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Tables

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Everything posted by Tables

  1. Obvious answers: Black Knight (0% growths), Athos (0% growths), FE6!Karel (~200% growths in everything, so at level 1 Myrm he'd have had been super negative in every stat).
  2. It's not entirely known how the AI works, but some things have more impact than others. For example, slayers have a huge impact and let them kill in seconds, but most normal skills don't really seem to do anything.
  3. Never checked it explicitly, but I would wager a guess it's 10%, 20%, 50% for each tier respectively. Most crests seem to scale a bit like that.
  4. Statflip is definitely an option for Robin, but as you note it does mean one less valuable weapon slot. So I don't think it's as automatic as that. I personally do have him running Statflip, along with Armour Strike for the unbreakable defence combo, although really Armour Strike isn't great in general.
  5. For her weapon I've got Mountslayer, Wingslayer, Genpeer, Stonebreaker, Amped and Pair Up+, but really, you can put a lot of good things in place of Genpeer and Stonebreaker. For personal skills: Astra, Luna, Lethality and Luck+20 are definite for her. The remaining two... good options are: Resonating Power (her Mag and Strength are pretty close, so you get about +20% damage from this at level 150 and more at lower levels) Galeforce (more specials and Awakening) Vengeance (all around damage boost - she'll have a 100% lethality rate from about level 120, so Vengeance boots her non-crit damage significantly, up to +300% at 1 HP IIRC) Awakening (if you want to use Galeforce and capitalise on spending large amounts of time in Awakening, +25% damage for it) Solidarity (if you pair up a lot, a free +25% to partner shouldn't be underestimated) Lone Wolf (if you don't pair up, +50% damage is basically the single best skill you can use outside of Luna) Pavise/Aegis (with her high luck, these provide a huge damage reduction. If you care about boosting defences, these will make a huge difference to your durability) Personally I'd most likely run Solidarity and Vengeance for the all around damage boosting, but a lot of good options here exist.
  6. Skill is one of the less important stats, at least if we're talking more optimised characters with 720 power weapons. That skill stat does not have much influence on damage, and it mostly only affects crits anyway. Luck is by far the most important, after that it's sorta just... depends a bit on how good you are at avoiding enemies. If you're good, then it's probably Speed, then Str/Mag, then Skl, then the three defensive stats. If you're less good, it's probably Res, then Def, then HP, then Spd, then Str/Mag and finally Skl.
  7. Tharja's C6 seems to me to be very similar to Robin's C6. In fact I wouldn't be surprised if they had totally identical hitboxes, and just a different visual effect to make the move fit Tharja better. I don't think either is faster than the other. So with that in mind... honestly, they're pretty close. Tharja has much better defence, but Robin has a little bit more Luck. Robin hits harder, but Tharja has longer Awakening and is more durable.
  8. Navarre's (/Lyn's) moveset is pretty solid as well. It's main weakness is actually the same as Xander's main weakness I feel, which is a fairly slow C4. Except, Xander's C4 has huge range, while Navarre's doesn't. Still, Navarre's C6 is pretty crazy and breaks gauges easily, while AoE damaging heavily. Xander has mobility going for him, as well as slightly better stats.
  9. Olivia seems very strong to me. She has the highest luck in the game, which is already a good sign she's gonna be kinda busted damage wise at least, but her moveset feels pretty solid. I'd need to experiment more to work out if she or Xander is the best sword user, but I'm reasonably confident it's between those two.
  10. No problem. I also added a little extra info about Luna in that post that might be useful, especially if your Frederick is like under level 100ish.
