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Gradivus.

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Everything posted by Gradivus.

  1. Chapter 9 is completed in 5/80 turns with 1 Rescue use and 1 Thief use. Credits to PKL for that triple convoy drop on turn 1. I changed Feena's starting position, allowing her to dance Marth to the capricorn shard on turn 2. MU has a +2 Mt Hand Axe to OHKO Mages reliably. Plain OHKOes none, +1 OHKOes some; avoiding the counter from the first Mage is crucial and I was already rigging the Spd of the DK that has to be doubled by MU, with 19 being unlikely, so I sticked with a +2 forge. The further strat is pretty standard, baiting Etzel towards Feena and Marth, Marth recruits, is danced and seizes on the same turn. I had to give MU the C7 Angel Robe to tank on turn 1. Linde got an LSB wing before the chapter. Also why is arran still getting deployed? turns out giving him bosskills is worth it RP uses: 44/77: Luke ORKOes Mages on EP. 43/77: Shiida doubles DKs as a Sniper. 42/77: Linde isn't doubled by DKs after the other things I used on her. 41/77: Sirius avoids doubling from DKs. 40/77: Palla OHKOes Mages with Steel because my silvers are rolling very low. 39/77: MU meets tanking benchmarks and can double that 19 Spd DK. Also, I now have four thief uses, Rescue, C10 Bullion L and Again are obvious usages, but what to do with the fifth use? If I choose Unlock, I'm not drained a Rescue use on top of Again to 4-turn C22. If I choose not to get the Unlock, I must 3-turn C22, but the Thief use grants me money, which allows me to get C21 secret shop things in bigger amounts and might make that strat doable. Stats
  2. It was! converting it from a generic avi file into a youtube-usable video took 19 seconds :P Chapter 7 is cleared in 4/73 turns with 1 Rescue charge and 1 Hammerne charge. Standard strat, I don't even know who was the first to do this. Marth is able to OHKO thieves after a round in the arena, so I didn't leave that training opportunity out. Malicia must have 4 Mag to heal Navarre with Physic regardless of the Hunter roll after he attacks the non-aggressive thief. Managed to feed Linde the dragon and Shiida a Hero and of course got all items because those Hunters don't matter to my fliers. RP usage on this chapter: 52/77: Luke isn't doubled by the Dragon and meets the Hero killing benchmark with Linde and Shiida. 51/77: Sirius OHKOes thieves and doubles a Hunter. 50/77: MU isn't 3RKOed by the reinforcement Mage and 2 Heroes. 49/77: Shiida isn't OHKOed by the Dragon and meets the benchmark vs the Hero. 48/77: Marth OHKOes thieves with Devil Sword, 2 Str shards and a Str proc off the drill grounds. Chapter 8 is completed in 2/75 turns with 1 Rescue use. Credits to commonguard. I swapped roles among my units: Sirius > bosskiller!MU Wendell > Sage!Linde Arran > DK!Wendell MU > DK!Shiida Shiida needed a thief kill or similar to take less money in the base arena next chapter because she's level 9. Linde got a 2 rounds winning streak in the arena by OHKOing a Myrm and 2HKOing the subsequent Pegasus Knight which failed to 2HKO her. She promoted to get the Mercurius now, but I don't recall it being needed for any of C9 to 15. Still, I got it so maybe Sirius can OHKO a Thief on C14. RP usage: 47/77: MU can ORKO the Arms Scroll!General. 46/77: Linde consistently ORKOes Astram. 45/77: Catria isn't doubled by Heroes.
  3. Chapter 6x is completed in 1/69 turns with 1 Rescue use lol Jokes aside, this map probably made Shiida salvageable for this run because easily rigged level and steel swords are money for potential arena. Shiida with 2 additional str procs has as much str as minerva does and can double.
