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gayserbeam

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Posts posted by gayserbeam

  1. Just tested a few of these things:

    I rigged my Femui to have 100% chance of Breaking Sky like so:

    39 skill = 58% chance to activate Breaking Sky, 29% chance to activate Dragon Fang

    With Skill+2

    41 skill = 61% chance to activate Breaking Sky, 30% chance to activate Dragon Fang

    After a "Rally Skill"

    45 skill = 67% chance to activate Breaking Sky, 33% chance to activate Dragon Fang

    With a Support that gives +4 skill

    49 skill = 73% chance to activate Breaking Sky, 36% chance to activate Dragon Fang

    After a Skill Tonic

    51 skill = 76% chance to activate Breaking Sky, 38% chance to activate Dragon Fang

    After Hoshido

    86% chance to activate Breaking Sky, 48% chance to activate Dragon Fang

    After Flamboyance

    100% chance to activate Breaking Sky, 63% chance to activate Dragon Fang

    With a Bronze Katana, Breaking Sky never activated.

    Also, regarding Ganglari, you can't even open the inventory till chapter four. Once you can, you can unequip it but not trade or discard it (see attached picture).

    post-16773-0-67869800-1436817145_thumb.jpg

  2. I think Corrins magic isnt good enough for a mage router (+Mag means less Spd and Def), but rigging in subLunatic difficulties who knows? >_>

    +MAG -STR actually boosts SPD, lowering skill and defence by a measily 5. My Nohr Lunatic playthrough was Spellcaster +MAG -STR with parallel seal to Spellcaster as soon as I got Dragon's Fang, and it was very effective because nobody in early game has RES and Felicia gives a MAG bonus. +MAG is certainly viable, just arguably inferior to +SPD, +HP or +STR.
  3. How does the skill "Extravagance" work? I just got it for Mozume, but it doesn't seem to do anything at all.

    From the description, I assumed it would either be a skill where you select a command to spend whatever and boost your offence and defence by ten for either a turn or the rest of the battle, or a passive skill where as long as you got the cost covered you automatically sprend and get buffed every turn or once for the battle.

    When I equipped it, there were no extra options, and damage given/taken didn't change with it equipped. Also, what does it mean by spending a gold coin? Does it mean the currency you use? Just one of that would be such a puny price... The only other thing I can think of is the gold you get with "easy life", which I also have plenty of.

    Golden Coins are items that sell for 300 G that look like bullions from Awakening. You get them from feeding Lilith, and you have a luck% chance of getting one on the seventh turn of every map with the Easy Life skill.

  4. Ah, okay thanks a lot! Just to make sure, no Hoshidan mage-classes like Spellcaster and Exorcist can wield Nosferatu right?

    If you want certainty:

    Here are two pictures. Resire (Nosferatu) is a D-level tome. Here is Spellcaster Kamui unable to use it (it is the tome at the very bottom, greyed out). Also, here is a picture of Exorcist Kamui unable to use it.

    EDIT: If you want even more confirmation, here is a picture of Dark Knight Nyx unable to use Resire.

    post-16773-0-07326100-1436794730_thumb.jpg

    post-16773-0-06694300-1436794793_thumb.jpg

    post-16773-0-39037800-1436795323_thumb.jpg

  5. The stat bonuses definitely are not overkill in Fates. Here are some images, one of a late game pair-up between two S-support units, one of a late game pair-up between two no-support units, and one of an early game pair up between two units who have no support levels yet.

    What is clear is this: a pair up either increases one stat tremendously or increases several stats by small amounts. Support levels only increase those bonuses by about +1 each level or less. Many classes, including the Ninja, Outlaw, and seemingly all Dragon- and Pegasus-type units. Bonuses are primarily dependent on class, not stats

    Unlike Awakening, it isn't really viable to keep units always paired up because the damage bonus from attack stance is much greater than the STR or MAG boost from guard stance, and you no longer receive massive avoid bonuses anymore. Guard stance is there to let your units safely draw in multiple enemies or man chokepoints, mainly.

    Just for comparison... Fredrick's pair-up at C is arguably better than all of these.

    EDIT: Almost forgot this game is in Japanese. The stats, in order, are like Awakening's order: STR, MAG, SKL, SPD, LCK, DEF, RES, MOV.

    post-16773-0-91405800-1436792520_thumb.jpg

    post-16773-0-95586900-1436792880_thumb.jpg

    post-16773-0-95373400-1436793043_thumb.jpg

  6. My Hoshido playthrough finished with:

    F!Kamui (White Blood)

    Aqua (Singer)

    Silas (Paladin)

    Ryoma (Trueblade)

    Kagerou (Elite Ninja)

    Nishiki (Trueblade)

    Kagerou!Kinu (Fox Spirit)

    Saizou (Basara)

    Orochi (Exorcist)

    Orochi!Grei (Weapon Master)

    Joker!Shigure (Golden Kite Warrior)

    Sakura (Falcoknight)

    Takumi (Holy Bowman)

    Oboro (Holy Lancer)

  7. So are there no cons to using Copycat besides maybe wasting EXP if your puppet doesn't level up?

    EDIT: Oh, and Pupper Break, DUH.

    EDIT 2: And with the different name thingy, can you name your puppet?

    Your puppet is just an exact clone of you, and you cannot name it.