  11. Weapon: Mountslayer, Dracoslayer, [Pair Up+/Critical+/Desperate+/Triangle+], Critical Focus, [Axebreaker/Tomebreaker/Strength V], Bolster Character: Astra, Luna, Lethality, Luck+20, [two of: Lone Wolf/Solidarity/Vengeance & Awakening/Galeforce/Iote's Shield/Res +10] Mount and Dracoslayer cover major weaknesses for Frederick. He can't latch Dragons, Wyverns or Mounts, so this lets him kill them without having to. Pair Up+ or another bonus is pretty standard. If you pair up regularly, Pair Up+ is best. If you want to run Vengeance Awakening builds, Desperate+ or Triangle+ might be better than Critical+, but with Frederick's low speed I wouldn't recommend it too much. Critical+ if you don't pair up much, since with Critical Focus you should be able to break stun gauges easily enough. Axe/Tomebreaker lets him kill some particular enemies more quickly, or you can go with Strength V as it's boosted by Bolster. You could also go with another strength skill if you prefer (Strength III is his best KO move, Strength IV has good range and is relatively quick). Astra, Luna, Lethality are pretty standard on everyone. His luck is pretty bad, so there's actually the possibility of just saying "screw Lethality" and putting something else in its place (even at level 150 he only has a 23% Lethality rate by default), although this makes him basically the worst dueler in the game if you do. Luck+20 boosts both Lethality by 10% and Luna's damage bonus, plus improves item drops. Luck+20 can potentially be substituted out for something else if you prefer. His other 2-3 slots are mostly up to you. Lone Wolf if you like not pairing up, for the +50% damage bonus. Solidarity if you like pairing up, again for the damage bonus, although this time for his partner and only the standard +25%. Vengeance for Awakening builds so you can survive at 1 HP, but with Frederick's low Spd I wouldn't recommend them. Galeforce helps build specials and Awakening quickly, which helps a ton for dealing with tricky situations. Iote's Shield negates his two weaknesses. Not usually an issue, since Armour and Mount slayer enemies are extremely rare (IIRC you only encounter them in the Shadow Dragon and Awakening DLC, and in low quantity). Res+10 is his best option for mitigating his low Res. Even with Luck+20, it has a bigger effect for him than Aegis, especially at lower levels (less than 100). I saw Trample and Armoured Blow mentioned, I wouldn't really recommend either of those too much. You shouldn't get interrupted during attacks often enough for Armoured Blow to matter, but if you find it helps, you can go for it. Trample is a really pitiful bonus, only +10% damage, which if you compare to what you get from most other skills (+25%), doesn't amount to much. As a final extra note, Frederick's luck is so bad (especially at lower levels) that it can be reasonable to totally skip on Luna altogether. Like, at level 99 he has 42 luck, and so gains ~12% extra damage from Luna. That's Trample level bad. Since it's not an additive bonus though it does multiply by everything else, so it becomes more like ~20-30% overall depending on how many additive bonuses you have, and that's pretty solid, but it's still nothing amazing.
  12. What if you turned off event/all item randomisation? Wouldn't you still get it in chapter 15 like normal?
  13. Finished my first playthrough just recently. Was using version v1.0 I believe, so some things might already be changed slightly. Overall, I'm super impressed with the randomiser. There's loads of cool things added in to it, loads of things as contingencies in case you get screwed over etc. It was a lot of fun. Things I particularly liked: The entire skill system is really cool. Giving everyone one random personal skill was a great idea, and in general the skills added a lot of fun to the game, both increasing player options but also adding extra threat to some enemies. And some of the skills added are a ton of fun. It's great to see skills that have become staples from Heroes, like Reposition, appear here. Being able to see growths in game is super convenient. Enemies being randomised as well makes every chapter feel a little new. Chapter 10 (Eirika) was particularly interesting for me. I had to rush through to reach Cleric Gerik and Hero Innes ASAP before Gerik died on turn 2 to a Bolting Mage + Killer Lance Pegasus Knight combo, then survive the onslaught of Marisa's group (with Marisa herself hanging back and spamming Shadowshot, while an Archer tried to approach the ballista). All the while Pegasii and Dazzle Pupils + Journeymen harrassed my group in the north. It was chaotic, but a lot of fun. All the options! So nice to have a lot of choice over what randomisation I want. Adding Master Seals to the pre-battle shop, so it's actually possible to promote everyone. I didn't realise