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Posts posted by Geriba
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If you attack or use a staff on a broken snag (i.e. where the snag stood previously) or broken wall tile, you can move again. There is also 1 tile in the corner of each map that allows a unit to move again after doing one of those actions.
Could you expand on this "1 tile" thing? I'm not familiar with it myself.
EDIT: And at times, though I don't know if it's repeatable, mounted units who receive items after attacking can move again.
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Alright, so I liked The Bends/OK Computer era Radiohead, but I wasn't a fan of the route they took after those two albums. There were a few songs that stuck out after that (2+2=5), but in general the music was a little too "out there". Would I enjoy their new album knowing this?
Probably not. This is definitely more in line with their experimental Kid A/Amnesiac efforts, although I've heard it compared to an "In Rainbows Disc 3" (which is a bit more traditional alt.rock). That said, I bet you'd like certain songs on that album. Here's a slow-paced one for you:
http://www.youtube.com/watch?v=yds1LwTX1SU
EDIT: And this is my personal favorite one!
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So Radiohead released their new album a day early, and it is sweet. Give it a listen everybody, then post back with thoughts!
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You mean whatever bullshit you can slip by the other debater that you normally wouldn't have been able to get away with.
"Normally" wouldn't have been able to get away with? There is no "normally"; debating, for all its flaws, is the best system we have of evaluating characters.
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Can I request a Lv1 Lyn (Lord) vs a Lv2 Batta (Brigand)?
Why are you so awesome?
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I am simply expressing my complete rejection of the idea that debates are "useless." On the contrary, they are very helpful in gauging the degree by which a certain character excels over another, as well as detailing the ways in which this is the case. Further, an exhaustive analysis and comparison can bring to light points of perspective that might have otherwise gone unnoticed.
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I'm not particularly anticipating it. I think it will accomplish nothing of value that we can't do in this thread, and I think that Jaffar7 is greatly overhyping the relevancy of debates to the tier list. In fact, I think I summarized Lyn vs. Eliwood pretty accurately in three succinct paragraphs.
Oh okay dondon, nice job. So are you claiming that Eliwood and Lyn should stay in their respective places? Because unless that's what you're advocating, you'd need to formulate a position on how they should move and by what degree. Red's absolutely right: the issue is one of magnitude, and even if Eliwood > Lyn seems pretty clear, figuring out how wide the gap really is can only be a helpful tool.
As for "what's been keeping me," 20 hours of college classes have been. Sorry.
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Most people actually take the west route, doing just about what you wrote. Just a heads-up. Hector will almost definitely die going south or will not be able to get 6 turns without significant (and I mean, TAS-level significant) RNG abuse.
I personally never send Marcus to Priscilla's village in chapter 14, because it's just not feasible to get her while completing the map in 5 turns. Probably a more common strategy is just sending him straight up the middle up the map.
I don't know if you noticed the [Ranked] tag, but just as a heads up, I would never endorse that strategy on an Efficiency playthrough.
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In preparation for a debate with Red, I booted up a new HHM file. As I was playing along, I tested and re-tested some novel approaches to complete maps, and it got me thinking: why not try to compile them in a single topic? Perhaps there aren't enough out there to justify something like this, but I at least wanted to give it a shot.
Chapter 11: Guaranteed 6-Turn Completion (with a good level up!) [Ranked/Efficiency]
From what I understand, most people take the southern route on both ranked and efficiency playthroughs. This is because, due to the way RNs are set up on a fresh file, a few timely RN burns will give Hector some lucky dodges and blows and allow him to reach Wire by turn six. However, the same is possible of the western route, and it isn't hindered by the poor level-up Hector gets from the south. Proceed along the west route as usual, but when Matthew opens the door, have Hector burn two RNs before proceeding and equip the hand axe. He'll dodge both the soldier and the archer, which will allow him to defeat Wire; the level-up gains are HP, strength, speed, and luck. Very nice!
Chapter 13: Crossing the Rubicon [Efficiency]
There are a number of ways to complete this chapter on an efficiency playthrough, but dondon's five-turn completion had Marcus take the south and the rest of the group take the west. It is also possible, however, to complete all chapter objectives (visit both villages, shop around, recruit Guy) via a unique path with Hector. On turn 1, have him place himself two squares away from the southern river tile: have Dorcas rescue him, then have Lowen re-rescue him and drop him off on the river. Next, have Oswin rescue Lowen. This is essential, as the following turn, Oswin will give Lowen to Hector. Marcus proceeds to destroy the south, and Dorcas, Oswin, Eliwood, and Rebecca tackle the western village. There are a couple quirks to the strategy one needs to adhere to- put Eliwood in the way of the PK on turn one to maximize Hector movement, for example, or not immediately dropping off Lowen when you have the chance- but this is the general framework.
