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astrophys

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Posts posted by astrophys

  1. So earlier I posted the stats for Dark Blood.

    Keep in mind that if you put Yato in your inventory, you get stat boosts (just for having it in your inventory, even if its not equipped, as long as its Kamui's inventory specifically [one of his five slots]). You also get the standard Katanna effects on top of this for equipping it [+1 Spd, -1 Def & Res].

    The stat boosts are available initially, but activate after certain points of story progress… sometime midway through, it gains +2 in some stats, and then toward the extreme end stages of the game these become +4 in the same stats>

    Hoshido Route [Dark Blood isn't available here, but other sword+Magic classes like Dark Knight are if you take a Dark Mage secondary, as is DLC Grandmaster from the Invisible History DLC]: +2 Str, +2 Spd ---> +4 Str, +4 Spd

    Nohr Route: +2 Def, +2 Res ---> +4 Def, +4 Res [keep in mind the defense penalty if you equip, so you get +1 Spd, +3 Def, +3 Res in that case]

    3rd Route: +2 Str, +2 Spd, +2 Def, +2 Res ---> +4 Str, +4 Spd, +4 Def, +4 Res [keep in mind the defense penalty if you equip, so you get +4 Str, +5 Spd, +3 Def, +3 Res in that case]

    So, to restate, here are the stats of a 20/20 Dark Blood (leveled through Nohr Prince before promotion) BEFORE these Yato effects.

    +MAG/-HP: 37 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 19.3 Res

    +MAG/-STR: 42.8 HP, 25.05 Str, 33.75 Mag, 23.15 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

    +MAG/-SKL: 42.8 HP, 27.95 Str, 33.75 Mag, 15.45 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

    +MAG/-SPD: 42.8, 29.95 Str, 33.75 Mag, 23.15 Skl, 26.95 Spd, 23.05 Lck, 23.15 Def, 21.2 Res

    +MAG/-LCK: 42.8 HP, 27.95 Str, 31.85 Mag, 25.05 Skl, 31.75 Spd, 15.35 Lck, 23.15 Def, 21.2 Res

    +MAG/-DEF: 42.8 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 23.05 Lck, 18.35 Def, 19.3 Res

    +MAG/-RES: 42.8 HP, 29.95 Str, 31.85 Mag, 25.05 Skl, 29.85 Spd, 24.95 Lck, 23.15 Def, 16.4 Res

    In case anyone is interested, I'll list Dark Knight. It doesn't have dragonstones, but it does get tomes and swords like Dark Blood.

    20/20 Dark Knight: Leveled up to 20/0 as Nohr Prince, Promoted, Class Changed to Dark Knight, leveled as Dark Knight to 20/20 Dark Knight

    +MAG/-HP: 38 HP, 31.75 Str, 32.8 Mag, 27.05 Skl, 27.85 Spd, 25.95 Lck, 25.15 Def, 17.4 Res

    +MAG/-STR: 43.8 HP, 26.95 Str, 32.8 Mag, 25.15 Skl, 27.85 Spd, 25.95 Lck, 25.15 Def, 19.3 Res

    +MAG/-SKL: 43.8 HP, 29.85 Str, 32.8 Mag, 15.55 Skl, 27.85 Spd, 25.95 Lck, 25.15 Def, 19.3 Res

    +MAG/-SPD: 43.8 HP, 31.75 Str, 32.8 Mag, 25.15 Skl, 23.05 Spd, 24.05 Lck, 27.05 Def, 19.3 Res

    +MAG/-LCK: 43.8 HP, 29.85 Str, 30.9 Mag, 27.05 Skl, 27.85 Spd, 16.35 Lck, 27.05 Def, 19.3 Res

    +MAG/-DEF: 43.8 HP, 31.75 Str, 32.8 Mag, 27.05 Skl, 27.85 Spd, 24.05 Lck, 22.25 Def, 17.4 Res
    +MAG/-RES: 43.8 HP, 31.75 Str, 30.9 Mag, 27.05 Skl, 25.95 Spd, 25.95 Lck, 27.05 Def, 14.5 Res

    As it turns out, Dark Knight actually has higher TOTAL non-move base stats than either White Blood or Dark Blood: 57 stat points as a White Blood, 58 stat points as a Dark Blood, and 61 stat points as a Dark Knight, and it also has a higher movement base stat as well (8 for Dark Knight vs. 6 for the others).

    Its downsides are: 1.) added horse weakness, 2.) lower growth rates 80% Dark Knight vs. 85% White Blood/Dark Blood [although this only accounts for 0.95 stat points on average over 19 levels, so even if you level as a Dark Knight you will maintain a slight lead in total stats on average, and if you switch to a Dark Knight the same is true). 3.) Lower base speed and speed growth: 5 base speed as Dark Knight vs. 6 as White Blood and 7 as Dark Blood. 5% Spd growth vs. 10% Spd growth (a different of another 0.95 Spd if compounded over 19 levels). 4.) Cannot use Dragonstone

    EDIT: The above is ignoring stat caps, generally, as you do not reach them with either of the classes (Dark Blood/Dark Knight) that we've discussed by 20/20.

