes starting out, and played that on the max star difficulties. Sadist appeal or something. But I loved how hard the game can be at times.

Hard mode was a lot easier for me than Normal mode in RD though, more or less due to more suitable strats. Good times and frankly I miss it.

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Glad to know I'm not the only one who finds the CRK to be total garbage.

Well, the CRKs are good enough for what they do when they are around. I have to say that I kind of enjoyed how well they all fit together in 3-9, it's a bit like 1-2 in that getting to the boss quickly is a bit of a puzzle to solve. I actually used Makalov and Danved seriously, which is something I generally don't bother with.

Ya know...Funny thing is (and I'm not burning you on this, though it's going to sound like it), this playthrough log might be the reason why I just lost complete interest once again. [...] I seem to fall prey to constant "one minor miscalculation syndrome", where one mistake ends up getting someone killed (Jill gets to close to the elthunder mage, Taur gets his bitch smacked up by the hammer dude, that sort of thing)).

I know how you feel about 1-6, especially 1-6-1. I spent more time on that chapter than basically any other, including tricky ones like 1-4 or 1-E. There are just so many ways to get pwned that you need a robotically perfect playstyle to get low turns there.

Sorry to hear about your loss of interest. I'm actually enjoying myself a lot doing this playlog, since balancing efficient play whilst training units to be good is actually kind of challenging, especially since there's some prior planning involed in almost anything that I do.

Hard mode was a lot easier for me than Normal mode in RD though, more or less due to more suitable strats. Good times and frankly I miss it.

There are things that I dislike about both modes. Normal mode annoys me from a challenge perspective because advancement is very quick and there is a ton of BEXP, although it's nice for doing things like training Fiona to be a serious unit. But I don't like Hard Mode very much either, as advancement is much too constrained (either cut BEXP in half or make it do half as much, don't do both please on top of -5 CEXP for everything), and the lack of a weapon triangle scrubs away some of the differences between units. Like, Mia should be scared of Lance Generals and eat the Axe Generals for lunch, but in Hard Mode she doesn't care and does adequately on both, since she suffers no loss/gain to her avoid or damage. Boring.

Anyway, @everyone, I'm starting to think about what my Part 4 is going to look like. Tentatively, based on current trends, here's what I am thinking for deployment:

Silver Army: NolanxJill, UlkixJanaff, Haar

Greil Army: IkexMia, TitaniaxMist

Hawk Army: NepheneexShinon

Scrubs units will be distributed as needed. Not much choice with the Greil Army since three of those people are forced to Greil anyway. Silver deployment is based on low AS requirements for 4-P and flier utility (plus Leanne means that Janaff and Ulki can transform on Turn 2 with Grass), and Hawk is just going to be the CEXP dump route (4-2 mostly for Nephenee, 4-5 for Shinon with Beastfoe + Crossbow). I figure that the forced laguz will be able to pick up the slack in offense, in any of the three armies.

Any thoughts?

Edited by Interceptor
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Well, the CRKs are good enough for what they do when they are around. I have to say that I kind of enjoyed how well they all fit together in 3-9, it's a bit like 1-2 in that getting to the boss quickly is a bit of a puzzle to solve. I actually used Makalov and Danved seriously, which is something I generally don't bother with.

Ok, they're great when you have no one else but the CRK...

I know how you feel about 1-6, especially 1-6-1. I spent more time on that chapter than basically any other, including tricky ones like 1-4 or 1-E. There are just so many ways to get pwned that you need a robotically perfect playstyle to get low turns there.

Yeah, 1-6-1 is the biggest annoyance with that, because a single miscalculation constantly fucks things up. If one of these didn't happen, I'd be past it, but constant minor screw ups throw me back, and I'm sick of staring at 1-6-1's boring-ass landscape.

1-E I'll get to it if I ever do, but 1-4? The only thing that would get in my way is if Sothe fucks up nabbing one of the hidden treasures here.

Then again, I was using Eddie, so of course it's easy kekekekeke

Sorry to hear about your loss of interest. I'm actually enjoying myself a lot doing this playlog, since balancing efficient play whilst training units to be good is actually kind of challenging, especially since there's some prior planning involed in almost anything that I do.

Eh, I dumno. Lemme try 1-6-1 again, maybe it's just that this one chapter is severely pissing me off.

