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Knusperkeks

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Posts posted by Knusperkeks

  1. What happens if there's a barracks event at points X and Y, with Y being close to the end of the roster, and enough characters die such that the map ends with Y-1 units?

    Let's say X and Y are part of a cloud of mist. The cloud of mist represents characters in the game. Each droplet in the mist represents one character.

    Even if one removes many droplets (characters) by any means e.g.: Killing them or never recruiting them, there'll be still enough droplets for the engine to choose from.

    It might be more intricate than this in practice, but this is what I think it comes down to.

    Additionally, it's possible for a character to gain two barracks stat boost events in the same visit via their birthday event. I recently confirmed it with Lucina. First, she got her birthday barracks stat bonus and afterwards she got a regular barracks stat bonus. They were different from each other. The first bonus was replaced with the second. They do not stack. The most 'recent' bonus (as in, barracks events) sticks to the character.

  2. Many of these third gens look really juicy. Yet, is one of them good enough to perform better than the boost a child gets from having Avatar as it's parent?

    OxgizMS.png?1

    As a reminder, this old sets lifeline is melee counter bombs and uses as many Aggressor/Luna units as possible. I chose +Str, -Def Avatar because it's the only character who can give Laurent the necessary skills and mods to work in this setup in the way I want him to.

    The more males we have, the more Aggressor we can utilize. What do you think of stacking Aggressor as much as possible?

  3. I wasn't too surprised about barracks manipulation. One day, Yoshi told me that it's possible, and that I should ask Tables for more advice, but just knowing the possibility exists quickly lead me to the realization that it works as outlined in #3843.

    I find it really strange that they don't lock in the targets when the event is generated. Like, I totally get randomizing slots 3 and 14 as a way of generating the event, but why not lock it to the characters in those slots once the slots are determined?

    Because the barracks bonus' attribute changes with time. One time it's +strength/+skill. Another time it might be +resistance/+luck. It's also easier to implement into the game, as outlined by Vascela in the post prior to this one.

    I've intentionally 'reset' the bonus in order to achieve +Speed/+Luck to boost a certain units' avoidance.

    1. Save the game. Check whether the events include as many barracks stat boosts as you wish. If there are enough boosts, proceed to point 2.
      If there are insufficient barracks stat boosts, reset the game, complete a random map (I just hit skip turn a few times in exp growth), save, and check again whether the number of bonuses is sufficient. If yes, continue to step 2. If not, repeat this step until the prior condition is met.
    2. Confirm the slots which will receive the bonus(es), let's say slot α (and β)
    3. Reset the game and put the unit(s) which are meant to receive the bonus(es) into slot α (and β) in the unit preparation screen. After that is done, leave the unit preparation screen and save the game.
    4. The units at α (and β) should receive barracks bonus events. Confirm the attribute of the barracks bonus. 4.1 If you like it, end the operation.
      4.2 If you do not like it, reset the game, open a screen which - after closing it, prompts the game to update world map events to renew the barracks stat boost time based random seed (I use the DLC gate screen for this. Just opening it up and having Anna say "Welcome to the Outrealm Gate..." is enough.).
      Repeat this until condition 4.1 is satisfied.

    Completing a map will reset the entirety all barracks events. They'll be completely shuffled anew. I usually do this a few times until two of the five events include stat boosters. This is part of point 1 above.

    Prompting the game to re-calibrate via opening a window such as the DLC gate will change the stat boosters attribute.

    Generally speaking, it's easy to get a single specific boost for a single unit.

    Getting a single unit with two boosts is more difficult.

    Getting two units a single boost is equally difficult as getting a single unit two desirable boosts.

    Getting two units two specific boosts is a pain already. By now you probably see that the difficulty to achieve multiple desirable bonuses scales exponentially with the number of bonuses. That's the gist of it.

  4. I'll cover the characters you seem to have trouble with. Characters not mentioned generally work out well and are not worth antagonizing over. Many of your suggested characters or top tier.

    -Miriel x Gregor = Laurent. Unsure about this- would he be in the front or in the back? If he's in the back, what good would the normal skillset I see on him be? (V/V/Wrath, I believe)He'll likely be a sage either way.

