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nocturnal YL

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Everything posted by nocturnal YL

  1. Maybe it was a lazy move back then (you see traces of laziness in a lot of IS's games anyway), but here in FE13 it feels like a nice reference to the save file icon to me. I'm now even more interested in what sprite might FE10 be represented with.
  2. Birthdays are for use in Everyone's Room. Enter the room on someone's birthday, and that character will receive 3 bonuses (experience, one-time boost and random item) instead of the usual 1. And what do you mean by "picks the element of your MU character"? If you mean affinity, there's no affinity in this game.
  3. ....FE13 (before Est joins with the DLC).
  4. First off, yes, the Talisman series of DLC has ended. And yes, there is now a second batch of DLC: Shingunshi e no Michi. It kicks off with two maps, one featuring conversations between same-gendered units (so apparently, IntSys is aware of the low amount of non-marriage support conversations), the other features a map that turns everyone to 1 HP at the start of each turn. Official page: http://www.nintendo.co.jp/3ds/afej/dlc/dlc_0809.html
  5. That depends on what you're training your units for. If your aim is to build a powerful StreetPass team, caps are more important than the starting stats. If your aim is to finish the main game without going out of the way to take part in other fights, of course those stats aren't going to be easily reached. If you think it's okay to go out of your way to train your units, the caps aren't all that difficult to reach, at least in Hard.
  6. As far as the appearance go, I'm satisfied with the sages. At least they don't look like dark mages, who look rather revealing and some people I know are complaining about that part. This game seems to base the design of some characters on stereotypical RPG characters. Mages wear hats, sorcerors wear some sort of ritualistic outfits and so on. It's rather unlike FE, I'd say.
  7. Paired endings are mostly dependent on the male partner, who usually travel to some place while their wives either helping them in some way or go on with their own career. The male's ending is copy-and-pasted, but the female side is a bit more varied. And on that note, if you want the game to say something about Callum at all, don't get him married. Otherwise the game will just say "as for her husband... there's no specific records about him" in the end. His single ending involves him travelling or smething... I forgot.
  8. From a pure statistical perspective, Mark without a doubt. In terms of stat bonus total, My Unit gets +3, most parents get +1 and +2 (and some don't help by giving, say, magical units bonuses in physical Str) but the non-humans get +5 in exchange to getting vulnerable to certain weapons regardless of class. Children get the sum of both parents plus 7 (which would be +14 if you marry a non-human to a male parent with +2 bonus), but if one of the parents is a child unit, the additional +7 won't be obtained. Marrying a +14 child with My Unit would get you +17, which makes Mark the unit with the highest potential stat bonus. You can focus on, say, speed and give Mark a Spd+11 bonus if you like (Female MU and Chambray, with Ronku as Chambray's father; and thus a stat cap of 57 as a Swordmaster or an Assassin), which would be broken. Krom fails hard at resistance. The only merit I can say about him is that he's a Lord (and thus Aether and +10% of skill activation rate) and he has an unbreakable Falchion, but even those aren't unique to him. Frederick is actually quite useful early on. If you aren't that great at playing FE or just don't want to bother, he's useful in the beginning even on Hard. Sumia and Tiamo are quite usable before you get the children, due to them being promotable to Dark Pegasus before you get Change Seals.
  9. Uploaded: HERE I normalized those music without other editing, so if they originally fail in other aspects, they'll continue to. The end result is, to say the least, good enough to me.
  10. Hmm... the music differ in volume. For instance, [07] Fate is next to unhearable with my usual volume setting, and [08] Fate~Fire is really loud. I got them normalized (to peak = 0.00 dB). Anyone interested in the normalized files I made?
  11. One of them dislikes fighting, the other seems to enjoy it.
  12. I can see how Counter can wreck havoc, especially when it's present on multiple enemies. As for enemies with both Counter and Holy Shield+, am I right to say they can be solved with a ranged sword/lance/axe attack? Depending on which defensive stat they're worse at, a Thunder Sword (never liked the Levin Sword name) or a Spear/Short Axe would do the job? Hmm. I took this idea from the Taiwanese forum I mentioned. Personally, I'd say it at least makes some sense if the user really doesn't have anything better to do (an imported MU who doesn't even need to stay alive, for example).
