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Cysx

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Posts posted by Cysx

  1. 3 hours ago, Eltosian Kadath said:

    Only game I would even consider putting her in the bottom is Birthright. Her main weakness is the level deficit she starts with, but if you commit to training her she can catch up in her join chapter, and the way the exp formula works, especially on Lunatic, make that a much, much smaller experience boost for anyone else, although she does need some kinda seal. In Revelation she shows up at a point where you are desperate for units, and in Conquest she is the only source (other than Corrin Talent...) of the surprisingly good archer class line, and shines against the Ninja with it. In Birthright she doesn't really have either of those niches, but a level 1 Hayato literally comes later than she does, so its hard to rank her worse for that level deficit than you do Hayato.

    Honestly I am surprised there isn't more talk about my own pick of Hayato in this Birthright discussion.

    Idk what to tell you, it's a pretty good pick.

    Although, nothing really stops you from delaying Mozu's paralogue to funnel much of that exp into him instead, since he joins between chapters. At base, he hits a good bit harder than her without having to take a counter(10 vs 14, thanks personal skill). He also makes for a pretty amazing Oni chieftain if you put in the effort... a lot of effort.

  2. 5 hours ago, Imuabicus said:

    Yeah, but both of these chapters suck for Rinkah. The problem being in chapter 4 you are on a clock against Ryoma s´far as I´m aware on top of some to a lot of the enemies having Seal skills. And in chapter 5 you are fighting Mercenaries and Mages, the latter will deal a whole lotta damage and you´ll have WTD all around. Not good for Rinkah. Hell I haven´t attempted the chapter 5 puzzle trying to use Rinkah instead of Kaze - my guess some kind of fighting retreat, with Azura dancing Corrin 1HKOs to keep folks safe? And Kaze with Rinka backpack is a better unit than Rinkah with a Kaze backpack.

    Whether she's good or not matters "less" when she's around either way, most of the crew's stats are predictable and you have so few combat units. You said the word puzzle and that's pretty much exactly what it is; a low reward puzzle that you can easily skip.
    There was so much hyperbole around the character early on that I did put myself to the task, and all it really takes is to stay ahead of Ryoma in ch 4(specific but fully doable), and yeah, not use her as a pairup in ch 5 since it rids her of almost any exp/wexp gain. You don't retreat, or pair Kaze up with her either, that'd just be worse, instead you figure out a way to make things dead with her and Kaze attack stancing as much as possible. If done successfully, this is positive even for Kaze, but especially so for her (obviously). And the less you use "Corrin", the better.

    You have to be proactive in both chapters so there's no major turn loss, the method is one turn slower in ch 5 iirc. There's not much of a reason not to do it from what I've seen, but at the same time, it really is just about making a mediocre -and route locked- unit slightly less mediocre, everyone else will be fine either way.

    9 hours ago, FailWood said:

    I'd rather have Hana.  While Yumi weapons have high Might, they also have low Hit, and Setsuna doesn't have the Skill stat to counter it.  Hana doesn't have the accuracy issues that Setsuna has because of being a Katana user, and she still has more of an enemy phase then her, even if not by much.

    That is true, at the same time Setsuna doesn't have to risk low hit counters on non-green engagements early on, and Certain blow completely fixes her accuracy problems once she gets it. The only thing she direly needs that her class/weapon type doesn't give, is also the one thing she's good at on her own. She's a weird character.

    I also remember Hana falling off in lategame luna as she's really bad at dealing with several parts of the weapon triangle at once and enemies hit really hard, while Setsuna remains a consistent player phase unit, in theory anyway.

  3. I think I'd rather have Setsuna than Hana. Setsuna is carried by Yumi mt and archer/sniper skills to the point where their outputs are similar, and neither have much of an enemy phase anyway.

    11 hours ago, FailWood said:

    ...Or how Birthright is the most talked about game on this topic.

    I'm not sure that's true overall(people spent a while on FE6), but mostly... it is kinda tough to say.