    When the puppet loses HP, so will the unit, and vice versa. Same with EXP.

    You and your puppet have the same inventory. When you clone yourself, the puppet simply gets access to your items. Trading the puppet's items with another unit will trade the pupeteer's items as well.

    Basically, Copycat doesn't create another unit like Summon from FE8. It splits you so that you can be in two places at once.

  8. I'm kinda lost here. It seems proc skills are randomly activated skills but, what does it mean exactly?

    "Proc" meaning process, as in a process ran by a computer, is used to describe skills that activate randomly, like you said. It is an old term not just associated with Fire Emblem.

    Proc skills in FEfates are things like Astra and Dragon Fang, skills that have a % chance of occuring during battle.

  9. Wow. Just wow. Streetpassing and buying Either Hoshido or Nohr for Kamui is now going to be a staple in PvP. I assume this only works for Kamui and Kanna only, right? Or, do Second Generation children (with Kamui as a Parent) get the Dark Prince(ss) class chain?

    So, for example, I would have Kamui run Hoshido, Nohr, Copycat Puppet, Flamboyant, and Puppet Break, while a support unit like Shinonome, who has Righteous Bravery (personal), Astra, Breaking Sky, Vantage, Line of Death and Flowing Strike. So if Kamui runs into battle with Shinonome as a support unit, then Kamui will get all of Shinonome's skills in addition to his own? So he'd have a total of twelve skills!?

    I don't believe Line of Death, Flowing Strike or Vantage can activate through Nohr. If I'm not mistaken it only applies to proc skills like Breaking Sky and Sol. I'll need to test this, but it certainly does not activate Soar or Flamboyance, so I don't see why it would activate Line of Death.

  10. Argh, you're so lucky to have the game.

    And to be able to read Japanese.

    I only know some Japanese, just enough to read menus and names and interfaces and some basic phrases. I'm still clueless when it comes to most of the story.

    But awkwardly rubbing faces transcends language barriers, apparently

  11. I don't know if this has been asked yet, but does the 3rd path play more like Hoshido with all the optional stuff or Nohr being straightforward and limited exp?

    It's like Hoshido in that you can summon encounters to the world map, but like Nohr in that there are map gimmicks and a few other battle shenanigans.

    3. Is Nishiki fab good?

    He was one of the stars of my first Hoshido playthrough... but reclassed. Don't get me wrong, the Fox Spirit class isn't bad. It has a crit bonus and effectiveness against beast-type units, which is great. But you have one more skill slot now, so you're encouraged to reclass freely, and I found he served me better a Trueblade (I had another Fox Spirit anyway who had the benefit of inheriting her skills). Overall, he's fast and has great resistance, but you might need some strength boosters.
  12. Even if you do her paralogue in Nohr as soon as it appears, you can pair her with Harold to do 2-4 damage to each faceless. I'd hit them with Effie, knock them to about 3 HP, then let her finish them off. You really only need to feed her five or six levels, because then she'll easily have caught up to the point where she can damage enemies without babying them. Then, if you want, you can feed her a Parallel Seal and have a much easier time training her with her 2 range as a bowman.

    Overall she is like Donnel in that she needs to be babied for a little while but her massive growths allow her to catch up. Unlike Donnel, she actually has a promotion that uses lances and her caps aren't worse than the rest of the cast.

  13. After Nishiki joined my party, I was heartbroken because he never showed up in FEAmie. When I finally saw that heart option, I squealed. I was overcome with emotion as I rubbed my stylus over his fluffy fox ears

    This game does weird things to me

  14. believe it or not, not wearing shows gives you more agility in combat. you have better control without the souls of the show conforming the foots natural ability to shape with terrain.

    Perhaps if your feet were numb and highly calloused, or if you were fighting on soft grass and gym mats. But Kamui is fighting on spiky ground, cold sewer floors, frozen lakes and canyons of sharp rock. Probably has exploding blisters and gout, poor guy

    But Kamui also does several impossible spinning attacks, swings a massive sword with one hand, can leap twice his own height, and can fly forward through the air like a drill, so I think we can't really apply logic other than symbolism and cool-factor to anything he does

  15. Isn't it actually kinda great for leveling up healers since it creates more opportunities to spam staves when they heal less?

    Yup, but I never found leveling up healers with staves as important in Fates, because of a few reasons:

    1) You can Parallel Seal at any level, so if you want to reclass your healer to level them easier without wasting staves, you don't need to push to level 10.

    2) Regardless of route, you always get Felicia/Joker, who can attack and heal with 6 MOV, so if you reclass Sakura/Elise/Asama for leveling you never have to worry about losing your ability to heal

    3) You almost immediately get Aqua, who can refresh units, so you can easily heal two units in one turn with only one healer

    4) Plenty of classes get staves after promotion

    5) You'll pretty much never need more than a C in staves

  16. I was looking at the Weapons page and noticed the traditional healing staves (Heal, Mend, Physics) or their baton equivalents all have very, very nerfed usage compared to past games. Does that impact gameplay as much as I'm imagining?

    They are very cheap and they are the only weapon type you need to really stock up on, and I went through the entire game using pretty much just the E-D staves and occasionally Physic. It really doesn't have a huge impact.

    The reason they have been downgraded is to stop you from stalling out a map for too long, not to create resource management pressure.

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