this for a rather long time (like chapter 15...). Myrrh. Gal is a bloody BEAST. Took one chapter of light babying for her to be usable. One more chapter of light babying to become good. One more chapter of... not even babying at that point, just killing stuff, to become one of my best units. By the end of chapter 20 she was easily my best, and ended up pretty much soloing Fomortiis with her capped Berserker HP, Str, Skl, Spd and Def. Best Est of the series. Things I wasn't so keen on: The distribution of some class skills feels a little... off. Enemy trainee classes in particular are awful, due to a combination of high stats plus Dazzle plus Patience from early in the game. I feel like Dazzle and Paragon should probably switch places - Dazzle enemies early on are just really annoying to deal with, far worse than anything else pretty much. Especially the Pupils. Or perhaps, change Dazzle into Cancel a la FE10, which a (stat)% chance to prevent enemy counterattacks. The base stats of some classes makes sense in vanilla, since they're never meant to be used as playable characters (some never even appearing in game), but when randomising it can lead to dull, easy or frustratingly hard scenarios. Soldiers in particular - they have super low stats since they're meant to be a very weak earlygame only enemy. But if someone gets rolled into a Soldier, or worse a Revenant, lol just don't bother. I trained up Forde as a Soldier, and it was painful, but I figured he might get something worthwhile in the end (as well as Reposition being really useful). At least they promoted to super Recruit I guess. It'd be nice if some tweaks were made so that, sure, some classes may be better or worse, but at least characters don't become completely broken or borderline unusual just because of a class roll. With all the random killer weapons, Aura Monks/Bishops you can easily roll and so on, it feels like enemy crit rates were a constant issue. I was lucky enough to get a Hoplon Guard early on, dunno if that's like guaranteed or something, but if it isn't... might actually be worth forcing one to drop early in the game. It seems like a very valuable tool if you don't want to have chapter attempts just die to random crits that you can't do much about. Edit: One more. I'd suggest changing the levels promoted characters learn their skills from 5 and 15 to 1 and 10. Maybe even lower than that, like 1 and 7. FE8 is known for being relatively short, and even with early promoting one or two units, you typically end up around the level 8-12 range with only like Seth and heavily used units getting much higher. On my playthrough, only four characters exceeded level 10 promoted, and of them one was Seth (level 17) and the other two (L'Arachel and Myrrh) didn't reach 15. So having a skill learned at level 15 promoted will barely get seen outside of Creature Campaign. Overall though, really fun and will probably play again later with the newest version.
  14. Are classes like monsters and Soldiers able to promote? I just assumed they would be able to use similar promotion items (e.g. Knight's Crest for Soldiers) but so far, I haven't been able to promote any of them. Would kinda suck having to drop two members of my team because their promotion items don't exist. Also, is the class skills system totally fixed or are certain skills random for each class (especially e.g. some level 10 ones)? I'm mostly asking because Pegasus Knights getting Axebreaker at level 10 seems super weird. Most others I've seen are about what I'd have expected, so I'm guessing it was an intentional choice, but... still, I just find it a bit strange.
  15. Firstly, let's just correct two small things. They do have a direct downside: -10 avoid. They also only give +25% crit, not +30%. Statwise, they're worse than Iron weapons outside of crit rate, with -5 hit and -10 avoid in comparison, but equal mt. In exchange, you're getting +25% crit and an increased damage bonus for crits. I recall finding them useful occasionally, basically when I didn't care about evasion and a crit kill would be nice, but in general they're not really much better than Iron weapons, if at all. I'd rather have an Iron Lance +1 than a Killer Lance for general purpose use, and that costs less money to buy as well.
  16. My Eirika (Archer) has got Certain Blow (+40 hit while attacking) as both a class and personal skill. However, in combat she seems to only be getting +30 hit. I've checked everything I can see that should be affecting her hit rate: There are no other active skills or supports on her or nearby enemies. The enemies are generic Lord (M) on Mountains with 56 avoid, she has 100 hit. I was expecting displayed hit of either 84 (100+40-56) or 100 (100+40+40-56), but instead got 74. Screenshots attached in case there's something I may have missed in effect.
