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Ownagepuffs

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Posts posted by Ownagepuffs

  1. I really like that girl in the video. She seems to know what shes doing while that guy is actually obnoxious and annoying af. Anyway, neat stuff. Im curious about the map the lady was playing on. Looks awesome.

    do you really wanna know about that map because i can tell you eeevvvrryyythhiiiing

    But seriously it's a really wtf map going in you first time but it's so fun after you get a hold of the wing mechanics.

  2. Why do you send Leo to tank when you have Xander?

    Sometimes you want a unit to take both a physical and magical hit.

    Procs maybe?

    There's always the enemy phase counter (paired up Nohr final boss will block the second attack however), but I imagine Azura and all the Rescue staff and Rescue skill users you meticulously scattered around the map would would drop dead before MU could have another shot against the final boss. TheoryFEing here though, my last Conquest MU was a Sorc so I couldn't do much.

    Procs. Though maybe I should try Dark Blood next time. Never realized it's class bases were similar to Pally/Hero.

  3. Leo caps spd on average at 20/20 as a Dark Knight with 1 speedwings. His speed is fine when you take into consideration things like Felicia support and tonics. He has no business with Sorc because he already kills everything he doubles and no business as a strategist because RIP enemy phase.

    Well, many things are possible in the name of the Turncount (and to a different extent, ss Realtime) God. >_>

    Generally though, I find highly unreliable strats as inelegant as very slow ones, so I think certain small (statistically inspired) concessions are fine. (I’ll draw a line between this and what has been vaguely referred to as “casual efficiency”, in case that comes up)

    Basically I think +Mag Cavalier is probably correct for conventional ltc and no dlc speedruns as you can reset to your heart’s desire any low Spd runs and for Mag benchmarks. I think the secondary class also matters slightly less since you don’t necessarily have to pair with Jakob for more reliable durability on enemy phase and can build support to buddy seal Wyvern/Dark Mage or something from Belka/Nyx.

    But does +Mag comfortably double things in Conquest, in terms of easy/quick+reliable clears? I found it doesn’t myself, and I didn’t even use classes with low spd base as Dark/Malig Knight. Averages may say differently (unsure) but unless there’s some points of leeway there’s probably around a 30ish% chance you miss the Spd benchmark which will trash any attempt at efficient/faceroll clears. In practice this probably doesn’t matter because one can use online to buy statboosters or get food or whatever, but the same could be argued for most of the other Corrin setups. ofc Dread Fighters/Dark Falcon, if available, is also kinda steamrolly because of the bases (can even take +Hp/Def for reliability)

    So eh, that’s why I was leaning +Spd/-Luck as a general recommendation for Nohr, before (mage build, plus 8 move classes later. I suppose I could see +Str Ninja but how's the durability and lategame?). I haven’t played much the past few months though so maybe there’s been new information re: lunatic runs (how superfluous is it, on average?).

    Maybe late, but gl on your exam too.

    I'll leave the +Mag Cav stuff for Gwim to answer, but 'll say that +Str/-Mag Ninja is fine offensively (65/65/60 spread) and defensively "okay" (45/45/40 HP/D/R) along with Nohr Yato boosting defense and resistance or potential Jakob support for good bulk. Lategame gets stomped hard, though Ninja lacks the firepower to kill the final boss within one round of combat so you'll want to pick up something like Hero or Paladin along the way for it. Marrying Silas or Harold does wonders.

  4. Reposting because I really want this to be a thing.

    That's.... am awful lot of hoops Zero is jumping through. Axefaire is level 15 Zerker and it also means Zero has to reach A support with Arthur (not too bad since it's a good support option for him). I can't really think of anything he would want in particular. Ogre Strike + Roundhouse and a forged Killer weapon sounds nice at least.

  5. Yea it's not like Fixed Growths that go according to the character's averages (unfortunately). The stats the character will get are seeded on recruitment I believe. Not sure how reclassing effects that tho. I heard someone's Xander got only 2 speed procs in 15 levels. But yea, you can still get screwed/blessed. You just can't cerry-pick levels.

    One of my runs through IK Marx went all the way to level 20 with no speed procs. I was not a happy camper.

