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nflchamp

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  1. 3-3 Gatrie gets all my BEXP to grow quickly. Ike x Gatrie C support. Soren is going to be my free 6-move unit. Bought a Dracoshield cause I’m rich. Gatrie and Ike beeline to the boss area, letting Soren go for the supplies, but killing stuff takes time. Even when ignoring all the stuff that doesn’t get in the way. Turns (chapter/total): 14/207 BEXP (chapter/current): 2550/2555 Funds: 541 3_3 Name Tier Level EXP HP STR MAG SKL SPD LCK DEF RES Ike 2 17 23 49 26 2 30 27 16 23 9 Gatrie 2 16 87 45 27 6 20 23 19 27 16 3-4 Sold my Gems (White and Blue), so I’m rich again. Gatrie gets all my BEXP again (+SKL/DEF/RES on a level). Kinda wish I got the Master Crown, but oh well. Bought some 1-2 range. Also, Speedwing and Dracoshield to Kyza. Pass!Ike does most of the work getting to the top. Provoke!Gatrie is helpful, but he is susceptible to dying. Kyza is also rather useful, but I’d like more strength on him. Ike is also terribly unlucky – every time I got to the boss he got crit (not that that means much, but still). Turns (chapter/total): 11/218 BEXP (chapter/current): 2441/2456 Funds: 15356 3_4 Name Tier Level EXP HP STR MAG SKL SPD LCK DEF RES Ike 2 18 35 50 26 2 30 27 16 24 9 Gatrie 2 18 73 45 27 7 21 23 19 29 17 Ranulf -- 26 15 55 14 6 16 15 23 13 10 Kyza -- 18 48 55 10 3 10 13 14 12 5
  2. Final thing it could be referring to is using BEXP to quickly level up and then resetting until you get good stats.
  3. What's this? Continuation? Madness! Ignore the 10-month break from frustration, we're finishing this! 3-1 Gatrie given BEXP so he’ll quickly level up. Biting the bullet and taking the Titania penalty. Giving Adept and Miracle (might as well use it) to Titania. Using Lethe and Lyre as decoys to make the enemy go where I want, too (not near my non-drafted). Took all 12 turns because Titania misses too much. Turns (chapter/total): 12 (+4)/187 BEXP (chapter/current): 1252/1419 Funds: 5000 3_1 Name Tier Level EXP HP STR MAG SKL SPD LCK DEF RES Ike 2 14 31 46 26 2 29 25 16 23 8 Gatrie 2 13 8 45 26 6 19 22 16 25 13 3-2 Sell crap from those guys who joined me (and the scrubs I can’t use). Forged a steel sword for Ike (w/ Knight card for a total of +6MT/+25HIT/+20CRIT) and a forged steel axe for Gatrie (+5MT/+25HIT/+15CRIT). I’m rich and have a silver card, so I can blow money on silly amount of crit and whatnot. I make a second pair without the crit, too. Give Ike Pass and Vantage and Gatrie Provoke and Celerity. Sitting on the Ashera Icon and Speed Wing I have. Piled all the BEXP I currently have on Gatrie so he levels sooner. Gave Gatrie Talisman to survive even if mages hit.To the chapter. Ike moves, Gatrie shoves x3. Ike kills boss turn 4 w/ wyrmslayer. GG. Crappy levels, though. Turns (chapter/total): 4/193 BEXP (chapter/current): 1875/1875 Funds: 8541 3_2 Name Tier Level EXP HP STR MAG SKL SPD LCK DEF RES Ike 2 15 8 47 26 2 29 25 16 23 8 Gatrie 2 14 41 45 26 6 19 22 17 26 15
  4. In the broadest sense, efficiency is reducing turns with a reliable chance of success. What that entails is a large number of factors that may or may not be able to be defined quantitatively. Hence there is no exact definition of efficiency.
