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Vorena

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Everything posted by Vorena

  1. Note: The childrens’ full growth rates = (Variable parent’s growth rates + Child’s growth rates) / 2 + Class growth rates. What the hell does variable suppose to imply? This sounds like a randomized stat coming from the father or mother?
  2. Religion is a theory with the promise that there is something beyond one's understanding that has distinctive influence over people. With the unfortunate result that one cannot really prove or disprove the theory. If anything its a pretty terrible theory and predominately has only practical aspects in the ideas of morals and teachings through story. This is really the only merit religion ends up having (someone will chew me out with other examples of what it is good for). My general opinion is that religion is compatible with science because ultimately it uses reason and logic to attempt to achieve a conclusion. That is a very scientific thing to do. The downside is that its a theory that often it is not usually very good at explaining things well and what is used as evidence or logic is often questionable. I would agree religion and science are compatible, but one has to realize they are still not quite the same. Religion is more than simply a theory to try to explain what is around us. Its helps to guide one's way of living at times depending upon how you would treat it. Science on the other hand is often only concerned with fitting an explanation to something that exists. Its up to everyone else to decide what they will do with that knowledge. Therefore, they parallel some common traits with each other, but ultimately attempt to achieve relatively different things.
  3. If such a thing is put in place I would very much recommend banning of very powerful class skills. (Skill * 0.5)% for Sol + Luna hit is incredibly powerful and is completely luck based. Luck should really have no part in strategy for the most part unless you build a class around that. In that vain, I can see very limited allowable tournaments be hosted for skills. Not to mention that the person attacking first generally has the advantage in a match. I am not certain about map layouts, but 1st turn can play a huge part in getting to defensiveness positions quickly and getting a stupid advantage simply because you have turn 1 advantage.
  4. Ihave been unable to find an answer to this question. Are the map and victory conditions changed at all? As in we no longer have ONLY rout or slay the commander victory conditions. Along with going back to map layouts prior FE13?
  5. I think an experienced player will find all units really useful for various aspects of the game. Bartre/Dorcas are more useful early and eventually dumped rather than kept, but they can be used later on when given growth. Look at any draft plays in this game.
  6. Part of this is RNG in this whole room. If Jaffar dies early and you have no trained mounted units to divert some attention from Zephiel I think you are screwed because of the swordreavers. Otherwise, Zephiel can resist the magic users for awhile until they damage him enough that he stupidly elixirs off the pillar. The westward side is empty apart from like a couple of thieves and a troublesome unit. After a few turns the southwest spawns promoted units and lackeys. Part of another strategy is to use rescue effectively. A single mounted unit is like carrying two people and you can abuse that on the westward side a bit to get units down to help jaffar more quickly. You will have to deal with Ursula or at the very least keep people clear of her by a late turn, but you get a bonus to killing her early by preventing reinforcements on the west side. My thought is break into two teams. Faster mounted on the left to carry maybe a unit or two to stall the promoted enemies. While the rest go to southeast eventually having a mounted unit preferred break apart to deal with a few stray lackeys headed towards Zephiel. Otherwise, the east group focuses on capturing Nino and defeating Ursula. There are like 4 thevies on this map which come from the left side straircase. You can let them steal all the treasure and kill them off rather than wasting your own time getting to the stuff. But, I almost always had more than enough units to do the treasure stealing myself.
  7. Anyone else realize this get helluva necroposting?
  8. I think the first several chapters are pretty ideal for training units on Lunatic. Assuming Avatar is getting the bulk of the KOs on prologue Chrom can still get a few KOs. The boss KO or maybe a straggler KO for a level. On the next chapter you can very nicely have all enemies break themselves on Fred/Avatar on a fort being attacked by 4 enemies at a time. Hopefully, you did not flat out KO them and can use the two in the upper right to train chrom/sully/virion by luring those two enemies towards your units in the upper right forest. Chapter two can have this exact same process done as well. Eventually, they get strong enough to do stuff on their own. I remember Chrom being useful to KO dracos on chapter 5 and other enemies because I took time to keep him relevant.
  9. I do not think I have ever seen DD151 support an argument using a plethora of stat uses for a single character before on prep for a singular chapter really late into the game. Its surprising to think that those stat boosters or money from selling (to use on forges) cannot be used to save turns earlier on or provide better reliability.
  10. @Radiant Dragon: Moving 2 Units In The Same Square Basically, when you draw a path for one unit that’s 1 space away from another unit, you can move the cursor towards the impeding unit for one frame, then move the cursor away from said unit while pressing A. This results in both units occupying the same square. S support is recommended, but not required.