    Trade-offs: 1.) Different weapon ranks: A-rank tomes gained, but now you only get B-rank swords [you can still use Yato, but you miss out on Brave Swords, Warrior Katana, and +1 ATK from A-rank compared to B-rank). But this also lets you use the stronger A-rank magical Brave (Snake God, if you have it in the 3rd route or Hoshido) and lets you get an extra point of magic attack from weapon rank. 2.) Different pair-up bonuses: Dark Knight improves Magic (+3), Defense (+3) and Move (+1); its up to you whether you want this.

    I'll speculate that Dark Knight is more easily utilized in Hoshido/Invisible Kingdom, where the free Yato SPD bonuses help offset its lower SPD somewhat to let you get into doubling range more easily (27+4 = 31; 27+4+1[equipped] = 32; and then you can add in pair-up bonuses)

  2. Well, Yato does eventually improve to give +2Def/+2 Res on Nohr [just for being in Kamui's inventory] and then toward the extreme late game +4 Def and +4 Res[just for being in Kamui's inventory] . Although equipping Yato gives +1 Spd and -1Def/-1Res that gets applied on top of this….

  3. Here are the outcomes:

    +MAG gives you +3 to your initial magic, by the way, with regard to base stats.

    As for personal growths (add to class growths for total growths) and starting stat penalties from the flaws:

    +MAG/-HP: 35% HP, 45% Str, 50% Mag, 40% Skl, 50% Spd, 45% Lck, 30% Def, 25% Res; -2 starting HP

    +MAG/-STR: 45% HP, 35% Str, 50% Mag, 35% Skl, 50% Spd, 45% Lck, 30% Def, 30% Res; -1 starting Str

    +MAG/-SKL: 45% HP, 40% Str, 50% Mag, 20% Skl, 50% Spd, 45% Lck, 30% Def, 30% Res; -2 starting Skl

    +MAG/-SPD: 45% HP, 45% Str, 50% Mag, 35% Skl, 40% Spd, 40% Lck, 35% Def, 30% Res; -1 starting Spd

    +MAG/-LCK: 45% HP, 40% Str, 45% Mag, 40% Skl, 50% Spd, 25% Lck, 35% Def, 30% Res; -2 starting luck

    +MAG/-DEF: 45% HP, 45% Str, 50% Mag, 40% Skl, 50% Spd, 40% Lck, 25% Def, 25% Res; -1 starting DEF

    +MAG/-RES: 45% HP, 45% Str, 45% Mag, 40% Skl, 45% Spd, 45% Lck, 35% Def, 20% Res; -1 starting RES

    Each 5% difference in growth rates will tend to produce 1.9 stat points difference in leveling over the 38 levels from 1/0 to 20/20.

    5% ---> 1.9 points

    10% --> 3.8 points

    15%--> 5.7 points

    20% ---> 7.6 points

    Over 19 levels you get half of these differences.

    And then you also need to account for starting stats….

    Kamui's base stats at level 1 (1/0) are:

    Level 1 Nohr Prince

    19 HP, 7 Str, 4 Mag, 7 Skl, 6 Spd, 5 Lck, 6 Def, 2 Res, 5 Move

    Let's assume he goes to Dark Blood directly and doesn't go to other classes (to keep the numbers simple).

    His promotion bonuses (Nohr Prince --> Dark Blood) are +1 HP, +1 Str, +3 Mag, +0 Skl, +2 Spd, +0 Lck, +1 Def, +4 Res, +1 Move

    Let's consider his growths without the effects of assets/flaws at the moment….

    Nohr Prince has 15% HP, 15% Str, 10% Mag, 10% Skl, 10% Spd, 10% Lck, 10% Def, 5% Res

    Kamui's default personal growths are 45% HP, 45% Str, 30% Mag, 40% Skl, 45% Spd, 45% Lck, 35% Def, 25% Res

    So, a "neutral" Kamui who has not received an asset or flaw would have these stats on average by level 20 before promotion (20/0)

    30.4 HP, 18.4 Str, 11.6 Mag, 16.5 Skl, 16.45 Spd, 15.45 Luck, 14.55 Def, 7.7 Res.

    If you have a +MAG asset, you get +3 starting magic and gain a 20% Mag growth, which nets you 3.8 more magic on average by 20/0, so that's +6.8 magic. You also get +0.95 Spd and +0.95% Res

    +MAG/-no flaw yet Avatar, level 20/0

    30.4 HP, 18.4 Str, 18.4 Mag, 16.5 Skl, 17.4 Spd, 15.45 Luck, 14.55 Def, 8.65 Res

    But now we need to penalize for the flaw. Subtract of the base stats penalized and the growth rate penalties over 19 levels….

