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General Horace

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  1. TURN 10 Henry @Aversa's Night+ attacks Kellam @Titania's Axe+! VS 32 damage, 88% hit, 0% crit (31) (34) (39, 47) Kellem takes... (71) 25 damage and falls. Henry heals 12 HP (76/80) Henry's LIFETAKER activates and Henry heals 4HP (80/80) Espinosa Elieson Say'ri 48/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 00/80 Espinosa 00/80 Vaike 00/80 Tiki 00/80 Robin 80/80
  2. actually, according to the site it says "up to turn 7" so I think that only means turns 1-6? TURN 9 Kellam heals 24 HP with RENEWAL (25/80) Lon'qu @Superior Edge attacks Say'ri @Balmung! VS 32 damage, 100 hit, 0% crit Say'ri takes 32 damage! (48/80) Say'ri counters! 33 damage, 33% hit, 0% crit (1) Say'ri"s LETHALITY activates! (77, 58) Say'ri misses! Say'ri attacks again! (43) (51, 30) Say'ri misses again! Espinosa Elieson Say'ri 48/80 Libra 80/80 Henry 64/80 Lon'qu 80/80 Gaius 80/80 Kellam 25/80 Espinosa 00/80 Vaike 00/80 Tiki 00/80 Robin 80/80 Espinosa's turn. going to cut the lawn quickly, next turn might be slightly longer
  3. god this is hard editing FIXED Elie take your action.
  4. TURN 8 Henry @Aversa's Night+ attacks Kellam @Titania's Axe+! VS 32 damage, 88% hit, 0% crit (57) (80) (68, 36) Kellam takes 32 damage! (48/80) Kellam counters! 26 damage, 100% hit, 0% crit (65) Henry takes 26 damage! (54/80) Kellam's attack bounces off Henry and does 26 damage in return! (22/80) Henry attacks again! 32 damage, 88% hit, 0% crit (34) (12) Henry's VENGEANCE activates! (1, 85) Kellam takes 22 damage until... (5) Until Miracle activates that is! (1/80) Henry heals 10 HP. (64/80) Elie's turn. Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 64/80 Lon'qu 80/80 Gaius 80/80 Kellam 01/80 Espinosa 00/80 Vaike 00/80 Tiki 00/80 Robin 80/80
  5. I opted against it for the purpose of hiding skills. I mean, like elie said, it's not hard to figure out once they've attacked. We haven't been true to the FE6/7/8 link arena either, because you can view everything there (stats, weapons, weapon ranks, and presumably skills as well if they existed) so its more of what we want to do and not what the actual link arena does at this point.
  6. I still think odd/even rhythm aren't useless, +10 hit/evade still isn't too bad half of the time I just relized I forgot to add the A rank bonus on Lon'qu's Balmung attack, thankfully it doesn't end up affecting anything - Espinosa would still be alive with 1 HP on this turn. TURN 7 Lonq'u @Brave Sword attacks Espinosa @Brave Sword! VS 26x2 damage, 88% hit, 0% crit (36, 22) Espinosa falls! Espinosa's turn! Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 00/80 Vaike 00/80 Tiki 00/80 Robin 80/80 Superior weapons only work against one out of 5 weapon types, and stuff like dragonstones and lolbeastones are immune to them. Not every unit has access to every breaker either, and superior weapons have horrible hit against everything else.
  7. in fe9 did you really want deadeye to last 10 turns i'm all for banning lucky 7 if it lasts until turn 14 if that's what you're after
  8. TURN 6 Espinosa heals 24 HP with Renewal! (40/80) Espinosa @Brave Sword attacks Kellam @Titania's Axe! VS 0x2 damage, 81% hit, 0% crit (99) (76, 66) Kellam takes 0 damage! (36) (23, 26) Kellam takes 0 damage! Kellam counters! 36 damage, 99% hit, 0% crit (95) (66, 88) Espinosa takes 36 damage! (4/80) Espinosa attacks again! 0x2 damage, 81% hit, 0% crit (57) (91, 39) Kellam takes 0 damage! (39) (59, 82) Kellam takes 0 damage! Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 04/80 Vaike 00/80 Tiki 00/80 Robin 80/80 I'm still not understanding the problem you get +10 hit and evade or even or odd turns, what's wrong with that?
  9. Doubling is 5 speed in fe13 anyway, so its 54 vs 50 even/odd rhythm work properly anyway. turn 1,3,5,7 odd 2,4,6,8 even
  10. I think any skill like lifetaker and galeforce is totally fine. you waste a skill slot on something that only works on your turn, and from the looks of things, stuff that augments hit/avoid are probably stronger.
