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Psyruby

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Everything posted by Psyruby

  1. Sorry, I always forget that Great Lord is genderlocked... mainly cause Dread Fighter and Dark Flier aren't.
  2. I, for one, love the weapon penalty idea. All standard weapons have their use. 1-2 Range physical weapons(not including Kunai) are bad unless very strict stipulations are met. Which this should be true, cause if they aren't worse, then you pretty much destroyed the advantage of magic/kunai/bows(especially bows). The Magic weapons are good, but you actually have to have a magic stat to use them. You are rewarded for *cough* multiclassing *cough* your unit. Also, the penalty for using finishers is usually very fair. Also, there is a very valuable focus on player phase attacking. This is really important in a strategy game(especially one that will have PvP) as the best strategy before was a reactionary method. You'd always let the opponent attack first cause the only benefit of attacking first was killing an opponent before they could damage you. So you'd go into their range, let them attack you, then finish them off on their turn. One problem with this method in PvP... both players would be attempting this strategy if you couldn't OHKO the other unit. So PvP would just be a big game of chicken. Now, with the rewarding skills and weapons on player phase, you are encouraged to attack the opponent and take an aggressive mindset(or you can be defensive with certain units and skills). I can't stress the importance of this aspect enough.
  3. Resistance Seal, Vantage, Swordfaire, Speed Seal, Swallow Strike, Snake Venom, Defensive Formation, Deadly Breath, Lifetaker, Tomebreaker, Kunaibreaker, Aggressor, Awakening are all good. Resistance Seal, Swordfaire, Swallow Strike, Speed Seal, Snake Venom, Deadly Breath, Aggressor are very good offensive options. Vantage, Defensive Formation(never having to care about speed and being able to attack from two away is a big advantage), Lifetaker, Tomebreaker, kunaibreaker, and Awakening(it's like this is good or something) are good for defensive options. I almost forgot, Counter is great with Defensive Formation. You start 3-4-1ing them every turn. Remember that adding to your avoid is sort of pointless with the -20 for using the sword.
  4. I think the bronze weapons are actually meant to weaken enemies so another unit can kill them. Low Power, High Accuracy, and impossible to crit or use skills makes it pretty hard to accidentally kill the enemy unless your unit is way way over-leveled. EDIT: Besides just being an E rank weapon.
  5. There is one last thing you have to keep in mind. Dragon God Spell. It's strong than Dslayer swords, but you have to tie it to an A rank Mage, cause it has more Mt and can hit from 2 away. From this idea, I'd say Dark Knights and Sorcerer's would give you trouble. Their higher Def/Res and HP than the other A rank mages and ability to do good damage would hurt.
  6. I mean it is strong, but your Mag and Skl will reduce each time you fight, and Kamui in white/dark blood doesn't have a lot of skill to start with. Add on top of that the 75% hitrate and -5 Skill for using the stone, and you'll start missing a lot. The other problem with relying on Kamui is that he will always have a Dragon weakness and everyone will expect Kamui or Kanna on your team. So I expect more people to pack Dragonslayers(probably on Trueblades/good sword units with Vantage) just in case. EDIT: I'm not saying don't use Kamui, but it is important to understand that unlike Avatar, he has a clear cut weakness that can be exploited when prepared.
  7. 1) You can't force any unit to fight the General. It has the least movement in the game. So the general is not going to work unless all your units are generals. 2) That's my point with movement being the deciding factor. Either my OHKO unit dies or your unit dies, and the deciding factor is who has more movement. (You don't really care if the OHKO unit dies after he kills one unit, as this is an aggro playstyle.) So if a Dark Flier, Revenant Knight or Paladin use this strategy, you are at a major disadvantage at the start of the game. 3) I'd like to point out Draw for a sec. As it is one of the best counters and best enablers to this strategy. It counters the strategy by not even letting a unit use the OHKO strategy before dying due being grabbed then attacked by the long long range of being able to move then Draw(13+ range), but it also can be an enabler by picking out ONE unit and letting the OHKO man attack him for free without interference. Once again, this is a concern, not I want these things banned automatically. I'd be more concerned about Lethality, but that's a chance that a unit will die, not a hard number. EDIT: Hrm.... maybe there should be a pinned topic about PvP concerns...
  8. It's specifically Revenant Knights, Paladins, and Dark Falcons. Paladin is a tricky case cause it has 2 A ranks, so it chooses which Brave weapon to use. Revenant and Dark Falcons cause they have flying and high movement. EDIT: I'm going to go no bans at the beginning, but if it is possible to ban certain skills, and stuff becomes a problem, I will definitely use custom rules so the game isn't everyone OHKO. Even if I would have to ban lethality too.
  9. The problem with saying you can counter strategy is that you can't do that for all of your team, and if the other person has the movement advantage, they decide who to attack. If you just send in your guy who counters OHKO strategy, then the OHKO guy can just ignore him or the rest of the units can target and kill him safely. EDIT: Yes it does allow you to spend the coin then attack. You can't do it on the opponent's turn, but that is pretty much negated by the fact that a movement advantage allows you to attack first and somewhat allows you to decide who you attack.