There are things that I dislike about both modes. Normal mode annoys me from a challenge perspective because advancement is very quick and there is a ton of BEXP, although it's nice for doing things like training Fiona to be a serious unit. But I don't like Hard Mode very much either, as advancement is much too constrained (either cut BEXP in half or make it do half as much, don't do both please on top of -5 CEXP for everything), and the lack of a weapon triangle scrubs away some of the differences between units. Like, Mia should be scared of Lance Generals and eat the Axe Generals for lunch, but in Hard Mode she doesn't care and does adequately on both, since she suffers no loss/gain to her avoid or damage. Boring.

I actually hate the weapon triangle at times (FEDS's especially), and I couldn't find myself tolerating it in this game and I'm glad hard mode doesn't have it. I find the triangle to just be a nuisance more than anything. As far as I can tell, the only time it did well was in FE4 (so swords weren't TOTALLY OP) and FE6 (simply because their weapon selections where rather balanced out). Otherwise, all it really did was serve to make axes stupidly better than they needed to be.

I can agree with the BEXP though. At least give me enough to think if I could choose to boost someone now or for later on after stat capping, please?

Anyway, @everyone, I'm starting to think about what my Part 4 is going to look like. Tentatively, based on current trends, here's what I am thinking for deployment:

Silver Army: NolanxJill, UlkixJanaff, Haar

Greil Army: IkexMia, TitaniaxMist

Hawk Army: NepheneexShinon

Scrubs units will be distributed as needed. Not much choice with the Greil Army since three of those people are forced to Greil anyway. Silver deployment is based on low AS requirements for 4-P and flier utility (plus Leanne means that Janaff and Ulki can transform on Turn 2 with Grass), and Hawk is just going to be the CEXP dump route (4-2 mostly for Nephenee, 4-5 for Shinon with Beastfoe + Crossbow). I figure that the forced laguz will be able to pick up the slack in offense, in any of the three armies.

Any thoughts?

Silver Army, just whoever has flight/magic walk/laguz move, because anyone you send on that small EXP gain route probably won't be used seriously in endgame. I would actually be hesitant to send Jill that route because of it, unless you're done using them seriously.

Greil Mercs. If I recall, their portion is the hardest, so just send your best. Not depthful thought I know, but I can't really think of anyone specific to send on this route.

Hawk Army, I'm pretty sure you can afford to be a little lazy here. Do what you would, which is just feed BEXP to people you want to use seriously in endgame. Like Calill, if you chose to.

Though looking at the "serious army" size, yet another reason I'm not looking too forward with this game. I would appreciate to use an entire team seriously, and throughout it it forces me to just use a bunch of scrubs while demigods clean house. Most FEs do this sure, but it's not so blatant in those games as it is here.

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Well, keep in mind how beastly Jill is right now. If I pretended that 3-12 and 3-13 didn't exist, and I hit her with a Master Crown and threw her into 4-P as she stands, she has 27 STR, 27 AS, and 51/27 HP/DEF. All she needs is a 16mt weapon and she's ORKO on all of the Paladins, and 6HKO'ed even by the strongest ones with Silver lances. With +1 SPD from a level-up or two, she can also get the Warriors, and you can count on her leveling up fast since everything here is like 5-6 levels over her.

I don't know about you, but I think that's badass. Add that to her flying around in the desert, pwninating the shit out of everything with forged Hand Axes, and I'd say that she's guaranteed good in Endgame.

Nolan's another story, but I'll see how he looks after some time with Beastfoe and/or Paragon in 3-13.

If I had to rank the routes in terms of CEXP in efficient play, I'd say that Greil > Silver > Hawk, because Hawk's second chapter is boss kill on Izuka and you can't stick around to farm laguz if you are playing efficiently. Oh if only that map were a Rout.

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Anyway, @everyone, I'm starting to think about what my Part 4 is going to look like. Tentatively, based on current trends, here's what I am thinking for deployment:

Silver Army: NolanxJill, UlkixJanaff, Haar

Greil Army: IkexMia, TitaniaxMist

Hawk Army: NepheneexShinon

Scrubs units will be distributed as needed. Not much choice with the Greil Army since three of those people are forced to Greil anyway. Silver deployment is based on low AS requirements for 4-P and flier utility (plus Leanne means that Janaff and Ulki can transform on Turn 2 with Grass), and Hawk is just going to be the CEXP dump route (4-2 mostly for Nephenee, 4-5 for Shinon with Beastfoe + Crossbow). I figure that the forced laguz will be able to pick up the slack in offense, in any of the three armies.

Any thoughts?

I assume you're taking Mia, Nolan, Jill, Neph, Shinon and Mist to Endgame and filling in the blanks with Royals?