    11 hours ago, FailWood said:

    Rinkah's high Defense is usually her only standout stat, but still lacks HP to complement it.  Her Skill cap in her base class is only 14, which is absolutely terrible when higher level Clubs have bad hit rates, and her Magic is too low to make much use of Scrolls if she goes Oni Chieftain.  She also starts with E rank in her base class, a flaw that only her and Mozu share (Corrin has a lot of time to train Sword/Katana rank from E before the decision, and Sakura is a healer so it doesn't hinder her very much).

    She does get the opportunity to grow her Axe rank pre decision as well at limited opportunity cost(ultimately chapter 0 and 1 are quite short, and Corrin cannot build rank in ch 5... the difference isn't that big). People just generally don't bother.

  4. 5 hours ago, Shadow Mir said:

    She's just way too fragile for my tastes. That's not something I am willing to abide (sure, I'll admit, mages in general are poor at taking physical hits, but Nyx takes it to the point where she's little more than a liability, as she's so feeble that she's likely going to be at risk of one-shots, especially later on. This limits the use that she can get out of Heartseeker). Also, I frankly consider early promoting her to be wasteful, as that means I'm making my army worse overall by delaying the formation of my A-Team.

    You won't get any argument from me about Binding Blade having a lot of units that are hard to get anywhere. That's one of the many, MANY things I despise about it. But on the other hand, I consider all those units you mentioned to need constant maintenance just to not be a burden (and frankly, if they're complete ass as a lead and thus all they're good for is being pair up bots, that's not much better than being useless).

    I can't really argue about Conquest in detail. There's too much I don't remember, need to replay it first.

    My main line of defense for Rinkah back then was that the existence of attack stance allowed other units to attack through her walling as long as she had 1-2 range equipped(through throwing club at first, but eventually horse spirit, which is a pretty good defensive weapon). This keeps her up to speed exp wise(one wouldn't think so, but it does, very well at that), and results in easy enemy phase chipping as well as quite a bit of additional exp and (especially) wexp in the long run. Oboro can pull off much the same thing, though, and while this works, there are simpler ways through Birthright Luna. Regardless, she has very limited potential as a combat unit, while she can at least take hits to the face more competently than most BR units, so...

    ... then there's indeed pairup, which is frowned upon by many others than yourself, but... it is a form of utility, at the end of the day, that not all characters share(especially in her case, as the sole base Oni savage). I believe she's also the only source of Blacksmith and thus Lancebreaker for Ryoma? MyCastle abuse notwithstanding. Those do not beat being a good unit, clearly, but if the question is "did this character's presence contribute to beating the map", and the answer is yes... that's not nothing. Staffbots don't fight, Dancers don't fight, Pairups don't fight(in Fates). It's not fundamentally that different.

  5. 5 hours ago, Shadow Mir said:

    In other words, against uncommon enemy types that most other units can deal with with ease. That doesn't make her sound worthwhile to me. She'd need to have a lot going for her to make up for having poor stats everywhere but magic and speed, and she doesn't. As it is, she's tantamount to worthless, because the one thing she's supposed to be good at is compromised by her being inaccurate (by Fates standards, anyways).

    I've used Nyx regularly to some success in lunatic(thanks heartseeker), but wasn't there a thing about immediately promoting her to Dark knight since she joins at level 9?  Makes her solid for a bunch of chapters(including good ol' ch 10), then she can become a solid pairup bot, something like that?

    Speaking of pairup, Rinkah, Arthur and Charlotte are all considered as some of the best physical backpacks in Fates, and none are even close to unusable in their respective game. FE6HM showers you with units that are legitimately difficult to get anywhere.

  6. 41 minutes ago, Vicious Sal said:

    Using donnel in lunatic is also not quite so simple. And aptitude is still a highly overvalued skill. His classes to pass down are good, that's it. But aptitude is a 20% growths rates increase across the board. That equals 1 point for every stat every 5 levels. This means if leveled to 20, you get alomst 4 points extra in every stats compared to not using aptitude. That seems really good, but Donnel's bases are very underwhelming compared to what you have at that point. Even with 4 extra stats due to aptitude (and that's after babying) he's still not even entirely up to snuff. It also doesn't help with weapon ranks. 

