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Kruggov

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Posts posted by Kruggov

  1. Well I got into FE after I randomly ran into AbdallahSmash's LP of Awakening when browsing Youtube. At that time I was burned out from action games, so I decided to look into something slower paced. And when I finished with that LP, I decided to play other FE games. Suffice to say, I was sucked in and spent a LOT of time on it :)

    Although while it was an LP of Awakening that got me into this, I wasn't actually able to play Awakening (and Fates/SoV for that matter) until maybe 2 months ago, when I replaced my ond 32-bit system with 64-bit one, and got a hold of Citra.

  2. 1 minute ago, Azuris said:

    That's exactly what I thought as well. Do they really expect me to get a lot of mythic heroes to +10, that are most likely as annoying to merge as legendary ones, just for a few more grails?

    From what Maaka wrote earlier, that's only 1 lift per merge. Thank god the effect from merges is minor...

    At least I hope Maaka is correct :)

  3. 20 hours ago, Spectraman said:

    what is the difference between ephraim version and version 3.2, is the ephraim one the newest or are there differences between it and 3.2?

    I'm guessing the difference is in the order of recruitment of certain characters. Specifically 3.2 considers that Eirika route is default in terms of who replaces who (for earliest example, Lute is replaced with Knoll), while Ephraim patch assumes that Ephraim route is default (for earliest example, Lute is replaced with Saleh). Anyone who is recruited before Repalced!Lute, as well as after and including Replaced!Myrrh are not affected.

  4. On 16.11.2018 at 3:47 PM, Myke said:

    B- this is exactly why yeti doesn't want you knowing the growths. you devalue all the work harken puts in in the intermediate time because all you care about is the endgame

    Well, there WERE cases where knowing the character has good growths when it's not obvious is literally the only thing keeping them from reject pile - FE11 Wolf/Sedgar for example. Would you have even tried to use them, considering they are lvl3/1 prepromoted horsemen with about the same bases as Roshea (a Lvl 3 cav) and only very slightly better than Castor (who is a lvl 3 Hunter), without knowing how crazy their growth rates are? I wouldn't.

  5. On 09.11.2018 at 5:58 PM, JSND Alter Dragon Boner said:

    and batshit insane promotion in FE5

    I think you meant FE4? His promotion in FE5 is IMO the weakest lord promotion in the entire series outside of Gaiden/Echoes (+1 Str/Mag/Skl/Spd/Def and THAT'S IT. Not even a Mov boost). Or possibly you meant that the game still considers him unpromoted even after he promotes?

    On 09.11.2018 at 5:58 PM, JSND Alter Dragon Boner said:

    FE12 is balanced around a timed power spike when you promote the scrubs you trained during early game, and promotion is hideously powerful in this game. Its true. that Marth is able to "promote without getting promoted" if you overlevel him beyond 20, but it falls flat

    Binding Shield gets him +2 to all stats over caps, so it's kinda a very late promotion? His stat caps hurt him tho.

    Ok for the list of how they turned up to be gameplay-wise is... (never played 3DS games)

    17) FE9 Ike: How many times can you lose a coin toss? If 32 out of 38 is your answer, then you can get what happened to Ike's Str. And with me stubbornly refusing to use Energy Drops on a fkin main character with 50% Str growth he ended up being pretty much unusable in the endgame.

    16) FE11 Marth: It seems you still need to grow a few years before you get good at combat. Ended up being underwhelming in most stats, only having above average Skl.

    15) FE2 Celica: Struggled through most of the game, being squishy as hell HP wise. After promotion she got more HP, but still remained quite risky to use.

    14) Lyn: Got Def a grand total of TWICE in the entire game. Other stats were mostly good, but sorry Lyn, glass cannons are not my forte. At lest she got safer after promoting thanks to bows.

    13) Eirika: Not as def screwed as Lyn, but still bad. Bonus points for the horse and much better endgame personal.

    12) FE3 Marth Book 1/Eliwood: Holy crap the two ended up identical early game, and only sligly differed later on. Both had huge Def lead early on, but had bad Str, and mostly evened out later. Both also underperformed in the end due to below average personal weapons (Falchion just sucked in general, while Durandal's issues are widely known)

    11) Micaiah: I don't like glass cannons, and she's the glassiest there is. Helped by the fact that she's a ranged attacker, and mostly shifts into support role in part 3.

    10) Hector: Did anyone expect HECTOR of all people to get Def screwed? At least he got good Str and decent Spd to make him a good attacker, plus he got over his bad def in the lategame.

    9) FE12 Marth: Average. Starts good, but that's all he remanied for the entore game - he didn't rise above "good".

