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Knusperkeks

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Posts posted by Knusperkeks

  1. Units with higher 'unrestricted' movement like Owain and Gerome should have HP+5 for their Miracle/Counter setups, while a unit like Brady should have either Luna or Acrobat.

    In this case, I'd go for Acrobat on Brady.

    Also, would there be any benefit to deliberately 'suppressing' a unit's def/res to ensure that the first attack initiated by the lead unit of a player's pair up *would* kill them, for the sake of Miracle, or does that seem unnecessary? Basically, this would entail using the stat-boosters on everything except for def/res.

    Do you mean tonics? I was under the impression that tonics didn't work even if you applied them before doing the sortie.

    Also, we don't seem to have included a skillset for the +skill/-strength FeMU.

    I'm assuming it would be something like:

    FeMU @ Falcon Knight

    Lucky 7, Lethality, Quick Burn, Hit+20, Move+1

    Falcon Knight FeMU with the given asset/flaw has 48 skill for exactly a 12% chance to proc Lethality. Move+1 is working under the assumption that FeMU will spawn further from the player's units than the rest of the AI. The rest is relatively standard.

    I think the Hit+20 is overkill in this situation. She already has +35 from skills and +25 from forges. Maybe an Axebreaker would be cool to fight the axe vulnerability. Random Tomebreaker could work too, seeing as she is a flying unit (picking up one of your arguments from earlier).

    Or Luna to make use of her high skill stat, since there certainly will be circumstances in which Lethality doesn't trigger, and getting a Luna at that point is really good.

    Aside from that, the build looks decent I think.

  2. I can see the ending!


    High movement:

    Morgan@Griffon Rider

    Counter, RFK, Lethality, Lucky7, Miracle


    Cynthia@Falcon Knight

    Counter, Tomebreaker, Lethality, Lucky7, Miracle


    Lucina@Falcon Knight

    RFK, Lethality, Aether, Luna, Hit+20


    Lon'qu!Owain@Griffon Rider

    Counter, Lucky7, Lethality, Quick Burn or HP+5, Miracle


    Vaike!Gerome@Griffon Rider

    Counter, Quick Burn or HP+5, Lethality, Lucky7, Miracle



    Medium movement:

    Laurent@Assassin +boots

    Counter, Tomebreaker, Lethality, Lucky7, Miracle


    Yarne@Assassin +boots

    Counter, Quick Burn, Lethality, Lucky7, Miracle


    Inigo@Paladin

    Counter, RFK, Lethality, Hit+20, Luna


    Brady@Paladin

    Counter, Lucky7, Lethality, Luna or Acrobat or HP+5, Miracle

  3. I believe that gaining control of the center of the map is the most important aspect in the game. That's one of the reasons why I have avoid Severa in my challenge run - she can easily take care of any number of soldiers in the fourth phase of secret path apotheosis, but I digress.

    I also believe it's a waste of time to analyze every single map in this game and try to tailor our team towards fitting as many of them as possible, since there are too many random factors involved. For example the starting positions of our team on the enemy player's map.

    Using flying classes and having one more skill slot (which would otherwise be used for acrobat) for something else is the best I think, but not everyone can do that obviously.

    The reason I didn't include movement+1 in #36 is that any unit which has acrobat automatically has movement+1 as well.

    Weakness to flying weaponry is one of my last concerns, since I consider any unit which gets attacked by the player (no matter in which way) instantly dead.

  4. If Acrobat is worth considering (which I think it is), what about Mov +1? Thief line is already questioned as one of the top class choices.

    If there is only one wood tile, it's equal to acrobat, otherwise the latter is superior. Of course on open ground, acrobat won't do anything. But most maps on awakening have some kind of hindrance somewhere, and the player might try to use it to his advantage and gets caught off guard by either of them.

    I think move+1 is legit yes.

  5. I was happily typing away at possible classes until the following point made it's return into my mind:

    Going towards the team building, I'd try to homogenize everyone's effective movement as much as possible. This means:

    Fast:

    8 movement flier

    Medium:

    8 movement ground

    6 movement ground + boots

    6 movement ground + acrobat

    Slow:

    6 movement.

    Anyone who can't get acrobat should get either boots or a mounted class to compensate for the sake of integrity in regards to the formation (if we can even call it that, lol)
    What do you guys think?
  6. Honestly, that male avatar build reeks of awful skills wise. And I'm not sure that female build's much better. . . That being said, the big issue here's synergy - Lifetaker clashes with Vantage and Vengeance, as well as Wrath (though Wrath just stinks anyhow).

    This is why I'm so adamant about people providing a setting for which they need a certain set of skills, otherwise it'll be decent at best and a huge pile of garbage at worst.

    Wrath has a very specific purpose. It's the best by far at what it does.