    And as said, aptitude does nothing for you in combat and is only useful for speeding up capping stats. It's a luxury, not something actually useful for the actual gameplay.

    I wasn't talking about using Donnel, because indeed, it's too much of a hassle. But it's not difficult to pair him up with someone, reach S-rank and pop goes the child with aptitude and pegasus knight access(if female, so Noire, Kjelle or Nah, none of which are easy at all to recruit granted).
    There's not really such a thing as speeding up capping stats in lunatic, as said, and it's not like the game begins at the endgame either. Aptitude results in better stats throughout and that's generally pretty useful.
    With that being said, why do you think Virion and Ricken are better(or even Brady since he was just brought up)? It's more interesting.

  7. 5 hours ago, Vicious Sal said:

    Aptitude is the worst skill you could possibly pass down. If awakening didn,t have litteral endless grinding as an option it may have been useful. However growths don,t matter in awakening because if you do not hit your desired stats you just slap a second seal on them and start over from level 1. 

    Aptitude saves time in Awakening, but nothing else. It does not gives the user combat help, it merely takes away one or two sessions of grinding in the exp map. Because with infinite leveling you will eventually cap all stats. And then you have passed down a skill which does absolutely nothing anymore.

    There is the case of 'but we don,t grind when playing efficiently' but my counterargument to that is that we also don,t use donnel when playing efficiently.

    I'd rather say that grinding in Lunatic isn't quite so simple(dlc notwithstanding, but let's be real here, no balance will survive that kind of stuff) because skirmishes are very tough, and I believe spotpass teams give next to no exp? Also internal level actually matters and as you reclass you reach a point where your exp gains become miserable very quickly. So with that in mind, aptitude is quite useful. Considering Donnel doesn't require training to provide it and pegasus knight to girls, there's certainly an argument to be made that his inheritance alone keeps him from being the worst.

    ...but I'm not too sure who I'd point at. Sure Virion is terrible but at least he's around for the whole game and forced in two of the hardest chapters. Someone brought up Priam, and, yeah, considering he actually has 0 availability, that sounds accurate, but eh.
    If it's not Donnel or Virion the next in line is Ricken, I guess? Joins a little late considering he needs just as much babying as everyone before him, is a hindrance in his one forced chapter, inheritance is among the worst... there's Celica's gale to consider, but he can't use it at base...

    I'd bring up children but even Laurent can pull off a basic nosferatank build no matter the dad.

  8. 13 minutes ago, Heritor said:

    It's PLAUSIBLE but not CONSISTENT. Getting a Second Seal by Ch6 relies on either NG+ renown or a lucky Anna spawn that has a second seal. On emulators you can abuse the latter with the customizable clock shenaniganry but on a fresh save for a new player or new cart it won't be reliable to acquire, as the first source of sold second seals on the main story path isn't until all the way at the Mila Tree. Point taken about her growths though, I never knew!

    Oh, I guess the ones you get as drops and the village in the immediately later chapters matter, but there are typically other units you need to second seal that might be approaching their basic class level cap and you don't want to master seal them. If you wanna burn one of those on Panne though, then I can see her doing well.

    Even on a completely fresh new game, it only takes 100 renown to get to the second seal, which can reasonably happen pretty early. I don't remember if the prologue counts, but at worst, by chapter 6 you have two paralogues unlocked, and by 7 you have a third one. With all of that completed, you've reached the requirement.

  9. 15 hours ago, Heritor said:

    For Awakening, I'd say Donnel or Panne

    Panne's pretty great actually. She requires an immediate second seal, no ifs or buts about it, but taguel has such terrible class bases that merely class changing to wyvern rider gives her +5 Str & Def. This gives her basically the same statline as lv 1 Frederick, later in the game and at E rank axes, but with wings and her promo gains still ahead of her. And she has some of the very best growths in the first gen, arguably the best, period.

    Edit: Forgot that you cannot use a second seal before level 10 (worst part is, I'm speaking from experience, it's just been a while), so she does have to be a pairup mule for a minute before initiating god mode. Fortunately taguel gives very good pairup bonuses.

    ... Or she could actually fight, but eeeh.