  5. I'm going to go ahead and shoot you down on this idea. I don't raise issues, and I'd go out on a limb to say most critics of you in this thread are the same, because I don't feel I'll be "punished" (though the idea of being punished by you while I'm doing nothing wrong is hilarious) but rather because I fear I'll be "punished" by not doing so int the from of a lower quality translation that I have a vested interest. I fear that you may err, either becoming too zealous with changes or losing the passion required to make needed ones, if you aren't criticized for questionable decisions. I hope that you face your critics not by ignoring them, but by resolving to be able to explain and defend why the choices you made are the correct ones. For example, in this entire Malliesia debate you've actually moved from Malliesia is a "bad" name to Malliesia would be difficult for English speakers to deal with (phonetically) and Malicia may reinforce her characterization. Obviously the latter is better explanation for a change than the former. I can even go so far as accept the change even if there are outstanding arguments. Where the problems lie are changes like Belf to Vergil. I can tell you now, this character and everything about him will have a slightly different tinge as Vergil than as Belf and it might not be a tinge that's supposed to be there. Yet the only reason I know of for why the change occurred is "Belf is a stupid name." You're confirming my biggest fears, you'll liberally make changes that may change the story from what it was intended to be. And you might not even realize you did it. Through the lens that is your life and your opinions you may think your changes and translations are in agreement with the intended story, even if they're not. What I hope is that, through criticism and the knowledge you will be criticized, you'll avoid falling into such mishaps. I feel I have to apologize for only taking actions I can actually take, that I feel may be worthwhile as far as future returns are concerned, in the time I can actually spend to take them, though. You aren't important enough for me to waste non-free time and extreme amount of effort on - probably because you don't have nor are in a position to receive a power over my life, at the basest level, I don't want you to have.
  6. I'll get 13-2 once I actually finish 13. I'm almost finished with it. Or I might wait until after I finish ME3 once it comes out.
  7. He was talking about part 3 and 4 where Sothe is only doing chip damage. And by the time part 4 rolls around it's useless chip damage.
  8. I know we all know the details about what units at the top of this list can accomplish, but I can't agree with movement happening before concrete reasons are even put out there. I mean Sothe above Mia(T) and Mia(T) being slashed with Mia(N) has happened because people "don't think" Mia(T) is in the right spot. Titania(T) slashed with Titania(N) was hardly brought up at all in relation to a move that has no reasoning even provided so far (outside of Interceptor's hilarious one). I don't want to yell "Bias!", but we've got to hold at least some standard of argument before making changes.
  9. No one really cares about how you play. However, if you don't show any semblance of trying to provide an accurate representation of the characters when you compare them, don't expect anyone to respect your opinion.
  10. The only thing I'd think would be different between NM and HM as far as trueblades are concerned is a possible Zihark>Mia. Beyond that I can't see much changing (Eddie>Lucia>Stefan) beyond the gaps changing size.
