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CocoaGalaxy

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Posts posted by CocoaGalaxy

  1. For the lead unit, but do they work for the supporting unit, since that unit isn't the one that triggers the attack? I'm thinking no, but if I'm wrong then it's still an insane setup.

    Supporting units in attack stance still trigger their Aggressor, Quick Draw, etc.

    They just can't trigger Lethality, Aether, Astra, etc, though they can still crit, for what it's worth.

  2. I've been wondering this, myself. It looks like they very purposefully tried to nerf several skills both in attack and guard stance by altering the wording. "When user triggers the battle" has mostly replaced things like "during the user’s Turn", for instance, which I would assume means the supporting unit no longer has these skills in effect (RIP Aggressor and Certain Blow for 'Zerker supports).

    To my knowledge, Aggressor, Quick Draw, works in attack stance, but these apply only to the unit they are on

  3. Let's see

    [spoiler=Enemy only weapons or staves]

    Iron/Steel/Silver

    Katti/Kukri/Nageyari/Javelin/Mace/Star Axe/Hankyu/Shortbow

    Entrap (200 Hit, Infinite Range version)

    [spoiler=Unaccessable character specific weapons]

    Chrom's Falchion

    Bolverk

    Skadi

    [spoiler=Monster Weapons]

    Astral Blessing

    Astral Breath

    Draconic Rage

    Dark Breath

    Dragon Breath

    Shackled Fist

    Gauntlet

    Rock

    Massive Rock

    Saw

    Big Saw

    [spoiler=Skills]

    Paragon

    Armour/Beast/Wing Shield

    Point Blank

    Bold Stance

    [stat]Taker

    And...

    Obstacle

    I think that's it though

  4. Samurai>Swordmaster as secondary class is pretty broken as is.

    Timing your reclasses to get skills (debatable depending on the skills in questions, also different people value skills differently I guess) is also another thing, I have no idea how people plan those.

    For starters, enemy stats are fair to unfair in general, and exp scales differently, so there's really not much of a chance that you'll completely steamroll the game.

    Also level ups are rigged in Lunatic, so you can't just save scum for better levels.

  5. Well Lunatic Conquest does have enemy exclusive skills and weapons, high stats (I won't give any examples since it'd be a bit spoilery), map gimmicks and placements..and whatever else I don't know about. Yeah I haven't actually watched an entire lunatic conquest playthrough, but it's quite tough.

    Oh and, reinforcements like to stream in like nobody's business (having ~12 units appear each turn isn't really that rare, sometimes more)

    You need to know your funds and supplies, what to buy and what not to buy, manage your skills, "pray" that you stats work out, plan for paralogues, decide which characters to use and how to use them

    I've been hearing a lot of bad things about Endgame in particular, so I suppose it's not that easy....

    The only consolation of sorts is that the boss is kind of weak, even with his skills...then again it's a matter of standards.

  6. Shadow Yato is hideously strong, unless you have very huge reasons not to use it, you might want to give it a shot with a sword wielding class, as much as Spear Master is great, I'd say. Also Skills are kind of important as well.

    Your characters all look to be ok in the stats department. Xander should be able to handle himself fairly well as long as he doesn't get mauled by magic and/or beast killers.

    Buying the stat boosters was probably not a very good idea. I presume all your listed above characters are capped, so it looks like your army is kind of small, which may be one of the problems (max deploy is 16 so you only have 7 full strength characters, two of which are probably not able to survive an enemy phase if not guarded)

  7. I have two questions.

    1Some personal skills are activated if the unit is the "Lead Unit". I not 100% sure what this means.

    2 I am not sure how children exactly work. I mean, I know HOW to get them, but people have often been talking about children inhereting stats from their parents, and I am not sure how this works. How am I suppose to tell how the child turn out when I recruit them?

    1: Lead unit in attack stance or guard stance

    Attack Stance: Attacks or is attacked, while not in guard stance, and with a ally unit adjacent

    Guard Stance: Front unit of pair up/guard stance

    I'm playing Conquest (at Chapter 16 currently if it matters) and I'm wondering if the three pre-promoted royal siblings are worth using. Habitually, I basically never use prepromote units in 'classic' FE games, but I realize circumstances may be different what with their special weapons and plot significance and whatnot.

