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astrophys

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Posts posted by astrophys

  1. The premise goes beyond being able to make a choice. The idea is exploring the outcomes of being on a different side not JUST choosing a side.

    This is a good point.

    I understand people's disappointment that the timing of the choice has been relocated to the purchase in the store (except for the digital version), but focusing on just the choice itself is effectively a case of failing to see the forest for the trees, as the saying goes.

    The game is built around the idea of "what if?". At least, that's what we're lead to believe.

    So its not just the choice that matters, but everything that happens AFTER the choice that matters… indeed, you could argue that what happens after the choice is FAR more important than the nature of how the choice itself is made.

  2. One extra note is that multiple instances of the same aura don't stack, to my knowledge. All that having multiple characters with it does is allowing you to spread out the auras over a wider total area if you're having them stand some distance apart.

    For example, Hex/Anathema/Solidarity Avatar paired with Hex Tharja does not let you count Hex twice, only once. But if we have a formation like this:

    Enemy Enemy

    Avatar Tharja

    In this case the Avatar's Hex will be able to affect the enemy adjacent to him, Tharja's Hex will affect the enemy adjacent to her, and Avatar's Anathema (which has a larger radius) will affect both enemies. So by running two Hex characters you were able to cover more tiles in the Hex Aura than you otherwise would have.

  3. Yeah, AoE like Anathema, Demoiselle, etc. generally function from the back of a pair-up. Some people on the boards occasionally refer to the as "auras". So yes, the aura skills work from the back.

    Rally skills have to be manually activated from the unit's commands while they're at the front, although it gives stat bonuses to both the front and rear units of all units and pairs within their range (but not to the unit using the Rally command themselves).

    Solidarity works when paired. Its quite useful that way.

    Tharja's Hex would be functional in pair with Robin, even from the rear, as long as Robin in standing in the tile next to the enemy you wish to effect. i.e. as long as you're actually in range. Its quite useful. Anathema gives more flexibility here with its wider range.

  4. Valkyrie is basically like a mounted Sage.

    The key think about mounted units is that they tend to have slightly lower stat caps overall to compensate for their wider movement ranges. For example, a Valkyrie (while still good at it) has notably less magic than a Sage does. It also has several points lower skill. Although it is marginally faster.

    They also gain a beast weakness (although that's not a huge deal most of the time) and they get slowed down in deserts while Sages aren't.

    But they also get 8 movement to the Sage's 6.

  5. Some of the other combat pairs I was using… I know that some of the classes and setups are questionable [do to laziness for what was only intended as a test run], but I'm planning to do some class changing to correct some of the more egregious issues. Also may swap out one of the combat pairs for another….. maybe swap out two so that I can use three double-gale pairings.

    1. Chrom (force deployed) x Sumia [bow Knight for Speed/Skill + Dark Flier]

    2. Avatar x Cordelia [ Grandmaster for Speed pair-up + Dark Flier]; This is an issue of pure laziness… I most likely should use HIM as the rallier [for Rally Spectrum] so that it doesn't fall upon Morgan or Severa, who have better stats… as its was, I already happened to have the rallies on Morgan from earlier in the game, so despite it being obviously stupidly wasteful, I was using Morgan as the Rally bot, with her husband Laurent being the 2nd rally bot [spectrum/Speed/Move/Skill and Strength/Magic/Defense/Resistance/Luck between the two of them]… Avatar really should take over from Morgan [after learning the skills himself], get a female unit with all the female rallies to be the other rallier, and free up Morgan and Laurent….. although both Avatar x Cordelia have Armsthrift, which is very convenient [only need to forge one weapon and not worry about weapon management… but given that I'm already handicapping myself, dropping Armsthrift for a stronger combat skill might be wise…. although I had been doing fine with it]

    3. Lucina [bow Knight (laziness) x Brady (Dark Knight)] - took down fliers well, but I should class them to something that has their mods work better together.

