Jump to content

Raftina

Member
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Raftina

  1. Everything works in the back except: 1. Defender 2. Skills with an activation icon (Sol, Despoil, Vantage, etc) 3. Life recovery skills (Relief, Bond, Renewal)
  2. Actually, it's either Sully or Olivia, because the setup depends on Vantage. Olivia is better for obvious reasons (you can fit GF in Lucina's build).
  3. Lucina x Morgan is the best Morgan In no restriction Apo runs, most of the damage comes from the support character because of brave+dual strikes. To achieve 100% dual strike, the pair must have 160 skl (only plausible with 2 snipers) or Dual Strike+ on one character. Achieving 100% DS is far more important than a few points in stats. The only spouse for Morgan who has DS+ is Lucina. Therefore, Lucina is Morgan's best spouse. Morgan should be the support In player phase, a pair can kill 3 units: GF1, GF2, last action. In enemy phase, a pair can kill as many enemies as can reach the pair. Therefore, you should set up the pair for enemy phase combat. Lucina has much lower offensive stat caps compared to Morgan. She doesn't have access to the high mt cap classes, and she doesn't have TF unless her mother is Maribelle or Sumia. Therefore, her DS isn't as good as Morgan's. Lucina doesn't have Armthrift unless her mother is FeMU, but FeMU!Lucina can't marry Morgan. Therefore, Lucina doesn't have AT. A support unit without AT can only engage up to 7 units during enemy phase before it is in danger of having the weapon break. Because Lucina has a much weaker DS and doesn't have AT, she shouldn't be the support. Morgan should be the support. Other thoughts Maxing out Morgan is a bad idea because 1. It ties up the 2 strongest units (Lucina and Morgan) into 1 pair. 2. It wastes a Galeforce boy for enemy phase combat. 3. It ruins Chrom's (the force deployed unit who can't be a staffbot or rallybot) combat abilities and makes FeMU weaker.
  4. Never use the mean for small samples of natural numbers. Use the median. You also omitted the part about how your mean was derived from omitting low (def-res) values. (1)
  5. 1. Diferent rallies stack with each other. 2. When a character uses ralky, she uses all equipped ralky skills at the same time. This is known as a rally bot.
  6. The point of using Stahl is to get access to Hit +20 to improve berserker's low hit. VV is bad for manaketes because VV depends on killing the enemy before they can strike. Manaketes can't use a brave effect weapon, so they are essentially dealing half as much damage as a tome user. They are significantly more likely to fail to kill an enemy before the enemy strikes and are thus significantly more likely to die.
  7. These numbers actually refer to the fact that generals' str cap is 4 higher than WLs' (50 vs 46), and WLs' str pairup bonus is 1 higher than generals'.
  8. If you plan to sweep maps with a small number of units, make sure those units have Vantage and dark mage access. Use Vantage+Vengeance with a Nosferatu tome to maximize your chance of surviving. If you don't care about moving on player phase, all you have to do is spread Galeforce and access to mounted/flying classes as widely as possible. You kill an enemy, activate GF, then retreat out of Counter range. For a full grind run, L+ is really only difficult in the first 3 chapters, because you don't have access to any wireless options yet. For chapters 4-11, you still want to be somewhat careful, because you don't have unlimited Second Seals. Once you open up the children paralogues, there's very little for you to worry about. The main danger once you get DLCs is Counter. Luna+ enemies don't deal enough damage.
  9. Compared to WL: General's +4 str is much better than WL's +1 str pairup bonus. Use WL only if you want to use flying movement to cart around the other character. Compared to Hero: Check whether the spd bonus will help the husband 2x enemies that he otherwise can't.
  10. Vaike!Nah is usually better as a general than a GK. You get the same str pairup bonus, but general has better str and skl.
  11. Play on casual mode. This allows you to send units out to buy time for avatar and Frederick, as well as distract enemies from Chrom. You decrease the number of unbeatable outcomes by orders of magnitude if you don't need to protect units. This is your perfect army file, not the file where you prove how good you are at Fire Emblem. +spd/-luk is a decent compromise between not making the early game too frustrating and being good for min/maxing. You do not want to use +def/-luk because while that makes the early game much easier, the +def is a bad asset for min/maxing. Class pathing: If you're open to recruiting logbook characters, then this is unimportant, because you can just pull some super einherjars out of the logbook and crush through the chapters once you get Golden Gaffe. Keep in mind, however, that you can't get rid of einherjars in a casual file, because there's no permanent death. If you don't want to use einherjar (I didn't): tactician 20 (forced because of how much you'll end up relying on avatar) myrmidon 10 (pick up Vantage) merc 10 (pick up Armthrift) hero 10 (pick up Sol) sorcerer (to use Nosferatu) This gives you a good setup for tanking through L+ battles.
  12. Correct. I wanted the extra GF pair to maximize actions per turn, and Aversa seemed most appropriate because she has a damage proc, while Emmeryn and Say'ri do not (well, Say'ri does, but Astra is unreliable).
  13. Assuming Chrom and his wife are deployed, gen 1 marriage has 1 more APT for all deployment limits 8 or above. This is because gen 1 marriage allows 3 double GF pairs, while gen 2 marriage only allows 2 double GF pairs (or 3 double GF pairs and 1 no GF pair, which has the same APT as 2 double GF pairs and 2 single GF pairs). Ah right. It's hard to remember that Noire is actually better as physical because of the lack of Tomefaire. That is a better set, but I'll probably keep Inigo x daddy's little demoness for the support points.
  14. What Banryu said: Deploy S support children before deploying parents.