    Mainly I'm wondering about Xander and Leo... (Camilla seems quite good, I just haven't used her yet since her exp gain is way lower as a prepremote)

    Both have decent tankiness and there's the obvious appeal of their special weapons, but they seem like they'll be easily overtaken by my other units in the stat department. Is it a good idea to use them and if so, when is the best time to start using them without the exp being wasted on units that could get more from defeating the same enemies?

    Also, AM I OVERTHINKING THIS OR WHAT

    Promoted units have fairly good bases (not perfect though, but that keeps them balanced), and fairly good growths as well. It'll just take some time for the enemies to catch up to them

    Camilla: Pseudo mixed tank, fairly fast, fairly strong, and fairly high defense considering that.

    Leo: High-ish magic, has resistance, actually has defense for a magic user. Downside is that his defenses aren't totally spectacular or anything, and his speed isn't really that great. And well, he may be good, but magic classes still get the short end of the stick

    Xander: Low base speed, great everything else.

  8. Yes, Astra vs Full Gauge, the first hit is blocked, the other four go as per normal.

    I'd like to add that, with Attack + Guard Stance (which is currently enemy only anyway), the pair with AG stance gains +2 shields when the supporting unit dual strikes. If the gauge is full and the opposing team dual strikes, the dual strike will be blocked, expending the shield.

    To be honest, it seems like, absurd that I never noticed the shields dropping. I don't know.

    And yes, attacks with a 0% hit rate will also consume your shield gauge.

    (If you ask me, they could have balanced it out more by making only attacks that hit and do damage fill up the gauge)

    On the topic of AG stance, this is how they interact with AS and GS

    AG vs AS

    Attack Stance dual strikes fill the AG stance shield gauge, if AG stance has a max shield gauge it will be consumed to block a dual strike

    AG vs GS

    AG will still dual strike, it will be blocked, but AG will still gain +2 shields. GS will not gain any shields from the dual strike.

  9. Yato is fixed at 2 DEF/RES for first, 4 DEF/RES for second in Nohr,

    In revelations, the boost is 2 STR/SPD/DEF/RES, 4 STR/SPD/DEF/RES for second in Nohr

    Buying skills does break the game for the more powerful skills, which may or may not be balanced by the fact that skills still cost gold to buy. Ultimately the choice is a personal one, I would say.

    I can't really give any advice for Mods and Classes, those would mostly be something you would decide depending on your playstyle.

    Aside from, don't choose -Spd, and you probably won't want +Luck either. Anything else is fair game, but technically everything is as well.

    For Lunatic, it might be spoilers, but I'd say that it's pretty unadvisable to do a Lunatic run without viewing the game, as Nohr is quite brutal compared to the other two routes. Revelations has a pretty sharp difficulty jump right after the decision, and DLC isn't necessarily (though it can break the game) going to be able to save you, so having foresight for decisions is pretty important.

    Also you'd have to decide if you want to use DLC or not. It's a thing, I guess.

    Managing what you buy is fairly important in Nohr as well

  10. Azura joins at the start of Chapter 9 with the same stats you left her with. Her inventory is replaced with a chest key and a vulnerary.

    Also by joins at the start, it means her position is fixed, and you have to use her in that chapter...and she only joins after the preparations screen.

  11. Man I think most of the main questions have been asked three times or more each

    DLC scales like paralogues, I.E. enemy levels scale according to chapter progress

    The only DLC that don't scale are the ones that give you fixed characters

    Beach, Royals, Hidden Truths 1/2

    This mechanism also means you can't just grind to 20/20 in Chapter 7 and roll over the game

  12. Enemies generally have better stats, while lopsided, they technically have higher stats than your characters in their relevant departments.

    The game isn't symmetric, think critical hits but more, so skills can be very dangerous.

    Enemies with effective weapons(leaving a beast or armour unit carelessly would be pretty much suicide), multiple weapons, tight areas with 3-5 enemies ganging up on you.

