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GoXDS

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Posts posted by GoXDS

  1. The AI will not attack anyone that they can't damage, even if they have offensive skills like Lunge/hidden weapons that can otherwise drop their opponent's defensive parameters. Wound up exploiting this on Chapter 17 Nohr.

    it seems to depend. on that same chapter, I had Effie paired and they refuse to attack her. unpaired, they still did 0 but attacked. it may have to do with the AI seeing that one of the 2 Samurai can dmg her (one had Quick Draw) but they don't always select that Samurai as the Support so it's weird

  2. definitely seems like RNG might be different though your examples are a tad exaggerated. there's already a thread attempting to solve this.

    as for Awakening turn order, you're probably thinking Battle Saves. this saves the RNG. if you actually restarted the chapter from unit selection, then things will be different. same is true in Fates. though added on for Fates is Lunatic Lvl ups are saved from recruitment so those will always be the same unless you rerecruit them

  3. What is the max level (for promoted classes) without using Eternal Seals? I assumed it would be 20, but my Felicia's already Lv 25 with no Eternal Seal.

    she's special. she effectively already has 4 Eternal Seals applied to her. otherwise, Maid class goes to 20 as well. DLC classes are max Lvl 40

  4. using Offspring Seals somewhat guarantees their average growths so they can't be RNG screwed. so why not? plus, if they have the seal (especially in Conquest), they're underlvled meaning you'd have to funnel a LOT of exp their way. not worth it. it also means you'd have to waste the money to buy another Master Seal. Offspring Seal also gives you free WExp +more if the promotion has a second weapon type so...why not?

    oh, also if you meant that they were frail even after using Offspring Seal, it's not the seal's fault

  5. it's basically the same as Awakening though I assume you never played that considering everything you said. Kamui can S Rank everyone so that includes children. and yes it would mean another Paralogue (if w/ Kamui) since Kamui has a child associated with them but otherwise no. Kamui is the only Gen I that Gen II can S Support also

  6. Do you mind explaining in brief technical terms your methodology and also any problem with the following proposal? (I haven’t taken stats in a few years)

    For margin of error at 99% confidence to be less than 12.75%, it should only require n = 103 data points (MoE = 1.29/sqrt(n), we have an infinite size population).

    edit: I suppose I should clarify we might want different margin of error depending on what the sample proportion of hits is, but that's not too hard.

    he did mention as a third option that it may be something completely new. thus going through the whole range might answer that

  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 as in the one doing the attack (and not dual strike)

    2) http://serenesforest.net/forums/index.php?showtopic=60306

  8. just last night I was having the worst luck. getting hit by 29% Hit about half the time, getting hit by 16% as well. one time I get killed by a 33% so I restart. then a freakin Berserker oneshots Ryoma at 16% Hit and 4% Crit. not to mention all the single pt lvl ups.

    because of that, when I was doing endgame today I was terrified of even 1% crits and played so slow >_>

  9. Gauge also lowers while paired up if the pair was not involved in battle in one? turn cycle (1 Player and Enemy Phase). read this somewhere before and also confirmed it myself but I forgot the rate. prob 2 per? if it's 1 per then I don't know which unit loses the gauge

    also, probably not 100% obvious to all but Astra and possibly Aether will add to the gauge per attack (so 1 Astra can fill the whole gauge by itself potentially)

  10. For me, the dual attack stance seems like a more defensive option in order to set up for the enemy phrase. Unless, I placed my units correctly, it is very uncommon to use it on player phrase. Think of it like a roman formation, where the spears are lined up together to deal with oncoming cavalry units. The best defense is offense.

    Dual Guard stance being able to negate Dual Attack stance seems a little unfair. Considering that dual attack don't really get the buff from their partner, plus they are always negated by anyone in Pair Up. It is better to go in a dual attack stance when you are either facing tough but alone unit, or units in attack stances (even that is quite risky), other wise Dual Guard Stance gives much better bonus.

    Attack stance does give +Hit, Avoid, Crit, etc. ofc you can still get those bonuses regardless of being in Guard Stance or not. it's just nerfed

    Is it? That helps immensely. xD

    oh, if you didn't know the formula then yea it's probably unpredictable XD

  11. the exp shouldn't really be much of a problem. I've been using a mix of both stances and all my units just promoted (Ch 16 finished). though I also try to feed kills to whoever's falling behind but even so, enemy lvls are Tier 1 ~Lvl 16 in Ch 15

  12. I like that it's more balanced when compared to Awakening's pair up mechanic. But honestly, I'm not sure if I like it. I like that the enemies can do it too but I don't like the unpredictability that comes with it. Sometimes I lose units simply because I can't calculate how much damage I'll actually be taking when the enemies stand next to each other.

    it's definitely requires more analysis but in no way is it unpredictable. at least it's easier now to calculate your own dmg output. ideally you should never put yourself in a situation to need a Dual Strike to survive (in Awakening) but it's always going to be luck based. or if the Dual Strike rates are reaching high values so you start to assume Dual Strikes, it may cost you dearly if you don't get it

    new mechanics eliminates that chance factor so it's easier to incorporate it into our strategy now. plus you could always have a few Paired Up units take the lead.

  13. I tried +Str-Lck Corrin X Camilla in a Nohr playthrough.

    That didn't make Kana's Str much higher than Mag.

    is that only bases or after lvling a bit? and how much is "much higher"? because Kana will have 42.5/32.5 Str/Mag Growth and likely to gain more added to her Str base than Mag base but does have higher Mag as her absolute base

  14. Doesn't this mean that once you hit level 25 in a promoted class you can't gain any more EXP? Or do enemies that spawn on maps exceed level 20?

    it's 1 exp per kill at 5+? o_o not sure how else to say it.

    at 5+ above, you do not get any experience from simply hitting the enemy. you only gain 1 from killing. so at lvl 25+, you must kill 100 enemies to lvl once. if that makes things clearer

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