     

     

                   

     

  10. Genderlocked classes only:

    - Only genderlocked intermediate, advanced and master classes are allowed

    - Post timeskip, only one of each class allowed on the field at once(one Dark Mage and one Dark Bishop is fine, but two Dark Bishops isn't)
      - That one can be enforced earlier if you feel like it. Just don't want half of the cast to be stuck in beginner for half the game. At the same time, without something like that this'd just become a pegasus knight challenge.

    - No unique classes allowed unless you're forced to use them. Though you may pick up a dancer if you're bored.

    - DLC access is probably advisable, since there aren't that many female genderlocked classes without it(3 females vs 6 males).

     

  11. 5 minutes ago, Jotari said:

    Ranged cavalry units can't get movement boosts, only melee. So it's more of a buff to cavalry melee units to give them the same coverage as ranged cavalry units. Though the only way (that springs to mind right now, I'm pretty sure there's another method, I just can't think of it, oh wait, it's Legendary Sigurd, but I don't have him) to increase cavalry movement is by rallying with Annete, which means deploying and using her, which also means using her turn. So bit of an investment. If there was a skill that outright gave a movement increases to cavalry units (that wasn't exclusive to legendary Sigurd) then yeah it'd probably be pretty good. But for now, given the small maps and terrain, four range seems like something that's lacking the investment. I'd rather have two range to attack from across obstacles. Though now we also have canto which likely increases the viability of four ranged cavalry a lot more, I just haven't experimented with that.

    I was rather thinking of a theoretical new unit with 4 mov and 2 range out of the box(or 3 mov and 3 range, works too, better even probably) that could outrange everyone and still kill things. I feel like you'd need everyone to be capable of hitting from across the map on turn 1 for more mov(or rather range) to start becoming superfluous in that game. But literally, what do I know.

  12. 10 hours ago, Shanty Pete's 1st Mate said:

    Looking back, I agree with @Jotari's general point, about the value of Movement (and thereby the Boots). But is this discussion one of a "point-by-point" comparison, or more one of expected values? Like, in 3H, I may be able to realistically boost a unit's effective Defense by around 20 points (put in Fortress Knight, give a Shield and a defensive battalion). Whereas, I could only get their move up about 6 points (Wyvern Lord, Galewind Shoes, March Ring), the Stride gambit notwithstanding. Should I be comparing a point of Defense to a point of Move? Or 20 points of Defense to 6 points of Move, if it takes roughly equal effort to get the respective boosts?

    While there's no denying that the rarity of movement boosts is partially responsible for their high value, I'd argue that making them comparably as accessible(not to the extent you brought up because class changing to Fortress knight doesn't exactly come without compromise) would still keep Mov firmly above Def; regardless, it's difficult to rely on expected values when comparing a stat that grows throughout the game to one that doesn't. Point to point has the advantage of being straightforward and the standard for everything else, even if it's not fully representative in that case.
    You also have to consider that many combat stats grow linearly with enemy strength(when the enemies don't suck, at least). There are baselines so to speak, or in other words your unit doesn't only have 40 speed to the enemy's 36, but also the enemy's +4, and while going from 40 to 42 doesn't sound too special, +4 to +6 is a bigger deal.
    Logically, this second idea works for mov as well since there's a comparably stable relationship between it and map size/objectives distancing, which doesn't vary too much throughout any given game.

    3 hours ago, Jotari said:

    on the other hand getting a cavalry to 4 movement seems like overkill in Heroes precisely because the maps are so small...

    I haven't touched Heroes for years but, wouldn't the first unit with 4 move, or rather, 6 range and actually good combat completely break the meta, the same way Reinhardt and Brave Lyn did?

  13. On 10/30/2021 at 10:44 AM, ping said:

    There's also that the GBA and Tellius games in particular allow high-move characters to "give" their mobility to footlocked units. Rutger (to take a top-tier unit with only 5/6 move) can be ferried by characters like Treck and Noah, which means that he doesn't even have to use his own full movement every turn and he'll still be able to remain at your frontline even on maps like Ch.8.