I prefer to put Nolan/Jill on Hawk Army for h4x CEXP (Silver Army has the lowest level enemies iirc). But I guess in HM they won't be able to double reliably in 4-2. UlkixJanaff should be using Stones rather than Grass, you get enough Stones that you should be able to get away with it.

And yeah, you get plenty of good units thrown at you, you have Naesala/Skrimir in Silver, Nailah in Greil, and Elincia/Tibarn/Ranulf in Hawk. Ranulf should still be doubling reliably. If you have any Crowns left over, there are a few fillers you could make. Lucia, Tauroneo, Gatrie, Kieran, Tanith, maybe Pelleas if you want an extra staff user. And people show up later to help, like Stefan and Bastian.

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I assume you're taking Mia, Nolan, Jill, Neph, Shinon and Mist to Endgame and filling in the blanks with Royals?

I haven't decided yet, but that's seems to be where things are headed, minus Mist (I do not need an extra healer in Endgame). I expect that my optional ten units will be these:

Mia, Nephenee, Shinon, Nolan, Jill, Cain, Giffca, Tibarn, Naesala, Nailah.

... with Rafiel as my heron. I may or may not shove Stefan in there in place of one of the royals, depending on how BEXP is looking and whether I'll be needing what Stefan can do. There will be an extra sword for him, since nobody else uses one. In a pinch, I can also bring Titania, she's not bad in Endgame, she's just also not very good either. Also, same goes for Haar, he's just dandy with a Brave Axe.

Good point about the laguz stones, I will definitely use those if I have enough. That will allow the hawks to fight on Turn 1 rather than Turn 2, which is nice.

Edited by Interceptor
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I haven't decided yet, but that's seems to be where things are headed, minus Mist (I do not need an extra healer in Endgame). I expect that my optional ten units will be these:

Mia, Nephenee, Shinon, Nolan, Jill, Cain, Giffca, Tibarn, Naesala, Nailah.

... with Rafiel as my heron. I may or may not shove Stefan in there in place of one of the royals, depending on how BEXP is looking and whether I'll be needing what Stefan can do. There will be an extra sword for him, since nobody else uses one. In a pinch, I can also bring Titania, she's not bad in Endgame, she's just also not very good either. Also, same goes for Haar, he's just dandy with a Brave Axe.

Good point about the laguz stones, I will definitely use those if I have enough. That will allow the hawks to fight on Turn 1 rather than Turn 2, which is nice.

Titania does okay. She's not amazing, but she does get wyrmslayers. You have to get her from C to B, but oh well. Also, it depends on where she finishes. 27 AS going into 3-11, right? She needs 6 levels to double most of the generals in 4-E-1. I suppose you already have two axe users + Ike, though, so Hammers aren't guaranteed to go to her. Then wyrmslayers for 4-E-3, and possibly brave axe for 4-E-4. As long as the enemy isn't on a cover type tile, I think she ORKOs. Lehran has no stars to up their avo. Jill and Nolan don't need the brave in that chapter. Jill with a forged hand axe is pretty crazy there, actually. Final chapter I suppose Titania lets up a bit, though. Brave Axe against auras isn't the most accurate thing in the world and she is losing her pocket Mist.

You have 5 royals, I suppose you can use them.

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Titania does okay. She's not amazing, but she does get wyrmslayers. You have to get her from C to B, but oh well. Also, it depends on where she finishes. 27 AS going into 3-11, right? She needs 6 levels to double most of the generals in 4-E-1. I suppose you already have two axe users + Ike, though, so Hammers aren't guaranteed to go to her. Then wyrmslayers for 4-E-3, and possibly brave axe for 4-E-4. As long as the enemy isn't on a cover type tile, I think she ORKOs. Lehran has no stars to up their avo. Jill and Nolan don't need the brave in that chapter. Jill with a forged hand axe is pretty crazy there, actually. Final chapter I suppose Titania lets up a bit, though. Brave Axe against auras isn't the most accurate thing in the world and she is losing her pocket Mist.

You have 5 royals, I suppose you can use them.

4-E-2 is probably her greatest fear, and it might not be that big a deal if you did save up the hammer (did you know if you put Ike up against the wall and his support is nearby, he gets the support bonuses? Thank you Mia's Fire). 4-E-1 you explained, 4-E-3 is easy peasy for her, 4-E-4...Well, at least she has resistance with Light affinity. Could just Canto into wardwood.

4-E-5 Auras?

