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Raftina

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Everything posted by Raftina

  1. A note about the pairing discussions here: In the vast majority of cases, we are arguing about which combination breaks the game more (or which combination gives you more leeway with bad moves), not which is viable or not. A "bad" unit means the unit underperforms a lot compared to what it can do when fully optimized. These are relative to your units' potential, not relative to how well they perform against enemies. Kellam!Gerome is not a good unit because it lacks a faire for extreme damage and lacks Vantage/Armthrift/Sol/Galeforce for lead versatility. But it makes a perfectly fine support General throwing Brave Axes in people's faces.
  2. Sol activation can be covered with Vantage+dual strikes, i.e. keep killing the enemies until you get life recovery. This is used to protect against Aegis users who might threaten a VV user. All setups are vulnerable to counterbombs to some degree. If we include player phase actions, then nostank is actually more vulnerable than Sol and VV, because Sol and VV can be used on 8 flying movement units with Celica's--a combination of hit and run with Galeforce and moving to squares that cannot be reached by 1 range ground enemies to remove Counter activation altogether.
  3. Actually, losing support also means losing the +2 additional bonus stats from pairing, which for GL means 2 spd and 2 luk. That means a loss of 15 avd. You will need to use Outdoor/Indoor Fighter or Lucky 7. At this point, you are no doubt tempted to say "who cares about that low a chance?" But that was precisely my original point: Nostank is undesirable outside of tanking Counter bombs because VV or Sol is safe enough and isn't tied to sorcerers.
  4. A scenario originally proposed to illustrate how a strategy does not work under one set of assumptions does not illustrate how the strategy fails to work under a different set of assumptions. Unsurprising. If we assume support with Chrom, RR3 is entirely trivial for the very simple reason that dual strikes from Chrom, even if he's using the Falchion, will take care of whatever MU's tomes can't--Lilina, for example.
  5. 1. Frederick!Gerome is best suited to be a support character. For a support character, first priority is hitting hard. Second priority is giving good stat boosts to the primary character. Wyvern Lord is better than Paladin because Wyvern Lord has better str. Paladin's spd is good, but an assassin FeMU should be fast enough without needing the paladin spd mods. 2. For FeMU, assassin works well because a. It can bypass Pavise and Aegis (not at the same time) and b. it has high class caps for skill and spd, so you can focus your support on doing damage. 4. Stahl. He gives Owain Luna and +2 str without killing his spd.
  6. RR3 You still fail to see the problem. Jaffar's problem is that the enemies are not cleared in the enemy phase beforehand. If you want to switch to Celica's just before Jaffar reaches you, then you give up life leech for an entire enemy phase. If you deliberately move toward Jaffar in the hopes of getting first strike before the enemies surround you, then you are no longer "doing nothing but hitting end turn" as you claim Nostanks allow you to do (except obviously the maps where there are objectives that require player phase movement, which killing Jaffar is not). FP2 "Give up clearing stage" is a clear case of inferiority.
  7. Dark flier, though I should change that to valkyrie. Those are 2 of the few promoted models I like.
  8. RR3 Equipping Galeforce implies that there is only one line of enemy between the nostank and Jaffar. This is not necessarily the case, as Jaffar gets first strike from a damaged enemy dying to the second round of retaliation during enemy phase. This can happen as long as there is at least one damaged enemy next to the nostank, without reference to how many other enemies are between Jaffar and the nostank. FP2 "All conversations are finished before the boss movable" and "Although you just have 3 in-game units to perform the conversations" are mutually exclusive, as there are more than 3 conversations on the map (at least 12, actually). You have a deployment limit of 12. You are forcing yourself to repeat the map to buy unnecessary safety. Safety I claimed that Sol is better, not Sol is safer--though Sol is safer on maps where it is possible to move out of melee range. You defined safer as better, but you have yet to show why safer should be taken as the definition of better, rather than faster or more versatile. It is quite obvious that nostank makes significant sacrifices in speed and versatility, sometimes to the point of being comical, like training 4 extra galeforce users and taking 8 out of 12 deployment slots on FP2. Compare that to a small chance of failing Sol activation.
