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MelonGx

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Everything posted by MelonGx

  1. RR3 OK. I have changed my strategy out of doing nothing but ending player phase. Even it's only once. Lethality & Aegis failure within a stage is only available to be avoided by Vantage + high enough DS%. But it leaves a problem - how to definitely wound the Vantage unit on early RR3 without player phase actions? FP2 If combining clearing the stage and watching conversations is inefficient, I'll always seperate them because I can do both of them within the 1st turn, and not willing to bother it in several turn, unless 1) the strategy of achieving both make me lazy enough 2) it's an order on writing a guide for achieving them both.
  2. The threshold of doubling Secret Apo's fastest opponent with a Berserker or Dark Flier support (Spd+8) is Spd.45. If equipped All+2 or Spd+2, then it's Spd.43. +STR -RES with Spd+/-0 child or Spd-1 1st-gen can achieve Spd.43 on Berserker.
  3. RR3I never engaged such a RR3 battle that you were trapped and unable to KO Jaffar while Jaffar was able to reach you wherever you moved that turn. If it could be existed on the 1st LB farming, then approach Jaffar intentionally and use Celica to hit him with more output before the trapping happened, then switch back Nosferatu after Galeforce. FP2 I found an alternative method for it - send all carriers and in-game characters to activate conversations, give up clearing stage. 5 conversations could be done within 1st turn's player phase by this method. This could be more difficult on FP1 because of needing to open the doors, but the idea was simple. This could be more efficient than my previous method. Safety Even the failure of 55% Sol * 2-hit is less than weapon consuming from LCK 49's Armsthrift, tanking is a continuous work that all unreliable thing should be avoided generally. Although flying tanks has more speed and versatility, they sacrifice stability. Flying tanks becoming important is because that your strategy in your condition requires flying tanks, which makes you have to choose their versatility instead of not having a low risk. @Czar_Yoshi Lazy comes from loving game breakers.
  4. Generally, Einherjars have better movement but more awful Dual Strike, which decreases Einherjar's average output a lot. You can do some damage calculation to find out thresholds and probabilities of failure before you play it. Here is my research (spoiler)
  5. Nostank: Not having one Aversa's Night before you have a unit prepared for RaR3 isn't a matter for 2nd~ LB farming. Nosferatu only has 8 MT inferior than AN. This is completely covered by equipping 1st LB. For avoiding Jaffar's 1st strike, equip Galeforce. Pass is also recommended on 1st LB, but not necessary on 2nd~ FP2: Who cares? All the conversations are finished before the boss movable by using that LTC based strategy. Or you meant the reinforces on 3rd turn or later ignored your units? Tanks+Carriers are Double-Gale otherwise they can't move to the bridge and block them. So if the reinforces do ignore you, you still have up to 6 hits per player phase. You didn't answer me how 55% Sol and Celica Tanks could be safer than 100% Sol.
  6. Jaffar is pretty easy to be taken down with Spd 51's 2-hit Aversa's Night. It's achievable even without LB on Lon'qu!Severa/Chrom ((69 ATK - 29 Res)*2 = 80). If it's LB enabled, any Mag or Spd asset Einherjar Nostanks can ORKO him without double.FP2's enemy boss and some of nearby GK/Paladins don't move. Send 4 Tank+Carrier = 8 units to block the bridges (and reinforces in later turns), you can sweep the rest within 1st turn. Although you just have 3 in-game units to perform the conversations, it's the safest strategy. Repeat once again: 55% Sol without insane resistance = Celica Tank meets Aegis/Aegis+ without DS = higher risk to die.
  7. 1. I just know Water Trick on Prologue, Shadowgift Trick on Para.23. I don't ever know whether there is a spot like that in RaR3. For my memory it doesn't exist. Flying units do need such a place to make them invincible in RaR3 but 100% Sol units don't scare dogfight.2 & 3. I'm not discussing OTKO everything with tankers, but the least risky tanking set to survive. If it's not OTKO, we have enough time to deal with all opponents. In FP2 or Five Anna we need carriers. But all we need is just the carriage. A regular 55% Sol without Dragonstone+ is not enough to survive in RaR3 indeed.