  4. Chapter 5 is completed in 8/64 turns with 2 Rescue uses. Redid with a more consistent strat. Again, credits on this clear go to commonguard, for where to use the Rescue staff on this map and for the triple Dracoknight boss area blitzkrieg idea. I drilled Sirius one round in the Arena, so he can get a perfect level by killing the boss. In practice this made the clear slightly more reliable because the cavalier roll rigging is limited to 34 HP / 6 Def, and doesn't have to include 11 Spd in that way. Also, MU'd be soaking exp too strongly if Sirius wouldn't have killed the cavaliers. Killed part of the sniper group for exp. The MS!Thief must be interrupted from escaping by turn 4, so the Dracoknight area has to be entered by turn 3; MU is the only one of my units capable of routing them quickly so guess who did it? Following 6 RP uses helped me achieving this clear: 61/77 Sirius: to ORKO the boss with Taurus, and to ORKO the Cavaliers consistently afterwards. 60/77 Arran: ORKOes Knights and meets the Sniper killing benchmark along with Sirius. 59/77 Luke: Accidentally. Myrm!Luke could have done everything that RP!Merc did here, but since this clear was a redo, I didn't have a better backup save. 58/77 Catria: Consistently ORKOes Mages. 57/77 Palla: OHKOes that 25 HP 2 Def Mage and doubles a Sniper. 56/77 Marth: ORKOes that Knight. Chapter 6 is completed in 4/68 turns with 2 Rescue and 1 Hammerne Uhm, credits for commonguard yet again. Norne was supposed to be OHKOed on turn 3 EP, so I kept the 35 Steel Bow uses. Frey could rig a level for MU afterwards. Obligatory pro strat with Devil!Cavalier!Luke to circumvent using a pure water to tank mages. Bought a Shield for MU and drilled Catria and Palla, to meet the Bishop and throne room benchmarks and to top off the promotion respectively. The rest of this clear is explained by the video and the RP usage. In retrospect I don't recall if the dracoshield is necessary, but it'll help anyway so I'll call it a good investment. Rainbow Potion uses were: 55/77 Sirius: MU has 9 Res in the 2nd turn after the Pure Water, which he shares with Sirius. The RP brings Sirius to 11 Res so the Mage Targets MU. 54/77 MU: Doubles the Hero and meets the Lang killing benchmark along with Arran. 53/77 Catria: ORKOes 30 HP 4 Def (or equivalent/lower) Bishops. Also unit stats, I realized that making pastebin or imgur is slower than just writing them down here, so I'll do it just like that, but I'll leave Skl and Lck out because who cares. [spoiler=Unit Stats]Marth: 29 HP / 11 STR / 12 SPD / 8 DEF / 1 RES Soldier: 38 HP / 21 STR / 19 SPD / 21 DEF / 3 RES @ Dracoknight @ 1 Dracoshield Arran: JEIGAN Luke: 30 HP / 17 STR / 15 SPD / 10 DEF / 0 RES @ Cavalier Linde: 29 HP / 6 MG / 9 SPD / 2 DEF / 6 RES @ Mage @ 1 Robe Sirius: 35 HP / 15 STR / 15 SPD / 15 DEF / 3 RES @ Dracoknight @ 1 Robe Palla: 30 HP / 17 STR / 18 SPD / 15 DEF / 4 RES @ Dracoknight Catria: 27 HP / 12 STR / 18 SPD / 11 DEF / 0 RES @ Cavalier Caeda: 22 HP / 7 STR / 17 SPD / 10 DEF / 0 RES @ Cavalier Malicia: STAFFBOT I really hope I can get Shiida enough EXP, because I feel somewhat a necessity for her Wing Spear to ORKO that General in the C15 prison. Otherwise I'll buy a Hammer and feed kills to Minerva. Maybe the legion kill, a C7 Hero and a C8 promoted kill can help her out of that issue, in combination with Drill Grounds for strength procs. Maybe, since actually I'm considering if she isn't too low on exp anyway.