  17. Almost certainly Pegasus Knights. Monsters are actually pretty uncommon in high level missions, and there's no character officer monsters. In general a good pair of bonus skills is one of Mountslayer or Plateslayer, and one of Wingslayer or Dracoslayer. The exact pair depends on the character, personal preference etc.. Beastslayer is usually not worth it since monsters a) get ripped apart by magic in no time anyway, b) aren't that common and c) Have no character enemies affected by it. The three prfs that come with Beastslayer is enough. Generally Wing + Draco isn't worth it because then the second skill there only adds one enemy type - for physical weapons ideally Dracoslayer is better since Peg have low defence, for magic weapons the opposite. Similar with Mount + Plate - Knights are really rare, so while they're a pain to deal with (especially for swords) if you already have mountslayer to cover Frederick + Great Knight types, Plateslayer just adds very little.
  18. Hm, I see. In that case you can also go for Wing/Dracoslayer. Actually, these are probably better than the above mentioned options, lol. I was just in the zone of thinking about their stat weakness since it's what I've been working on a lot recently...
  19. It lasts for the rest of the battle regardless of if you switch character or do other things. It's a +5% damage increase per 100 kills. No known direct limit. As for if it's worthwhile, depends on playstyle and character. For someone like Camilla who is great at building up KOs, absolutely go for it. Even if you switch away from her often, she can quickly get 300-500 KOs on a map and get a significant boost from it. If you tend to switch characters a lot, it's not so amazing - you probably average around 300-400 KOs per character on a typical map, meaning 15-20% attack boost. That's pretty good, but bear in mind that's only what you're getting towards the end - earlier in the map it's likely more like 5-10%. It has potential if you play into it, but if you don't, you might find it provides little to no benefit. Also note that only KOs you directly get count. AI kills from that character don't, and each character has a separate count towards Fury Builder. I can't think of what the mission is off the top of my head, but either of the swap skills will let you make quick work of Camilla. Anti-triangle gives you that +25% damage boost from WTA, along with being able to get constant crits from S4 revealing the stun gauge and C5 pretty much breaking it. Alternatively Topsy-Turvy lets you hit her much lower Res stat - she has something like 2x to 2.5x as much Def as Res, so she falls pretty quickly to a topsy turvy attacker. If you're desperate, you can also go for the "build some dual specials and save them for the boss kills" strats. Especially if you have the DLC so you can field a 4th lance user and thus have two pairs flying around instead of just 3 characters.
  20. It's been a while, but I want to update a few with a few things that have been tested and discovered: Sol: Heals ( Enemy Max HP / 400 ) x Luck See below for some details on enemy stats Character stats/growth rates: In short, characters have a fixed set of level 1 and level 99 stats, and their growths are just the difference between these /98, then rounded to the nearest whole number. Or in other words, character stats at every level are entirely predictable once you know both level 1 and level 99 stats - and level 1 stats can be derived using a bit of maths even for characters who join above level 99. You can look at the calculator here to see everyone's level 1 and 99 stats as well as work out their stats at various levels. Enemy stats: Generic enemies have some fixed rules for how their stats work. HP = 60 + ( level - 1 ) x 540/98 + promotion bonus. Promotion bonus is 50 HP for promoted enemies. 540/98 is roughly 5.5 points per level, for reference. 540/98 seems like a super precise and bizarre value to say with certainty, but it basically comes from the above paragraph on stat growths. Since growths for characters are always x/98, and it became clear enemy HP growths are marginally above 5.5 points per level, the logical thing to test was in that form. 540/98 seemed to work well for this. (As an aside, I'm aware 540/98 simplifies to 270/49. I've kept it over 98 as I think that helps make the value seem less arbitrary - and makes it easier to compare to other growths which are of a similar form). Def and Res fall into one of four ranges, which I've creatively named "Very Low", "Low", "Mid" and "High". Most enemies at equal level will have one of four defensive values, dependent on their class. For example, Myrmidons have Mid Def and Mid Res - meaning they take equal