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nocturnal YL

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Posts posted by nocturnal YL

  1. 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

  2. Caps you'll never reach ingame are not by any stretch of the imagination a "pure statistical perspective".

    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.

  3. 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.

  4. 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.

  5. who are the best characters?

    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.

    I know that all characters can be great with a little bit of work, and I've heard Krom and the children if you train their parents are great, but what about the others? What characters are good from the getgo and stay that way? (Let me guess-Freddy)

    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.

  6. The real problems are Counter, Great Shield+, and Holy Shield+ - especially if the enemy has both Counter and Holy Shield+.

    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?

    And no, never use Skill Cry or Luck Cry if you have anything else you could possibly be doing.

    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).

  7. I had thought this would have been the case, that there were few Streetpass teams that weren't random, but It is interesting that only about 50% of Streetpass players utilize the DLC features you mentioned to maximize their team. This actually dispels the feeling that DLC is "pay to win" at least for me anyway. I would imagine you will see a greater ratio of DLC teams once the game is released in the US (or even in Europe).

    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.

    This makes sense for Hard and Normal difficulties, but I wonder how true it is on the later levels of Lunatic; that is if Lunatic enemies have any special skills or stats to make it challenging even for a maxed army with effective doubling and DLC. It is an interesting theory that the player has the upper hand regardless of DLC, especially considering the stat disadvantage (but of course you stated that you were assuming your characters' stats were maxed).

    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.

    A very good point, I hadn't thought of that.

    Thanks.

    Ok, nice breakdown. Basically (and correct me if I'm wrong) that DLC counteracts the effects of doubling in player vs. player, but for single player, it is Doubling, not DLC, that makes the game possible on the harder levels.

    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).

    Wait, you're talking about the DLC maps, right? Not the Streetpass battles, or do you not recover units lost in those, either?

    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.

  8. 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:

    Do people frequently exploit these imbalances (particularly the DLC classes and skills) on Streetpass (if anyone has yet had a successful Streetpass battle)? Besides, I can't imagine that the DLC classes would be too overpowered even for Lunatic+? And according to what Othin said in http://serenesforest...pic=34279&st=20 beating the DLC maps on Lunatic is almost as difficult than trying to level grind otherwise (if I am interpreting what you said and what he said correctly). Perhaps we should move this discussion to that thread; it may be slightly off-topic there, but this one will definitely get derailed if we continue to discuss it here. But thanks for explaining the general consensus on the DLC classes, and I eagerly await your response!

    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.

  9. On an unrelated note, I have a question concerning the ability to forge certain weapons; the main site's page says that "most weapons" can be forged, but doesn't specify which ones can't be. I'm guessing the three Falchions can't be forged, but are there limits on anything else - say, the Mysteltinn or any of the A-rank weapons?

    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.

  10. Just so you know, Kawaki Chatei has a rather detailed script, so you can just look for it if you miss the game's script anytime.

    Chapter 13:

    Gimle is introduced to Iris's side, commenting on how MU has the blood resting within, but didn't mention what exactly is MU's lineage.

    Chapter 23:

    Gimle, after Fauder's final death, said:

    - Fate has indeed changed

    - In the original history, you would kill Krom here... Nay, technically, the one who killed Krom... would be me.

    - (In response to Krom's question) As I said, I am Rufure. The one who killed Krom, and revived as Gimle... then, chased that lass named Marth and ended up here.

    - I am you, you are me. We are the same person in different worlds. Your dreams? My memories. Our hearts, as both Gimle's host, get mixed up.

    - At first when our hearts mixed, you couldn't bear the heart of the Gimle-ified me, which is why you lost memories. That was when I entered this world.

    - That little brat Lucina changed history, so... Gimle can't revive. Thus I was doing my things here. Gave power to Fauder (after his first death), told him of the future of my rise. Then, you did as the original history, did what it takes to revive as Gimle. I'll merge with you.

    - Yeah, but you rejected Gimle. You and I are the same, and I don't believe in your bond. Fine then. The power of the altar... I'll take it.

    - I lost half my power as I time-travelled, but... here I'll re-revive. AS GIMLE----!!!!!

    Final:

    Opening: Hated... Children of the Holy King... Children of Naga... Exterminate...

    Turn 1: That's the end, another me. The bond and frineds you believe in... that's so weak. Even if you fight against me, the end will be the same. There will only be destruction and hopelessness in the future.

    Whether you choose to give up or not, I'll kill your treasured friends.

    Alright, so let me give you a chace to choose. Be the same as me, and I'll help your friends to be alive. Reject, and I'll kill them.

    Come on, choose your option. Would you, for the sake of your friends, become godlike with me?

    (Say yes, Gimle will pull MU into their mind, where MU will ask about Krom's group, to which Gimle will say "No, I'll kill them.")

    (Say no and Gilme will pull MU in anyway, commenting on how devouring someone who resists is more fun. Either way, MU will escape.)

    After MU went back to Krom's side: Ugh... Can't completely get you in! Humans! Especially you! Why are you getting in my way, worms!

    Stop it... You're annoying! Stop it... Powerless! Insignificant! Weak! These worms together~~!!!!

    Battle quote:

    With anyone: I'm Gimle... I'm Hopelessness...

    With Krom: Riding... on my head... Time... to die... Holy King's... child...

    With MU: Get back... to my... side...

    With Lucina: (To Lucina's statement to kill them) Do not... do... it...

    So basically Gimle's more bark than bite. Surprising, given all those havoc-breaking abilities.

    Don't view those as exact translations, by the way. They are not.

  11. Now replying to a very old question:

    Are there any references in the story to Gaiden and Barencia in Warm, or are they just map recreations and locations named after Mila/Doma without explanation? Sorry if this can't be answered yet.

    Yes. [spoiler=Chapter 17]Fight Fels with Krom and she'll mention about worshipping Naga and the Earth Goddess.

    In my experience, they're rare and irregular. I have no idea what determines them appearing, but I suspect it may really be related to StreetPass. Perhaps it's creating a fake team for people who don't have a real team?

    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.

  12. [spoiler=Support C]

    Cynthia: Choice 3, a surprise appearance from a private house.

    (I tried doing research on this and nope I still don't know what she means in this part.)

    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.

  13. @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.

  14. 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.

  15. ....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.

  16. 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.

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