  11. Leadership stars affect everyone under the commander (eg. Ike's are the only ones that matter in 4-E and he doesn't have to be nearby). I'm assuming this is why Cain is involved pointlessly. Either way, some of those calcs are wrong, from what I can tell. Sothe with Stilletto and Gareth and Ena next to him has 46 atk (28STR + 8MT + 10 Blood Tide), not 42. And that's including the fact that I'm not entirely sure what Volke, Miccy, and Cain are actually doing in the equation.
  12. In an attempt to wrap this topic up, (but in reality I was just really bored) Going off of everything you've said so far, I'm guessing this will be a pretty thorough showing of how Meg sucks. Let’s start by giving Meg 1 level of BEXP right off the bat, as suggested. Note, this takes 400 BEXP out of the current 500 (max) we have. Also note that out of the 500 BEXP we have, 200 comes from player and partner units escaping in 1-3. Based on her stats, we’ll presume this raises HP, SPD, LCK and the other stats have essentially no chance to increase. So we start at 1-4 with the following: Meg: Level HP STR MAG SKL SPD LCK DEF RES 4 22 10 1 7 9 9 10 5 Aran: Level HP STR MAG SKL SPD LCK DEF RES 7 24 10 0 12 10 6 11 2 Now let’s take a look at some enemies: 4x Tiger lvl 6 HP 41, Atk 26, AS 12, Hit 125, Avo 31, DEF 10, RES 2, Crit 7, Ddg 2 3x Tiger lvl 5 HP 40, Atk 24, AS 10, Hit 125, Avo 27, DEF 10, RES 2, Crit 7, Ddg 2 2x Cat lvl 5 HP 34, Atk 18, AS 14, Hit 128, Avo 34, DEF 8, RES 4, Crit 8, Ddg 1 Defensively: Against Cats, Meg is 3HKO’d and doubled while Aran is 4HKO’d and doubled. Both don’t really look that good there, but there aren’t many cats (3 to begin, in comparison to 8 Tigers). Against Tigers, both are 2HKO’d. That +1 SPD from BEXP was necessary for Meg, else she’d be doubled by 12AS Tigers. Offensively: Meg has 21MT, 113HIT (+5MT forge) and Aran has 22MT, 115HIT (+5MT forge). As one could guess, there isn’t any difference to speak of right now. 1-5: Let’s assume Meg gains 3 levels and Aran gains 2. Therefore, Meg: Level HP STR MAG SKL SPD LCK DEF RES 7 23.8 11.05 1.45 8.2 10.95 11.25 11.05 6.5 Aran: Level HP STR MAG SKL SPD LCK DEF RES 9 25 11.5 0.2 13.5 10.7 6.7 12.4 2.5 Some enemies: 4x Fighter lvl 11 (Steel Axe) HP 30, Atk 26, AS 12, Hit 104, Avo 31, DEF 8, RES 3, Crit 5, Ddg 7 1x Myrmidon lvl 11 (Steel Sword) HP 24, Atk 19, AS 15, Hit 120, Avo 37, DEF 8, RES 3, Crit 12, Ddg 7 4x Soldier lvl 11 (Steel Lance, one has stealable vulnerary) HP 27, Atk 23, AS 13, Hit 111, Avo 33, DEF 10, RES 6, Crit 6, Ddg 7 2x fire Mage lvl 12 (Fire) HP 22, Atk 16, AS 11, Hit 117, Avo 29, DEF 5, RES 10, Crit 5, Ddg 7 Defensively: 24HP/11DEF has Meg 2HKO’d at 23+MT, so soldiers and fighters usually 2HKO her. Despite 11AS, myrms double and 3HKO. 7RES leaves her 3HKO’d by mages. 25HP/12DEF has Aran 2HKO’d by 25+MT, which is only some fighters. Myrms double and 4HKO. 2RES leaves him 2HKO’d by mages. Offensively: Meg has 22MT, 117HIT and Aran has 23MT, 117HIT. Hilariously, 23MT 2HKO’s most fighters while 22MT misses. Beyond that, no differences. 