    To save time, let's cut to the chase and skip the next few steps for 20/20 averages for Dark Blood

    +MAG/-HP: 37 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 19.3 Res

    +MAG/-STR: 42.8 HP, 25.05 Str, 33.75 Mag, 23.15 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

    +MAG/-SKL: 42.8 HP, 27.95 Str, 33.75 Mag, 15.45 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

    +MAG/-SPD: 42.8, 29.95 Str, 33.75 Mag, 23.15 Skl, 26.95 Spd, 23.05 Lck, 23.15 Def, 21.2 Res

    +MAG/-LCK: 42.8 HP, 27.95 Str, 31.85 Mag, 25.05 Skl, 31.75 Spd, 15.35 Lck, 23.15 Def, 21.2 Res

    +MAG/-DEF: 42.8 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 23.05 Lck, 18.35 Def, 19.3 Res

    +MAG/-RES: 42.8 HP, 29.95 Str, 31.85 Mag, 25.05 Skl, 29.85 Spd, 24.95 Lck, 23.15 Def, 16.4 Res

  4. It should be forgeable, but there are only limited supplies of it outside of DLC… 1 is in the Nohrian armory after completing ch. 13 (must upgrade armory to level 2) and a 2nd one is available in the Nohrian armory is available after completing ch. 20 (must upgrade armory to level 3).

    So you could forge it once, which should give it +2 might, but that would mean that you couldn't have two characters using it.

    Lightning: C rank, 1 Might, 75 Hit, +0 Crit, +0 Avoid, 1~2 range, price: 3400 Gold, 2 consecutive attacks when user initiates battle; after battle, stats reduced by 2 Mag/Skl (stats recover by 1 each turn).

    All Braves in this game, to my knowledge, have the caveat that they only trigger their consecutive attack effect on the player phase, whereas in older FE games they did this all the time.

  5. EDIT: Responding to Ebony… amusing picture….

    Of course {spoiler about Hinoka and Kamui},

    Hinoka isn't actually Kamui's blood-sister, only a step sister, so there is no actual blood-incestuous relation in the even of Kamui x Hinoka!Matoi…. although I suppose you could say that she's his step-niece due to Hinoka being Kamui's step-sister.

    Oh well… {spoiler for 3rd route}

    but it would work to further cement the new Touma/Invisible Kingdom - Hoshdo alliance that emerges when Kamui takes over ruling the Invisible Kingdom as its new Prince/King…. the new King of Touma weds Princess Matoi of Hoshido… of course, Kamui is already close to both Hohsido and Nohr anyways, but that would certainly help further cement the alliance…. perhaps now we just need to pair Kanna off to a 2nd gen Nohrian prince and get one of the Hoshidan royals to marry a Nohrian royal and all three kingdoms will have a prince/princess marriage to cement their alliances with the other two

    EDIT: Responding to Luninareph

    That is a decent point, particularly as staff healing only weakly scales with magic power (base + magic/3). And he does get a 20% magic growth, plus +4 magic during promotion into a Falcon Knight and a 10% class growth [for 30% total] as a Falcon Knight. He starts at 5/0 in Birthright, so 15 levels at 20% growths, +4 promo, and 19 levels at 30% growths give him around 12.7 magic by 20/20 (he starts with 0). So he'll tend to heal for the staff's base healing value +4 HP. 11 Hp with the E-rank 1-2 range baton, 18 HP with the D-rank 1-2 range baton, 14 and 24 HP with their 1-range Nohrian equivalents.

    Hinoka has a lower growth than he does (15%) and comes in at a higher level (8 in Birthright), but also has a higher magic base than he does [4, which is worth a bunch of levels]. She'll end up with around 14.55 magic by 20/20.

    Matoi's magic growth depends on her mother, but its default value is 15% (and if her mother is Hinoka, it should still be around 15%). Her personal default base is 3 magic, but its not clear how much if any magic she'll get added to her base from her parent's level up gains…. assuming conservatively that she doesn't get any, then she gets 3 + 10*0.15 + 3 + 19*0.25 = 13.25 magic by 20/20. Matoi might actually deal better magic damage than Hinoka against strong enemies (like Generals, Berskerers, etc.) because her Prodigy will kick in to boost her damage by 4, which would put her ahead despite the weaker magic stat…

  6. Matoi is a pretty solid reason to use Baki, lol. I'm having a funny mental image of Kamui commanding Baki to mate with someone so that he can bang Baki's oddly familiar looking daughter.

    Well, I suppose its kind of like that if we let the fourth wall break a bit. Kamui the character in the story isn't commanding Baki to mate for those reasons because he doesn't even know that Baki will have a beautiful daughter to being with. But the guy on the other side of the screen who is controlling the actions of Kamui the character (without Kamui knowing this) is forcing Kamui to have Baki fight alongside a potential spouse so that Baki and the spouse will fall in love and make Matoi.