  5. IIRC some patch that makes throne dodge rates lower.
  6. if we were to make 2 archetypes that are so similar we might aswell just stick to calling him a camus. camus fits well enough for mustafa (actually about 99%?) so I don't know what sort of difference it would make. gale, yen'fay and the pretentious camus that is fe12!astram don't act exactly like camus either, just really similarly. EDIT: wait you're referring to the lords' parents, never mind
  7. I do know the 2-turn strat and actually did it a couple times already (though with silly things like master sword!catria or a forged killer lance because I didn't manage to maintain my money for a +9 pike). the 3-turn must be done with 1 Rescue and 1 Again, because every Again or Rescue charge should ideally pay off for 1 turn that gets cut. For again, the first staff is dropped before the 2nd one shows up to save 2 turns on C15 and one turn on C19. the second again staff is used once on C21 to skirt the boss area, same for the C22 4-turn (one again usage cut off by using the unlock staff). As for rescue, the first staff is burned on C19. the 2nd staff is used once on C18 for the 2-turn, twice on C19 to shave a turn each with a very very difficult positioning strat that I can only fathom distance-wise. once on C21 to get Marth out of the village area, which means the staff amount is 1 rescue 1 again by C23. I'm pretty sure, but I might be wrong, that the Glower + Mage Dragon + Fire Dragon group must be aggroed on Turn 1 for a 1R1A 3-turn, for which the range of a glower!sorc and the mage dragon must be entered by the same unit IIRC. To do the pull without being exposed to 2 glowers, you must stand within a fire dragon's range, or which sort of dragon starts to the right/left of the stairs. if it's a mage dragon, it's probably less dangerous. then, the 2 fire dragons that start in the penultimate room aggro, and the corridor dragons might have to be pulled, but I'm not sure on that. I think a Gradivus tradechain can be done to crit both of them away. then, Catria kills the Mage Dragon with a +9 pike or another sort of crit (str capped master sword after arms scroll spam?), Marth KE crits the Fire Dragon and is Again'd. Linde rescues Feena, is danced, and kills Gharnef. Marth seizes. It might only require one EP1 crit vs the sorc, so as not to activate the fortify, and the gradivus crit vs a fire dragon. though the number of crits doesnt matter on a full-clock abuse run (which is only theoretical, it'd be amazing to see someone insane enough to rig all that). I won't do that on this run, commonguard's 4-turn with 1 Rescue (like on the H4 Mage run) is probably less hard anyway. Also, if I had a clue how KoT did a 2-turn with just 1 again use, it might be possible to integrate that into that theoretical full-rig run and just 4-turn C19 because, download the map from FeWoD and look at which path would be necessary for a 3 Rescue (one of which is the C4 one), 1 Again 3-turn and you see what a large pain it'd be. I'll probably 4-turn it with 1 less rescue, which allows me to avoid exposing Linde to Paladins. Horsemen exposure is inevitable but there's a way to make only 2 of them actually attack Linde, the other ones will suicide somewhere, I won't spoiler how. Also I've got a genius idea (it's really simple in fact) on how to rout the mages with no casualties, only 2 javelins, while having Sirius use a Javelin against the Cavs, while having him nuke the Boss and still have a 2nd Silver in his inventory. this involves RP!Palla OHKOing a mage with a silver lance on turn 2, but of course she can't pull a mage on turn 1 due to where the 2nd Javelin is supposed to be.
  8. Screw my stupidity. Had I bought a Javelin on C1, I could exactly replicate the C5 boss area strat that I did in the previous video because the mage pull requires 2 javelins, and sirius needs one for the former strat. I have 2 Javelins only, and Arran cannot tank a Javelin from the remaining Cavalier after tanking 2 Knights. MU MUstn't do the Cav pull because he needs 24 HP before using a vulnerary at least for the DK rout. I should really be shooting my head for doing an arran drill grounds usage and not leaving a backup save state, he'd strongly appreciate a General one now. I still see a possibility in having MU flank the generic ballista after Arran kills the Jav!Knight, and then tradeswap arran to iron axe to make him survive the following assault well enough. Arran essentially needs Taurus for that, so the clear requires: - Money that Sirius eats up for 2 rounds in the drill grounds. (base!RP!DK!Silver!Sirius without Taurus is 1 atk short of a boss ORKO and he pretty sure wants the defense) - Sirius' Robe. I still can sell iron weapons though, after which I should have around 9000G minus Sirius' drill grounds cost. I guess it's doable and I'm 99% sure it's affordable. btw I might put unit stats into my posts if I have the patience to do that; oddly, the copy and paste function doesn't work for SF on my laptop, on every other site it works.
  9. Olivia isn't ruined by classic mode (wtf?). Feena wasn't ruined by FE12 classic mode either even though all those forges can OHKO her. why would you ever have her sit in enemy range?
  10. Thanks, though I don't think that shaving turns by doing critfests is the way to go. I can make a list of TCs if I'd be full RNG abusing, but I won't do it in practice. I prefer to go "legitimate" ways to shave turns. I'll give you full-rigged technically possible TC's though for shits and giggles. Also, 3-turning P1 is impossible without the unlikely dodge or crit vs Jagen, unless MU is a Fighter. I could technically have dodge-rigged, but the subsequent level is very crucial to achieve the later clears, especially since it cuts 1 turn off Prologue 2, 3 and 4 each, so 3-turning P1 with Cavalier while getting a good level has a CoS of around 0.8%, assuming Jagen has 85 disp hit vs Cavalier, I don't recall how much it actually is. 4unrealistic2me
  11. you know what, I'll redo C5. I'm not fine with relying on 2 subsequent 80 true hit misses after the Sirius 4-statter that has a likelihood of 17,2% (which is a 0.8% total CoS when there's a completely consistent further strat, aside from some javelins that get chucked at 85 true hit or something) when I have no clue of clock abuse. I'll update C5 and C6 together once I've finished them.