  6. I don't understand how Benny / Charlotte "miss out on action in their join chapter". Just chain-transfer them to characters who need str/def or str/spd and start building supports and levelling up.

    I can explain with an example of how I engage the map. Ben and Charlotte join on turn 3. By turn 3, Yuugiri is dead, Zero is engaging Takumi, almost all the knights on the right side of the map have been killed by Effie and she's holding down that point to fight the incoming cavaliers, and my Ninja Kamui has killed Orochi and every mage on the left side along with moving down the map to fight some incoming cavaliers. They join at the starting point of the map when everything that needs to be done at the start of the map is already done.

  7. So somebody who immediately promotes him will get the worst unit...

    BTW how many turns you need to get all EXP in N21?

    Actually, yes. He's the only unit I can think of aside from Mozume that bring nothing to the table. I hate waving around play speed accusations, but you don't even have to be an efficiency nut to see his issues.

    I couldn't tell you how many turns it takes to get all the exp in C21. I could tell you how many turns you can escape the map in, because that's the actual objective. I'm not sure why "get all exp" is a concern.

  8. Practically speaking, Merc for Takumi and Spellcaster for Leo. Merc lets Kamui keep using swords (along with having a horse promotion or Hero which is just amazing) and Takumi gets Bow Knight. Spellcaster is already a good class for Kamui, and marrying Leo would give Kamui access to Dark Knight which lets Kamui use swords and retain any sword rank they built as a Spellcaster. Leo gets spellcaster and loves it.

  9. So from what I've made out of several discussion, the general concensus is Effie > Benny. I plan on marrying Benny in my Nohr run since I'm a softie for softies, and want to know what I'm getting into. So just a couple questions

    1. Is he bad or just simply outclassed by Effie?

    2. What class/skills would be best for him?

    3. What assets would be optimal for my MC? I'm not too worried about making Ignis super strong, as I probably won't worry about the Nohrian children until I play Revelation.

    4. Why aren't more people talking about how adorable he is?

    Benoit is the worst unit in Nohr.

    1) He's bad. No supports, 4 mov, and 6 speed when the mid game is starting. 6 spd + 15 growth means he has to go to defensive formation and he has to do it immediately (By that point even Effie can be ready for promotion, hop on a horse, and go god mode for the rest of the game), so he's promoting to a 5 mov class when your whole team is potentially mounted and his promoted exp gain makes it so that he has to grab promote enemies for exp, which he's facing big competition for. There's also the fact that Leo is joining and that Flannel just shits on Benoit in everything despite joining one chapter later.

    2) Go for Defensive Formation then make him a Great Knight.

    3) Benoit gives thwomp pair up bonuses, so you'll probably want +spd.

    4) I dunno but he really is a sweetheart.

  10. So you cannot beat all enemies when you are using a ninja Corrin, I see.

    Tactics around dragonstone are supposed to be slow.

    Tactics around ninja beat less enemies with the same turn costing, but they are called fast.

    Is this some sort of passive aggressive insult? 11-12 turns in C21 is kinda slow.

    C10 must be pretty hard for players who aren't using a reclassed (if any) Jakob. Then again, I always minimise Camilla's use on that map so relying on Camilla significantly more could help endure the last intensive 3 or so turns of the map where the opposition just breaks in violently.

    I haven't tried Dragonstone MU as an option to last a few turns on that map because you still wouldn't try to solo that map because of the lance fighters / ninja (though weakening these with bow/magic ballistae can allow you to kill them on enemy phase without getting the Defence Seal curse for many turns to stay).

    Any particular reason you don't spam Camilla at everything in C10? Personal challenge?

  11. I remember reading something about using puppet break with the dragonstone+

    Doesn't that thing have 75 might when attacking puppets and golems?

    Could see dragonstones being pretty nasty in multiplayer as a way to instantly kill copycat users.

    ..... Okay so I never thought of that that's actually hilarious.

    Of course you let Hana get the kill.

    Damn skippy. :P:

    My +Mag Kamui can beat "1 wall + 2 lancer + 4 ninja + 3~4 oni + 1 Hinata + 1 Takumi". Dragonstone is used from turn 1 to turn 10.

    How efficient can a ninja be when he has WTD to oni and Takumi?