  8. Sol Tank is inferior because it's always luck based. It's about 55% as usual. Nosferatu is a 100% Sol. Nothing but a 100% Sol can lead the game without counterbombs to the victory by repeating doing nothing but ending player phase, with the minimum risk for dying a unit. Although Celica's Gale performs twice attack, if Sol isn't activated on the first hit, the recovery will be even more inferior than a normal Sol Tank, because the 2nd hit does fewer damage than 1st hit which makes the recovery very few. Furthermore, non-Apo stages Logbook accessible don't need Dual Strikes except fighting against Grima. That means everything can be taken place by Einherjar Nostanks, unless fighting against Grima or Apo enemies for less failure.
  9. This isn't true.1) Nothing but Low-forward-output Hi-support-damage can tank continuously counterbombs, even Nostank. 2) Sol tank is an inferior Nostank. (You can put Sol on Nostanks to increase recovery. But it's still Nostank based.) 3) Celica Tank without DS is good ONLY on enemies without Aegis or Aegis+. Nostanks don't care.
  10. Sorcerer!Severa is a final set before Apo outs, no matter whom her father is, since Nostank >>>>> any other on defense. 1. The actual formula should beint[int[(A-58+42)/2]/2]*2 + int[(B-58)/2]*2*2 >= 99 The inverse operation of rounding was too complicated for me so I simplified that, even it would be incorrect. 2. Many FeMU x Chrom are made for Armthrift Lucina. If they want to put AT & DS+ on Lucina, then they have no space to put either of LB, Vantage, Vengeance, TF. But you're correct. Taking out AT makes Lucina available to be in the front to enlarge support output with a higher Mag unit. But due to Celica's Gale's inferior MT compared with Brave Sword/Lance/Axe/Bow, the best Celica VV Tank should be a Magical/Physical one like Sage/Berserker(Warrior/General). 4+2=6 double boost loss doesn't decrease the offense a lot because forward output is seriously restricted by Aegis+. 3. I know it's not movable. But there's no difference between using Celica VV Tank on PP and EP.
  11. Celica VV Tank vs. Boss Berserker (A-58+42)/2 + (B-58)*2 = 100 A/2 + 2B = 224 (If A/4 or B/2 isn't integer, then round down A/4 and B/2.) If B = Mag.0 Lucina's ATK = 46+0+20+5+2+11 = 84 Then A = (224-84*2)*2 = 112 A' = A-9 = 103 (Sage's Mag Boost) ...... It's still unable to achieve it even with RLM. But if the Celica VV Tank is FeMU!Lucina / Gerome, then it seems possible: (A-58+42)/2 + (B-67)*2 = 100 A/2 + 2B = 242 If B = Gregor!Gerome's ATK = 50+6+20+5+2+2+18 = 103 -> 102 Then A = (242-204)*2 = 76 A' = A-3 = 73 (Berserker's Mag Boost) ..... Still anyone says Lucina x Gerome sucks?
  12. Thanks. 31.25% is a quite large failure probability. Then for against the Aegis+s and Res>50 non-Aegis+s (avoiding both 31.25% and 6.25% failure cases), the minimum in-game unit requirement = the largest amount of those enemies in one wave. SR1: N/A SR2: 6 Aegis+ SR3: 9 Aegis+ / 4 Res>50 non-Aegis+ SR4: 13 Aegis+ / 1 Res>50 non-Aegis+ SR5: 3 Aegis+ / 7 Res>50 non-Aegis+ SR4's Aegis+s & Res>50 non-Aegis+s' total amount is considered as the largest. So we need ..... what the heck that it's RoundUp(14/3*2)=10 units! To have 10 in-game units (4 Double-Gale & 1 Single-Gale, all leading units should have Deliverer/Mov+1) with decent support rank is theoretically OK but incompatible with some pairings. So I'm gonna ignore dealing with 6.25% failure case - which only fails on zero DS activated. The total amount of Res>50 Aegis+s (Res>69 flying Aegis+s), HP 99s, Spd 70s & Sorcerers as special case: SR1: N/A SR2: 1 SR3: 7 SR4: 3 (6 if including Res.50 Aegis+s) SR5: 10 Then we need RoundUp(10/3*2)=7 in-game units -> 4 pairs. For NM: NM1: 2 / 0 NM2: 5 / 0 (FK) 4 / 1 (WM) NM3: 5 / 0 NM4: 10 / 0 (flying) 14 / 1 (riding) NM5: 13 / 1 So it's RoundUp(14/3*2)=10 units for minimum failure, or RoundUp(1/3*2)=1 unit -> 1 pair for avoiding 31.25% only.