    I wonder how the characters would "react" to this if they realized that they were actually video game characters under control of the players. Kind of like (spoiler for an entirely different series in a different medium)

    how Deadpool from the comics books actively knows that he's a comic book character even within his own comics

    In other words, they're all my puppets, dancing to my tune on their strings… and they don't even know it….

  7. I'll note that just like Awakening, Fates has a C-rank magic tome with a Brave effect, Lightning. It has the significant drawback of only having 1 might and having the stats drop after use penalty (by -2 Mag/-Skl) but if you have a good enough magic to back it might be useful…. you cannot use other Braves until A-rank.

    Of course, Kamui will tend to have a higher sword rank unless you specifically work towards otherwise, I'd imagine. But Levin Swords also exist…

  8. Biases aside, which of these two, Hinoka!Matoi or Oboro!Matoi, do you think is better when maxed out? Both get the same core Pegasus/Samurai/Lancer class set, but their mods and pair-up bonuses (C from father, B from mother, A from father, S from mother) differ:

    Hinoka!Matoi:

    Mods: +1 Str, +0 Mag, +2 Skl, +0 Spd, +0 Lck, +3 Def, +2 Res

    S-rank Pair-up (add this to the class bonus): +1 Spd, +1 Lck, +2 Def, +1 Res

    Oboro!Matoi:

    Mods: +1 Str, +0 Mag, +4 Skl, +0 Spd, -1 Lck, +5 Def, -1 Res

    S-rank Pair-up (add this to the class bonus): +1 Skl, +1 Lck, +3 Def

  9. I haven't played, so I cannot know viability for sure, but let see….

    +20% magic growth (according to the data on Serenes' page on Fates), +5% Speed growth, +5% res growth, +3 initial magic

    You should start out with something like 7 magic with the asset and should end up with something like 33 as a Dark Blood by the end of the game on average if I've done my math correctly (your cap will be 35). This assumes that you don't take a -LCK or -RES flaw that would give you 5% less magic growth. It also assumes 19 levels of Nohr Prince followed by 19 levels of Dark Blood.

    Dragonstones work off of Magic, yes.

  10. Nohr could give you a lot even without skill buying (but instead with grinding).

    Certain characters like Shinonome, Oboro!/Hinoka!Matoi, etc., naturally gain access to a large number of procs through their own classes, inherited classes, pass down from their parent's A+ ranks, their own A+ ranks, and marriage.

  11. Well, I don't have the game, but from what I understand from talking to people who do have it, its:

    The following rules seem to apply to buddy and marriage seals. I'll use the terminology in the context of marriage seals, but by replacing spouse with buddy you basically get the rules for buddy seals as well. The key difference is that marriage is reciprocal (two-way) and buddying (A+) is non-reciprocal (one-way).

    For each one:

    1. If their primary is different from their spouse's primary, they get their spouse's primary [even if its redundant because they already it as a secondary]

    2. As an exception to #1, if their spouse's primary is a non-transferable class with respect to marriage seals (Singer, Garou, Fox Spirit, Villager, Nohr Prince, etc.) then they get their spouse's secondary.

    3. However, as another exception, if case #2 BUT the spouse's secondary is the same as the seal using character's primary, then a replacement class is used.

    4. If their primary is the same from their spouse's primary, they get their spouse's secondary

    But yes, its confusing.

  12. For Astrophys: Lancer Hinoka or Oboro both work really well with Baki. As stated earlier, Oboro and Baki both have more to gain from supporting each other than Hinoka/Baki since marriage seal let's Baki go Lancer from Oboro instead of overlapping Peg with Hinoka.

    I was under the impression from everything that others have told me (including some who claimed to have that pairing) that Hinoka x Baki had Hinoka give Baki her secondary class via marriage seal (i.e., she gives him Lancer). Are you sure about this point? Doesn't Tsubaki gain Lancer here, or have the people who I've spoken too been wrong?

    Although I do admit that keeping fliers apart and Oboro not needing a seal to get into the STR boosting Lancer gives a practicality boost.

  13. Rinkah S-rank bonus: Str +1, Spd +2, Def +2

    Oni Savage: +4 Str, +2 Def

    Shura: +4 Str, +4 Def

    Blacksmith: +3 Str, +2 Skl, +3 Def

    So if we consider the Shura bonus: +5 Str, +2 Spd, +6 Def; big strength bonus for Ryouma, and also a big defense bonus.

  14. Personally I say its Oboro like full stop. Subaki likes the extra str and Oboro likes the extra speed. Oboro's biggest issue is her speed comes up short often, and the Baki pair up fixes that as well as gives her access to Swallow Strike which removes any doubling issues she has. Baki's biggest issue is str(speed isn't a big issue for him since Swallow Strike) and he will take everything he can get. What Oboro gives that someone like Rinka can't is he can get Breaking Sky which is the best proc, and Baki's best stat is his skill stat. Defense Seal is also nice for him. Tying Hinoka down to Baki isn't the best idea since she doesn't give a lot of str and her ability would be more useful for him than her pair up bonuses(and reduces the amount of fliers on the field since they are paired up). Hinoka likes Silas better anways, and Baki doesn't really help Hinoka at all unlike with Oboro which is mutually beneficial to both of them. Oboro/Baki also maintain their lance ranks with the reclasses so they don't flounder around like some units do with E-rank at that point of the game.