8x Order Incarnate

90 hp, -- atk, 35 AS, -- hit, 135 avo, 30 def, 30 res, -- crit, -- cev

After those 6 levels Narga mentioned, I would assume that Ti has 33 Skill and 25-26 Luck. That's 79 hit, throw the brave on there and we have 159. Yeah, that's pretty bad. However...

She would have 45 might with it. A Blood Tide is +5 Might and +10 Hit. Another Blood Tide (hey, some people need Blood and White Tide, lay off), that's 55 might (2RKO) and 179 hit. Still some bad hit, but there are 2 last things. Since Mist is gone, she is free to build another support. With her Light,she could build a support with a hit+ affinity or even a Holy.

Basically her hit would be shite, but her acc affinity allows her to bolster it through an acc support (Just a C with Holy she has a coin toss which is stil bad when trying to land 2 hits. If she manages a B, it's about 64 which is getting there). She really really really wants a holy affinity support for part 4. Furthermore, if she screws up, she can still counter to give someone else a chance with 2 blood tides.

She would be bad, but with some Holy bolstering, she could actually become pretty nifty (...As long as she's attacking wardwood auras only). Ok, she would still be pretty bad, I just wanted to point out that a Holy support wouldn't hurt her.

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4-E-2 is probably her greatest fear, and it might not be that big a deal if you did save up the hammer (did you know if you put Ike up against the wall and his support is nearby, he gets the support bonuses? Thank you Mia's Fire). 4-E-1 you explained, 4-E-3 is easy peasy for her, 4-E-4...Well, at least she has resistance with Light affinity. Could just Canto into wardwood.

4-E-5 Auras?

8x Order Incarnate

90 hp, -- atk, 35 AS, -- hit, 135 avo, 30 def, 30 res, -- crit, -- cev

After those 6 levels Narga mentioned, I would assume that Ti has 33 Skill and 25-26 Luck. That's 79 hit, throw the brave on there and we have 159. Yeah, that's pretty bad. However...

She would have 45 might with it. A Blood Tide is +5 Might and +10 Hit. Another Blood Tide (hey, some people need Blood and White Tide, lay off), that's 55 might (2RKO) and 179 hit. Still some bad hit, but there are 2 last things. Since Mist is gone, she is free to build another support. With her Light,she could build a support with a hit+ affinity or even a Holy.

Basically her hit would be shite, but her acc affinity allows her to bolster it through an acc support (Just a C with Holy she has a coin toss which is stil bad when trying to land 2 hits. If she manages a B, it's about 64 which is getting there). She really really really wants a holy affinity support for part 4. Furthermore, if she screws up, she can still counter to give someone else a chance with 2 blood tides.

She would be bad, but with some Holy bolstering, she could actually become pretty nifty (...As long as she's attacking wardwood auras only). Ok, she would still be pretty bad, I just wanted to point out that a Holy support wouldn't hurt her.

I'm confused about one thing, though: were you just giving her 6 levels from where she is now? I was just saying that's all she needs. Between the end of part 3 and 4-1 and 4-4 she should get 7 or more, probably like 8 or something, before 4-E-1, and she should get some along the way before 4-E-5 as well. Not sure what level you were using, though, since you gave her 33 skill.

Anyway, you could maybe support her with Nailah's wind. Too bad you don't get her to be with Tibarn for a bit since then she could easily have a B Heaven for 4-E-5 and get +23 hit, since heaven is +9 and light is +2.5.

(And why wouldn't Interceptor have two or three uses of Hammer remaining for the BK?)

Edited by Narga_Rocks
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Whoop, my bad. Ok, so her hit would be quite a bit worse...

Well, she might get to 20/13 and have ~33 skill and ~25 luck. But Int is probably going to be flying through 4-E-2 and 4-E-3 and 4-E-4, so I doubt many characters will get very much exp in those chapters. At the most, his characters are likely going to enter 4-E-5 one level higher than the level with which they ended 4-E-1.

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Yeah, I need to stress again that this is not an experimental playthrough, this is an efficient playthrough. Endgame is going to be over in a blink. 4-E-2 is getting 1-turned, I am going right for D's throat in 4-E-3, etc. I am hilariously favoring people and passing out resources like candy, with the aim of beating the game as quickly as possible. I think that if I am smart about distributing Paragons in Part 4, I can level up a few people like Nephenee, but Titania is not going to be one of them and she's basically only going to eat what she can kill (which will still be a lot).