  15. Making a MaMU file. Working with these constraints: 1. All combat pairs have S support 2. Any gen 2 S support pair is deployed before gen 1 (except Chrom and wife) 3. Maximum possible number of actions per player phase gen 1 Chrom x Sumia Lissa x Ricken MaMU x Aversa Frederick x Panne Sully x Donnel Virion x Maribelle Stahl x Olivia Vaike x Cherche Miriel x Gregor Lon'qu x Cordelia Gaius x Tharja gen 2 Lucina x Laurent Cynthia x Owain Morgan x Inigo Severa x Gerome Noire x Brady Kjelle x Yarne Comments?
  16. Stahl is best, but Stahl is useful for a lot of things besides just giving Luna. Frederick, Kellam, and Libra are decent alternatives.
  17. If by LB is banned you purposefully allowed other dlc class/skills, use a Galeforce boy with his father. Aggressor is a decent compensation for 10% DS chance.
  18. What do you mean by "function solo"? I can think of a few possibilities: 1. You can deploy a child by himself and clear as many maps as possible. 2. Any child pairing can engage any enemy of your choice. 3. Any child is usable as a lead character. The setups you want to use for these categories are actually quite different. It is useful to note a few things if you intend to class change as needed: 1. Apotheosis doesn't change with difficulty (except that one non-boss enemy carries a different weapon). 2. Sage can reclass to dread fighter at any time, so you can immediately reclass to DF after an Apo run. However, DF can't reclass to sage until L30 and can't reclass at all until L10. Given the reclass limitations, you may want to consider dark knight instead of dread fighter to limit your grind time.
  19. Dark Knight has that giant vampire cowl but can't use Nosferatu tomes. That'd a much bigger sin that the wyvern lord's enormous shoulder cages.
  20. A. Wyvern lord has limited applications. One is a choice of lead class for physical female lead units. A lead unit wants high offensive stat to deal damage and high spd to get double attack. Wyvern lord gives a decent mix of str and spd. Male units do not benefit from this because they have access to berserker and warrior, both of which have better str and better spd. Gerome doesn't benefit from this because he is a male support unit, and he always has access to warrior. Another is to give the pair 8 flying movement. It is better to trade str/mag for utility on the lead unit than on the support unit, partly because the support unit strikes more often than the lead unit and partly so you don't have to worry about what to do for movement after Galeforce activation. For example, if you really want flying movement, falcon knight+general is better than hero+wyvern lord (assuming the same stat mods). B. 2 procs+faire. Treat the secondary weapon as something you use only when the primary weapon doesn't work. For the argument before, here is the executive summary: Recall that I mentioned from the onset that these arguments are about maximizing overkill ability or maximizing tolerance for mistakes; these do not go hand in hand. If you care to read the posts, you'll see from the number of times Czar_Yoshi advises you to use another unit that he is maximizing overkill ability. I am maximizing tolerance for mistakes. Vengeance (Lon'qu!Severa) leaves little room for mistakes, because you must kill the enemy before it can retaliate. Luna (Stahl!Severa) leaves a lot of room for mistakes, because she can tank retaliations from most enemies (exception are the Vengeance enemies).
  21. Being pidgeonholed is, by definition, bad in a discussion about versatility, regardless of what that pidgeonhole is. 7:2 is worse than 6:3. With MaMU, it's better to marry gen 1 and bench Nah or marry gen 2 and bench 2 children (probably Nah and Gerome) so you get more actions per turn. With FeMU, it's better to marry Chrom and bench a boy (probably Gerome). This is a common misconception for a few reasons: 1. Using the median difference between def and res, berserker is outright better than sage at damage output regardless of what the lead character uses for offensive stat. 2. If a character is paired with a hard support, that character should not use hero over assassin, because hero is slower and can't bypass Pavise. Sniper is actually the best use of Vengeance, because it is the best way to ensure that Severa doesn't get hit. As for dodgetanking, her ability is hardly unique, given: tl;dr: Lon'qu!Severa gives up significant ability to engage in combat for the ability to fulfill a role that she will never be called upon to fulfill. You need to think about the rest of your team and how Severa will fit in it. Severa is good because she excels at in-demand roles, not because she can fill a rare role that you never need to have anyone fill. GK: 34 skl, 80 Brave Sword=131 hit Warrior: 42 skl, 60 Brave Axe, 10 proficiency=133 hit Berserker: 35 skl, 60 Brave Axe, 10 proficiency=121 hit The difference in hit is actually much closer between warrior and GK than berserker and GK, thanks to the difference in hit between Brave Sword and Axe. GK pairup: 3 str, 3 def, 1 mov Warrior pairup: 5 str, 3 def Berserker pairup: 5 str, 3 spd Berserker has the nicest pairup bonus, unless you've calculated the spd threshold and determined that it doesn't matter. A superficial examination makes it seem like warrior has a better pairup bonus, but that is incorrect. The difference in pairup bonus to the primary offensive stat is actually not that important because 1. the lead character hits about half as often as the support, thanks to how Brave weapons work during dual strikes and 2. the support character's attack bypasses Pavise/Aegis. The 1 mov is actually much more valuable than the 2 str, particularly if Gerome is supporting a unit that's on foot. Warrior's biggest advantage over GK is actually 2% extra dual strike chance. But if you want that, Stahl gives Gerome Bowfaire warrior. There is a second consideration here: Gerome has Aggressor. Nah doesn't. Gerome's mother gives him +3 str. Nah's mother gives her +1 str. The magic Galeforce boys are better in double GF setups, meaning Nah is supporting the physical Inigo.[1] Gerome can give up Axefaire Berserker for Swordfaire GK much more easily than Nah can give up Axefaire General for Tomefaire Sage. [2] [1] Nah support Inigo is assumed from this post: [2] Assuming you're taking the advice here. You are, of course, free to simply sacrifice the effectiveness of weaker units to make the stronger units better.
×
×
  • Create New...