    His aptitude for magic is higher than for physical classes. +1 strength, +3 magic. I'd use him as a Sage.

    If you want to frontline him, he needs to have vantage and vengeance and a good pair-up partner to annihilate anything that crosses his path via vantage before it kills him. Personal preference is DS+ over mag+2.

    EP(enemy phase) front line Laurent: Vantage / Vengeance / Tomefaire / All+2 / Limit Breaker

    All purpose support Laurent: Anathema or Magic+2 or Dual Support+ / Tomefaire / Aggressor / All+2 / Limit Breaker

    I never really got into thinking about crit Laurent.

    -Tharja x Donnel = Noire. Not sure about this one either. He gives Galeforce and..what else? Would she be better physical or magical? Does anyone else (other than Gaius) make a good Noire without sacrificing another child's usefulness?

    +2 str, +3 mag. She can work decently in a few roles. I think this one makes a decent sniper by default. Vengeance / Bowfaire / All+2 / Galeforce / Limit Breaker.

    -Nowi x Vaike = Nah. I really liked Vaike!Nah last time around, but I'm not sure who she'd be paired with. While I like he idea of Valkyrie Henry!Nah, I'm not that fond of Vaike!Gerome. Good strength mod, but he missed a lot more than I was comfortable with.

    Hero support: Strenght+2 / All+2 / Axefaire / Odd Rhythm or Tantivy / Limit Breaker.

    She might require 3 mt 25 hit forge on her axe. sword should be fine with 5 mt 15 hit.

    -Olivia x ? = Inigo. Looks like my best available choices are Frederick and Libra. I'm not sure I want yet another Sage, but what is a good class for Frederick!Inigo? And would he have to be paired up with Vaike!Nah? I admit to not being fond of the pairing, but it's not a deal breaker for me.

    Frontline Hero: Galeforce, Aggressor, All+2 or Deliverer, Axefaire, Limit Breaker. Deliverer if you like convenience.

    Since MU will be female, I figure she'll be married off to one of the second generation. I'm thinking +Mag -Def with Ricken!Owain. I understand Ricken!Laurent gives Morgan a higher magic mod, but I think Owain would be a better pair up for MU. And I have a preference for Owain over Laurent. Would the resulting magical Morgan be good with Lucina? Assuming I can get past the squick factor of them being related (first cousins once removed?)

    Sumia!Lucina and Ricken!Owain!Morgan will wreck havoc no matter which classes they're in.

    You know you said forge. Don't be petty.

    I know what I said.

    Forges and weapon rank bonuses are two separate topics.

    Don't oversimplify.

    Don't generalize.

    Don't attempt to correct something which is not wrong.

  5. It could be a +3/25 forge instead. That with WRB would have the same atk as a +5/15 with no WRB.

    You're repeating yourself. Also, I don't care because #4317 never mentioned forges anywhere. This means we have an indeterminate included which was not accounted for. The calculations are wrong.

  6. ...

    Calcs are correct, assuming you're not using a flaw which hurts magic.

    I'm using a sniper to chip that sorc down to around half HP and finish him off with a different pair of units.

    Edit: You didn't include weapon rank bonuses in your calcs.

  7. Let's make up a perfect Morgan to use as an enemy.

    Vaike!Gerome!M: 61 str as Berserker

    Ricken!Laurent!M: 56 mag as Sage

    Lon'qu!Severa!M: 58 skl as Assassin

    Lon'qu!Yarne!M: 57 spd as Assassin

    Chrom!Brady!Morgan: 54 lck

    Kellam!Nah!M:64 def as Manakete

    Libra!Brady!M: 52 res as Sorcerer

    Super pair-up of awesomeness: +8 flat to all.

    Rallies: +10/+14 to all/luck respectively

    Limit Breaker: +10 to all.

    89 str, 84 mag, 86 skl, 85 spd, 86 lck, 92 def, 80 res

    Have fun poking this monstrosity with Astra.

    As far as Gerome is concerned, should Cherche pass Demoiselle, DS+, or does it not even matter?

    I don't see how having DS+ would impact Gerome's performance in streetpass.