  11. TURN 5 Lon'qu @Balmung attacks Espinosa @Brave Bow! VS 27 damage, 100 hit, 0% crit Espinosa takes 27 damage! (16/80) Espinosa's turn to act. Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 16/80 Vaike 00/80 Tiki 00/80 Robin 80/80 Before I continue, I know you brought this up in a PM elie, but how do we want to treat quick burn and lucky 7? I've been reducing quick burn's effect by one, but elie brought up the point that technically turn 2 is turn 1 enemy phase and it should technically still have full effect, and that means lucky 7 would last till turn 15, which I personally think is a bit too strong.
  12. Lucky Seven works up to and including turn 7 (actually i'm not sure about it working on turn 7, can anyone confirm?)
  13. Maybe i'm missing something, but... brave bow has 70 hit + espinosa's 97 hit for a total of 167 base hit kellam has 71 avoid + 30 more from skills (keep in mind Titania's axe has the patience skill) for 101 avoid
  14. TURN 4 Espinosa heals 24 HP with Renewal! (43/80) Espinosa @Brave Bow attacks Kellam @Titania's Axe! VS 0x2 damage, 56% hit, 0% crit (56) (94, 61) Espinosa misses! (85) (41, 28) Kellam takes 0 damage! Espinosa attacks again! 0x2 damage, 56% hit, 0% crit (85) (39, 68) Kellam takes 0 damage! (7) Espinosa's LETHLITY activates! (77, 66) Kellam however dodges a lethal blow. What a turn. Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 43/80 Vaike 00/80 Tiki 00/80 Robin 80/80
  15. Yeah, you're right, I'll edit it here and the next turn will be up shortly
  16. Aether is Sol then Luna. How are we handling average stats? Just 20/20 in base class? Or theoretical 20/20 in all possible classes?
  17. awesome. I'll probably need a day or so to make a team first. ZM, want to do the same thing Espinosa and Elie did and just draft from the parents max stats, or do you have something else in mind? - i think we just ignore indoor/outdoor fighter - nothing, because we're not using supports (right?) - i'm fairly certain the answer is no, and Miracle>Pavise/Aegis
  18. after hosting this game, I kind of want to make a team as well. I'll play you ZM if we can get a host?
  19. had to work 14+ hours today, sorry couldn't update faster TURN 3 Vaike @Titania's Axe+ attacks Espinosa directly @Ragnell! VS 37 damage, 81% hit, 0% crit (68) (15) Vaike activates SOL! (65, 52) Espinosa takes 37 damage! (43/80) Espinosa counters! 24 damage, 86% hit, 0% crit (55) (26, 96) Vaike takes 24 damage! (56/80) Vaike's COUNTER activates! Espinosa takes 24 damage! (19/80) Espinosa attacks again! 24 damage, 86% hit, 0% crit (10) Espinosa's LETHALITY activates! (76, 32) Vaike is one hit KO'ed! Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 19/80 Vaike 00/80 Tiki 00/80 Robin 80/80
  20. TURN 2 Tiki @Dragonstone+ attacks Kellam @Titania's Axe+! VS 10 damage, 66% hit, 0% crit (93, 42) Tiki misses! Kellam counters! 14 damage, 97 hit, 0% crit (39) Kellam's LUNA activates! (99, 26) Tiki falls! Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 80/80 Vaike 80/80 Tiki 00/80 Robin 80/80 Elieson's turn.
  21. TURN 1 Elieson's Vaike@ Brave Axe attacks Espinosa's Tiki @Dragonstone+ VS 17x2 damage, 68% hit, 0% crit (87) (22) Vaike activates Sol! (89, 64) Vaike misses! (91) (81) (27,64) Tiki takes 17 damage! (63/80) Tiki counters! 29 damage, 59% hit, 0% crit (99, 78) Tiki Misses! Vaike attacks again! 17x2 damage, 68% hit, 0% crit (70) (86) (56, 9) Tiki takes 17 damage! (46/80) (25) (69) (74, 54) Tiki takes 17 damage! (29/80) Espinosa's turn to act. I think I did everything right. Espinosa Elieson Say'ri 80/80 Libra 80/80 Henry 80/80 Lon'qu 80/80 Gaius 80/80 Kellam 80/80 Espinosa 80/80 Vaike 80/80 Tiki 29/80 Robin 80/80
  22. uhhh, do you roll for skills before hits in FE13? It says roll skills before critical hits, but I forget if you can miss after activating Sol or Luna or something.
  23. Before I calc this, how do we treat aura abilities (anathema, demoiselle, bond, focus, etc)? If Elie's Vaike somehow had Anathema, would it affect Espinosa's entire team (since if he's technically standing across from the middle unit so they're all three tiles away) or does Anathema only work if said unit is in battle. I'll let you guys reorder your units if you want if we decide on something that makes this matter.
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