  12. If I had failed too often on C5 I guess I could have exposed Sirius to the stonehoist, and then rig a Def level off a savepoint after doing a round in the drill grounds to reach the exp level that allows me to get a level off the boss; Sirius would have barely survived, by 2 HP to be accurate, and I could've done a mage double pull because Palla wouldn't be needed for the ballista distraction. That thing with palla actually just was a first-try gamble, I'd have looked for a consistent strat otherwise because of the likelihood.
  13. Male mercs definitely don't struggle. Luke easily doesn't and ogma is very decent. also, there's no need for an "axe of manliness" because your myrm will almost assuredly be 2HKOed by enemy axe users and can dodge anyway if used the bond drop (can't dodge consistently without it). even rp!taurus!cavalier!palla can just barely live after eating 2 axes on chapter 4. If she promotes, it's pretty much a non-issue, but that's because it's an early promoted DK who are tough as trucks anyway. in case the strikethrough part is serious.
  14. wow, that nitpicking. at least goodperson posted comprehensible posts. maybe I made a bad example for why realism isn't a thing in FE. now? do you think I'm gonna memorize the names of chinese weapons? though nothing counters my point about mages yet, round 2, go!
  15. I think that lady sword is like, intended to make training some units like Catria easier. she can easily ORKO those Fighters on C4, 3HKO Dracoknights (Lance!DKs too after RP, but only if you use RP of course) on C3, and it's like a decent backup if a unit like Palla gets massively spd screwed midgame and can only double things as a swordmaster. it also makes devil sword easier to access, which is pretty awesome sometimes.
  16. HP is the issue, not mag. Wendell has very good bases comparatively to when he joins to compensate for his low HP, and a good staff and tome rank; Excalibur is good for bosskills too because 20% crit. Merric has good HP. Cord's good Spd can be made better use of by using a bow class, or just staying fighter, but that's sort of overshadowed.
  17. why, must blind H5, it's very doable. H5 can be do'd just with generics and marf like I did back when I was a noob, marf can get stats to crit a certain spoiler final boss and every bad mage generic ohkoes a spoiler mage boss with a crit too. generic general by C5 is such clutch.
  18. tbh if you're playing casually you get enough money for all 3 forges and some random stuff like a +1 silver lance that horace ohkoed a mage with! Marth still has really iffy bases and I'd do it out of FE11!Marth favoritism if at all, or if he would manage to proc strength already. EDIT: or on a generic run.
  19. Chapter 4 is completed in 3/56 turns with 2 Rescue uses. Credits to commonguard. My MU wasn't bulky enough as a Dracoknight though, with 20 Def after RP and Dracoshield, he'd still be 4HKOed, so he sticked to General, which class allows him to tank 5 axes at WTD. Yumina was sacked to rescue Marth to 2 turns from the gate. Yubello was sacked to make Ogma survive, who is crucial for the clear because he gives Sirius, necessary to finish the boss off, and Yumina a path towards the gate. The lower group things were rather odd. I sacked Ryan vs a Bandit (which class always attacks before other generics) to make Linde not die to a Hunter + Bandit combo. I presumed that it's necessary to have Catria use the map save on turn 2, so that Arran can critblick the Hunter with a +4 Javelin critforge, since I thought he wouldn't aggro. Had Marth been exposed to 2 silvers, he'd probably have died, and the spot Arran started on allows him to barely reach the Hunter from 22 tiles distance. I could have used RP!Taurus!Silver!Arran to OHKO the thief, but my misconception on the boss area aggro made me rely on Catria to 2HKO him after getting healed by Wrys. I decided to improvise with meatshields and get some exp off the reinforcements. It's too bad that I couldn't afford to deploy DK!MU because that Axe WEXP passes away. This clear took 4 rainbow potion uses: 65/77 Linde: avoids getting OHKOed by Bandits. 64/77 MU: 5HKO becomes 6HKO and the boss must be doubled for Sirius to kill. 63/77 Luke: to double Bandits as a Hunter, and avoiding counters was important. plus his bow rank improved! 62/77 Ogma, to double the Hunter. Bought: +4 Crt Javelin forge for 1000G I guess why not keep the critforge? Comes in handy on C16 and maybe 22! Also drill grounds-rigged a +2 HP +1 Def level on MU, as a General for 1000G. Can't hurt given that he sat at 33 HP as DK, one of his main classes and the money expended is lower now than later. 13860G leftover after the bullion got sold.