    Enemy exclusive skills, enemy exclusive weapons,

    The AI isn't dumb enough to suicide into you (still not perfect but you can't have everything I guess)

  13. I'm on Chapter 25 on Birthright Normal Classic. Should enemies be doing 17 damage (which cleaves most of my units HP in half) to me? It seems I can't leave most of my units in enemy range without having them almost die or die.

    It partly depends on which enemies are doing it to which units. It's entirely possible (Azura has only 10 Defense by Level 40, for one, and enemies can have up to 40-50ish ATK by the endgame, depending on route and character type). That being said, if none of your units have over 25/30 DEF it's still kind of normal, average defense in this game is comparatively low. Try using +DEF pair ups to boost your DEF if necessary

    Where are the energy drops available on the Nohr route?

    1X from shop (It costs a bomb though) available after Chapter 20

    Aside from that, to my knowledge, there is 1 Energy Drop in Chapter 18

    Mozu can pass down Villager to her daughter or son

    Can Mozu pass down Villager to a daughter like Donnel could to a son?

    There's a male version of Villager? Huh! Didn't think they'd bother, after Awakening didn't bother with a female version. That's pretty rad.

    Thanks!

    Mozu does NOT pass down Villager

  14. Discounting Paralogues

    C1: Required

    C2: Still doable without

    C3: Still doable without

    C4: I think it's doable, not 100% sure on the higher difficulties

    [spoiler=Hoshido]

    H7: Still doable without

    H8: Still doable without

    H9: Still doable without

    H10: Still doable without

    H11: Still doable without

    H12: Still doable without

    H13: Still doable without

    H14: Quite tough, but it's still within the realm of possibility

    H15: Still doable without

    H17: Still doable without

    H20: Still doable without

    H21: Fliers required if DV not used

    H22: Still doable without

    H24: Still doable without

    [spoiler=Nohr]

    N8: Still doable without

    N9: Still doable without

    N12: Still doable without

    N15: Still doable without

    N17: Still doable without (I think)

    N18: Still doable without

    N20: Still doable without

    N21: Still doable without

    N22: Still doable without

    N24: Still doable without, though I think this one might be a bit steeped against you

    N25: Still doable without

    NE: Still doable without, but it's going to be quite tough

    [spoiler=Revelations]

    R9: Still doable without

    R11: Still doable without

    R12: Fliers required if DV not used

    R13: Still doable without

    R14: Still doable without

    R16: Still doable without

    R18: Required (to the best of my knowledge)

    R19: Still doable without

    R20: Fliers required if DV not used

    R25: Required

    R26: Still doable without

    R27: Still doable without

    In general, to my current knowledge (and it partly depends on the difficulty), none of the dragonveins that aren't marked are really that important.

  15. Conquest Hard (assuming classic, I can't actually tell casual since I never play casual), is quite tough to borderline impossible unless you're experienced enough.

    It probably also depends on how much you know of the future, since things like limited number of rescue staves, funds, skill allotments, reclassing, have the possibility of screwing you up 5 chapters down the line or so, so a first run on Normal is fair I would say.

    Normal and Hard are quite different in difficulty though, but yes, in this game, Normal and Hard are quite far apart....

    Normal still does try pretty well to give you difficulty, just less so.

    It's possible that I'm just a bit desensitized to other players after going through FE11/12/13 on max difficulty.

  16. Ah I see, thank you! So Three Females for Revelation. Hmmm... May choose one of those- marrying a kid leaves a bad taste in my mouth no matter the age. Need to get going, Chapter 18 and no kids means soon they can't catch up. I even broke my no grind rule and have been scouting to bring up some of the lower levels, my goal is EVERYONE 20/20. Do that once per game, subsequent play throughs are more for fun.

    Thank you again Cocoa, you seem to know a lot!

    Anna aside, Flora is quite late, and Scarlet uh...leaves your party, so that's one thing

    Just want to confirm but this applies for both genders of Corrin, right?

    Parents are tied to males, so the problem only arises with male corrins

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