    You make a good point…

    Oboro as a Lance Fighter would give +2 Str/Skl/Spd without needing to consume a seal, and she would share weapon rank with Tsubaki's Pegasus class. As a Holy Lancer, that would give +3 Str/Skl, +2Spd. And Oboro's personal bonuses are: C rank = Str +1; B-rank: Str+1, Def+1, C-rank: Str +1, Spd+1, Def+1, and S-rank = Str +1, Skl+1, Spd +1, Lck+1, Def+1.

    So a Holy Lancer Oboro would eventually offer (by S-rank): +4 Str, +4 Skl, +3 Spd, +1 Lck, +1 Def… seems fairly reasonable for Tsubaki, and even at C-rank Lance Fighter that's 3 Str, 2 Skl, 2 Spd.

    And if you say that Oboro needs some help to push her over the doubling threshold, well then yes, Tsubaki's Spd bonus would accomplish that. By S-rank, his personal bonus is +2 Skl, +2 Def, and +1 Res, and these would add to the +3 Spd and +3 Res that Pegasus Warrior naturally gives: we're looking at +2 Skl, +3 Spd, +2 Def, and +4 Res (and +1 Move as a Falcon warrior).

    An Oboro only arrives one chapter after Hinoka (in Birthright) and much earlier than her in 3rd route.

    Also, if I understand correctly, this is what we'd expect from Oboro!Matoi:

    Pegasus/Samurai/Lance Fighter (same skillset as Hinoka!Matoi)

    Max Stat Mods (normally not terribly relevant): +1 Str, +0 Mag, +4 Skl, +0 Spd, -1 Lck, +5 Def, -1 Res

    Growths [assumption: Matoi's Default/2 + Oboro's/2]: 42.5% HP, 37.5% Str, 17.5% Mag, 40% Skl, 40% Spd, 42.5% Lck, 37.5% Def, 25% Res

    Generally these aren't as strong growths as Hinoka would give [Hinoka has 305% growths, Oboro has 280% growths, so Hinoka!Matoi should have around 12.5% better growths than Oboro!Matoi (295% vs 282.5%) if my assumptions are correct… Although that's only a total of -3.625 stat points in 29 levels compared to Hinoka!Matoi, on average, so its not huge; [-2.175 HP, -0.725 Str, +0.725 Mag, equal skill, -0.725 Spd, equal luck, +0.725 Def, -1.45 Res].

    Oboro!Matoi's personal pair-up S-rank bonus should be +1 Skl, +1 Lck, and +3 Def if I understand correctly, so as a Falcon warrior she'd give +1 Skl, +3 Spd, +1 Lck, +3 Def, +3 Res, and +1 Move. As a Holy Lance she'd giver +3 Str, +4 Skl, +2 Spd, +1 Lck, +3 Def. If you had the Awakening DLC, you could even make her somewhat of a Lucina lookalike with the blue hair: +1 Skl, +4 Spd, +5 Lck, +3 Def

  15. Who would you say is a practical pairing for Tsubaki? I'm personally biased to wanting to push for Hinoka x Tsubaki --> Hinoka!Matoi anyways, but I'm also interested in what people think are the practical options independently of this

    Tsubaki gives +3 Spd and +3 Res as an non-promoted Pegasus Warrior and +4 Spd and +2 Spd if you make him a Samurai (although the latter isn't really practical, I'd guess, due to weapon rank issues).

    You've already noted that Hinoka and Silas work well together. As for Hinoka and Tusbaki, I can see her +3 Spd helping Tsubaki's speed issues [although he DOES have Swallow Strike], but Hinoka's fast from what I understand and might not need his Spd as much herself…. Tsubaki's RES bonus would reinforce her already high RES growth/bases, but for Hinoka she'd cover a weakness… but her Pegasus doesn't boost Tsubaki's low strength… I think I've heard people mentioning Rinkah and Tsubaki for +4 Str to Tsubaki to boost his Swallow Strike damage output…

    Hinoka doe shave a parallel seal Lance Fighter, which keeps weapon rank… that would be +2 Str, +2 Skl, and +2 Spd.

    But I'd imagine that there might be better practical choices?

    What do people think? Who is practical for Tsubaki?



  16. Yes, but to me, it seems like IS wanted the Avatar to be more physically and support based than a magic unit. White Blood seems to outclass both the Dark Knight and Grandmaster. White Blood has better max stats and, since the Avatar has access to the convey, can instantly whip out a staff in a crisis.