  9. I don't see Virion chastising Inigo as Virion being hypocritical. Virion flirts with girls because he considers it part of his dandy persona--it is consistent with his self-image of a refined gentlemen and merely an aspect of how he holds himself. Inigo flirts with girls because he's a skirt chaser who wants to be popular with girls. The difference is very obvious when comparing the male supports the two characters have: Inigo remains girl obsessed in his supports with Owain and Brady; Virion talks about a variety of other subjects.
  10. MU marrying Chrom is useful because you can pass MU's stat gains to Lucina, and you don't have to deploy extra units. It works quite well for no grind runs.
  11. The ease with which Jaffar can be killed is irrelevant, because his risk comes from lethality+his getting first strike. To guarantee first strike, the unit must clear all other enemies blocking the way. Nos tank is not strong enough to do this consistently. FP2 start spawning fliers soon. These cannot be blocked. If you have to limit parent deployment to 3 to accomodate Nos tank, you have a problem. Aegis+ only occurs on Apo--where Nos tank is completely inadequate but VV with Celica's can be--and L+. I have admitted Nos tanking is useful on L+, because all L+ maps that can have Aegis+ also can have Counter. That leaves only Aegis. Aegis isn't threatening enough to give up 8 flying movement.
  12. RR3 is a map with a lethality sword user (Jaffar). You must have first strike against him or have a flat hit*lethality chance of failing. Nos doesn't have the damage output to gurantee this without DS. VV or Sol with Celica's is much safer than Nos for that reason. FP2 has ignore player units fliers. Waiting means losing npcs. Needing ferries means fewer slots for parent-child conversations. The difference between Nos and Sol/VV isn't large enough to justify losing 8 flying movement and 2x attacks.
  13. Ruin replaces Katarina's Bolt: +20 crt, -7 mt, -15 hit Vengeance replaces Gamble: -10 crt, +42 mt, +5 hit Sorcerer replaces Sage: -3 crt, -2 mt, -8 hit Net change: +7 crt, +33 mt, -18 hit
  14. This condition is a bias in favor of Nosferatu users. Nosferatu is tied to a ground unit, except Shadowgift users--which Severa is not. This means 1. a Celica's unit can avoid melee attacks by moving to inaccessible terrain, while Nosferatu unit cannot. This is most obvious while farming RR3 for LBs, where a Celica's unit can move to the inaccessible square to avoid Jaffar, while the Nos unit must deal enough damage to clear a path to Jaffar to get first strike. 2. More unit need to be deployed for protection maps, e.g. FP, paralogue 17. For FP2 specifically, Nosferatu users need flying units to ferry them around, cutting the number of usable units in half. 3. Nosferatu isn't strong enough to kill FP1-2 enemies without DS. The units must switch to Waste. In addition, you have yet to address the issue of where Nosferatu's advantage over Sol matters. The answer is: Only on L+ because of Hawkeye+ and Luna+. But Hawkeye+, Luna+, and Nosferatu occur on the same map iff the enemy can randomly have Counter, i.e. only in situations where I initially admitted Nosferatu is useful.
  15. Cherche, for story reasons. Though pairing with Miriel has interesting applications.
  16. 2. X is an inferior Y only matters when Y is necessary. Nosferatu isn't necessary unless the enemy is using Counter. And, of course, Nostank is only possible on dark mages and shadowgift users, while Sol tank is possible on any class that can attack and can be on the same character as Hero or a parent with Hero. 3. There are 2 Celica tanks proposed: VV and Sol, both of which Severa can use. Sol tank doesn't care about Aegis+. 1. implies Nostank is never necessary.