1-6-1: Let’s give both another 2 levels. Giving us, Meg: Level HP STR MAG SKL SPD LCK DEF RES 9 25 11.75 1.75 9 12.25 12.75 11.75 7.5 Aran: Level HP STR MAG SKL SPD LCK DEF RES 11 26 13 0.4 15 11.4 7.4 13.8 3 In addition, Meg’s getting C-Leo and Aran is getting C-Laura for supports. Some enemies, 1x Fighter lvl 12 (Steel Axe) HP 31, Atk 26, AS 12, Hit 106, Avo 31, DEF 9, RES 3, Crit 6, Ddg 7 1x Archer lvl 13 (Steel Bow) HP 27, Atk 25, AS 14, Hit 118, Avo 36, DEF 10, RES 5, Crit 7, Ddg 8 2x Pegasus knight lvl 12 (Steel Lance, Turn 2, west) HP 23, Atk 18, AS 9, Hit 114, Avo 30, DEF 9, RES 8, Crit 5, Ddg 12 1x Myrmidon lvl 14 (Steel Sword) HP 26, Atk 20, AS 16, Hit 124, Avo 41, DEF 8, RES 4, Crit 12, Ddg 9 1x Thunder Nage lvl 13 (Thunder) HP 22, Atk 15, AS 11, Hit 111, Avo 29, DEF 5, RES 10, Crit 11, Ddg 7 Defensively: 25HP/13DEF of Meg is still 2HKO’d by 26+MT, so the early fighters are dangerous. 4HKO’d and doubled by myrms (still). Pegs 5HKO, unless they use the weaker javelin. 8RES makes her 3-4HKO’d by mages. 26HP/15DEF makes Aran 3HKO’d from 24-27MT. Myrms double, but 6HKO. Pegs are jokes at 9HKO. 3RES makes him 2-3HKO’d by mages, mostly 2 despite the mage I pulled as an example. Offensively: Meg has 24MT, 129HIT and Aran has 25MT, 125HIT. The difference between 24MT and 25MT is, again, the difference between 2HKOing and 3HKOing fighters. Beyond that, pretty much identical. 1-6-2: 1 level each, this time. Meg: Level HP STR MAG SKL SPD LCK DEF RES 10 25.6 12.1 1.9 9.4 12.9 13.5 12.1 8 Aran: Level HP STR MAG SKL SPD LCK DEF RES 12 26.5 13.75 0.5 15.75 11.75 7.75 14.5 3.25 Some enemies, 2x Sword Knight lvl 14 (Steel Sword) HP 28, Atk 21, AS 12, Hit 118, Avo 37, DEF 14, RES 5, Crit 5, Ddg 8 1x Axe Knight lvl 15 (Steel Axe) HP 28, Atk 24, AS 10, Hit 112, Avo 33, DEF 12, RES 5, Crit 6, Ddg 8 2x Lance Knight lvl 13 (Steel Lance) HP 27, Atk 22, AS 11, Hit 112, Avo 34, DEF 11, RES 4, Crit 5, Ddg 7 1x Soldier lvl 11 (Steel Lance) HP 26, Atk 23, AS 13, Hit 116, Avo 38, DEF 11, RES 5, Crit 6, Ddg 7 Plus some 1-6-1 enemies, the exception being mages use Elfire for 18atk. Defensively: 26HP/13DEF Meg is still 2HKO by fighters with 26MT. 3HKO is 22-25MT. Not getting doubled by myrms anymore. Mages 3HKO. Aran has 26HP/15DEF still. 3HKO is 24-27MT. 4HKO is 22-23. Mages 2HKO. Offensively: Meg has 24MT, 130HIT and Aran has 26MT, 128HIT. Aran’s got a handful more calvary in addition to fighters that he 2HKOs and Meg 3HKOs. 1-7: 1 level each. Meg: Level HP STR MAG SKL SPD LCK DEF RES 11 26.2 12.45 2.05 9.8 13.55 14.25 12.45 8.5 Aran: Level HP STR MAG SKL SPD LCK DEF RES 13 27 14.5 0.6 16.5 12.1 8.1 15.2 3.5 Also, supports are going to B for both (Leo and Laura for Meg and Aran, respectively). Some enemies, 4x Soldier (Steel Lance, two have droppable Door keys) HP 29, Atk 24, AS 14, Hit 114, Avo 36, DEF 12, RES 7, Crit 6, Ddg 8 1x Fighter lvl 16 (Steel Axe) HP 34, Atk 28, AS 15, Hit 114, Avo 39, DEF 11, RES 4, Crit 7, Ddg 9 1x Myrmidon lvl 16 (Steel Sword) HP 28, Atk 21, AS 18, Hit 126, Avo 45, DEF 9, RES 5, Crit 13, Ddg 9 2x Archer lvl 16 (Steel Bow) HP 28, Atk 26, AS 16, Hit 121, Avo 41, DEF 11, RES 6, Crit 8, Ddg 9 1x Armor Lance lvl 14 (Steel Lance) HP 33, Atk 25, AS 12, Hit 115, Avo 35, DEF 15, RES 6, Crit 6, Ddg 11 2x Fire Mage lvl 16 (Elfire) HP 24, Atk 21, AS 13, Hit 117, Avo 34, DEF 6, RES 12, Crit 6, Ddg 8 Defensively: Meg has 26HP/13DEF still. 2HKO at 26+MT. 3HKO at 22-25MT. Myrms 4HKO and, by the by, they double. 