  20. Chapter 3x is completed in 6/53 turns. The video description says everything: lol. There are some Knights on Turn 1 that had to roll low def low hp, but it's such an easy chapter; literally reset for 4 stat rolls and a good level and the chapter is done. Quite a breather map that provided some exp for free. 6-turning took 1 RP on Palla to ORKO that AK. As for C4: commonguard's 3-turn shaves 2 turns each rescue use, so I'll do that one. I must get creative with General!MU though because Dracoknight can't survive as MUch as he MUst (feel free to kill me), even if I buy a Dracoshield, a downside to going Cavalier over Knight. No disadvantage TC-wise though. I'm pretty close to a General 3-turn.
  21. I honestly just didn't do it because Draug is awesome and his sacrafice would have been in vain. otherwise, it would have been better to do it. surprisingly though, Luke 7% EP crits and MU 65% str non-procs were bigger issues.
  22. tbh, I had a Str proc on Catria, the right rolls on Cavaliers, a Str proc on MU, some nice procs on Luke, and Palla got that random crit so I wouldn't need to deal with a bad level, and Luke didn't crit any dracoknights, so I decided to keep it. I guess MU could get a def level next map due to more exp (he must be a pretty bulky DK for the C4 strat, maybe General can work out).
  23. some of the best units are: Shiida, Peg Kngt -> DK / Paladin Abel Cain Hardin, Cavalier -> DK / Paladin, one of which you can reclass into Sniper after promotion for a quick bow user without having to grind WEXP Draug, Hunter -> Horseman / Warrior or something like a quick General with bow rank which is neat in FE11 too. Ogma is awesome earlygame, but not very bosslike mid- and lategame because Sword faces WTD in many cases, but he still isn't bad. Needs no reclassing to be in his best class, so Merc -> Hero Barst, Fighter -> Hero Wolf Sedgar, as General or Axe!Hero. Warrior is okay too, especially if you proc defense often, which is likely. Merric is a good combat!mage that doesn't face WEXP issues like Lena does. Lena is a solid staffbot with easy access to high-rank staves. Beck and Jake are very solid if used together, and even moreso with Xane as a 3rd ballista. Arran is a nice source of free weapons most other units are usable too, but remember that Matthis stinks and you should sack him right after recruiting him, which you only did for his iron lance.
  24. Managed to 6-turn C3. Basically PKL's strat with Rody > Draug and Luke > Ryan; I'm trying to upload it atm, but YouTube has a hellish lag atm. For Rody to replicate Draug's task, the Cavalier that attacks Arran from the top mustn't have 6 Def, so he wouldn't die to Arran's Silver and Rody's subsequent steel. I forgot to use a vulnerary on Turn 4, disallowing Arran from tanking 3 Cavaliers and the boss' Javelin, so he had to do the final blow, which sucks. Luke was somewhat SPD blessed I guess, so he only needed a Str Bond from the bond drop to 3HKO every Dracoknight. Marth didn't need an RP because he has enough Spd to ORKO Matthis. Palla accidentally crit the Masterseal!DK, so I didn't have to rig a Spd Level and a Linde Mag Level and a bosskill from the same save, sparing myself from a bit of boredom. RP usage: 69/77: Catria, to ensure she 3HKOes every DK. 68/77: Arran, to avoid 3HKOes throughout the chapter, meet the bosskill benchmark along with MU + Gordin and to ORKO the ballista. 67/77: MU, to hit 29 Atk after a proc with the forge for the bosskill; allowed him to ORKO a DK prior to his level up because he was barely short of that without RP. I bought 2 things before the map: - Iron Axe +2 Mt forge: allows MU to hit the bosskill and dracoknight kill benchmark - Angelic Robe: allows Linde to survive Dracoknights and is pretty much necessary for longterm!linde. Current Money: 10860G Chapter 3 is completed in 6/47 turns.
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