    Don't really need to beat Takumi. But Oni can be ORKOd after being hit by a ballista. Although tbh a strong enough Kamui makes C10 so much easier regardless of class.

  12. What's the problem with Asama ? I mean his Personal Skill is useless if he doesn't use a staff but his modifiers and growth rates aren't bad at all. Or is it only because he joins super late on Invi ?

    Say it with me now: staff locked combat unit. He joins where IK enemies are about to be entirely promoted and having E rank weapons and no support for that time does him no favors.

  13. You can easily beat it in power with a forged steel tbqh. You also don't need to remain in a sword-using class to reap the benefits of its bonuses at any point in the game after they first start being provided. Unless playing for turn counts, nobody forces you to keep on using swords since final battles are perfectly doable without wielding the Yato. No point to restrict your avatar customisation to sword-wielding classes only.

    At 11 Mt, it's tied with a steel sword/naginata forge except it gives +5 crit, +10 evade, and has no drawbacks unlike needing +8 spd to double like steel. That's very good. You're not forced to use it but it's better than not being able to use it. Hosh Endgame is simple to clear without Yato I agree (I've done it) (Edit: you can also use Eclipse staff on the boss and cut his HP in half), but Yato makes the final chapter of Nohr much easier since spending an extended period of time in that map on Lunatic suck all sorts of dick with negative chain maids and what not and IK endgame boss is so insanely bulky that it's much nicer to have Yato than it is to not have it since reinforcements like to swarm.

    The Dragonstone is a godsend on the first chapter where Takumi is the boss. With the dragonstone and support skill abuse (Demoiselle, iirc), my Kamui was taking 2-3 damage from oni savages, and it didn't even matter if some units doubled since their damage was laughable. It only started losing its practicality around the chapter where we get the Dragonstone+. I think Nohr hard is challenging enough and that rushing in is a bad idea, so I'm not opposed to tanking and going slowly.

    Another idea: Ninja Kamui the map away :P:. Enjoy ORKOing everything with 1-2 range. I play Lunatic as a decent pace (it's hard not to when like everyone in Nohr is mounted post promotion lol), it's not necessary to tank and play slower at any point really. I don't give a fuck if you do (it's your game), just letting you know you have options once you start getting used to it. Of course I do think playing somewhat efficiently in Nohr (at least on Lunatic) is something that requires a rather extensive amount of either foresight or experience, since Nohr does a really good job of throwing curveballs at you when you go in blind (I had to restart like 3 times lol).

  14. From my point of view assuming practicality. Also if you're grinding then disregard what I'm saying. I wouldn't even suggest using a team this large in IK.

    Baki/Luna - No. They each give each other superfluous speed and no offensive boosts.

    Saizou/Orochi - Orochi is awful in IK and while Saizou likes the speed boost, the magic is meaningless until he gets explosive Shurken. Not a very good deal, won't help Saizou at all and Orochi is beyond help.

    Jakob/Aqua - Dancer pairing.

    Effie/Arthur - Both of these units are really bad in IK as frontliners and Arthur's boosts are better used elsewhere.

    Odin/Elise - lolOdin.

    Kagerou/Asama - Why. Kagerou deserves way better than Asama who's bordering on useless even as a staffer.

    Felicia/Ricken - Very good. Only problem is gap in availability, but once it happens it's great forever.

    Oboro/Kaze - Good. Both of these units benefit each other very much.

    Zero/Nyx - I wonder why this pairing comes up so often. IK Nyx is as bad as IK Odin and the gap in availability kills the practicality. Niles gets to play around with the shining bow but it won't last. Nyx likes the speed and movement boost but... it's IK Nyx.

    Camilla/Laz - Good, at least on Camilla's end. Laz gives her great boosts.

    Setsuna/Hinata - Good on Hinata's end because Bowman bonuses, Setsuna gets overkill speed if Hinata's a myrm or not enough speed for steel forges if Hinata goes Oni.

    Hana/Takumi - Good. Similar to Oboro/Kaze, both of these units benefit each other very much, although they can both do better.

    Silas/Pieri - Cavalier bonuses aren't what these two are looking for. Merc Silas would help Pieri but Silas is so much better than Pieri that he should lead but Pieri gives nothing to Silas. Awkward pairing, could work but you're making a good unit play fodder to make a bad unit below average.