Chapter 14: Marcus Charges the North [Ranked]
Everyone and their mother uses Marcus to secure the southern village (and Priscilla) on this chapter, but I'm not sure that's the optimal way. If he goes north and visits the village, he'll have himself a nice iron blade. He can weaken the mercenary for an easy kill with Erk, but more interesting is how this can lead to a quick and painless Erik kill: placing Marcus on the forest tile, he leaves Erik with 3 HP after a double with the iron blade (at base level), and Erk at base with thunder does three damage to him. This means that Erk can essentially get a free ~130 experience, and it helps ease the burden of the group charging the center. Upon killing Erik, of course, have Marcus rescue Erk and flee- you don't want too consume too much experience with Marcus!
Feel free to share yours.
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For archers to be worth anything compared to units like, say, Dieck and Rutgar, wouldn't their stats need to be two to three times better than everyone else, to compensate for the Player Phase-only offense?
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I'm probably not the most qualified to talk about FE7 efficiency, especially with ranks involved, but Jaffar7's "an actual response: coming this weekend!" post kinda ticked me off so I want to fill in a lost void.
In my ignorant opinion, Eliwood vs. Lyn will pretty much boil down to "Eliwood has durability but then enemies all line up and clog the drain in front of him" vs. "Lyn only kills one enemy at a time". I predict that Lyn is going to end up winning out on the tier list over him for being better at creating opportunities for other characters to perform tasks.
!!!!!!!
Revenge: coming this weekend.
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I still say Eliwood is trash. If nothing else he should not be purported better than Lyn is. I said it before and I think one or two agreed with me here: Eliwood has NOTHING going for him. He has a terrible, risky enemy phase, not enough str OR spd to kill anything in the player phase, low bases and average growths. The only stat he has is Luck, which is useless unless you're an AVO-stacking dodge king like Guy, Raven or Serra.
Put him in low-mid with the rest of the junk.
Wait for the debate between me and Red: coming this weekend!!
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Ah, Tangerine... power-hungry mod.
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This is a good idea. If only we had balance hacks for FEs 10 and 11...
I've actually started working on a balance hack for FE7 (even though it doesn't need it), but I don't know anything about actual strategy and stuff, so it's more of a "what people complained about getting fixed" hack.
I'd be down for helping out with the FE7 balance patch. Of course, I think there should be an all-around difficulty increase to accompany the balance.
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I might flesh out this update later, but here are some more results to get things going.
Chapter 18: 4 turns (Matthew was too slow to steal the Guiding Ring!)
Chapter 19: 4 turns
Chapter 20: 8 turns (Recruited Legault and got the Blue Gem, Luna, Member Card, GR, Barrier Staff, and Killer Bow. Really happy with how this went.)
Chapter 21: 4 turns
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Considering he played the music over the regular sound I almost want to say he RNG abused and edited it out.
Dark's a notorious cheater over at GameFAQs, and I had the unfortunate experience of doing a run against him. Needless to say, I got tired of the ridiculous luck and obscene stat growths rather quickly. People still take him semi-serious over there though, heh.
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I honestly think you're misinterpreting my intention, dondon. I didn't mean to imply that your run was somehow "bad"; in fact, I'm impressed you came up with a four-turn for that map. It's just essential to point out how up to chance- or, more likely, RNG abuse- certain chapters are going to be on an efficiency playthrough. I'm not punching anybody... if anything, I'm holding out a had of congratulations while pointing out a necessary component of that success.
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I think it's hilarious how you're getting so defensive. Apparently I "don't know how to do math," because I thought Oswin did 14 damage instead of 15, boo hoo. What would be .02% becomes 1%, yippee. The main point stands: the strategy requires not just luck, but a great deal of luck. And I can't imagine Oswin's strike against a hand-axe wielding brigand could be any higher than 60% or so, meaning that the overall rate is below 1%.
What I want to hit home about is that we collectively need to let go of this assumption that RNG abuse is somehow a "bad thing." In fact, it's absolutely necessary for an optimal playthrough.