    4. Warrior Inigo x Falcon Knight Kjelle

    5. The aforementioned Sorcerer Severa x Hero Gerome

    ADDENDUM (to avoid double-posting):

    Well, while I've decided that I want to retool certain class/skill choices before doing Secret Route under the specified conditions, I decided to just go ahead and beat Normal Route while I was there and had everyone tonic'ed up and setup.

    Normal Route (unsurprisingly) turned out to be trivially easy even with the no DLC conditions I had imposed on myself [as well as the fact that only 4 of my characters were using forged weapons, also attributable to laziness, although something I'll correct when doing my actual final Secret Route run]. The combination of pair-up, Braves/Dual Strikes, Luna or Vengeance, and Rallies (all except Heart) are just too much in your favor for it to pose much of a challenge at all when combined with a bunch of staff users and a player phase orientated attacking strategy.

    While doing the normal route I experienced greater issues with Severa's limited movement range than I had during my earlier test runs of Secret Route. This suggests that I should possibly move her to an 8 movement class to have more flexibility during Secret Route. Considering that I was trying to use her to tank the most powerful enemy units, this suggests that I might want to look into the Dark Knight class for its 42 base defense and 8 movement range. Combined with a tonic (+2), a defensive pair-up (+7 from Hero) or a generic pair-up plus Ragnell (which a Dark Knight can indeed us, also for a combined +(3+5) =+8 defense), this can bring her up to 49 or 50 defense after pair-up or pair-up plus Ragnell; this becomes 59 defense or 60 defense respectively, more than enough to survive the Aether Paladin's 85 attack [threshold required: 58 defense, max HP, and an HP tonic for 5 more]; there is no weapon triangle disadvantage to worry about here. It also meets the threshold of defense needed to survive Anna's Aether [ 48 defense if with a weapon triangle neutrality, 50 defense if at weapon triangle disadvantage, if my calculations are correct].

    Dark Knights have 40 speed, 45 speed in the case of Severa's particular mods, which becomes 47 with a Speed Tonic and 55 when Rally Speed+Rally Spectrum are applied. With an Assassin pair-up that hits 64 speed… and then as Severa is Cordelia's daughter she can learn Speed +2 from Pegasus Knight.. this brings her up to 66 speed, which is enough to avoid being doubled by Anna.

    And I even have room to run it…. during my prior test run I was using Armsthrift [as convenience], Hit +20, Tomefaire, Vengeance, and Galeforce. I just need to discard the convenience of Armsthrift and slot in Speed +2.

    Moreover, as the Anna survival threshold is 48 or 50 defense for neutral or disadvantage, the 42 defense from Dark Knight + the 8 defense from rallies is sufficient on their own, even before the tonic and generic defense bonus give an additional +5 to bring it up to 55… i.e. a Ragnell isn't needed to survive Anna, so I can use Dark Knight Severa + Assassin Gerome to tank it while Severa wields a tome [to attack at range]…. I'll need to see what I can do to help Gerome's accuracy (Hexathema, etc.), as he doesn't have Hit+20 himself and while he gets Swordfaire from Gregor that also puts him at Triangle disadvantage against Anna…. he lacks Bowfaire as well, but at least he can use a Brave Bow without an accuracy penalty on that front.

    If Aether triggers I can expect Severa to take something like 74 damage, which will result in a boost of 18 damage per hit after the 1/2 of the damage effect of Vengeance (37) and Dragonskin (18) are taken into account. This should be combed with Celica's Gale.

    Looking at things, I could also get Cordelia to be able to survive it if I equipped her with Forseti and switched the Avatar to a Paladin for the pair-up bonuses (even though this is probably a bad idea because it would hurt his dual strike dame even more).

    32 def + 2 from tonic + 7 from Paladin + 8 from rallies is 49 defense… Cordelia takes 83 damage from Aether [2 HP left]. Speed is 44 + 2 from tonic + 7 from Paladin + 8 from Rallies + 5 from Forseti (optionally +2 from Speed+2 to get 68, or 63 w/o Forseti).

    But I think going with Severa to do it would be better.

    2nd Addendum:

    Just found yet another Anna survival candidate….