  11. I simply do not see any reason to return weight anymore. It works as an attempt at weapon balance, but you can have appropriate weapon balance in other ways. Within FE10 you have weapons later on which continue to offer higher damage for more cost and less accuracy. This to me was plenty of balance to have me invest in say a Silver Lance over the Silver Greatlance. Drop 3-4 base damage for 30% more reliability to me was perfect.
  12. Casual mode is a great addition simply because I have come to not want to have to restart a whole chapter due to some nonsense that happens with RNG. Lets face it, when your enemy has a sub-40 hit rate with a 1% for a critical hit and hit its to OHKO your character since you missed a a 70+ hit rate is straight up annoying. Casual, save states, battle saves, etc. They all help to simply safe you time in future or nonsensical events which can happen in game. Time in your life is very precious and if it goes to saving you say 30 minutes to an hour of your previous work I am fine with using it at key events in the game. Suppose you are playing Cog of Destiny on HHM and the late game Druids critical you for your whole stock since 95 hit rate, 20 critical, resistance neglecting, +20 magic Druids is balance. It would be nice to have a save in the middle to avoid that nonsense. Okay, I know you can use brave weapons, but against them. The point is there is some nonsense in this game.
  13. Edward: Great availability. Part 1, 3, 4 and Endgame. One of the potential units to throw experience towards in part 1 after Nolan/Jill. However, I recall having difficulty pulling necessary stats to use in HM to effectiveness. Zihark: Less availability, but less screw-able due to growths. Otherwise, Edward with less luck gain, bad strength growth, but higher resistance. Lucia: Terrible availability. Done. Mia: Similar accessibility due to part three being all about the Greil mercenaries. Possibility to train, but is not spectacular at first chapter. Stefan: Worse availability than Lucia, but comes with the stats sub-par as filler. Mia > Edard/Zihark > Stefan/Lucia
  14. You have another supporter from me. I am playing through chapter 2 right now and I think this is an amazing hack. Granted I have not played many hacks before, but I am familiar with some fanfix ideas people have done in the past. I like the characters. I like the map layout. The events in the map are apparent to me through the game hints. Nothing feels cheesy. Okay, a couple of moments felt like it, but that will always happen. Above all else I like the Chapter 2 house background music.
  15. In my opinion, lyn mode should be apart of an any% category for several reasons. The biggest one being is that it is part of the whole plot line of the game. You foreshadow meeting Ursula in 7x. You meet Eliwood and the Black Fang with Ninian and Nils. The whole set-up of plot elements in Hector or Eliwood Mode for the Caelin arc is made through Lyn Mode. There is no getting around that fact that Lyn Mode is part of the game and constitutes the start of the game. Hell, LTC runs that try to S rank include Lyn Mode from what I recall. Anyone confirm or deny? In regards to fresh file starts there is no reason to start the game on LNM. LNM/LHM offer very little differences in terms of what you can or cannot do in future. You waste two turns on chapter 2. Forced dialogue on prologue and chapter 1. The whole chapter 4 strategy I believe can be done on LNM, but it requires a movement options which are slower than on LHM. There is no extreme benefit that LNM offers that gives it an advantage over LHM other than overall being slower. To this I feel using a completely new game is a dumb idea and should not be done. There is not even any reason to consider using LNM as a separate category as there is no major differences that effect Hector/Eliwood mode later on. I can see using no Lyn mode as a separate category as you avoid making hector/eliwood modes easier to deal with at first. It really does make the game a difference place when you cannot use certain things like a promoted sain/kent or a unit with extra +2 strength and 7 health. With Lyn mode not being entertaining I believe that is how you go about doing it. The very fact that you are doing chapter 4 by not attacking anyone to me is already worth watching. I never knew about that idea until molotov's run. Either way, I see any mode wanting to use Lyn mode using hard only and not distinguishing between categories. Hell, most speedrun communities do not even differ between game versions. In an OoT race they had English versus Chinese I think on N64 consoles. In this regard, I see normal mode as a being a version which is simply slower to use. The borderlands 2 co-op run did an incentive to do French or German language I believe. Speaking of versions I think it is useful to consider the same distinction on FE7. JPN localization has a couple of potentially useful changes and negative ones which might make it the faster version to use. In any case, if something like this ever took off more than it currently is at the moment all I can say is that I expect things to go the way of Halo runs. Easy and Legendary distinctions along with individual level runs. Same thing here with FE7 in that you can do Lyn or no Lyn. Hector or Eliwood. Hard or not hard. For me personally, I am feeling like doing a completely different thing. I do not merely want to rehash someone else's run. Its not very interesting. Though these have all been really interesting considerations for me in deciding what I want to invest my time with.