If Titania is not at least the 10th best optional unit for Endgame, she Will Not Be Going There. No ifs, no buts, go directly to the bench, do not pass Go, do not collect $200. This soldier's army is not a charity. The point here is that I am using what I think is pretty close to the best strategy that does not rely on RNG abuse. That's the only experiment: an application of theory.

I do have two Hammers left, and both have like 18+ uses on them, though I may end up using one of them in 3-12 on the beorc armors, and again in 4-4 (maybe). I'll save 2 uses or a Hammerne shot for the BK, naturally.

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4-E-5 Auras?

8x Order Incarnate

90 hp, -- atk, 35 AS, -- hit, 135 avo, 30 def, 30 res, -- crit, -- cev

After those 6 levels Narga mentioned, I would assume that Ti has 33 Skill and 25-26 Luck. That's 79 hit, throw the brave on there and we have 159. Yeah, that's pretty bad. However...

She would have 45 might with it. A Blood Tide is +5 Might and +10 Hit. Another Blood Tide (hey, some people need Blood and White Tide, lay off), that's 55 might (2RKO) and 179 hit. Still some bad hit, but there are 2 last things. Since Mist is gone, she is free to build another support. With her Light,she could build a support with a hit+ affinity or even a Holy.

Basically her hit would be shite, but her acc affinity allows her to bolster it through an acc support (Just a C with Holy she has a coin toss which is stil bad when trying to land 2 hits. If she manages a B, it's about 64 which is getting there). She really really really wants a holy affinity support for part 4. Furthermore, if she screws up, she can still counter to give someone else a chance with 2 blood tides.

You were totally off with your calculations, incidentally. 33 skill and 25 Luck is 91 hit, and she gets +15 from Ike's authority, so 186 hit with the Brave Axe. Two Blood Tides (she can easily get it due to Canto) takes that to 206, B with any hit-boosting affinity takes it to 216. 81 hit - not too shabby, true hit turns that into like 90%. Unless she's on low bio, she won't have any issues.

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You were totally off with your calculations, incidentally. 33 skill and 25 Luck is 91 hit, and she gets +15 from Ike's authority, so 186 hit with the Brave Axe. Two Blood Tides (she can easily get it due to Canto) takes that to 206, B with any hit-boosting affinity takes it to 216. 81 hit - not too shabby, true hit turns that into like 90%. Unless she's on low bio, she won't have any issues.

EDIT: Nevermind.

Edited by Tyranel M
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Whoa, this game doesn't cut Luck in half to add into hit, it adds it entirely?

...Learn something new every day.

Calculations page?

And fe10 isn't the only one that does. fe9 is also skill * 2 + luck. fe5 is skill * 2 + luck.

Then there are games like fe4 that are just skill * 2 and the only thing luck helps on is avo (speed * 2 + luck). Ditto fe3 (well, not the avo part, since they don't double speed, but the hit part applies).

fe11 with skill + luck/2 doesn't even double skill.

The GBA games seem to be the only ones that take skill * 2 + (luck/2) for the base hit.

And even if you were right, you forgot Ike's stars. You've been doing that for months and we've corrected you each time.

base hit = (skill * 2) + luck + 5 x leader's stars + supports.

And on EM/NM + map affinity bonus.

Also, where applicable, bio and height.

Then throw on the weapon's hit.

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Calculations page?

Are you really that surprised?

And fe10 isn't the only one that does. fe9 is also skill * 2 + luck. fe5 is skill * 2 + luck.

Then there are games like fe4 that are just skill * 2 and the only thing luck helps on is avo (speed * 2 + luck). Ditto fe3 (well, not the avo part, since they don't double speed, but the hit part applies).

fe11 with skill + luck/2 doesn't even double skill.

The GBA games seem to be the only ones that take skill * 2 + (luck/2) for the base hit.

I'm aware Of the other game's hit calculations, I just didn't happen to specifically know this game's. Mistakes happen ;;>>

And even if you were right, you forgot Ike's stars. You've been doing that for months and we've corrected you each time.

That happened to slip my mind this time, since rarely do I bother with the games that actually have authority stars. My bad.

base hit = (skill * 2) + luck + 5 x leader's stars + supports.

And on EM/NM + map affinity bonus.

Also, where applicable, bio and height.

Then throw on the weapon's hit.

So, 186 base hit, with at least a B with some random person so that's 191. Ok, hit is not as bad as I thought it'd be. Just a braver is more dependent on Blood Tide than White Pool.

Edited by Cait Sith
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