    Warrior or Sniper Stahl!Inigo has 42 speed and defense… he's married to Kjelle, who is currently a Falcon Knight [and is also capable of being an assassin, both of which give +9 speed].

    42 + 9 pair up + 2 tonic + 8 rallies + 5 Yewfelle = 66 speed

    42 defense is easily rallied to 50 before anything else is considered….

    Any thoughts about the Berserkers, by the way?

    3rd Addendum….

    Running some calculations, if I switched Severa over to an assassin (despite the -1 strength flaw and her magical asset carried over from her Avatar parentage) and made Gerome a Berserker, she'd get to 69 speed [46 assassin base + 5 speed mod + 8 Berserker pair-up + 2 tonic + 8 rallies = 51 +8 +2 + 8 = 59 +2 + 8 = 69], and thus be able to double the throne Berserkers at range…. I've calculated that she meets the survival threshold…. Luna+ Helswath isn't nearly as scary as Ragnell Aether…..

    Gerome as a Berserker has 56 strength…. if my calculations are correct, I could easily be doing 118-126 damage to the Berserkers, mainly from Gerome's dual strikes… although he only has a 54.7% chance of landing all of them…. although if could allow another pair to finish the Berskerk off even if that did not work, most likely…. .Dual guards could also reduce the margin of error, as Severa should be taking 77 damage and getting 9x2 = 18 extra damage from Vengeance vs. Dragonskin/Aegis+ for her second two hits…

    Of course, this necessitates shifting around tasks to get another tank, and this setup still cannot survive Anna without a Ragnell… and special dance OR defense+2 because of Anna's triangle advantage…. and defense _2 would make Severa take only 76 damage from the Berserker…. but thankfully due to rounding it works out the same way….

    Yeah, because Anna would get 78+1 = 79 attack from triangle advantage… 31 defense Assasin +3 generic defense pair-up + 2 defense tonic + 8 defense rally + 5 defense Ragnell + Def+2 = 51 defense

    First hit: 79 - 51 = 28 damage

    Second hit 79 - 25 = 54 damage

    Total sustained = 82 damage

    If Aether is not dual guarded, Severa Vengances for 7+20 = 27 damage.

    Thanks to his WTA, Gerome with Axefaire and Strength +2 gets 90 attack…. 58 defense on Anna (55+3 on throne) and Dragonskin reduces this to 16 damage per dual strike if they occur…. up to 32 damage from the round… Dual strike has 86% chance of occurring….

    27 + 32 = 59 damage (best case scenario)

    if no Aether/its dual guarded: 7 + 32 = 34 damage

    if no dual strike: 27 damage

    if no Aether/its dual guarded and no dual strike: 7 damage...

    Aether has a 65% chance of occurring

    In the best case scenario, if I recover them and Dance for them…. Anna would deal 26 damage in the sol (thanks to Special dance) and heal 13 HP….. Severa would still do the same damage….

    59-13+59 = 105…. best case scenario, I can 1 round Anna…. it just is unlikely as it requires two 65% chance Aethers and two 86% dual strike chances…. and no dual guard, which I haven't accounted for yet…

    i.e. less than a 31% chance of a 1 round KO…..

    But it definitely suggests that over 7 rounds I'd most likely be able to fell her, perhaps even early on if I got luck…

  6. That is a very good point…

    I have to admit that since I had been going into the run treating it more like a test run, there was a certain degree of laziness in may setup… Severa and Gerome already happened to be in those classes from their earlier training and I did a quick check of the numbers and saw that they met certain speed thresholds (and I realized that they'd have good defense, although I didn't confirm Ragnell Paladin survival in advance).

    But Hero Ragnell Severa…. that's a good idea… I had forgotten about my own Ragnell…. yes, you're right, that has +5 defense.

    And Dark Knight… you're right, they have even more defense that Sorcerers (1 point, although at the cost of worse resistance)… and they get +2 move…. granted, they also lose 3 magic and access to Waste [which I was regularly getting to 100% anyways thanks to forges/skills/dual support], but Celica's Gale also does fine and doesn't need as much work to ensure its accuracy. But Dark Knight would also get options for attack Pavise and Aegis, whereas Sorcerer only attacks Aegis….. and they both have the same speed…. that's a good idea.