9RES means mages 3HKO. Aran has 27HP/16DEF, meaning 3HKO is 25-29MT. Off chance something doubles other than a myrm. Myrms double, but 6HKO. 3RES means mages 2HKO. Offensively: Meg has 24MT (22MT with brave), 139HIT and Aran has 26MT, 130HIT. Aran 2HKOs archers while Meg 3HKOs, but that’s the only real difference when both use forges. Meg can reduce her #RKO to 2 with brave sword against everything (3 for armors, 1 for mages), but that’s dubious use of the brave sword when someone like Zihark could 1RKO an armor with it if need be. 1-8: 2 levels for each Meg: Level HP STR MAG SKL SPD LCK DEF RES 13 27.4 13.15 2.35 10.6 14.85 15.75 13.15 9.5 Aran: Level HP STR MAG SKL SPD LCK DEF RES 15 28 16 0.8 18 12.8 8.8 16.6 4 Some enemies, 2x Bandit lvl 15 (Venin Axe) HP 39, Atk 22, AS 16, Hit 121, Avo 41, DEF 16, RES 6, Crit 8, Ddg 9 3x Soldier lvl 16 (Steel Lance) HP 30, Atk 25, AS 15, Hit 116, Avo, 38, DEF 13, RES 8, Crit, 7, Ddg 8 1x Dracoknight lvl 15 (Steel Axe) HP 31, Atk 27, AS 12, Hit 106, Avo 31, DEF 15, RES 0, Crit 6, Ddg 7 1x Fire Mage lvl 17 (Elfire) HP 25, Atk 21, AS 12, Hit 117, Avo 32, DEF 7, RES 12, Crit 6, Ddg 8 Defensively: Meg’s at 27HP/14DEF. 3HKO is 23-27MT, which is pretty much everybody. 10RES means mages 3HKO. Aran has 28HP/17DEF, putting 3HKO at 27-30MT. So pretty much everybody is 4HKOing Aran. 4RES means mages 2HKO, though. Offensively: Meg has 25MT (23MT with brave), 143HIT and Aran has 28MT, 135HIT. Neither is good against bandits (Meg 5HKOs, Aran 4HKOs). Aran 2HKOs soldiers while Meg 3HKOs. Aran 3HKOs the dracoknight while Meg 4HKOs, but that’s hardly important. Brave sword can help Meg, but is better put to use elsewhere (like Zihark with bandits). 1-E: 2 levels for Meg, 1 for Aran Meg: Level HP STR MAG SKL SPD LCK DEF RES 15 28.6 13.85 2.65 11.4 16.15 17.25 13.85 10 Aran: Level HP STR MAG SKL SPD LCK DEF RES 16 28.5 16.75 0.9 18.75 13.15 9.15 17.3 4.25 We’ll bump their supports to A as well. Some enemies, 1x Fighter lvl 17 (Steel Axe) HP 34, Atk 29, AS 14, Hit 128, Avo 51, DEF 11, RES 4, Crit 7, Ddg 8 1x Myrmidon lvl 18 (Steel Sword) HP 29, Atk 22, AS 20, Hit 145, Avo 64, DEF 11, RES 6, Crit 14, Ddg 9 2x Soldier lvl 18 (Steel Lance) HP 32, Atk 26, AS 16, Hit 134, Avo 56, DEF 14, RES 9, Crit 7, Ddg 9 3x Archer lvl 18 (Steel Bow) HP 29, Atk 28, AS 16, Hit 136, Avo 56, DEF 13, RES 6, Crit 8, Ddg 9 2x Wind Mage lvl 19 (Elwind) HP 27, Atk 24, AS 14, Hit 139, Avo 51, DEF 7, RES 13, Crit 6, Ddg 8 1x Armor Lance lvl 19 (Steel Lance) HP 37, Atk 28, AS 14, Hit 137, Avo 55, DEF 17, RES 7, Crit 7, Ddg 12 Defensively: 29HP/16DEF for Meg makes 3HKO 26-30MT. There are some enemies breaking 31MT to 2HKO. Myrms also still have a chance to double her as they can hit 20AS, but it is a 5HKO. 10RES means mages 3HKO. Aran has 28HP/19DEF, making 3HKO 29-32MT. 4HKO is 26-28MT. It is possible an enemy other than a myrm doubles. Myrms are jokes, 10HKOing even if they double. 4RES means 2HKO’d by mages. Offensively: Meg has 30MT (+5MT steel forge; 25MT with brave), 147HIT (152 with brave) and Aran has 32MT, 135HIT (+5MT steel forge). They’re pretty identical again, Meg being a bit more borderline on some 2HKOs. Brave sword doesn’t really help this time, and may be shipped over to GMs. This is the end of part 1. Some things to note: • When a stat was near .5 I rounded up for Meg and down for Aran. • Hit can always be bolstered by actually adding it to forges instead of leaving it as zero, as per the examination. • Meg is getting the same, if not more, kills as Aran no matter mobility problems or combat woes. • I’ve been ignoring avoid for both Meg and Aran, namely because Aran isn’t far behind or is winning it (eg. Meg has 49 avoid in 1-E; Aran has 50). Now, let’s be honest here, I've been painting the best picture possible for Meg and Meg hasn’t even won a chapter. Aran has pretty consistently been winning both offense and defense. And it isn’t like Aran has looked impressive. The only thing Meg has been consistently winning is durability vs mages, which is hardly important considering how few mages there are. tl;dr - Meg sucks.