    Grandmaster doesn't have stellar luck and the Dark Knight has horrible speed as well as an added weakness (horse).

    If I am not mistaken, the Avatar doesn't want to have an added weakness since he/she already is a 'dragon' unit like a Manakete and is weak to Wyrmslayers.

    Oh, I totally agree with you that the Avatar leans physical and that White Blood fits that natural inclination better. Although as discussed many of your other magic users seem to have notable issues in key stat growths or bases that make them difficult to use, so a magic Avatar might be able to pull off a magic role better than most of the other characters.

    And of course, I agree with you with respect to overall max stats, and I admit that having two weaknesses can be problematic [although it isn't unprecedented; consider Awakening Pegasus with beast and flying weakness, or Awakening Wyverns with dragon/flying weakness, or Awakening Taguel Wyvern riders with beast, dragon, and flying weakness [i actually had the latter once with Wyvern Panne and she turned out great despite this problem].

    With regards to class base stats and growths, however [seeing that you probably aren't maxing out all of your stats in game]…. [note: I'm going to be considering the Dark Knight, which is more likely to be considered a "poor" class to illustrate my point]

    White Blood

    19 HP, 10 Atk, 4 Mag, 5 Skl, 6 Spd, 4 Lck, 7 Def, 3 Res, 6 Move

    Non-move base stat total: 58

    Dark Blood [stat difference compared to White Blood noted in brackets]

    19 HP [+0], 8 Str [-2], 6 Mag [+2], 6 Skl [+1], 5 Spd [-1], 3 Lck [-1], 8 Def [+1], 6 Res [+3}, 8 Move [+2]

    Non-move base stat total: 61

    So you actually get slightly higher base stat totals [+3 points] as a Dark Knight… granted, your stronger of your attack stats [str] is weaker at a Dark Knight because it takes a more hybrid approach, and granted you do have -1 Spd base, which occasionally costs a double, but you end up with superior defenses [+1 Def, +3 Res], and superior move [+2].

    As for growths… here are their class growths; their personal growths don't matter as much for comparison as those apply equally to all classes regardless of what you choose

    White Blood:

    15% HP, 15% Str, 10% Mag, 10% Skl, 10% Spd, 10% Lck, 15% Def, 0% Res

    Total Growths: 85%

    Dark Knight [and difference compared to White Blood]

    15% HP [+0%], 20% Str [+5%], 10% Mag [+0%], 5% Skl [-5%], 5% Spd [-5%], 5% Lck [-5%], 15% Def [+0%], 5% Res [+5%]

    Total Growths: 80%

    Over 19 levels, a 5% stat growth difference will on average amount to a 0.05 x 19 = 0.95 difference in the stats that would be gained due to these growths.

    So let's look at what the anticipated difference in stats for a character raised as a Dark Knight vs. a White Blood would have at 20/20 [of course, White Blood has staves and Dragonstone to go for it, while Dark Knight gets tomes; also Dark KNIGHT [edited here; Lief corrected me that I mistakenly wrote Dark Blood originally] only gets B-rank swords, so in practice Yato will do one less damage than in White Blood and will have a weaker weapon triangle effect]

    Expected stat differences at 20/20, with regards to Dark Knight -White Blood:

    HP: +0 [both have equal bases and growths]

    Str: -1.05 [White Blood has +2 in base, but Dark Knight has +5% in growths and closes the gap by 0.95 on average]

    Mag: +2 [Dark Knight has a better base; they have equal growths]

    Skl: +0.05 [Dark Knight starts with a +1 better base, but a 5% lower growth may almost nullify this by 20/20]

    Spd: -1.95 [starts with a worse base and the gap widens; this is an admitted deficiency due to SPD' importance

    Lck: -1.95 [-1 base, -0.5% growth]

    Def: +1 [+1 base, equal growth]

    Res: +3.95 [+3 base, +5% growth]

    Sum of Non-move differences: +2.05

    Move: +2 [purely due to DK bases]

    So a 20/20 Dark Knight should have better TOTAL stats, although that -1.95 Spd could in some cases be problematic… and of course, how the stats are distributed also matters.

    ADDENDUM:

    But if you're running a +MAG or +RES asset [to boost out your magic to improve your hybrid performance], you get +1.9 SPD in growths from 1/0 to 20/20 [as it applies to your starting class as well] in comparison to any other assets at all EXCEPT for +SPD [which gives +5.7 Spd compared to the neutral case and +3.8 Spd compared to +MAG or +RES, from growths alone, and +2 in the starting stat, for a +7.7 or +5.8 lead].