    Back to Ragnell Severa….

    So that would give 40 defense (Severa Hero) + 2 (tonic) + 3 (Gerome's pair-up) + 5 (Ragnell) + 8 (Rally Spectrum and Rally Defense) = 58 defense, which will be enough to survive the Ragnell Paladin and Anna…..

    But if I'm using Ragnell to get that defense necessary for survival it means that I'm also sacrificing the ability to double with Waste/Celica's Gale…. not that what I already came up with was doing that against Anna, but it was capable of doing that against the Paladin…. so that would be one notable target in which the build would possibly be worse….

    And I was also using Sorc so that I could 1-2 range brave attack the counter using enemies at 2 range, as well as picking off the enemies with 1 range weapons with impunity.

    And yes, Ragnell lets you attack from range, but its not a Brave attack….

    But I'll have to think hard about this, as using Severa as a Hero in that capacity is indeed interesting……

  7. So, I'm trying to tackle this…. the thing is, I had originally planned to do a DLC run, but then got it in my mind to try it with a no-DLC (other than Apotheosis itself) run instead….

    However, I had already made all of my pairings BEFORE realizing that I might want to try a DLC-less run. And as such, as I made then when assuming DLC (and knowing that Limit Breaker, Aggressor, all Rallies including Rally Heart, All Stats+2, etc. ) make Apotheosis trivially easy I had allowed myself to make a bunch of sub-optimal pairings because I liked them as couples and [EDIT] aesthetic choices (such as my asset/flaw, etc.).

    However, as its a file in which I've already sunk a good deal of hours into, I'd like to try this challenge anyways rather than starting a new file that would take ages to get it ready…

    I actually HAVE done a few exploratory runs…. currently I've demonstrated that I'm pretty easily able to clear waves 1 and 2 of the Secret Route of Apotheosis under the no-DLC conditions…. I was even doing pretty well in wave 3 and would have won most likely…. until I got my distracted and got careless [forgetting to rescue Severa out of danger… oops… reset]. But before losing because of that silly and totally preventable mistake I had managed to take down the three Sorcerers [including the 99 luck Miracle on] and the Ragnell Paladin. Severa had managed to tank his Aether and survive with 2 HP [thanks to having 85 HP due to the HP tonic] and then kill him with Vengeance'd Waste.

    So I know in principle that my units are at least minimally good enough to handle up to and including wave 3 [if I hadn't made that stupid and 100% preventable mistake]…. but the Berserkers in wave 4 and Anna, as well as the time limits for taking them down are on my mind… I've been finishing waves 1, 2, and almost 3 in less time than the time limits that wave 5 would have, but thins will be more complicated needing to take down the wave 4/5 bosses….

    So any suggestions of builds, classes, skills, etc. to handle the last two waves in particular would be helpful. I'm willing to reshuffle my classes/skills [so I won't list them, except in cases of gender specific inheritances that have already been made, some of which weren't optimal choices as I wasn't originally planning to do it this way]. But because I want to try to do this with the file I have now, all the pairings [even the bad ones] are set in stone. Of course, as there is a 20 slot limit and staff and Rally users are needed, not everyone is getting deployed either.

    Oh, and one more rule I had set for myself:

    I want to do it with only story/paralogue characters… this does pose the constraining limitation in turn that one of Avatar, Morgan, or Severa must take up Rally duties to provide Rally Spectrum to the army… I know that I could use a bonus team unit, but I just want to do it with this extra stipulation…. story/paralogue characters only. This makes things more difficult for me, as I can't leverage one of them as a powerful combat units, but I had been managing well so far.

    So these are the pairings that I have to work with; also, I have everyone [all 49 characters] recruited and plan to use 20 of them; unmarried units can still be used as Staffbot fodder.

