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Barrel

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Posts posted by Barrel

  1. Premonition (2/2)

    derp

     

    Prologue (5/7)

    Requirements:

    • Both mages must not have Vantage+ (Fred must kill both mages and he gets shredded otherwise)
    • Barbs preferably don't have Vantage+ (to keep Robin and/or Chrom healthy on turn 2)
    • L+ density must not be too high (max ~1 on bottom wave, max ~2 on top wave)
    • One of the myrms on top wave cannot have L+
    • Boss preferably doesn't have either L+ or Hawkeye, but can probably do without

    Clear was roughly as follows:

    Standard strat for turn 1, Fred moves up and kills the middle myrm, counterkilling a myrm and weakening two barbs on EP. For turn 2 Chrom/Robin cleans up the stragglers, Lissa trades vuln to Fred and heals him, and Fred OHKOs the mage.

    On EP turn 2 the top myrm suicides on Fred and the whole wave is aggro'd. Fred OHKOs the mage and Chrom/Robin stands in range of one myrm but not the two barbs.

    EP turn 3 Chrom weakens one myrm and both barbs are weakened by Fred. PP turn 4 Robin kills one barb. Fred kills the remaining myrm. Barb suicides on Robin the following EP and Robin gets the following level...

    XDf1foe.jpg

    In my clear the boss had Hawkeye, so unfortunately neither Robin or Chrom can feasibly get the Garrick kill - Fred kills him on PP turn 5 + EP and levels up:

    okT6R0L.jpg

    Two speed procs for Fred for his first two levels are absolutely critical for Chapter 2.

    1gOo4ld.jpg

     

    Levels:

    Robin @ 2.35 Chrom @ 1.10 Fred @ 2.06 Lissa @ 1.51

  2. Lunatic+ LTC

     

    Rules:

    • Lunatic+ / Classic
    • +Mag/-Str Female Robin. Going -Str is just a big mistake objectively and there is no reason to do it, just go -Luk like a normal person. +Mag is required for hitting a specific benchmark for chapter 5, as well as for general high killing power. -Skl is the usual flaw but I can't do it in this playthrough because Skl won't be a dump stat here!
    • Renown allowed up to Tiki's Tear. Given the nature of this gamemode, I want as many statboosters as possible for consistency - this seemed like a good stopping point. For a future run, this is probably unnecessary and going up to Seraph's Robe is probably just fine. For complete overkill, going up to Gradivus will allow for Gradivus Fred which sounds pretty hilarious actually but that's not going to be a thing for this playthrough.
    • All Gen 1 units must be recruited and kept alive. Gen 2 characters are optional.
    • Paralogues 1, 2, 3, 4 and 17 are mandatory and may be done whenever. Children paralogues are all optional. However, any children paralogues done must result in the children themselves being recruited.
    • Skirmishes, DLC, Logbook, bonus box, wireless, Anna shops are all banned. Exception: Spotpass shops may be used to replicate items in shops blocked by Risen.
    • Sparkling tiles must be avoided where possible. Any items obtained as a result must be discarded.

    The major divergence for this run is allowing renown beyond the standard Bullion (L) - going up to the Seraph's Robe seems arbitrary, but I'll talk about it a little later.

    For the uninitiated, in this gamemode every enemy has two random L+ exclusive skills - it is also assumed these skills are all uniformly distributed. These skills re-roll on each map roll (though they do not reroll for map skirmishes).

    From Prologue to Chapter 2, the random skill pool is:

    • Hawkeye (Enemy hit is 100%)
    • Luna+ (Luna which always triggers). Note that Luna(+) always rounds down for total damage dealt.
    • Vantage+ (Enemies always attack first)
    • Pass

    From Chapter 3 until the rest of the game, the random skill pool includes the following skills on top of the previous four:

    • Counter
    • Pavise+ (Pavise which always triggers)
    • Aegis+ ( Aegis which always triggers)

    One peculiarity of Lunatic+ is that enemy units do not 'know' they have their skills, bar Pass and (I strongly believe) Hawkeye. This means that for instance 1-2 range Counter enemies can be manipulated to attack at 2 range if able, and enemies with L+ can be baited to damage a unit in preference to killing another.

    To give a specific example for the latter, let's assume a 9 Str Iron Sword myrmidon with A swords and L+ has two targets:

    • 3 HP / 14 Def Silver Lance Fred
    • 20 HP / 6 Def Robin

    With L+, the Myrm will deal 7 damage to Fred and cleanly kill him; in practice, the myrm will always go for Robin over Fred as the combat forecast damage shows a higher displayed value, so assuming he does not double Robin will survive.

    Another peculiarity of L+ is that due to the existence of the two skills Luna+ and Counter, having a high amount of raw HP is extremely helpful compared to normal play; this explains the seemingly arbitrary Renown benchmark of Seraph's Robe.

    In addition, unlike many other FEs, Awakening enemy AI is 'smarter'; Units are able to gang up on a single unit if the AI calculates there may be a kill, and it will also move a unit out of the way if a unit can score a kill - a prime example here is during Interceptor's old Chapter 5 turtling strats, where a blocking melee may move out of a way if a mage can score a kill.

    There is also minor (but still extant) randomness in the AI, in which it may behave slightly differently for no discernible reason; this can happen for attack order, unit targeting, and general enemy movement. As an example for the latter, KTT's Chapter 1 strat may see the boss move in another direction some of the time for no real reason.

    This run plays significantly differently compared to vanilla lunatic. The nature of this gamemode encourages juggernauting to the extreme; in particular, I rig Robin's early levels a lot so that she can snowball ASAP. Also, the reliability of many early to mid game chapters are probably completely shot, but I wouldn't attempt this run if that discouraged me. >.>

     

    Chapter List:

    Quote
  3. Internal level cap wouldn't matter since Normal's is 20. The only difference is the 1 experience per battle engagement on the same enemy on Lunatic.

    Why wouldn't internal level cap matter? It's 50 on Lunatic compared to 30 on hard, and IIRC Olivia will ram well over the HM cap when going D30>DF15.

    Also, the Lunatic battle engagement formula doesn't really matter, at least in my experience.

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