damage from an equally powerful physical and magical hit, and also take the same damage as an Archer would take take from magic, as they have Mid Res as well. However, Archers have Low Def, so they take more damage from physical attacks. The exact values I'm not 100% sure on yet, in particular the scale enemy defensive stats use is something I've yet to work out with certainty, but I have some relative values that seem reasonably accurate: Very Low: 2 base, 8.5% growth, 20 promotion bonus Low: 4 base, 17% growth, 20 promotion bonus Mid: 6 base, 34% growth, 20 promotion bonus High: 8 base, 68% growth, 20 promotion bonus You can see a table showing these values for each generic class (as well as character enemies) here. I did say "most" at equal levels have these values. In some missions, enemies may have raised or reduced defences - these tend to be a scalar multiple of both stats, effectively not changing their relative def/res. Some enemy types (usually mission critical ones like targets you have to kill) also have increased defences, again a scalar multiple. But in most cases, enemies at identical levels behave largely identically. Str/Mag is hard to tell, but one thing I have observed is that enemy weapon appears to be purely cosmetic, or at least that enemy damage can vary significantly more than just based on level, as Def/Res do. For example I took more damage from story mode lunatic enemies with bronze weapons than I did from lower level History mode enemies with steel. Skl, Spd and Luk have no real reason to exist for enemies. Even if they do exist, there's no way short of hacking to measure them, and they don't do anything anyway. Character enemies seem to have identical stats to their player character self, or at least a scale multiple of them defensively. Tests with Sol found that their max HP was exactly as one would expect, while tests against their Def/Res found them to be in roughly the correct ratio. Validar (lvl. 30) was briefly tested, and found to be using generic dark mage stats - albeit with scaled up def/res, as a character enemy often would. It is likely he would use promoted stats in higher level missions. Lethality does need a bit more testing, but early observations suggest its trigger rate is perhaps something like ( Luck /200 ) %. Its damage multiplier is huge, perhaps in the 2x to 3x damage range when it triggers. Edit: Lethality very likely has a (Luck / 200) % activation rate or something quite close to that. It seems to be a +400% damage bonus when it triggers. Fury Builder is +5% damage (additive) per 100 KOs. Each character has their own separate kill count, and it only increases with player kills. The max limit seems pretty high, you can get to at least a +100% bonus and perhaps more from Fury Builder. Breaker skills give +75% damage (additive) against their specific weapon type.
  21. Personally, I hope it doesn't happen, but I suspect it quite possibly will. There's an issue with raised level cap in that one of two things is likely to happen: Either new content requires very high levels, in which case you either need to be really good or grind a ton to keep up; or content doesn't require very high levels, in which case it becomes somewhat too easy for players who have grinded their levels very high. Fortunately, levels in FEW don't actually make too huge of a difference, with a few exceptions. Picking, say, Rowan as an example. We can use his level 1 to 99 stat increases (accounting for promotion gains as well of course) to estimate what kind of stats he might have at, say, level 200, and thus work out things like how this improves his survivability, damage output and so on. Putting all that together... overall the effect of a massive increase in the level cap is going to be somewhere around a ~50% damage dealt increase, and a massive boost to durability. It's obviously a pretty big deal, but not completely ridiculous like you might first think. I doubt there will be any content that can't be cleared by well built level 99 characters even if there is a level cap raise.
  22. You can also hit with S4 (the fourth attack in their regular attack string) when you have Awakening active to force a yellow stun gauge.
  23. I've done it on a variety of difficulties. I don't know what other factors there might be, either, I'm afraid. Are you on 3DS or Switch? I'm on Switch. Try controlling someone as you enter the final base, that might make a difference.
  24. That was the description I put. I've never had any issues getting the shadows to spawn, but there does seem to be some kind of bug where they won't. They always spawned for me the moment I stepped inside the central fort.
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