    1. Chrom x Sumia
    2. +Mag/-Str Avatar x Cordelia [didn't give male-only skills; I wasn't interested in them at the time, etc.]
    3. Frederick x Lissa [gave Galeforce]
    4. Donnel x Sully [gave Aptitude to Kjelle]
    5. Kellam x Miriel [gave Rally Resistance to Laurent]
    6. Lon'qu x Maribelle [gave Galeforce]
    7. Virion x Panne
    8. Vaike x Nowi ADDENDUM: [gave Axefaire]
    9. Gaius x Tharja [gave Sol]
    10. Stahl x Olivia [gave Galeforce]
    11. Gregor x Cherche ADDENDUM: [gave Dual Support +]

    Alone: Ricken/Henry/Libra [yeah, I know that I'm missing out on Vengeance children this way and that Ricken is a good dad, so this is an obvious weakness of my configuration and is what happens when you let aesthetic preferences sneak in]

    12. Sumia!Lucina x Lon'qu!Brady
    13. Donnel!Kjelle x Stahl!Inigo
    14. Chrom!Cynthia x Virion!Yarne
    15. Cordelia!Morgan(+Mag/-Str) x Kellam!Laurent
    16. (+Mag/-Str)Avatar!Severa x Gregor!Gerome
    17. Gaius!Noire x Frederick!Owain

    Alone: Vaike!Nah

    Currently I've thought of Sorc Severa w/Forseti x Hero Gerome as one solution that gets the speed to avoid being doubled yet has the defenses to survive an Aether, in terms of 1-2 range options [and then chipping her down with dual strikes]…. but of course, using a Longbow Sniper is probably the better solution here…. although Sorc Severa with Waste and Hero Gerome partner is what survived the Ragnell Rightful God Aether Paladin and was tearing up waves 1-2, so clearly its functioning there…

    Currently I've been running 5 combat pairs [the most recent one had 2 double gale and 3 single gale as my third double gale couple still needs to be leveled up more before they'll be useful], Olivia, 2 Rally units [collectively with all Rallies except for Rally Heart, which is a DLC exclusive skill and thus banned under the rules of my self-imposed challenge], and 7 exclusive staff bots. Although some of my combat units also had staff access, so it was really more like having 8 staves if I needed them.

    So, in conclusion, any advice for builds, ways to take down the wave 4/5 bosses without running out of time, etc., under these conditions would be greatly appreciated.

    Thanks for reading this!

  8. Well:

    1. Its not necessarily that Cordelia did carry further romantic feelings for Chrom…. it could be simply that basically everyone else had known that she was in love with Chrom at one point, basically bringing it to the level of an open secret. Severa would most likely have heard the tales at some point and when Cordelia went off to battle and died, leaving Severa alone, Severa might very well have latched onto the idea that she "died for Chrom" regardless of how well founded or not that was. It could even been that Cordelia retained strong platonic feelings and admiration for Chrom and a sort of non-romantic love that a solider might hold for a respected and caring commander.

    2. Alternately, its entirely possible that Severa's mother DID retain a romantic affection for Chrom. But the Cordelia who was Severa's mother is not the same Cordelia who is playable in the game; they are alternate versions of each other from parallel worlds. And seeing the the courses that the worlds futures took diverged quite early on in the storyline, it wouldn't be surprising if certain characters developed differently. Perhaps the Cordelia from Severa's world never got over Chrom. But it seems quite probable that this world's Cordelia did. Even consider the Summer Scramble DLC, in one of the cases where conversations actually do change: Cordelia LOSES her conversation with Chrom there entirely if she's married [while she does have one if she's single], while if she's married to the Avatar their conversation there will affirm that all of her romantic love and affections now belong to him, the Avatar.

  9. Well, it wouldn't have nearly the same attack potential as a Sage or a Berserker (particularly if we consider that its not a brave), but war monk does give +7 Str/+7 Magic/+7 Luck/+Res; basically, it sacrifices the speed and skill from the Grandmaster but guarantees a perfect Armsthirft on Cordelia as long as she remains the lead of the pair-up, in in a DLC-less build. Of course, if Limit Breaker is considered then that Luck isn't needed as the LB already takes care of that.