    With regards to the other team utilizing DLC, I'm considering:

    Chrom!Inigo: His role would be as a RK+Luna Aggressor. Lethality is up for debate)

    Olivia!Lucina: Her role is a proc-stacker with RK+Aether+Luna. Considering Swordfaire/Lancefaire for her fourth skill

    Stahl!Yarne: His role is to focus on pure damage with Axefaire, Aggressor, and Luna. Quick Burn from Panne, or Lucky 7 from his Thief line. Has two less strength than a Vaike!Gerome, but three more skill and speed.

    Henry!Cynthia: Could likely reprise her original role as a Miracle+Counter user, with the somewhat-notable considerations of Demoiselle and Anathema.

    Ricken!Owain: Has Miracle/Counter/Lethality/Luna and high luck. Could fill a number of roles.

    They're all using weapons with brave effect?

    Other considerations:

    Vaike/Lon'qu!Severa: The former givers Severa access to Luna as well as +5 strength and +4 skill and speed. The latter trades 3 strength for 2 skill and speed apiece. Virion!Severa could also be used, if both Vaike and Lon'qu are used on other relevant units.

    Vaike/Gregor/Frederick!Gerome: The first option allows Gerome to run as an Axefaire Berserker, akin to Stahl!Yarne, but minus Luna. Gregor provides somewhat better stats, and Astra in exchange for Lucky 7. Frederick hurts Gerome's speed, but gives him Luna, and the skill mods to use it with. He lacks the option to go Berserker though.

    I'd choose Vaike for Luna on Sevy and Frederick for Gerome for the simple reason that they will deal zero damage if they do not have it.

    As far as who to pair MaMU with, I'm most strongly considering either Brady, Laurent, or Nah. The first two have a notably high stat (luck or magic respectively), but have little to offer skill-wise in terms of a StreetPass setting, without resorting to certain (oftentimes 'niche') fathers. Nah has virtually nothing of note for StreetPass, save for possibly Quick Burn, Tomefaire, and a couple breakers. Throwing a pair of manaketes into the mix would certainly be interesting.

    I assume Chrom!Brady's argument is RFK Miracle with max luck. Laurent can have high magic. Nah can give a super tank Manakete.

    Personally, Brady's and Nah's Morgan are most interesting to me. Which setups are considering?

    Also, I'm half-tempted to attempt a crit-stacking unit just for novelty's sake. While this goes against the plan of using a MaMU, a hypothetical +skill FeMU and a Lon'qu!Yarne result in a Morgan with +10 skill and +7 speed mods. As an Assassin with LB, that comes out to 68 skill, or 34 base crit. A maximally forged 'killer' weapon (+15 Hit/+15 Crit) has 45 innate Crit. But 79 crit isn't going to suffice if you have a unit with LB, S-Ranked with a Great Lord (+9 Luck), one can estimate that the paired-up unit has luck in the mid 60s. Meaning that in all likelihood, the unit has around 10% to 15% crit. In an attempt to compensate for this, Zeal provides a flat-out +5 Crit and Focus provides +10 Crit, provided no allies are within a 3-tile radius. But Wrath, which only works when the unit's HP is half or less, is unlikely to be effective. And Gamble, which adds a flat 10 crit at the expense of 5 Hit, is discouraged, especially if some Hit is foregone to buff the weapon's Crit rate to begin with.

    ...Nevermind. I guess I'll save my crit-stacking dreams for the maingame, where running a Swordmaster/Assassin with Astra and a forged Killing Edge is strangely satisfying...

    It's kinda hard to break 86 luck, so i don't think going for crits is the right choice. It's even more inconsistent than Lethality. At least the latter only depends on hitting the enemy, even if it's for zero damage. It's possible to deal zero damage to the enemy even if you do crit, which results in achieving absolutely nothing.

    I'd love if this could work out somehow, but don't get your hopes up.

    Also, seeing displayed crit in the enemies' combat menu is extremely intimidating for any player, so they'll try to work around that. One needs to be sneaky if one wants to deceive humans.

  8. Would I run him as LB/GF/Agg/Luna/Ignis or LB/GR/Agg/[Proc]/Faire?

    You'd have to have 100 in your secondary attack stat make to RFK equal to a weapon faire when it's RFK+Ignis vs. Faire+Ignis.

    The same as for the enemy having to have more than 100 def/res to make RFK+Luna be better than Faire+Luna.