  7. Wyvern Lords may still provide some benefit, solely based off their superior mobility though.

    I can't find it right now, but there was an old thread on gamefaqs where TestpilotVGC, Sabata2 and me came up with a Wyvern Lord, Sniper and Mire Sorcerer composition of 10x Avatar. So yes, Wyvern Lord's are great for their brute force attack stat and high mobility, not so much for skill. (Lethality). Here is one of the Wyverns.[spoiler=apparently I made this screenshot on 11/18/2014]yXQCfRX.png

    2.) Interesting. So could there be some value in possibly running a lv 1 Assassin with an Underdog Bow equipped instead of a Superior Bow?

    Sure, if you want more flat avoid instead of vs bows only.

    Since I'm still figuring a few things out, feel free to choose your own parameters for the calculations.

    Thank you for generating this resource. I'll give it a shot as well, and of course report if anything noteworthy is discovered.

    Sure thing. I chose GL Olivia!Lucina with Lethality, Aether, RFK and Hit+20 as a base. Comparing Luna vs Astra. If you use it, make sure to use v1.1.2, since the earlier one showed some... interesting behavior.

    Disclaimer about my spreadsheet: Attacks would in som cases deal negative damage if the enemy's defense stat was higher than the own atk stat and display it as negative damage. This effect was being amplified by Astra to 250%. It also affected Aether/Luna/Ignis damage calculations. I fixed all instances of negative damage calculations I found and told the spreadsheet to assume all negative numbers are to be exchanged for zero. There might be still some bugs I haven't found, so if you do find them, tell me about it.

    Olivia!Lucina@Great Lord: str 42, mag 31, skl 45, spd 47, lck 47, def 39, res 39

    Brave Lance, 10 Mt, 70 hit, 3/5 forge to 13 mt 95 hit. A rank Lance: 15 mt, 100 hit.

    Results: 57 Atk, 100 base hit.

    [spoiler=Lethality/Aether/Astra/RFK/Hit20 vs 40 def/spd/lck]

    Chance to hit: 131% displayed
    Skill ~ expected damage contribution
    Lethality ~ 18.06
    Aether ~ 13.82
    Astra ~ 7.34
    Normal ~ 6.10
    total average expected damage: 45.33

    [spoiler=Lethality/Aether/Luna/RFK/Hit20 vs 40 def/spd/lck]

    Chance to hit: 131% displayed
    Skill ~ expected damage contribution
    Lethality ~ 18.06
    Aether ~ 13.82
    Luna ~ 10.82
    Normal ~ 4.07
    total average expected damage: 46.77

    [spoiler=Lethality/Aether/Astra/RFK/Hit20 vs 50 def/spd/lck]

    Chance to hit: 111% displayed
    Skill ~ expected damage contribution
    Lethality ~ 18.06
    Aether ~ 9.98
    Astra ~ 3.02
    Normal ~ 2.51
    total average expected damage: 33.58

    [spoiler=Lethality/Aether/Luna/RFK/Hit20 vs 50 def/spd/lck]

    Chance to hit: 111% displayed
    Skill ~ expected damage contribution
    Lethality ~ 18.62
    Aether ~ 9.98
    Luna ~ 9.36
    Normal ~ 1.67
    total average expected damage: 39.07

    [spoiler=Lethality/Aether/Astra/RFK/Hit20 vs 60 def/spd/lck]

    Chance to hit: 91% displayed
    Skill ~ expected damage contribution
    Lethality ~ 18.06
    Aether ~ 6.91
    Astra ~ 0.00
    Normal ~ 0.00
    total average expected damage: 24.97

    [spoiler=Lethality/Aether/Luna/RFK/Hit20 vs 60 def/spd/lck]

    Chance to hit: 91% displayed
    Skill ~ expected damage contribution
    Lethality ~ 18.06
    Aether ~ 6.91
    Luna ~ 7.89
    Normal ~ 0.00
    total average expected damage: 32.87

    It might not be on topic, but I wanted to take this opportunity to say that there might be certain situations in which having Astra and Luna and/or Ignis might be worse than just having Luna or Ignis, because Astra takes priority over the to of them, yet might result in less damage than either of them.

    The reason for that happening is the same reason why my spreadsheet was bugged: Nobody in their right mind attacks an enemy when one can't deal a single point of damage to him (except for Lethality/Aether/Luna/Ignis/Vengeance or other curiosities).

    Edit: done correcting typo's.

    Edit2: Calcs should be correct now.

  8. Asset: Speed or defense.

    Flaw: Skill or luck.

    Think two turns ahead, if you can, three.

    Before you make a move, ask yourself "Will my unit die somehow if I do this?". Check enemy weaponry before you start a chapter and figure out mentally how to deal with each enemy, even a rough plan on how you want to go about beating the chapter goes a long way.