  10. To be honest, before K's post, I never had even given using classes like the Berserker on my Avatar a try because of how much my mods clashed with its stat foci.

    But now that he mentions it, I wonder how the damage calculations would turn out (when also bringing in secondary factors like accuracy, etc.).

    My aesthetic senses still prefer a magically oriented Avatar class wise, but I'd be interested in seeing the calculations or doing them myself to see what is legitimately better under that asset/flaw combination, for future reference and my own knowledge of course. Who knows? Could something as odd as a -STR Berserker still outperform a +MAG sage when everything is considered?

  11. Yes, her magic growth is bad, and she does have that -1 modifier. We agree on that.

    That said, I have done the grinding on both characters already, so such stats are already essentially maxed out

    And actually, with a Sage support, Cordelia's effective magic (of her own magic + the pair-up bonus) as a Dark Flier is 50; 52 as a Sorcerer. This is actually comparable to what Sumia can accomplish in the popular Sumia x Chrom pairing assuming that Chrom isn't using DLC classes (i.e. he's not a Dread Fighter) and Sumia is using Tomefaire:

    Dark Flier Cordelia (41 magic) + Sage pair-up (9 magic) = 50 magic

    Dark Flier Sumia (42 magic) + Tomefaire (5 magic) + Generic pair-up Bonus (3 magic) = 50 magic

    They both gain weapon rank bonuses equally and can use the same tomes, so outside of the DLC such setups are essentially equal in attack before procs. Sumia has Luna, of course, while Cordleia uses Vengeance.

    But, back to the suggestions. Yes, a physical Avatar probably has the better pair-up bonuses to sustain Cordelia in her physical classes…. although since I was doing a bit of roleplaying when I chose a +Mag/-Str Avatar [what I tend to imagine myself as if I was to be a character in a fantasy world] married to Cordelia [my favorite woman in the game], there was a degree of willfully ignoring that point.

    What I suppose I'm looking for is how to optimize within the constraints that I have, even though it will not be what is globally optimal.

    Another point about the Falcon Knight is that even though Cordelia has a positive strength modifier, it only has a base 38 strength, so even after Lancefaire (and eating a slot) that's only 44 strength; although Berserker can bring that to 54 granted. But its also at the cost of being able to use a 1-2 range Brave (i.e. Celica's Gale), which I find one of the key appeals of going Dark Flier in the first place with her.

    And while Berserker could bring her up to 54 from strength +faire + pair-up, it would come at the cost of lowering the output of her dual strike partner… as I have +Mag/-Str, my Avatar has 50+5 magic as a Sage but would only have 47+5 strength as a Berserker; I lose 3 points of damage per hit on the Avatar to boost Cordelia's damage by 4; but Brave effects also need to be considered here [Avatar strikes twice for each of Cordelia's when dual-striking, so the lost of his attack hurts twice as much], as well as the might different between Axes and Celica's Gale, as well as their accuracy and the defense/resistance of enemies.

  12. So I was thinking on this topic and out of curiosity was wondering what people's thoughts would be as to the best way to build these characters, assuming the constraints specified above as givens and both in the cases of with and without DLC.

    I have run these characters together, a lot, but I know its easy to fall into schema, patterns, or assumptions about how one should approach things. So I thought it would be interesting to hear the views from others in case they had any innovative suggestions.

    This topic is not concerned with the children resultant from them, but rather only on Robin/the Avatar and Cordelia themselves.

    One of my immediately inclinations is Grandmaster Avatar x Dark Flier Cordelia or Sage Avatar x Dark Flier Cordelia and I'm currently running the latter. The former gets +6 magic on dual strike for the Avatar over Grandmaster as well as +2 magic on attack for Cordelia (and gives Avatar 50 magic before skills and Cordelia 41+9=50 magic from her own stats + pair-up). The latter

    Cordelia also can pull off Sorcerer, which from experience works very well in the DLC, although its key trump cards (Nosferatu/Aversa's Night) lose relative effectiveness in Apotheosis. She technically also has Dark Knight access.