    8) Sigurd: His bases carried him for half his game, but his growths failed him - he really slowed down in Ch.4 and only picked up the pace after getting Tyrfing. Then he got the sun dropped on him.

    7) Leif: Manster Escape is the time when he's God. After that he was just a really good Charisma-bot with Kingsword and his huge support pool.

    6) FE2 Alm: Really good Ch.1, slowed down in Ch.3 until Royal Sword arrived, then got better. Then became "throw Alm at it and it dies, no questions asked', but a little too late.

    5) Ephraim: Was great for most of the game, but 24 Spd/23 Def caps were problematic, not to mention he has next to no Res, and cound't fight Lyon due to Lyon oneshotting him if he hit.

    4) Seliph: Really strong once he go over his shaky start. Starting with Ch.8 he steamrolled most things that got in front of him.

    3) FE10 Ike: Surprisingly massive improvement over how he ended up in FE9. Must be the huge bases.

    2) FE1 Marth: Wow Marth ended up being the wargod of FE1. Got really good in anything except Res (because only Gotoh is allowed to have Res in FE1).

    1) Roy: Surprised? He stomped the game starting with about Ch.5, slowed down in Ch. 16 due to hitting the level cap. Then grapped the Binding Blade and started stomping again for the rest of the game. Must've stolen those levels from Ike :) the ONLY things he didn't cap in the end are Def and Res, and those ended up being very close to capping anyway

     

  6. 6 hours ago, Tactician_Iris said:

    And this kind of Grail does not require a day to dig up either or any visits to Oracles even. Heh, Let's see if anyone catches that reference.

    Wrong Heroes, man. The people here usually use either might OR magic :)

    Nice to see that we're actually getting a chance to finally +10 those guys. Now if only Askr tro could also be merged...

    For me the first will be Masked Marth, cause +7 already (missed the first 5* copy, damn you Dark Clouds over Awakening), then probably Camus, as he is one of my core PvE guys. Then I'll do the rest.

    Now, feathers are an issue...

  7. 20 hours ago, MrRaven said:

    Is there any real news about Fire Emblem : Immortal Sword ?

    There is no activity on their forum since last year

    I don't want to believe it's aborted ...

    Man, check the video schedule on prev page. It's clearly noted that Immortal Sword will be showcased on Day 9.

  8. 19 minutes ago, Samuria86 said:

    I've managed to play the first three chapters of the hack and it's been fantastic so far, however today I've run into an issue where after patching it would play the opening cut scene and after that it would just give and invalid read/write popup. I tried the other patch file, but that one doesn't do anything.  I also tried updating dolphin, but now it only gives a black screen.  I even tried removing my save file, and that hasn't worked either.

    I believe Mr. Mister wrote something on ch. 1-2 crash earlier in the thread.

    Quote

    Results from my Dolphin testing:

    In order to find which Dolphin version introduced the real-Wii crash, I the typical range-halving method, and found that the first version to do so was 6568, whose changelog was simply "Set bMMU to true by default on x64". I then manually disabled MMU in that same version (right click the ReDux file and select Properties; I haven't found this setting on the global options menues), and sure enough, it didn't crash. Then I tried it with the latest release, 8783, and the same happened: the crash occurs if and only if MMU is enabled, which since 6568 is done by default (Dolphin's per-game settings have three values: checked/enabled, empty/disabled, square/default. The value of default for MMU is enabled, so emptying the square solves it and remembers it even after updating the game).

    Not sure if this setting can be changed through backup loaders in a real Wii.

    Now I don't know if this can apply to your case, but it's worth a try, right?

  9. 11 hours ago, Maggonis said:

    I just need to patch Part 2 Patch and it'll include the Part 1 Update as well right? Also I'm not sure what "fresh" ISO means, I just copied the one I just started playing (normal radiant dawn) and patched it. I haven't played Radiant Dawn with the ISO I used for the first patch so maybe that's the reason why it won't work.

    "Fresh" ISO is the completely unpatched ISO. Always have a backup of it, cause who knows what can go wrong during patching.

    If you're trying to patch the same ISO you used for part 1, it will fail. Make a copy of unpatched ISO and patch the copy.

  10. 7 hours ago, LordlingCale said:

    I doubt this will be seen, but I'm having some trouble playing EN. The patch seems to only work on a type of rom that has been deleted off the internet, at least as far as I can see. Is there any workaround to this?

    It's not COMPLETELY deleted. I was able to find it and download it just now, and so can you. I won't tell you where I found it, but it very much can be found.

    45 minutes ago, deranger2 said:

    As long as you're using a clean US FE7 Rom, it should work. Mine was numbered 1235.

    The problem is actually finding that rom, seeing as how NoA takes it down everywhere.