  16. I only dislike the unhelpful lords. Such as Roy and Eliwood.
  17. Ah, so now we have reached the point of trying to put a value on the cost of turns :D Well, I think we have found the main issue on any consensus between us. I feel in this context turns hold very little value to a casual player. The only major reasons a person cares about turns in FE10 is due to player imposed goals, bonus experience, or turn sensitive bench marks. Like a thief getting to a chest before you can claim it. In 1-P, you have to finish it by turn 10 to get all the bonus experience or by turn 14 to get any bonus experience. With the bonus experience for this particular level being 10. The only reason you ever care turns on 1-P is for bonus experience or you have a player imposed goal. Am I suggesting to take 11 or more turns to complete 1-P simply for Micaiah? No. But, neither am I saying you have to complete the level in as few turns as possible or have to abuse for every single ounce of experience you can get. There is a pretty hefty number of turns that you are allotted to complete and get bonus experience for turns. The minimum turns it takes to get all bonus experience in part one is 123 turns. With most stages allowing up to the next 4 turns with reduced bonus experience. Even then, you get more bonus experience for mere completion than you do on turns which is even less incentive to want to go fast all when you get reduced bonus experience. So, bringing up turns matters very little in this context since I have never been trying to argue for Micaiah in a LTC situation since I am not familiar with it as much. 3:40 shows the 3 soldiers and enemy figher on this map. Sothe can go round and attack the fighter in the south and weaken it with Bronze Dagger on player 3 phase. Having another unit get the KO on it during player phase. On enemy phase, the two soldiers (3rd one is no longer in range to attack Sothe) will break there HP down to single digits which can be wrapped up by two units to nab the KOs the following player phase. Will Micaiah being near this to take advantage of it? Depends upon your style of tackling the first 4 enemies in the first 2 turns. Even if she is not she might get a KO on the first 4 enemies while Nolan/Leonardo/Edward get KOs on the ones Sothe weakened. Thani Bombing is useless to you I assume since it is not something that is unique utility only to Micaiah that no other unit can do nor is it something which allows you to save turns. Yes, Nolan, Iyana, or Sothe could all attempt to deal with the knights. But, Micaiah can as well or weaken it down to a state that others can leech the kill off of as well. Thani bombing is not useless, but neither is it some great godsend like Niime and Warp usage in FE6. Or being forced to use Fredrick on Lunatic+ runs. It is merely another perk going for Micaiah in utility. lol I like how you quoted the part that I missed a word. I should have typed "maybe one or two". I was using that phase akin to how when someone says "Everyone is doing it" they do not actually mean everyone, but mean "they have seen a lot of people doing it". In this context of that sentence, I did not literally mean one or two KOs the entire campaign. I meant something like 1 or 2 KOs in a chapter. Which is not unreasonable for the first 5 chapters. 1-End, 1-9, 1-8 is sort of hard for her to do anything without forcing yourself. Movement is too slow in 1-8 in the thickets. 1-9 she dies to pretty much everything. 1-End you have probably promoted units by now with better movement than her. Otherwise, for 1-P to 1-7 getting KOs with her is not that hard. Please note I am not saying she needs to get all the KOs possible. In 1-P, you have 8 units with one of them being a boss kill. Is it so bad that Micaiah gets one KO in this map while Edward gets all the others and the boss KO? Or in 1-1 where you have reasonably 7-8 units that you will trigger towards you on your way to the escape tile. Does Nolan/Edward have to be so special that they get every single one of them while Micaiah is apparently too much of a leech to get one?
  18. I think I worded the P-1 ideas poorly for what I was trying to get across. The turn estimate was more to illustrate the idea that you can get experience over several turns without actually getting any kills. Though I went with 1 level-up per chapter for the case of the person at the slower pace to try being more even about experience spread without completely hogging it to Micaiah or Edward. A more even distributor of experience. Sothe does not with ORKO with the bronze dagger which I should have brought up at first. Not sure about what high enemy density you mean about. As you said earlier, 7 base magic is useful. Thani bombing idea is not a made up thing. Thani+7 base magic is an effective 31 damage while which the knights only have 5 resistance against (on 1-3). That is a very significant amount of damage (when you have 28 HP in 1-3) that is very real. Now, will you actually get the chance to use Thani and Micaiah on knights and cavaliers after 1-3? Depends upon your set-up and tactics for those maps, but it is something she has access to that is not made-up and can be done at a very low level. Any levels she happens to get through simply sacrifice and chipping merely adds to the extra damage she gets to do with the 80% magic growth she has access too. That was another point I was trying to make earlier. She does not have to be given any KOs, but the game often sets up up for her to get maybe or two. I wish I had the exp formula on hand at the moment. Otherwise, its pointless to guess exactly how much experience could be given to Nolan for the KOs Micaiah gets. Although, Micaiah getting to level 10 by the end of part1 honestly does not sound that far fetched from simply using her and maybe getting a KO her or there. Though I think I have gotten my point across about Micaiah being an auxiliary character and not some unit which contributes nothing more than a single attack across the entire game.