    Cordelia has physical classes, but they don't really benefit from the magical classes that the +Magic Avatar wants to be in…. except perhaps if he runs Grandmaster, a its pair-up bonuses can benefit any type of unit's offenses, skill, and speed. There is also the point that the flight and mobility that the Pegasus classes give Cordelia is a major advantage that classes like her Hero lacks.

    For the Avatar, its pretty clear that (assuming a tome using class) they should use Tomefaire to boost the damage. Ignis is of questionable usage, as he'll likely be behind Cordelia in the pair-up the vast majority of the time. As he's going to likely be in the rear, auras, like Anathema/Solidarity are things to consider (to improve accuracy or protect Cordelia further against critical hits), as are things like direct accuracy skills (like Hit+20, etc.). If DLC is involved, Aggressor and Limit Breaker are also givens.

    I like using Armsthrift on the two of them as a convenience, but its not exactly sustainable without Limit Breakers or applications of Rally Luck each turn. After all, Robin is in the rear and thus stays at 45 luck (with DLC All Stats +2 + Tonic he gets to 49 at best). Cordelia has 44 luck, which mean Robin will bring her up to 47… which is still short by 1 even if we tonic her luck up to 49. DLC All Stats+2 can solve the problem, of course, but that still requires the luck tonic each battle. Outside of DLC, Rally Luck can get them over 50 luck each turn, but it requires Cordelia and Robin to return to the range of the rallier each turn, which is workable but imposes further tactical limitations. And granted, there are classes like Swordmaster or War Cleric that give +luck, but if Robin used that he'd be sacrificing tomes; not a good idea.

    Cordelia almost certainly wants to use Vengeance for damage dealing purposes, and she gets 43+7 luck with a Sage or Grandmaster pair-up. Galeforce is also a given for her, as well as Limit Breaker if DLC is involved. The best use of her remaining two slots is a bit more up for debate.

    And I could go on for longer, but I've already written a lot…. what are people's thoughts on the best way to build this specific couple?

  13. Frankly, much of Cordelia's "still talking about Chrom" issue is simply attributable to (justified) developer laziness and/or the fact that supports basically never change to account for marital status or other relationships or character development obtained form other supports. Which is really understandable, seeing how many countless permutations there would have to be otherwise. Particularly when the supports could be obtained at any time during the playthrough too. Its a weakness of how Awakening chose to handle supports and merely feels more obvious with Cordelia.

    In the vast majority of her S-supports she's over Chrom and in love with her new husband-to-be.

    Just like often happens in real life, she had a crush on Chrom, but said crush dissipated as (a.) it went no where and (b.) she got to know another guy, whom she became close too and then fell in love with instead.

    She may very well still have fond feelings about Chrom, like a soldier might care for a commander whom they deeply respect, and she'll of course remember that she ONCE had romantic feelings for him, but my general impression is that by the time she's married her former feelings for Chrom have transformed from romantic desire to platonic admiration.

    It just comes back to the problem with how character development form other supports or relationships cannot carry over to the other supports, so while any one support arc with a male may capture this transition, things become jumbled and confused when many other supports that are also trying to portray such a character arc are unable to account for the fact that this character development has already happened. Honestly, its a problem for a lot of characters; Cordelia is just one of the better known examples.

  14. Cordelia is my overall favorite (and also my preferred wife for my Avatar character)

    I also like Miriel (the other female I've had my Avatar marry), Sumia [she's cute], Lucina, Olivia, and Tiki, among others on the female side. There's also Severa and Morgan, largely because they're my character's daughters.

    On the male side, I find Virion to be a very well developed character and Gregor is entertaining. Walhart amuses me simply by virtue of being a large ham.

    While physically speaking I find her very attractive, Tharja's behavior as a mother [abusive], as well as her stalking, turn me against her overall. I don't like her as a person/character, but still I do like LOOKING at her. I also really dislike Nah, particularly from reading about and looking up her behavior with regards to Inigo in their supports [i.e. threatening him into a coerced and abusive marriage]. And while Tharja is at least attractive to look at while I have her as a unit on the battlefield, Nah doesn't do that for me.