    Read what the enemy boss unit says, and think what it means. No enemy in this game says anything useless. Everything the enemy says has a meaning.

  9. Alright, but citing the values for 'Brave' vs 'Superior' weapons that I requoted earlier in this post:

    All physical Brave weapons have exactly 3 less Mt when compared to their Superior counterparts when both are unforged, while their accuracy values are the same.

    The one exception to this are Brave Swords which only have 2 less Mt than Superior Edges.

    For the 'one less Mt' concept to apply, we'd have to forge +4 Mt / 20 Hit on all physical Brave weapons, aside from Swords (for which we could just use Eirika's Blade anyway) to ensure that they'd outperform their Superior counterparts.

    This is why knowing whether the AI prefers damage output vs. accuracy can be critical when going into a more detailed weapons analysis.

    But for a 'better safe than sorry' approach, we'd forge 4 Mt / 20 Hit on all non-sword Brave weapons to ensure they'd out-damage their Superior counterparts, and 0 Mt / 15 Hit on the Superior weapons to ensure that their accuracy is also less than that of the Brave weapons.

    I believe I attempted to do so in the above post, but the specificity of the forges is somewhat convoluted.

    I haven't witnessed it myself, so I'm unfortunately uncertain. A cursory search of the internet only showed several videos of Lethality being Dual-Guarded.

    Looking on other sites such as GameFAQs, posters have stated that the Skill check occurs before the accuracy check does, so it is supposedly possible.

    At least according to the discussion here.

    Then let's believe what they say.

    Alright. I'm interested in hearing what your results are.

    And I addressed Yoshi's comments earlier in this post.

    The numbers will be in one of my next posts.

    I merely confirm to Yoshi that I read his post before I posted my own.

    Two more things:

    1. If Nah, or any other 'dragon-class' unit is used in StreetPass, will a Brave Weapon still be superior than a 'Dragonslaying' weapon like the Exalted Falchion or Book of Naga, even with the latter two hitting with effective damage?

    2. If Donnel is ever used as a parent, does Underdog utilize a unit's displayed level or internal level? Depending on which it is, a relatively constant +15 Hit/Avo could come in handy.

    A combination of Underdog, Quick Burn, and Lucky 7 would have comparable Hit/Ado boosts with the breaker skills (at least for the first turn).

    1.) I'd assume the player would pair-up Chrom and his Exalted Falchion as a support unit with his wife and produce dual strikes through the brave effect on his wife's weapon in the first place, but if only to answer your specific question: It depends on the situation really. Sometimes the Falchion deals more damage, sometimes not. it depends on the attackers hit stat, as well as his skills.

    If Lucina with Parallel Falchion or Chrom with Exalted Falchion decide to activate Aether or Astra, everything that is a dragon will turn to mincemeat, since Aether and Astra scale scale really well with the Atk stat.

    2.) It's the displayed level for base classes and displayed level+20 for advanced classes. Example:

    Lv 1 Nah in base class will activate Underdog against opponents lv 2 or higher.

    Lv 20 Nah in base class will activate Underdog against lv 1 or higher promoted enemies, as well as special classes lv 21+.

    Lv 1 Nah in promoted class will activate Underdog against lv 2 or higher promoted enemies, as well as special classes lv 22+.

    Underdog stops working against special classes when Nah is in a promoted class of herself which is equal or higher than lv 9.

    Underdog will never work if Nah is lv 20 in a promoted class.

    There are some more cases I could count up but you should get the gist of it by now.

    Gonna buy some milk and do the numbers on Astra vs. Luna afterwards. Can you please give me your desired parameters for which I should calculate results? Otherwise I'm going to choose them myself. That being said, please don't hesitate to just copy my document and use it for your own purposes, that's why I put it there for everyone to see in the first place.

  10. Lucina:

    She cannot access Counter

    Of course it's true. I had this one coming, with all the copy pasting I did.

    I suggest a Dark Flier class with Celica's Gale.

    Dark Flier has access to lances and tomes, which means ghetto Tomebreaker and Lancebreaker in the forms of Superior Jolt and Superior Lance.

    This is a good idea. I'll keep Falcon Knight in the back of my mind.

    I have not had any StreetPasses in recent history, nor am I able to StreetPass myself.

    Ditto.

    1. What is the prevalence of Mt to Hit for the AI? Will it automatically select a weapon based on probability to hit, likelihood of dealing the greatest damage based on raw stats, or some combination of the two?

    I'm not sure, but I believe the formula would look something like this:

    (A-D)*hit%

    Where A is the attackers Atk stat, D is the defenders defense or resistance, and hit% is either displayed or true hit, I'm unsure. It's not that it doesn't matter, but the difference in possible outcomes isn't that great between the two.