    It's not brought up as frequently in BlaBla, SacSto, and PoR because there aren't really any foot units with similarly outstanding combat parameters as Rutger - largely because the Jeigans carries your butt hard for the first half of their respective games, including killing bosses - but it still makes it generally easier to use an infantry unit more effectively. Still, this is mostly mentioned when it comes to "can carry promoted Hector" utility, not as much elsewhere.

    This kinda arcs back to a previous argument, which is that move doesn't matter because of rescue dropping(their words not yours). But then you're essentially saying that mov doesn't matter, as long as you have... more mov, just elsewhere, which doesn't ultimately do much to lower the value of the stat itself, if you ask me. And in the case of Rutger, enough units can do it that any single one cannot really get the credit. If Treck had +2 mov yet even worse combat, he'd be among the de-facto ferry units and definitely be considered much better.

    FE just doesn't play around wit this number much on a character to character basis. On a class tier list it's considerably more obvious.

    On 10/30/2021 at 8:23 PM, Shanty Pete's 1st Mate said:

    Not totally fair to compare

    Well... why not? We do that for everything else. I agree that it's obvious, but...

  14. 4 hours ago, Shadow Mir said:

    You got a point. Which makes me think, is movement really THAT important when Holy War is practically the only game where it's held against a good chunk of units??

    It's the only game where cavalry is the norm, especially in early gen 1(and of course there's the gigantic maps).

    It's not like it doesn't make a difference in other entries, it's just tipped the other way. Units with good to great movement are typically at an advantage tiers wise, and infantry is average. Can't really call out, idk, Canas for low move when most units have the same value.

  15. 22 hours ago, Shadow Mir said:

     

    In fact, that's extended to all green units. probably because it'd suck to lose the experience that a boss would give a unit when defeated.

    With regard to bad units and movement, most of the bad units in the series that come to mind are bad for other reasons than low movement. It's pretty much always bad base stats, poor growths, bad jointime, a bad class, or coming underleveled (or even a combination of the above) that makes a unit bad. 

    What qualifies as low movement in FE? Footsoldier mobility isn't that, it's the norm. Exceptions being knights and unmounted Genealogy units, and those definitely are considered limited primarily because of it.

  16. 10 minutes ago, Eltosian Kadath said:

    Almost forgot about this, but HP is the one stat that I don't think has a real defined diminishing return point. There are always new # of hits you can take thresholds to reach. Strength has two clear diminishing return points, one where you one-round everything, and the more extreme one where you one-shot everything. Magic has the same two as Strength, plus ones for staff where they hit the fully heal every unit threshold, and another for the all status staves hit max accuracy threshold. Skill has two as well, the max accuracy against all enemies, and max crit against all enemies threashold. Speed's two are double every enemy, and enough evasion that all enemies hit minimum accuracy threshold. Luck has a few depending on the formula used in the game, but all enemies have minimum hit, minimum crit, and you have maximum hit are fairly normal. Defense and Resistance hit the enemies deal minimum damage threshold at some point (Res might even have a enemies have minimum status staff accuracy threshold depending on the game). CHA has a wierd one where it hits the minimum/maximum enemy/own gambit accuracy point, and an much more difficult to reach gambits can one-shot enemies threshold. Even Move has the theoretical can reach every point possible on the map from starting position, and reach every point on the map from every other point on the map thresholds. Most of these wont be reached, but HP not really having one is one of its more interesting features.

    It's definitely more of a curve, although specific skills aside(having just enough HP that certain skills will trigger in one hit, for example), I think Fatigue can kinda work as that? Aka you only need has much max HP as the amount of fatigue you'll spend until the end of the game. It's specific, though.

  17. 1 hour ago, Imuabicus said:

    1) This does not concern FE. I talk exclusively about FE.

    2) This has been responded to. 2.1) Flying and MOV are 2 different things. I make this specifically clear in my first response to ping asking about the difference between a Pegasus and a Horse Shanna.

    3) What are you trying to say here.

    Do we have any reason to think it would be any different for FE, though?

    I brought up flying to fit the plane analogy, I wasn't thinking of fliers in particular. Horses can ferry as well, but not with low MOV.