  17. +spd/-luk is probably the best compromise you can make for ease of early game Lunatic/L+, as the spd gives you a better chance to 2x and gives some evasion, while you don't lose too much offense from luk (and no defense from luk). On Lunatic, you may want to consider +mag/-luk as well, though for 2 active units, I think spd is the better asset. There is no difference because you chose a build that has no difference. LB, TF, AS+2 and offense+2 are the only stats that directly affect damage. That leaves 1 slot. AT gives nice utility by ensuring you never lose a strike because the weapon broke, but the other skills are marginal. If the intended criticism against the VV tank is that it cannot kill a particular immobile enemy during the vantage attack, then the obvious solution, if we insist on one unit being able to do everything, is to kill it with the added damage from Aggressor. On a side note, Nostank is only useful for recovering from L+ Counter spam. For other situations, VV or Sol tank on a dark flier is better for the movement advantage.
  18. The reason people say that is because Lon'qu!Severa sorcerer can double a few enemies that Stahl!Severa sorcerer cannot (specifically the 70 spd snipers, 70 spd merchant, and 64 spd berserker). Lon'qu!Severa as a hero is fine. Attack stat on the primary unit can make a difference, but in most cases it doesn't.
  19. I will have to re-examine this formula and the one in my spreadsheet to see why my spreadsheet gives higher damage numbers than your formula. But a few things to note: 1. Dragonskin and Aegis truncating occurs each division, and it's based on attack-defense, not attack by itself. Rounding at the end can overestimate active position damage by 2. It turns out that with the throne bonus (which I did not account for in my last post), and using your formula, the Celica damage is on the cusp, so using the correct rounding can be important. 2. The strongest pure Celica VV user is FeMU!Lucina active and Libra!Laurent support, assuming you want to reserve Ricken for other inheritance, because hard support Laurent can stack LB, TF, AS+2, Mag+2 without giving up anything (except time needed to farm gold). Using Lucina has support deliberately lowers damage from this setup. 3. It's an enemy that's stuck on the throne and doesn't have Vantage+. Whether a VV user without Aggressor can kill it in the vantage round is academic.
  20. Some of the calculations would change if I use a no DLC skill restriction, but I believe it is still only berserkers with Aegis+ that are problematic, possibly some others because Chrom would have to go sniper to have 100% DS.
  21. Comments on pairings? gen 1 FeMU x Chrom (+spd/-luk) Lissa x Ricken Cherche x Frederick Sully x Vaike Cordelia x Stahl Miriel x Gregor Sumia x Henry Olivia x Kellam Maribelle x Lon'qu Nowi x Donnel Tharja x Gaius gen 2 Lucina x Laurent Nah x Morgan Noire x Inigo Cynthia x Owain Severa x Gerome Brady x Kjelle forever alone Libra Virion Panne
  22. If your MU marries a gen 1, then you will have 1 child that is unable to marry (7 children of Morgan's sex and 6 opposite of Morgan's sex). This means you can have 1 child that you can comfortably bench (it is generally better to deploy a gen 1 married pair than a gen 2+parent because of the difference in dual strike chance), either to accomodate better parentage for the other children or to accomodate personal preferences in pairings. In your case, if you prefer TharjaxLibra a lot, you can simply leave Noire as the unmarried child. Alternatively, if you insist on SumiaxFrederick a lot, Cynthia can be the unmarried child.
  23. A +n modifier to damage (positive or negative n) affects the support unit more than active unit, because the support unit gets to strike almost twice as often as the active unit, thanks to braves and Celica's. This means you want your utility skills such as GF/LT/DS+ to be on the active unit as much as possible. In enemy phase, you lose Aggressor. This means +n damage skills (-Faire, +2 AS, +2 attack stat) are more likely to be necessary for enemy phase combat than player phase combat. If you're committing to enemy phase combat, then you do not want your support unit to have a bunch of slots filled with utility or player phase only skills (GF/LT/Agg), because they don't help you when you need it more. But as Woodshooter pointed out, Deliverer (or other reasons why the non-Galeforce unit has better movement) is one reason you might want to have your non-Galeforce unit lead when you end player phase.
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