    The AI will calculate this formula with all possibly usable weapons and pick one.

    If I had to make absolutely sure it works, I'd give the superior weapon 1 less mt than it's brave pendant and call it a day. The AI isn't very smart, but it knows basic calculus, which should be more than enough in this case.

    The AI ignores all variations of skill% it may have, as can be seen in lunatic+ where the AI sometimes cedes certain kill encounters in favor of doing more theoretical damage if skills weren't active, even if those skills have 100% chance to trigger (e.g. Luna+)

    Acting as faux-breakers while initially equipped, their Mts need to be lower than that of the Brave weapons also in the unit's inventory if a switch is to be made on the AI phase. Also, for units that wield multiple weapon types, we need to take WTA and weapon strength into account.

    A Brave Sword has a base Mt of 9, which would be 12 when forged with 3 Mt / 25 Hit. Its total Mt would need to exceed that of a Superior Edge which is 11 at base. One probably ought to just forge 25 Hit onto the Superior Edge. 9 Crit could conceivably be forged, but that would just be a waste of resources.

    A Brave Lance has a base Mt of 10, while a Superior Lance has a base Mt of 13. Both have a base accuracy of 70. While I'm uncertain to what extent AI takes accuracy into account before initiating combat, the Brave Lance could have the standard 3 Mt / 25 hit forge, while the Superior Lance could have just 20 Hit forged. Otherwise, we'd have to do a 4 Mt / 20 Hit forge on any Brave Lance, assuming a Superior Lance is equipped.

    In this case, act as if the superior weapon does always have WTA and the Brave always has WTD, make sure the Brave has 1 mt more in all cases and that should do it.

    On that note, I've never seen a Lethality miss. Does that mean that all the superior weapon needs is to hit to enable Lethality rolls?

    Filler Skills:

    This'll take some time to determine for each unit, but as far as Lucina and Inigo, how about we give Lucina Hit+20 and Luna to both of them?
    Also, as far as Inigo!Morgan is concerned would Skill +2 see any use to snag that extra proc point for Lethality, or is the Hit/Avo of Lucky 7 better in this instance?
    Meanwhile, I'll be working on refining the classes and skills for the other units.

    Lucina: I'd need run numbers on Astra vs. Luna with RFK active, thankfully I have something useful in my sig. Astra takes the expected damage, divides it by 2 and applies that number five times. Hit+20 for sure though.

    Morgan: I believe 20 hit/avoid is better than 1% Lethality and 3 hit.

    Also difficulty needs to be taken into consideration, as Yoshi mentioned.

  11. Shakespeare reference.

    Awesome post. The most important part is the distinction between characters who are likable and characters who are likable because they're interesting, even if they are unsympathetic in nature.

    The only play by Shakespeare I read and witnessed in theater is 'as you like it'. I will look into the one you mentioned, thanks for sharing your insight~!

  12. Thoughts?

    Looks awesome let's go!

    +Skill/-Strength FeMU
    Lucky7, Quick Burn, Lethality, <filler>, Miracle
    Olivia!Lucina
    Counter, RFK, Lethality, Aether, <filler>
    Chrom!Inigo
    Counter, RFK, Lethality, Hit+20, <filler>
    Inigo!Morgan
    Counter, RFK, Lethality, Lucky7, Miracle
    Kellam!Laurent,
    Counter, Tomebreaker, Lethality, Lucky7, Miracle
    Henry!Cynthia:
    Counter, Tomebreaker, Lethality, Lucky7, Miracle
    Libra!Yarne,
    Counter, Quick Burn, Lethality, Lucky7, Miracle
    Gaius!Brady,
    Counter, Lucky7, Lethality, <filler>, Miracle,
    Vaike!Owain
    Counter, HP+5 or Axebreaker, Lethality, Lucky7, Miracle
    Lon'qu/Vaike!Gerome
    Counter, HP+5 or Swordbreaker or Lancebreaker, Lethality, Lucky7, Miracle
    I didn't look at the classes yet. Depending on the class, we'll give the units a superior weapon to hold as long as they do not engage in combat, with weapons with brave effects sitting in every units inventory.
  13. Let's do a bit of brainstorming.

    I believe that the only way counter can be utilized is to put it on units which are able to close the distance to engage at 1 range to blow up in the opponents face. One is not enough, but if you have half a dozen of them, somebody is bound to be killed somehow if the player doesn't completely stop the onslaught at the start of PP1.

    My team employs strategy 2 mentioned in #21.

    Three units with RFK and Lethality are probably a good point to start at. Their threat will come from attacking only, so there is room for Miracle, which energizes nicely with RFK.

    Against dual strikes, Miracle is such a lackluster skill, but we do not really have much choice in terms of survivability.

    If I could choose one skill which all units could have for free, it would be lucky7.

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