  13. As Anouleth mentioned, it isn't simply 300 BEXP and a stat booster that I'm talking about when I say "same treatment". It's the hand holding through their poor combat chapters in addition to aid from BEXP and/or stat boosters that will make almost anyone as good as or better than Meg endgame. The reason for this is better stats (most notably mobility) once they get to endgame.
  14. It's not that anyone is underestimating her endgame, it's just that nearly any other character given the same treatment is going to end up as good as, if not better than, Meg at endgame. AKA Meg is not winning endgame, or not by anywhere near enough to make up for the fact that she sucked harder than pretty much anyone else at the beginning of her existence.
  15. You could always use the last of the GFAQs NM tier lists and go from there.
  16. I've been trying to lead people from Snowy's original point to efficiency is based on turn counts and reliability by making them logically get from point to the other, but all I think I've succeeded in doing is showing that no one understands why efficiency is a good measurement anymore. But anyways, The fact (even though it isn't a fact) that every person who ever played Fire Emblem agrees that fast is better than slow isn't enough. Why? Because everyone can be wrong. We could all be idiots blindly following an idea that doesn't make sense when examined. Which is why it needs to be examined, so we know it's a good measure. It doesn't matter what it is called, so long as one rank is defined to be better than another it is not possible for getting the better rank to not be better because that is the better rank's very definition. However, questioning whether ranks contradict our other premises for beating the game better is valid. If ranks do, in fact, contradict our other premises, then either ranks or our other premises are incorrect and one of them needs to be done away with or changed to coincide with the other. Though I have to question why you brought up better rankings as beating the game better if you think it doesn't actually do that. While you've grazed the point, I'll go ahead and expand on it. We can deal with luck by largely removing it from the equation. If something isn't likely or reliable, it can safely be pushed aside due to luck rather than a character beating the game better or worse. Therefore, beating the game better involves beating both faster and more reliably and the same time. One without the other is not beating the game better. EDIT: So, like the others, you're basically saying all that stuff makes a character good because it helps beat the game. Or rather, that a good character is a character that is good at beating the game. Which means a character is better than another if they beat the game better. So, Snowy, how does a character beat the game better than another.
  17. As I said, being more reliable and beating it with a better rank are easily seen as better. Something that is reliable gives the same result in successive trials. Beating the game 100% of the time being better than beating the game 50% of the time seems obvious. Having a better rank, ranks being defined such that one rank is better than another, also seems obvious. Being faster is not so obvious. But if what you say, that most debaters would rather treat fast as better than slow, there most be some reason we would want to do so. Naglfar touches on this with his Mario 64 example; a player who is better at the game is able to complete the game faster because he has better skills in certain areas. Extending this to the characters of Fire Emblem that we rank, a character that beats the game better is able to help complete the game faster because they are better in certain areas. This seems like something we should all be able to agree on. However, there remains one more question. Mario 64, unlike Fire Emblem, doesn't have a luck factor. In that way it is possible for a character to seem better, but in reality they may of just gotten lucky. So how do you deal with this luck factor when determine which character is better?
  18. While being more reliable or having a better ranking are straightforward, why would beating the game faster be beating the game better?
  19. You're assuming turns matter when the argument is meant to determine why turns matter, or if they matter at all. Correct me if I'm wrong, but,ignoring the turn count undertone, your points seem to outline a reason why any of these things are considered important; they help get stuff done. Or rather, these things are important because they help beat the game. To put that onto the characters, a good character is one that is good at beating the game. Then to compare to characters all we have to do is determine which character beats the game better. This brings up an important question; how does a character beat the game better than another?
  20. Alright people, if this is going to devolve into a "why turns matter" argument, let's do it properly. The starting point is, of course, the point Snowy brought up. A character with good mobility, durability, offense, or other utility is considered a good character. So why does good mobility, etc., make a character good?
  21. I feel that this is a major weakness of your debating style. I don't care what the "best use" of a resource is, I care about how it can help me. I suppose I'm saying that it seems like you're saying you're looking how to maximize the potential of a resource rather than maximize the potential aid the resource can provide.
  22. Generally, "abuse" is taking time you don't need to take in order to forcibly raise your stats higher. That ends up including things like waiting for reinforcements to get more EXP rather than attempting to clear the chapter (think FE10 4-5 with its ~100 high EXP reinforcements).
  23. And what worth does that actually have?
  24. Colts played Pitt. last night. I'm a Packers fan. :P First 3-0 team in the NFL without a pass defense.
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