    I also dislike Vaike because of his massive ego.

  15. I recently saw on YouTube the GameExplain trailer analysis start picking things from the trailer apart and analyzing it, and honestly it seems there might very well be a lot more Fire Emblem elements in this game than a lot of the people in the thread are giving it credit for.

    The problem seems to be that the trailer moved so fast, and people were so distracted by their shock at seeing it be presented differently than they expected that people didn't have a chance to absorb more of the hints of Fire Emblem from the trailer…..

    Looking at things with free frames helps a lot, apparently….. of course, the people watching it for the first time didn't know what to look for and didn't have the benefit of freeze frames, so its understandable that it looked that there was a lack of FE elements.

  16. You're exaggerating the significance of this issue to describe in terms of "rights as human beings", i.e., human rights.

    It might be a consumer rights issue, but its not even remotely comparable to basic "human rights".

    Games are a non-essential luxury.

    I'm not a fan of the amiibo practices either; I view them as overpriced, inconvenient, and awkward and ponderous.

    Now, I've gotten plenty of DLCs in the past, and although I find it disappointing my objection to things like Day 1 DLC aren't as heated as some other's objections will be, but amiibos worsen the problem by adding in further inconvenience steps and hassles.

    They're a form of Day 1 DLC that I thus object to far more than normal. Normally Day 1 doesn't bother me THAT much as long as the base game is still fun, playable, and has a good amount of content such that I feel that I got a reasonable valuable for money and that the DLC wasn't needed to enjoy the game… then I might consider the DLC later on if I regard it as reasonably priced. But, in addition to my previously mentioned points, adding on the hassle of tracking down amiibos that I've read about others going through [supply issues, scalping, etc.] and its just too much for my tastes, which is why I refuse to take part in that form of DLC.

    But still, its a consumer issue pertaining to a luxury good. Its not remotely a "rights as human beings" issue. Try to keep things in perspective.

  17. Well, they do have a +Luck bonus in pair-up, if I recall correctly, even if only +1 as the class-specific bonus (+6 after supports and the +3 for 30+ luck).

    So they could be useful for ensuring that the lead character of a pair-up have enough luck to maintain perfect Armsthrift without using DLC, tonics, rallies, or other skills.

    Because their bonus also includes strength, defense, and movement, this would be useful for supporting a strength-based Armsthrift character. Particularly if said character doesn't really need the overkill speed bonus of a Swordmaster and also doesn't need the larger luck bonus from a Swordmaster.

    For example, for -1 luck characters like Cordelia, they have 44 luck at max stats. A Griffon Rider hard-support pair-up gives her and others like her [similar luck and Armsthrift access] perfect 50 luck Armsthrift without the need for DLC, skills, or the maintenance of rallies being reapplied each turn or buying tonics.

  18. Both have silly villains who are both inexplicably evil because they can be.

    Fair enough… Grima on one hand in Awakening, SPOILERS on the other hand in Final Fantasy V.

    Although FFV's villain is probably even hammier that Grima.

    (rough quote/paraphrase)

    "Muwahaha! Behold, the awesome power of the SPOILERS"

  19. Well, regarding Byron's desires, its impossible to get Severa the same shade of red hair that she has in the official concept arts.

    She can get colors that skirt the boundaries of red and brown from Gregor and Ricken, whereas Gaius gives her orange hair. A male Avatar can give her a red, but not the same color as Cordelia's. And you have a female Avatar anyways, if I recall correctly.

  20. This was certainly my assumption too. I have to think you'll choose a difficulty as per usual, and likely Casual vs. Classic as well. This decision will probably be made at the game's start, like in every other FE. Now, within any given difficulty, it's likely that Nohr will be more difficult, but primarily due to the fact that there is no opportunity to stop and grind. In fact, I would not be surprised that, if you play Hoshido like you do FE7/9/10/etc. and not fight any optional skirmishes, that it will be in the same area challenge-wise as Nohr. But we'll see.

    This is my assumption too.

    But who knows?

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