  10. Either way, you have to waste all your slots to make either happen reliably, and the damage method is always going to kill you if they start the battle, so anything with the movement advantage instantly wipes out one unit unless you specifically build to beat that strategy.
  11. Until multiple units get Hoshido, Avatar only. And 50% for 3 Skills without hit rate boosts, or 100% chance with all skills on everyone.
  12. 1) You don't have to double. You just have to use a Brave Weapon, defensive formation doesn't stop the Brave Weapon from hitting twice, it stops the second battle phase. 2) The Berserker/General with Counter wouldn't work, cause even tho they would do 30-40 to you, you would kill them in the second hit.(counter doesn't activate if you die. 3) It is not very feasible if the opponent has higher movement. Cause you can't get to them before they get to you. Also Lethality is less of an issue than Awakening as the highest you can get it is about 25%. For PvP
  13. I cannot speak for that. This was all done through statistical analysis, as I don't have the Japanese game myself. I was using the data that Vincent put on the site to compile that. However, I think the captured lancers are just meant to be a fun thing you can do. It'd be pretty funny if you beat normal/hard/Lunatic with nothing but grunts.
  14. 1) No they don't have the same weight. The weights given were Stat Caps = 6x, Weapon Bonus = 2x, Range = 2x, Pair Up Bonus = 1x, Weakness = 1x. 2) Lancer is a capture-able unit with no promotion, skills, and a B rank in lances. It has average stats, but you can get an idea of how useful a captured grunt is.
  15. I can not give you a character tier list, but I have complied all the relevant data on classes to the point that I have a tier list. HOWEVER, I did not account for skills, so you have to use your own intuition to rank the classes with skills(General obviously becomes a lot better with Defensive Formation). The rankings are formed from Caps, Total Range(Movement+Weapon Range), Weapon Rank(basically all the benefits you get from your weapon options), Pair Up Bonuses, and Weaknesses. These were all ranked and weighted by importance to find the total Rank. So without further ado, here is my tier list based off statistical analysis. http://i1336.photobucket.com/albums/o659/psyruby42/Class%20Tier%20List_zpspfvme0yj.png~original EDIT: If you have any questions about how I came to this conclusion, or you want to know why "X" class is in "X" tier, feel free to ask.
  16. Okay, I need to say this in a different way to say why I am a bit uneasy about Aggressor. First of all, Aggressor is perfectly fine for story mode, but in PvP it is part of the unholy trio for myself. In FE:F, if your Attack power reaches 60, you can OHKO everyone who isn't a tank with high health(and the magic units can kill those tanks and even some of the magic tanks), and if you reach 70 Attack power, you OHKO everyone except the General(and the magic units OHKO everyone). LoD + Extravagance + Aggressor makes everyone meet the second quota with only 3 skills. Leaving you 2 skills to buff your Hitrate to make sure even dodge tanks can't escape your grasp(Flamboyant+Raven Strike). The easy way to ease my concerns is if you could ban LoD and Extravagance. Then Aggressor wouldn't be that much of an issue(tho the increase being that high still makes me worry.) I'm not going after Raven Strike and Flamboyant cause those aren't really what is causing the problem I am describing, simply the last enabler.
  17. Hello everyone, I wanted confirmation on how the weapon rank bonus works and how the weapon triangle dis/advantages work. If someone has the game and would take some of their time, I would greatly appreciate confirmation on how those numbers work for each weapon type.
  18. Top kek. I just added Lancer, Witch, and Ballistician to my excel sheet and class ranked them. Even tho Lancer only has a B rank in lances and extremely average stats, the ranking system deems it a better unit than Golden Kites. So if it was every possible to reclass a unit to lancer, it would be more valuable than Golden Kite by end game. EDIT: AWWWWW, I fixed a small mistake(Lancer has 5 movement not 6), and now it is a tiny bit worse than Golden Kite. D: D: D:
  19. Some of them. I think Aggressor shouldn't have been a strictly better Prescient Victory. Also, Witch's Poison... I don't think this was a good idea. Finally, Awakening... is.... a little too good.
  20. I think we both have valid views, so I'm going to end this with a joke. I think if you kill your target when flirting, you can count it as a failure.
  21. This is a critical/skill quote right? Cause to me... they are both condescending as hell. The first one is saying, "Won't you move for me, please?" and then he smacks you in the face for massive damage. That seems flippant to me. You could take it several ways, but it just leaves a bad taste in my mouth. "It's been lovely" just seems more American. Also condescending, but it is suave instead of actually flippant. I'm not saying it doesn't ruin his character, but I can't agree with the Japanese one being better.
  22. Hrm.... so either only certain skills affect it or no skills affect it. I'm betting Raven Strike doesn't work cause it wants you to start a "battle." Then the only thing I can think of is either Flamboyant or Subaki's personal skill. Subaki's personal skill would be 10x easier to test as he is already in the right class set.
  23. Hrm, do stats affect the hitrate? Or is it just a flat 50%/60%/80% chance?
  24. Hello everyone, I was wondering if hitrate increasing skills such as Raven Strike work on staves? I just want to make sure that Draw/Weaken are extremely useful in the right set up.
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