    So a +MAG or +RES Dark Knight will have (-1.95 Spd + 1.9) = - 0.05 Spd on average compared to a White Blood that chose to run +HP, +Str, +SKL, +LCK, or +DEF; an essentially legible difference in most cases [given the use of integer values]. Although of course we aren't exactly comparing apples to apples here when using different assets here, a Dark Knight has a greater incentive to use such assets than perhaps a White Blood would, so in practice they'll be more likely to have such assets and the White Blood less likely. But a +SPD White Blood would get a 7.75 SPD lead over a +MAG/+RES Dark Knight. [5.8 Spd from 10% growth lead over +MAG/+RES, 1.95 lead from higher base and growths and White Blood]. This is where the SPD issues become more apparent.

    Although, even still, +MAG Dark Knight should have 27.85 Spd by 20/20 [let's call it 27], and with Yato in Hoshido/IK's final battles he'll have +4 Spd from possession [+2 earlier in the story], so that's 31; if Yato is equipped, that's 32. A +4 speed boost of any combination [tonics, speed wing, pair-up, Rally Speed; i.e., easily doable] brings you up to 36, doubling the Lunatic Final Boss of the 3rd route. +5 Spd to double the Hoshido Hard final boss while +6 lets you do so again after getting Draconic Cursed and then danced for [so like adding on a tonic or Speedwing to a +4 spd pair-up].

    On Hard Mode, the 3rd route final battle Berserkers and Bow Knights have 27 Spd… checking this video in the spoiler tags shows that Berserkers still have 27 Spd, although we also see a 30 Spd Adventurer

    But since [on average] you're expected to have around 27 Spd at 20/20 [cap of 29] before Yato and 31 after Yato when its not equipped, this means that any +4 Spd boost combination [pair-up, tonics/Speedwings, Rally Speed, etc.] will put you up to 35 Spd, which means that it won't be that hard to double even this fast enemy. And that's without the +1 Spd on equip Katanna effect of Yato…. so I think you'd be fine.

  17. I don't know all of the Avoid stats in the game, but the Hard/Lunatic 3rd route final boss has 70 avoid [31 speed, 28 luck, +10 avoid from its weapon] from what I've seen in playthrough videos and the Hard Hoshido Final boss has 69 avoid.

    So, for example, a 20/20 +MAG/-DEF Dark Knight Avatar [there are better options, of course, but its one I've done the calculations for] has around 25 Skill and 24 Luck on average. With an 85 hit Yato, that makes his hit rate against the final boss around 64% (25*1.5+24*0.5 +85 - 70); Bind (learned from Dark Mage, which means all Dark Knights that have gained at least one level in the class will know it) would bring it up to 84%.

    Of course, this is ignoring the boosts of attack stance support bonuses, tonics, stat boosters, etc.

    Obviously, a class with higher skill growth would outperform this, but the 20 avoid reduction gives a similar accuracy boost to gaining 13.333 Skl, (13.333333 ~ 40/3; 40/3 * 3/2 = 20). You can't have fractional skill, so you'd need 14 more skill to replace Bind if you weren't using a skill for your accuracy in order to get comparable hit rates [39 skill and 24 luck plus Yato minus 70 avoid, no Bind --> 85.5% hit] . Alternatively you might want Raven Strike or Flamboyant. [Flamboyant in this case gives you a 30% accuracy boost and 15% proc rates; the boss doesn't have a proc, although you're also helping it hit you; Raven Strike gives you +40 hit, but only in the player phase]

  18. Well, I was in a discussion with some other people on the forum (I think VincentASM, although I might be confusing them for someone else, so don't quote me on this one) and someone had compiled a list of data on the pair-up stats of the Avatar.

    It seems to depend like this, although the pair-up stat page isn't yet updated to account for asset/flaw….

    C rank bonus: +1 in a stat peripheral to your asset [generally one of the peripheral stats that your asset also effects]

    B rank bonus: In addition, you get +1 DEF

    A rank bonus: In addition, you get +1 Spd

    S rank bonus: In addition, you get +1 Res and +1 point in your asset stat.

    I haven't confirmed this myself yet, but this is what I've been told.

    According to this information, supposedly a +MAG asset gives +1 Spd as its C-rank bonus, so the cadence would be [if the information I've been given is correct, that is]:

    C rank: +1 Spd

    B rank: +1 Spd, +1 Def [new for this rank: +1 Def]

    A rank: +2 Spd, +1 Def [new for this rank: +1 Spd]

    S rank: +1 Mag, +2 Spd, +1 Def, +1 Res [new for this rank: +1 Mag, +1 Res]

    These bonuses are then added to the bonuses from your class to get your total pair-up bonus.

  19. Yes, you're right; 20/1 or 20/20 aren't terribly relevant if the character never approaches it.

    Even 20/20 Avatar stats don't matter so much as how the Avatar preforms with their asset/flaw at each individual point in the game getting up to that. And even if they get up to that, that only comes in really for fighting some of the final battles of the game.

    And while the Avatar is more likely to reach that point than others thanks to Noble Lineage (I'd guess), that doesn't mean he/she will, much less the others.

    I'm guilty of 20/20 analysis as I don't have the game yet and thus don't fully have a feel for how characters actually behave in practice.