  13. Donnel!Kjelle has both a bad physical output and a bad magical output, unless she becomes GK, General or Wyvern Lord. But GK and General's Spd are too bad to double even Apo's non-bosses. On the other hand, Kjelle is the most probable 2nd-gen girl to have both Galeforce and Deliverer, and Apo does require a unit with all the Gale+Deliverer, a not-bad magical output and staff access for some quick challenge. For this purpose, Valkyrie!Donnel!Kjelle has been used. So I'll rate Kjelle x Brady alternative. P.S. Possible Gale+Deliverer(+Luna): * Vengeance needs setting up but an LTC hardly provide such a chance to set it up. FeMU Morgan FeMU!Lucina MaMU!Owain MaMU/Fred!Inigo MaMU/Fred/Virion/Lon'qu!Brady MaMU/Gaius/Donnel!Kjelle MaMU/Fred!Cynthia MaMU/Fred!Severa MaMU!Noire MaMU!Nah If regardless proc, we still have: Virion/Lon'qu!Severa Say'ri Aversa
  14. Battling with Aegis+ whose Res<50: Failure = No DS activated = (1-DS%/100)^4*100% = 5.88% DS% = [(50+50+20+3)/4+0.2]*100% = 50.75% Battling with Aegis+ whose Res>50: Failure = No DS activated + DS activated just once = ..... How to calculate it?
  15. It's personal rating. A stands for both skill and stats optimized. B stands for (1) stats unoptimized or (2) lacking extension skills or (3) important class overlapped. C stands for lacking important skills.
  16. Stahl x Lissa: B Ricken x Miriel: B Fred x Sumia: B Libra x Tharja: C Gregor x Panne: B Others are A.
  17. Dual Support is not so efficient (Hit+5 Avo+5~10 and some Crits) but still better than other exclusive skills.Japanese always pass Demoiselle just for fun - Demoiselle doesn't affect equipper even it's equipped on a boy.
  18. All units in Apotheosis are all-out. Not only Galeforces, but Celica VV Tanks.If you can't make your default leading unit all-out, that's a problem of your leading unit's building.
  19. OK I got your idea.You're meaning Non-Gale/Gale on default -> moving -> switching to Gale/Non-Gale then do their 1st attack right? But isn't it the same as Gale/Non-Gale on default -> moving -> doing their 1st attack without switching? Your idea is only worth on Non-Gale's movement > Gale's movement in actual battle.
  20. 1) Your topic is actually mentioning the 2nd Galeforce on Double-Gale, isn't it? 2) You never activated your backward unit's Galeforce if your forward's Galeforce wasn't activated first, or if your forward unit didn't have a Galeforce.
  21. Actually it's:[saves] Lunatic+ CLA 1 (Chrom x Maiden, Vaike!Gerome!Morgan) Lunatic+ CLA 2 (Chrom x Olivia, Chrom!Inigo!Morgan) Free Space [battle Saves] Lunatic+ CAS 1 (Harem file, MaMU and all girls single) Lunatic+ CAS 1 (Copy of above) For testing, I'll use Lunatic+ CAS 1 or directly use the Free Space for temporary buildings.
  22. [saves] Lunatic+ CLA Lunatic+ CLA Free Space [battle Saves] Lunatic+ CAS Lunatic+ CAS
  23. (Original point has been deleted by this response's creator)
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