  19. I think it depends upon how you play Lyn mode. I honestly never knew about trying to block with dorcas to breeze through that chapter. To me, that was sort of instantly worth using Lyn Mode to showcase that sort of information. Also, +7 hp and +2 strength can go a long way from early game. Its surprising how easily Florina stays a very good combat unit by simply getting those two items.
  20. I am still surprised anyone is thinking of trying to hardcore training Micaiah. It is indeed not worth it. However, there is the difference between simply using a unit, forcing yourself to set-up situations for a person to get KOs, and flat out not using them at all. I remember not having a very hard time getting multiple units to lv16-18 at 1-end preparation stage. Such units being Aran, Micaiah, Edward, Nolan, and Jill. Not all of them in one run, but usually 3-4 of them. Actually, I remember having to force myself to set-up KOs to actually use Aran at all along with a forge to get going and even then it did not amount to much. This is not a LTC pace, but neither a inch forward two spaces every turn type of run either. The game gives you a ton of units which are over-leveled at your join time and it is very easy to siphon off the potential exp gain by giving all KOs to Sothe, Volug, Nolan (in like the first 2 chapters), Zihark, and Tauruneo. At the same time said units like Sothe and Nolan can often times not ORKO enemies in the starting chapters. Nolan is weighed down by his Steel Axe on the first couple of chapters and cannot double enemies. --P-1 7 enemies and one boss. This is what? Like a 5-7 turn clear depending upon the person. With two units that could both warrant getting KOs. That is at least ~50 experience from sacrifice usage and chip damage. Probably a level-up and part of another one if you are willing to let her get a couple of the KOs possible on this map rather than being complete favoritism on Edward. --1-1 is actually a very easy chapter to allow Nolan to enemy phase say two enemies and let Micaiah/Edward/Leonardo the KOs and it being more exp efficient than giving it to Nolan. But, at the same time you can use Micaiah to weaken an enemy for edward/nolan/leonardo to get a KO. Again, does not seem another chapter to expect a level-up out of and part of another one. Its a similar thing on 1-prologue as well. Either Edward or Micaiah can get all the KOs, none of them, or an even split. --1-2 is once again another set-up for that situation where Micaiah can either get KOs or set-up for them. Except this time you have two tank units with Nolan and Sothe. Sothe cannot KO soldiers with his bronze dagger. Actually, by the time Sothe turns up you can easily have him go south and weaken the soldiers on enemy phase and have the others get the KOs on player phase. Again, I could expect another level-up out of Micaiah. Probably two by this time with the idea of maybe 1.33 lvs per chapter. --1-3 Oh, look, you have Thani now and 4 enemies which are difficult to KO that you can hit with. With 4 levels (I bet you could have gotten her to lv 5 by now) you can on average guarantee a OHKO on the armors while possibly having Sothe (not very hard on this map to stay near by) for the +1 Atk to turn it into a KO. At the same time enemy phase could have gotten them some chip damage from say Sothe or Nolan and now they are certainly in OHKO range. Same thing with the boss. While all the while there is chip damage and sacrifice usage to generally be had every turn. --1-4 Now, the laguz chapter. This can either be a good place to get experience or simply let everything die while its in the non-laguz form. Who is probably the only character which can do a decent damage chip to laguz form while not having retaliation? Micaiah and Ilyana. Though Ilyana suffers occasionally missed attacks, will lose soon for Ikes group (not useful to the dawn brigade in part 3), and is overleveled (lv 12). Nolan, Aran, and Leonardo can all try to 2 range, but have potential accuracy issues and not doing enough damage. Lv7 Leonardo here with a steel bow does pretty much a 4-5HKO on tigers with a 4HKO. A level 5 Micaiah with Thani is a 3HKO with it being a very close to a 2HKO if the laguz generally take something like a 5hp hit on enemy phase or player phase. From this point on pretty much in part 1 you can continue to keep using Micaiah to have a decent chip damage or be able to easily nab a weakened enemy KO. Along with any turn she is not able to attack something usually there is some player who leveled up with +1 hp that was not healed that you can Sacrifice for the +10 exp. She is a forced unit that is also not a deadbeat unit to simply giving some combat or healing task to do each turn. Merely giving her something to do allows her to gain levels and in return 80% of the time getting a magic increase which after several chapters keeps her chip damage decent for the rest of Part 1. Afterwards you get forced promotion and you can continue to use her for the very same thing "chip damage" on the part 3 deployments. The last final hurrah she gets I feel is on the dawn brigade defend chapter where she does one last chip and healing tasks. Again, do not bother to train her for say endgame stuff, but at the same time do not let her do nothing. Its free healing and free damage for a forced unit. If she ever gets a few KOs she can be a little bit more helpful with the healing and damage a little bit faster through out the campaign. She does not take some 15 levels to be relevant at all. She continues to be useful with no more effort than simply putting the cursor over her each turn and saying, "Give me free damage and give me free healing".