    I do think that Tsubaki could be useful, that said, for similar reasons, and indeed some other users have also made the same suggestion that you have that Tsubaki would be a good resource dump candidate. I might be getting it wrong, but if I recall correctly Ownagepuffs suggested this on the Fire Emblem subreddit.

    With regards to the Hoshido route, here are the stat boosters I've been told about by other users and sources (like the translator wordpress site); these are the ones from the main game, not ones from grinding battles.

    Shared:

    Chapter 4 - Goddess Icon - Visit Houses

    Hoshido:

    Chapter 7 - Seraph Robe - Chest

    Chapter 8 - Secret Book - Dropped

    Chapter 9 - Speed Wing - Chest

    Chapter 11 - Arms Scroll - Dropped

    Chapter 12 - Dracoshield - Chest

    Chapter 13 - Spirit Dust - Visit Houses

    Chapter 13 - Talisman - Visit Houses

    Chapter 15 - Speedwing - Dropped

    Chapter 15 - Spirit Dust - Dropped

    Chapter 15 - Secret Book - Dropped

    Chapter 16 - Arms Scroll - Chest

    Chapter 20 - Seraph Robe - Chest

    Chapter 20 - Boots - Chest

    Chapter 20 - Goddess Icon - Dropped

    Chapter 22 - Dracoshield - Dropped

    Chapter 23 - Talisman - Dropped

    Chapter 25 - Boots - Chest

    So there is an early Speedwing 2 chapters after he joins, and quite an abundance of stat boosters.

    EDIT:

    Tsubaki's bases are (for reference):

    Level 5, 22 HP, 8 Str, 0 Mag, 13 Skl, 10 Spd, 7 Lck, 9 Def, 10 Res, 7 Move

    As for Invisible Kingdom (3rd route):

    Chapter 10 - Arms Scroll - Dropped

    Chapter 10 - Energy Drop - Dropped

    Chapter 10 - Secret Book - Dropped

    Chapter 21 - Boots - Chest

    Chapter 21 - Arms Scroll - Chest

    Chapter 24 - Boots - Reward for stealth

    IK seems quite deficient in stat boosters, although I should mention that if you buy one extra route [which by definition, you have already done by getting the 3rd route DLC] you get a stat booster that gives +1 to most stats, to my understanding, and you get a second one by having all the routes… so if you've already done Hoshido and Nohr, you could have two such stat boosters…. but overall they're much more in limited supply accordion to what I've been told.

  20. Has anyone figured out how stat bases for the children get effected by the parents yet? I've got a lot figured out on growth rates, but I haven't been able to tease out the pattern for base stats yet. I've had people contribute information, but I haven't been able to tease out the pattern yet. Does anyone have any ideas?

    Well, rather, it seems that the kids start off with a minimal value of their personal bases + their class bases… but then (even when recruited at level 10/0) they seem to have a few stat points in [seemingly] random points that put them higher than this. Of course, I don't think they're actually random, but I haven't given the pattern yet.

    Anyways, not knowing how the parental base stats affect the child base is making is throwing an extra level of uncertainty into my calculations when I attempt to figure out the 20/20 stats of the children as averages; because while I have their personal bases and class bases and think that I have their growth rates, I don't know where they'll gain a random extra point or two in a stat from their parents.

    Basically, this leaves my predictions for the child's final stats as:

    Final Stats = Personal Base (coming in at level 10) + Class Base + [Personal Growth Rates + 1st-tier class growths] * 10 levels + Promotion Bonuses + [Personal Growth Rates + 2nd-tier class growths] * 19 levels + {Unknown Base Stat Bonus from parents}

    Of course, if they change class to a different tree or spend time in different classes, we replace a few of the terms or turn it into a sum of a series, but these are easy extrapolations of the basic version. And I basically have all of this information except for the last term, + {Unknown Base Stat Bonus from parents}.

    So, for instance, looking at the Hoshido Route, I can say this about 20/20 Hinoka, going Pegasus -> Falcon, speaking with regard to averages:

    Hinoka:

    38 HP, 28 Str, 14 Mag, 29 Skl, 35 Spd, 31 Lck, 22 Def, 36 Res

    But say if I try predicting the average outcome of Hinoka!Matoi, I can capture the leveling gains and the personal/class base stats, but not the bonus stats.

    Hinoka!Matoi

    40 HP, 27 Str, 13 Mag, 25 Skl, 32 Spd, 32 Lck, 20 Def, 29 Res

    +? HP, +? Str, +? Mag, +? Skl, +? Spd, +? Lck, +? Def, +? Res

    Where the +? represents the unknown effects of the parents on the base

    I mean, obviously we can see some things; Hinoka clearly has generally better bases than Matoi does, but some of the gaps might be narrowed, to an extent, but its difficult to determine what should be considered the average or expectation values when we're missing something that could account for a few stat points in some key stats.

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