  13. It depends on where you're getting the teams from. I live in Hong Kong, and non-casual gamers here are basically cut in halves between those who take winning too seriously and those who don't. Certain groups in Taiwan would have StreetPass teams that are themed after something (like an anime), and some would take great care in not to build overly powerful groups that the opponents have no chance to win against. I can imagine things would go much more aggressive in the West. If anything, StreetPass battles are completely optional, and the main quest is perfectly beatable without any DLC - although it will make the task easier. If the first Spirit Talisman is made free in the West like Japan did, I strongly recommend players to get it as it should make Lunatic grinding much easier. I can't really say for sure in case of Lunatic (since I haven't played that yet - still in the progress of collecting supports). Lunatic enemies have Hit+10 and later, Hit+20, and Lunatic+ have Absolute Hit, Luna+, Counter, Pass, Great Shield+ and Holy Shield+ distributed randomly. It is unlikely to see, say, everyone in Lunatic+ having Absolute Hit (reset if you do), and the other skills can be worked around (don't attack close-range with Counter enemies and use Dual Attack for enemies with the Shields). EDIT - Regarding Othin's comment: he's right; I forgot to count in the fact that Lunatic/Lunatic+ enemies carry weapons modified to have absurdly high hits and carry Hit+10/+20 anyway that Absolute Hit isn't going to make things much worse. Thanks. If the opposing StreetPass team has DLC (and especially the final Light vs Dark), your doubling will, at best, make you not get double attacked by the opponent. If you couple that with Speed and Rainbow Cries, you may have a chance to double attack back - provided the opponent didn't do the same. As far as single player is concerned, you absolutely should double, and preferrably have a Cry specialist as well (Rainbow, Skill, Speed and Luck recommended). Unlike the previous games, FE13 isn't going to hold back the enemies' Speed to make sure you can double attack - you have to do that part of preparation yourself. And no, DLC is not a must in terms of making the main quest more doable. It probably won't too; the craziest DLC bonus, Limit Breaker, cannot be obtained until you beat the final Light vs Dark, which is in itself the most difficult stage in the game, DLC or not. If you can beat that stage, the main quest isn't a problem to you anyway. The two DLC chapters that award classes, in Lunatic, would be pretty difficult too. The main point in those DLC bonuses, as someone I know in a Taiwanese gaming forum puts it, is effectively there so that you can scare other players away (and eyecandy too). Units lost are lost forever in all battles, "friendly" or not. The only exception is Dual Tag, which is a local multiplayer mode and doesn't involve a battle map.
  14. Everyone's room doesn't give WExp, although you can raise weapon ranks without entering battles with the Arms Scroll. Now, in reply to darkkfan's reply in another thread: I don't know if they frequently exploit the imbalances, because I haven't played against a lot of StreetPass teams myself (not counting the automatically generated ones, which are weak). But with the teams that I did play against, the ratio of "just put 10 random units there" and "I'm sending all of my best, maxed units with Leathality and Astra and the DLC skills with the intent of killing you" are about 50:50. In a player-vs-enemy setting with later skirmishes (after your army is all-maxed) and regular chapters, I'll imagine that the player is always at the upper hand because of doubling (and the movement of the enemies are controllable to an extent). You're overpowered compared to FE5/FE9/FE11/FE12, DLC or not. StreetPass battles aren't difficulty-dependent if your opponents are maxing everything anyway. DLC does make units overpowered in that case. While "Attack +10" or "Resistance +10" can be countered with an appropriate double combination, having to create such double teams means you are less flexible with your own team's combination, and not to mention that you're now 3~7 teams against 10 units. You still are stronger in overall, given all the supports and dual attacks the opponents simply don't have, but now they do have better odds to kill you, especially if the battle takes place in the Prologue or Chapter 4 map. Maybe even that's fine. It just makes things harder, not impossible. But what about the Demon Fighter skills plus Limit Breaker? That basically means Attack +20, Resistance +20, and other skills +10 (in other words, Hit+20, Avoid+20, Crit+5, Ddg+10). The enemy will also end up with a speed of up to 67 (+10 from Speed/Rainbow/Love Cries - let's assume that unit won't let something as trivial as Speed+2 to occupy a slot) while the fastest obtainable speed without DLC is 57 (+10 (4 from class, 3 from stats, 2 from support, 1 from skill) from Doubling, +8 from Speed/Rainbow Cries)... it's still not completely hopeless, but you'll have a hard time double attacking that enemy as well. And you're not going to land as much damage - the enemy will evade often, and that enemy has 10 more Def and 20 more Res than you do, not to mention the +10 attack. If the said enemy is an unarmoured infantry unit (FE7~8 says "Effective against infantries" on Rapier - that's completely false, infantry means foot soldiers), your only hope is to use a Slayer skill and pray that the enemy won't land hits on you. But if you have played the Light vs Dark DLC series, you should know that slayers don't really do much against enemies that are 10 Skl and Spd above you with weapons forged to have an absurdly high hit. And one thing to always keep in mind: your enemy can afford to - and is supposed to - lose, while you can't lose a single unit unless you don't consider keeping the whole army alive more important than taking part in a completely optional fight.