  21. My guess on the difficulty will simply be the attempts that FE11/12/7/13 have with varying levels of difficulty. L+ despite how much I despise the concept is actually the only way to real have a challenge in FE I feel. Let us face the reality that difficult/skill in a FE game does not really exist. The only skill you can have is in your ability to recognize resources available to you and use them in an effective way possible. However, all you have to do is copy someone else generally and you are fine. L+ being random forces you to adapt to new situations. One round of L+ chapter will generally be different than another. In which case, there is less preparation you do and more adjusting on a turn by turn basis. I dislike having luck like that, but few people I think can get around on the spot adaptation.
  22. Franz > Sain simply because of the game that Franz is in compared to Sain.
  23. Fair enough. From the casual stand point I always saw a situation to give micaiah something to do in the game in Part 1 and get enough experience to state relevant. The magic aspect is pretty useful early on for a high damaging move with no retaliation. She can usually get sacrifice 10 exp on turns she is not hitting something or maybe getting a kill. The magic is effective against laguz since they she is one of the few which can hit hard and no retaliation. With +1/+2 magic she can OHKO the armors which get in your way on the first chapter. 1-5 you have a very useful ledge to attack from which grants you +50 evasion basically and its a defend map. Easily you can sneak in some free experience this way. While she gets OHKO'd from a hand axe bandit at base she sees a 30 hit rate less (or more) with biorhythm effects depending upon how that turns out. 1-6-1 she needs lv10 average to completely knockout the armors on this chapter. I am not sure how feasible that is to be honest. At the very least 1-6-1 and 1-6-2 give her opprotunities to gain experience and provide some utility against armors/cavaliers. Or simply two range in general to weaken things. 1-7 is not a whole lot to do along with 1-8 however. By which time you hit endgame and can do a few more things on this chapter. She is forced anyway and you do not have to do out of your way to get some usefulness out of her. I simply treat her as that chip damage and staff healer going into Part 3 and Part 4. Maybe get a KO her or there.There is still plenty of experience in this game. Leonardo on the other hand I would not even bother trying to field if I can help it. Micaiah > Leonardo.
  24. Well, I am replying to something a bit old. I read the first page and I was quite confused by that reply of yours. OP was playing hard mode for the first times by the sound of it. Claiming LTC here does not really mitigate the idea for a casual run that Micaiah does indeed have some utility with the high magic stat to weaken enemies or the ability to greatly wound or KO cavaliers and knights in sporadic situations. I guess it is the difference between saying "don't bother with her" versus "simply do not invest high into her". Unless you want to go all favoritism and somehow make her usable.
  25. True, I have no idea what to plan for this type of thing. Simply looking at the first few chapters I think some amount of time might be saved by abusing enemy phase more. Managing menus in fire emblem always takes time along with movement. If you have to worry about RNG on the cursor the more player phase actions you make the more time consuming the game becomes. I feel like chapter one might have been faster by instead of manually attacking and rescue chaining Lyn you might have simply moved Lyn and Kent/Sain onto a forest tile with iron sword and move across the map in this method having the enemy attack you on enemy phase. The bandits only have ~25 hit with an iron sword and forest tile. Both Sain and Lyn 2RKO the enemies there. Plus, as you have shown in FE6/7 that the GBA games are usually very lenient on stats. I can pretty much try to strategize for situations to be completed using very reliable methods or have back-ups in case something goes wrong. Simply not trying to rely upon a unit to have certain stats by a particular time unless they can be accommodated. I guess it would not be the fastest. Or the simplest solution is not compare myself to what is already been done, but attempt to do something different. I am not sure. However, I do believe I am sold on doing a LynHard+Hector/Eliwood Normal run where stats mean less. Sort of toying with the idea of wanting to do full recruitment.
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