    Belka/Benny - No. Nothing can save Benoit from being awful and Knight bonuses aren't what Belka herself is looking for.

    Leo/Sakura - Oh GOD yes. So good, but only for Leo's sake since Sakura has to play pair up fodder as exorcist.

    Mozume/Nishiki - Bowman bonuses are good for Nishiki but that's about it since Mozume's personal bonuses suck. Also it's Mozume. Good luck with that.

    Rinka/Ryoma - Good for Ryoma's sake. Rinka has no future beyond pair up fodder anyway.

    Corn/Kinu - Corn goes without a spouse for god knows how long but it's Corn so you could get away with it. If you go +Str then Kinu would appreciate the boosts.

    Flannel/Charlotte - Why can't I hold all this strength. Actually pretty good for both units. Flannel's bonuses can get Charlotte off the ground and her bonuses make Flannel have even more Str and the spd is very welcome.

    Hinoka/Marx - Good for both units, even though Hinoka is kinda bad in IK. Marx likes the speed boost.

  15. +str Samurai MU isn't very practical because of mobility issues and lack of good 1-2 range (magical sword users can at least rely on Levin Swords in Nohr), unless you're planning to buddy/marriage seal into cavalier or something afterwards.

    Did you know Swordmaster has a +5% Mag growth and a class base of 2 Mag? It's pretty good for the Levin Sword build. A +Mag/-Luck Samurai Kamui would have 50/50 Str/Mag growth along with access to things like Astra and Swordfaire and the crit/avo bonus for all Yato Situations. +Mag Levin Swordmaster is basically Swordmaster Linde in New Mystery lol.

  16. Hm yea there are other pretty good Bow Knights like Selena, Nina or maybe even Laslo you could train, then Niles could stay Adventurer. Out of curiosity what are the doubling benchmarks needed for the N25 Lunatic Ninjas? I imagine it's something crazy high, probably only Niles or Kaze could reach them. Kaze probably gets destroyed anayways because of negative chain.

    Edit: now that I think about it Kaze probably gets 2-3 HKOed anyways so negative chain isn't even a big deal. Negative Chain prevents Xander, Camilla, and Leo from tanking.

    The real problem with negative chain isn't the defense reduction, it's that they all have Silver Shuriken which reduces speed by 4.

  17. If you use a Kamui build that can't take on the boss in N25, what do you do? Do you have to rely on Niles w/ Kunai Breaker for Lunatic?

    It becomes a slog that uses up all the draw and freeze staves you have lol. A very well trained Zero does make it waaay less of a hassle though.

  18. Some IK pairings open up a lot of of opportunities for some units. Saizou x Zerker Belka, Hana grabbing Hero from Flannel, Oboro getting Wyvern from Belka, Effie (lol) grabbing weapon master from Hana, Odin x Orochi being a thing, Dark Mage/Dark Knight Ricken from Nyx, Setsuna gaining great boosts from Arthur or Zero going 9 Mov GKW from Setsuna, Kagerou also gets great boosts from Arthur, Leo being broken with Exorcist Sakura support and maybe even going exorcist himself, and a few more I don't remember.

    Nothing's 100% optimal but there's a lot you can do there.

  19. What does she need it for? Sacrifice her flight and mobility for four level-ups to get Axefaire? Better just learn Overbearing already.

    It's definitely practical due to axe rank retention, but probably not efficient. fwiw I've done it a few times for fun. HP +5 and the increased growth spread is nice, and stacking Overbearing and Axefaire is good if you want Cam to OHKO N26 Generals as a Wyvern. You're better off spending the switch in some kid paralogues though since her mobility is important for the main campaign maps.

    Would a +Mag/-Lck Diviner Corrin prefer Felicia or Jakob? Felicia gives more magic and speed which is nice, but Jakob's personal is better and gives more bulk and move.

    I'd argue Jakob. Butler Jakob still gives spd/mag as well as Diviner having high mag in addition to giving crazy avoid and -3 damage received. If you were using a build that doesn't have high mag (+Mag Cavalier) then Felicia would be the better option but in this case Jakob wins.

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