  11. Something randomly occured to me while playing FE8:

    Is it just me, or Paralogue 10 Part 3 (The Silver Knight) resembles FE8 Chapter 3 (Bandits of Borgo)? Specifically, it shows the left portion, except moved to the left beyond the map and showing what I think is the outside of the fort. Tana starts where the locked door was supposed to be in FE8, Innes starts roughly where the leftmost chest was supposed to be, and Amelia starts in the locked room with the pillar.

    Your thoughts?

  12. Don't know if this counts as necro, but I'll post it anyway. There's a bug in Lyn Normal Chapter 4 - the two scenes involving the boss in the middle of the chapter instead show Yoder's portrait from FE6. The first cutscene also highlights a wrong spot (the tile directly adjacent to the fortress wall and the edge of the map to the left of the fortress), though it's supposed to highlight the boss.

    Also, in the mode select screen, Lyn's sprite is the "Lynarcher" sprite from further up the thread (complete with lack of ponytail, blonde hair and brown-ish clothing), while in the game proper it's the Blade Lord sprite.

    I can already see that bow Lyn is MUCH safer than sword Lyn, I don't have to constantly worry about RNG screwing me over with bullshit accuracy hits actually hitting her.

    Also, Glass with Light Brand was pretty funny (if a bit scary for this early in the game, considerng that's around 13 attack while hitting Res)

  13. I FINALLY cleared Infernal Tiki with 30 minutes left :)

    Swapping out Camus for Cecilia ended up being the dealbreaker - it took me a few tries to remember how TA+Raven (or in this case Trilemma+Raven) works, seeing as how I never used the combo before.

    Also Gunnthra gets respect points for ORKOing Tiki on turn one and saving me a lot of headache later on.

  14. 1 minute ago, Kaden said:

    You just gave him a variant of Jaffar's unrefined Deathly Dagger where its unique refinement is Poison Strike 3 instead of mages cannot counterattack. I say unrefined because when refined, Deathly Dagger only requires the Jaffar attacks to inflict 10 damage to his foe and foes within 2 spaces. Also, you left out every dagger being able to debuff Def/Res-7 if they don't debuff additional stats or buff them like Peshkatz, Rogue Dagger+, and Smoke Dagger+.

    The damage to himself is extreme when you consider Fury 3 inflicts 6 recoil damage, Celica's Ragnarok's Atk/Spd+5 only inflict 5 recoil damage, and Valter's Cursed Lance's partial Fury, Atk/Spd+2, inflicting 4 recoil damage. Saizo would be taking as much damage as Eldigan with double Fury 3 through unique refined Mystletainn and Celica with Fury 3 and refined Ragnarok; 12 and 11 recoil damage, respectively. The after combat damage range would also be kind of crappy since he's a ranged unit, so he's likely not going to be that close to enemies without Close Counter and at that point, he's going to be bleeding out hard without any stat boosts unlike to cover his defenses or even offenses.

    The other thing is that Flame Shuriken is a magic damage weapon in Fates, so there's that. Giving him Saizo's Star would make more sense if you aren't going to give him "calculates damage using the lower of foe's Def or Res" like Felicia's Plate, Light Brand and Shining Bow's effect, or a dragonstone's adaptive damage against ranged units. Giving him Saizo's Star would also give him a variant of Peshkatz since it buffs strength in Fates: http://fireemblem.wikia.com/wiki/Saizo's_Star.

    Yeah I probably made it bad. To be honest, I didn't think much before writing. Mb that's why I forgot the debuffs. Let's try again:

    Saizo's Star - 14 MT - After combat, inflicts Atk/Def/Res-7 of target and all enemies within 2 spaces of target. Grants unit and all allies within 2 spaces of unit Atk+7.

    Bigger (de)buffs, compared to Peshkats, but no spd debuff, and only buffs are to Atk. Also, Atk +7 might be a bit high, since the the highest buffs yet are +6,

  15. Actually let me try that...

    Saizo: Flame Shuriken - 14 MT - After unit initiates combat, unit and all enemies within 2 spaces of unit take 10 damage.

    Refine: Poison Strike 3.

    Basically simulates Saizo's personal from Fates. Allows him to act as a huge out-of-combat damage dealer, similarly to Pain. Notably the weapon's effect is centered on Saizo himself, and not the enemy.

    Possibly still not as good as Pain Razzle-Dazzle :dry:

  16. 5 hours ago, CamusSuperFan said:

    I've noticed a problem with the first two doors in chapter 23. I'm unable to open them even with door keys or lockpicks. Anyone know how to fix this?

    You have to open them with switches on the map. Look for tiles of slightly different color inside the fortress, then put a unit on them.

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