  15. Both Falchion, sacred weapons from the previous games, skill weapons (Sol, Luna, etc) and Slime can't be forged. Brave weapons are A-ranked, but they can be forged. Mysteltinn (Wood's fake Mystletainn) can be forged. However, it is a one-time weapon, so forging it means you "lose" the original unless you have Infinite Divine Weapon.
  16. Now replying to a very old question: Yes. [spoiler=Chapter 17]Fight Fels with Krom and she'll mention about worshipping Naga and the Earth Goddess. At first I thought they show up whenever there's non-FE13 StreetPass, but they do show up from time to time without any StreetPass tags. Weird... Also, the images of the StreetPass team I mentioned. The other-world class is Demon Fighter (obviously), and the skills are the Demon Fighter skills and All Stats+2. http://img.photobucket.com/albums/v351/macromediaflashmx2005/FE%20Stats/BestStreetPassTeamseen1.jpg http://img.photobucket.com/albums/v351/macromediaflashmx2005/FE%20Stats/BestStreetPassTeamseen2.jpg The same team has several Brides and Eirika is in the team as well. I guess the owner has every DLC in possession. And I thought there's no dedicated FE fan in where I live.
  17. Ever heard of Black Knight's house in Path of Radiance? He suddenly walked out of an ordinary house in Chapter 9, and since no one at the time could stand his attacks, a lot of unknowing players had to reset at least once at the sight of him.
  18. @darkkfan FE13 is mostly balanced, although some classes like Sorceror obviously look they're more advantageous than the others. And some skills like Lightning Speed are obviously more useful than, say, Defense+2. And then the DLC came in. StreetPass battles are just unfair with DLC elements mixed in. The DLC classes are perfectly beatable with a team without DLC classes/skills with Double, but that's bound to change when Limit Breaker gets released. The two DLC classes themselves are very imbalanced. One class gets 10 attack and 10 resistance and the best weapon types, the other gets support skills that aren't several times better than non-DLC skills, two weapon typess (one can't have direct attacks, the other can't do ranged, magic-based attacks) and while having very high total caps, isn't as good as the other classes (since cap total isn't a good indicator to start with; Magic isn't very useful in this class). I don't know about what others think, but to me, the value of the DLC is in the map itself. You get a good challenge, and in Lunatic and Lunatic+, essentially the only way to level-grind in early-game. But otherwise, some of the skills offered are just like pay-to-win to me, especially when StreetPass is concerned. @Othin The Unit Viewer doesn't do one thing Sound Room does: Allow you to listen to the music with headphones plugged in and the 3DS unit closed. You have this in FE12 (haven't played FE11), 3DS Music, and several other DS games.
  19. I've just got an all-maxed StreetPass team today, and I can confirm now: MUs obtained from actual StreetPass teams do have their best and worst. Photographic proof may be available if I remember to keep the save file before I fought them intact. Right now I'm too lazy to reach to my camera.
  20. No ending music? Here's one: http://nicosound.anyap.info/sound/sm18114713 (click "MP3 を抽出" to download; try again if it doesn't work) This one's often overlooked by most FE13 playlists because it's not available in the Unit Viewer. There's no proper Sound Room in the game, which I consider a defect in an otherwise-awesome game, along with the game's imbalance, insufficient support pairs (I mean, no Ronku/Basilio?) and having only 3 save slots.
  21. Red versus Blue: Decisive Battle has the enemy leader Ike with Aether.
  22. ....All stat caps.... +10? That's ridiculous. I'll likely get this DLC because it offers something none other stages has: 50 enemies at level 20 with 5 skills. But I don't need anything to nullify the challenge, really.
  23. To distinguish between auto-generated MUs and actual StreetPass MUs, look at their team name. If it reads "Ikai no Kishidan" (異界の騎士団), it's an automatically generated team. Otherwise, if it goes by the default name "Iris Kishidan" (イーリス騎士団) or any other name, it's an actual StreetPass team. You can also look into the list of registered MUs. If they have pairing data (on the bottom screen when you view their cards), they're actual StreetPass MU. There's no way to prove otherwise, although if it uses one of the names in the internal MU name list (such a German number), it's likely to be an automatically generated MU. Seeing how more complicated data like the marriage relationships and custom weapon names getting transferred, it would surprise me to know that best/worst stat modifiers aren't used in StreetPass. Also, IIRC, in a Taiwanese forum I go to, they've shown StreetPass'd teams before which do retain best/worst stats, both for the leader MU and any other MUs who also are in the team.
  24. I don't think anyone's put photos of them. There's no hi-res official artwork of them officially released, as far as I know. And certainly there's no ripped images because the 3DS system is, so far, unhackable. Have some fanart of them instead: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=28221649
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