    I'm saying that the fact that combat is divided in so many stats limits the value of each of them to an extent. One could say there are two big poles to Fire Emblem, combat and movement(and then add support as a lesser third). Picture an FE game where your HP is also your STR, your SPD, your DEF and your SKL, and is just called WIN. WIN would be an incredibly pivotal stat. Well that's basically what MOV is, for mobility. Thus, your argument inevitably becomes analogous to "Mobility doesn't matter", which is not a statement you'll get too many to agree with.

    The one thing that goes your way is that how fast you win is irrelevant, only winning matters. You'll miss out on side objectives and every now and then you're actually timed but for the most part, nothing stops you from slowly getting a 1 MOV unit across most maps there are, disregarding terrain(though you'd need incredible combat to deal with being swarmed constantly). A lot of what makes movement good is arbitrary or optional. But, it still functions as a grading of how much one unit can accomplish in a single turn. It makes little sense to declare that one unit that can go ten spaces and see many more opportunities is just as good as one that can only move five, just because the player might choose not to capitalize on that difference. Also I don't even know if you'll agree with the above, so that's enough of that.

    A good half of your argumentation is MOV vs everything else at once, which can be its own debate, but it does little to prove that most stats are superior individually, which I believe is what your stance is?

  18. 1 minute ago, Imuabicus said:

    And while you are on your way out, you can think about how to have a discussion with someone. I really don´t think you need my input to realize what is flawed with your selfabsorbed approach of posting cryptic messages, if you're willing to think on it. 

    I ain't leaving though.

    ... but seriously, I didn't mean to antagonize you(my last message was misworded in that regard, it was more of a "see, neither of us are listening here" instead of the "gotcha you pleb" it probably came off as). I just think you're very obviously wrong, also your rebuttal ignored half of my response, and... idk, I'm just not feeling it man.

    Which is fine, again, there are other people.

  19. 11 minutes ago, Imuabicus said:

    Opportunities you can follow up on, not because you have the MOV to get there, but because you have the stats to survive whatever situation it is. If you have the MOV to attack the enemy, but not the stats to survive it, that probably means the player has to give the enemy the ol´ reliable bait and switch with any one unit who can survive. MOV just gets you in a situation, but without the stats to resolve it, you´ll die - situations that will come about regardless of MOV, since in FE there´s always(?) 2 players.

    Again: MOV doesn´t resolve combat - it only dictates when you enter it. And surviving AND winning combat is relatively important in most FEs.

    I honestly see this as you going at this backward. Yes, combat is important. So is movement. I really don't think you need my input to realize what is flawed about your logic if you're willing to think on it, and if you aren't, there's nothing for me to do either. So I'll stop there.

  20. 4 hours ago, Imuabicus said:

    Movement is among the worst stats in the franchise, possibly only surpassing SKL, LCK, CHA. 

    Every good unit in the franchise is good, not because they move a lot, but because they deal a lot of damage, they heal a lot or othe staff utility, they can take a lot of damage or are roleplaying airplanes for other units.

    Thus, in order for MOV to be good, all other relevant stats must already be good. MOV does not make units good, it ENHANCES.

    While this series in particular doesn't dabble too much into that territory, s-rpg units with next to no move(1 or 2) will typically suck no matter how high everything else is.

    Similarly, having even as little as minus 2 move than average will seriously limit your opportunities to contribute and gain exp, while having two more, as FE teaches us, gives you a massive advantage. Then there are classes and roles that aren't focused around combat or stats. You even mentioned some of them, how useful are those roleplaying airplanes if they cannot fly?

    It's a different stat from most others, but it's critical to almost any type of performance. If anything, the fact that you need 3 to 4 stats to have good combat while you just need one to have good movement has predictable consequences.
     

    HP: 7/10
    One of the hardest stats to rate. It doesn't match most others numerically, and it's almost always strictly defensive, in a series that often gives you the tools to eventually ignore that side of combat. Plus, it has noticeably diminishing returns. At the same time, it's incredibly important early on when the two previous statements don't apply, and while making HP pointless is possible, it's not always convenient or practical to do so. Plus, defensive stats also get bonus points because of permadeath. In many comparable games, having your HP depleted doesn't matter nearly as much as it does for most of the FE series.