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No, I'm not trying to "be funny." I'm pointing out how contingent your strategy is upon luck and RNG manipulation, even if it is the optimal one. Unlike other chapters (and this goes to your point, Narga), every single hit IS required here, as it's a route chapter and the number of viable PCs is sparse. Your point about the critical not being necessary is wrong, by the way: if the hit had been a regular one, even with a hit upon the PK, one enemy unit would still be left alive, requiring an extra turn. And it's not 1%, it's .02%. That's just absurdly unlikely without serious RNG abuse.
On a lighter note, I've devised a way to do the River Route for Ch.13, even on a 0% growth playthrough, that accomplishes all of the objectives in 5 turns. That means saving both villages, recruiting Guy, and shopping. I might post it online if I can figure out how to record and comment on videos.
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Jaffar7 is demonstrating Greek rationalism at its finest point. And that should indicate the soundness.
Unsubstantiated sarcasm, my favorite! ;)
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After doing a comprehensive analysis of dondon's Chapter 12 run, I've got to conclude that he seriously underrepresented the sheer amount of luck involved with a successful four-turn completion.
Hit True Hit 72 84.6 73 85.69 92 98.8 92 98.8 92 98.8 76 88.72 76 88.72 50* 50.5 30 18.3 50 then 90* 50.5 then 98.1 93x2 (one hits) ~100 74 86.74 75 87.75 77 89.65 60 68.4 2 (crit) 2 90 98.1 91 98.47 78 90.54 78 90.54
Those are all the hits that absolutely have to land.
* -> dondon didn't make this clear, but the enemy PK and mercenary have no preference between attacking Hector versus Matthew (I'm assuming it's a 50/50 split). If the mercenary hits, the PK will always follow after; but even if the mercenary chooses Hector, the PK may still got for Matty.
And the final odds are... *drumroll*
TOTAL: .000186240495794
You're not reading that wrong: without any RNG abuse, the odds of a C.12 four-turn completion are about 2% in 1%, or .018%. That's something like one in ten thousand. In other words, dondon RNG abused (and all of you who wish to do a minimum-turn run need to).
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Jaffar, I don't understand many things but that doesn't mean I should be afraid of them. If I was scared of everything that I don't understand (like womn and quantums), my life would be pretty damn misarable.
There's a difference between "not being afraid" and "being at peace." The latter implies an overcoming of fear of death, which is what I'm addressing. The former is technically possible, I guess, but I would question how far you've thought through the problem of nonexistence if you aren't afraid of it. If you're are unafraid of death, you should be unafraid of everything.
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Life is a state of being, not an activity. It must end at some point. I don't see the value in fearing the end, just as I don't fear the shift from consciousness to unconsciousness (a.k.a. falling asleep).
1) If "states of being" are defined by ending at some point, then all activities are states of being. Nonsensical. My previous analogy holds.
2) How can you not fear what you don't understand? How do you know that death is like sleep?
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I don't understand your point. You haven't even answered the questions yourself, so I'm not sure where/if we even disagree.
Let me try again. Since you all seem to be of a scientific breed, maybe numbers will help. Person A values Activity X with 100 Love Points; Person B values that same Activity X with 1000 Love points. Both Person A and Person B are forced to give up Activity X sometime down the road. Who will it be harder for? Clearly Person B, as he or she values Activity X more than Person A.
Now imagine Activity X is "life." The less you value life, the easier it should be to come to terms with losing it. If you're a slave or indentured servant who toils everyday without rest, you'll likely have an easier time coming to terms with death than if you are a rich king; similarly, if you have a life-affirming, appreciative character, regardless of your situation, you'll find it harder to accept death than if you're of an apathetic character. The one exception to this rule seems to be religion.
Bringing everything back, if petty bullshit like biological fatalism or eternal rest is enough to let you "come to terms" with ceasing to be, then there's a very strong inductive case to be made that you don't particularly value life compared to someone who wrestles with the question as the most important one. "Epic generalization" turns out to be not-so-epic.
One last question I pose to you all: what is a more fundamental, essential question than how to come to terms with dying? And how can you be satisfied with "well other people had to die first a hurr durr"?
Kishuna
in Fire Emblem
Posted
The distinction is that Renault's friend was the first morph, while Kishuna was the first morph with emotions. I'd like to think they're the same, but the in-game evidence just isn't there.