    In a world with Limit Breaker, RFK can't compete with against Luna and Ignis. Results might change if you include Aether.

    Whether Ignis+Luna or one of either and a faire are better depends entirely on the situation you find yourself in.

    Let's assume you're using a physical weapon. The choice between Luna and Ignis is easy. Compare your own magic to the enemies' defense. if your magic is higher, use Ignis, if not, use Luna. Entirely dependent on the enemy.

    if you give me exact numbers I can tell you which one of the two setups you mentioned is better in certain situations.

  9. Overall I'm not seeing how Vaike!Nah is good. What builds is she known for? Even if they wouldn't work for the Brady pairing, I'm still interested in knowing why people like Vaike!Nah.

    Vaike's Nah has these base classes:

    Knight, Mercenary, Thief, Mage, Wyvern Rider

    Unique skills which must be inherited:

    HP+5, Zeal, Despoil, Gamble, Rally Strength, Counter, Wrath, Axefaire

    Skills available: 40

    Mods: +5 Str, +4 Def, +1 Skl/Lck/Res

    Mobility: Movement+1, Deliverer, Acrobat. Pass

    Physical offense: Strength+2, Axefaire, Rally Skill, Rally Strength

    Magical offense: Magic+2, Tomefaire, Rally Magic

    Offensive utility: Focus, Lethality, Wyrmsbane, Luna, Zeal, Despoil, Gamble, Counter, Wrath

    Defensive utility: Defense+2, Dual Guard+, Rally Defense, Pavise, Bowbreaker, Sol, Axebreaker, Lifetaker, Swordbreaker, Lancebraker, HP+5

    Generic utility: Odd Rhythm, Indoor Fighter, Armsthrift, Patience, Lock Touch, Tantivy, Slow Burn, Quick Burn, Lucky7, Gamble

    As you can see, she's very flexible and can adept to any role very quickly, as well as stay good at that role.

    Edit:

    Underappreciated characters for hardmode run:

    Vaike, Kellam, Lon'qu, Gaius, Anna, Cherche, Say'ri, Tiki, Basilio, Flavia,
    Are these enough to make it work?
  10. I was also surprised when I saw the ending.You wouldnt expect the ending from the S-support convo.

    What I was trying to say is that if Regna is cold the entire year Tharja wouldnt really go to Lon'qu all that much.Unless I am wrong and Regna doesnt have fixed(permanent) weather.

    That's impossible. You quoted the epilogue yourself. It states that she left during the winter.

  11. What I wrote in my OP wasnt a Support though it was the ending.You said to check the s-support not me.Their s-support wasnt suggesting that Tharja would leave.

    I don't know what is exactly written in Tharja's and Lon'qu's s support. You posted this in the OP:

    So if you pair Lon'que with Tharja this is the ending:Lon'qu returned to Regna Ferox and served as Basilio's right-hand man. The cold Feroxi winters proved too much for Tharja, who left time and time again in search of heat more in line with a Plegian desert.

    So I assumed that this is the content of their s support, because it doesn't make logical sense to mention it as the ending when it's not their s support. My bad for being wrong.

    I'm having trouble rationalizing what you're getting at - with the OP - in this case. What's wrong with leaving your partner from time to time?

  12. I didnt say she is horrible(well she kinda is with Noire)I just find it weird that they parted ways and didnt stay together like most characters did.What do you mean about their S-support?Didnt find anything that explains that.

    Read your own OP. It's written that she left time and time again. This means that she returned time and time again. They never broke up.

    How you interpret this part:

    So they broke up because Tharja couldnt take the cold?

    out of their s support is beyond me.

  13. Any suggestions?

    I don't have a terribly large amount of experience with Sully, but in one of my runs, I put very much effort into her earlygame (she was planned to be Chrom's spouse from the start). I ended up giving her a second seal very early and reclassed to Myrmidon. Everything was fine for the first half of the game, but after the Valm arc started, I couldn't deploy her as a frontline unit anymore - she was stuck with supporting Chrom out of fear of dying.

    I believe that Cavalier and it's promotions will be more benefitial for what you want to do, partly for reasons which you already mentioned. Wyvern Rider is also interesting since she gets innate Discipline.

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