    STR: 9/10
    Straightforward, it's the primary combat stat in a majority of situations. It's arguably superior to speed but I like having those two tied. Not much to say here, really.

    MAG: 8/10
    Considering the much more modest place magic damage has, this is this close to strength because it also affects other things, specifically staves, but also mixed combat, and it hits the usually much lower res. Plus it's still strength for a 4th to a 3rd or all FE characters, basically.

    SKL: 6/10
    This is the stat that varies the most in value from game to game. In 3H, it's next to worthless, in FE5 and 6, it's pretty great. This shifts depending on how the RNG works, what the formulas are, how much avoid enemies usually have, how much innate accuracy weapons give... This is definitely just an average.

    SPD: 9/10
    This could be controversial. Speed is the diminishing returns stat, in that once you can double, getting more loses 90% of its appeal in the moment. Still, not only is doubling obviously great, but so is not getting doubled, and dodgetanking, aka what is arguably the strongest form of survival in FE, is always largely based on speed. It's not a 9/10 in every game, unlike strength is, but I'd still say it fits.

    LCK: 3/10
    I really like luck, it's such an interesting stat. I really wish it was better on average, and there are some games where formulas or skills make it good. But usually, having terrible luck is fine, and that's not a great sign is it.

    DEF: 7/10
    Cf my HP rating about defense and permadeath. Unlike HP, it does nothing for magic damage, also unlike HP, getting more when you have none doesn't matter, and getting more when you have a lot is really, really good. Mitigating damage is always something devs have to keep in check because it's the quickest way to invincibility, and there's a reason this stat has historically lower growths than everything else. Also this one isn't really an unhelpful average like for HP and skill, I'd say it's roughly this good in every single game.

    RES: 4/10
    Magic damage is too rare and too easily dealt with by HP on its own for this to get any higher. Still a mitigation stat, though, and having a ton of it instantly gives you a niche on most any team.

    CHA: 3/10
    Another one I wish was better, unfortunately it suffers a very restrictive dynamic cap and influences battalion damage very little. It's still your primary accuracy source for one of the most overpowered tools 3H brings though, so I can't put it any lower.

    MOV: 10/10
    I kinda said my piece already, didn't I. Movement is by far the most restricted stat around, and for very good reason.

  21. To me (disclaimer, I don't use them at all either, not in 3H anyway), their utility lies in either enabling key ORKOs(duh, I guess), or genuinely boosting the output of an unit that will see more than one encounter before the effect expires, which is why they work particularly well with enemy phase builds, and why dancers and dancing battalions bring said utility up a little.

    Another small quality they have is that they make things simpler, as you only have to worry about the performance of one unit instead of two. Rally strength can also make gauntlets much stronger during the early game.

  22. 45 minutes ago, Shadow Mir said:

    Doesn't change the fact that others can do it better than Ignatz. 

    Because his offense is not great, and his authority boon can only do so much to make up for that (and outside of that, he has little else to help make a convincing case for him seeing long-term use). That's no good when to level up, you have to kill things. Also, he needs to be dragged all the way to level 20 at least, certify for an advanced class, AND master said advanced class before his offense can become respectable. I don't know about you, but in my book, if you're worth calling good, I shouldn't have to jump through that many hoops. Also, it says nothing good about him when the best way to make him useful is a build that others can do better. In particular, Shamir, who's a massive upgrade over him.

    TL:DR What is Ignatz good for that others can't also do? Absolutely nothing!

    Ignatz has the best accuracy in the game, and we're talking about one of the classes that gets the most mileage out of the stat, since it extends its reliable range of attack. HV can hit at 4 range, but -50 Hit will often be a pretty big hurdle depending on target and build.

    He also does reach higher crit rates than the majority of other candidates with a 105% combined Dex&Lck growth, which is another stat HV Sniper favors(this also matters because there's a bit of a tradeoff between hit and crit when it comes to accessory and battalion, so even having too much hit can translate to more crit in that sense). That number is the 2nd best in the game behind Shamisen's 110%, tied with Claude(average is around 78%, though that's with every single character taken into account).

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