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Katrisa

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Everything posted by Katrisa

  1. Good question Tucking... You've got some really weird rolls there. Frederick's natural speed is so bad you might as well accept getting doubled all the time. I would probably go with the +HP/-SPD The Fae options you have are tricky. +Def is nice because she's naturally fairly tanky and this amps her ability to tank more. But the @5 star the difference in 25 and 28 speed sucks. Its just a bad number to be at. At 25 most non tanks will double you. At 28 everyone fast will double you, a few mages, mounted horseback and fliers will not, but you won't double almost anyone but -speed tanks. With this said I think balanced would probably win out in more situations than the +Def for matchups, but it would be very close. For Ogma you definitely want to go +Att/-HP with his brave weapon. That's actually probably a perfect roll (or +Att/-Res depending on your viewpoint) Marth's options for you all make me flustered. You really want your bane on him to be -HP or -Res ideally. He's going to be eating hits to the face so -Def is ugg. Ultimately I would probably go with the +Attack/-Def and hope for the best. Maria I would go with +HP/-Def You'll mostly be dealing with ranged attacks and with her natural high speed very few people will double you with neutral speed. This will make her more vulnerable to archers but you shouldn't let them get near in general.
  2. Congrats! I saw your level 37 character there and didn't know who she was... Sheena.. haven't seen her in a single arena match. I'm not sure she was in the main game either, making me wonder if I've ever seen her in game. Such a strange pull to have 5 star! She would pair well in an Hector/Eiffie all tank comp with Pivot/Swap though!
  3. Yeah I'm worried about Fury and its impact on stats and the arena. I hope tanks can't use the skill. Having Fury pull up the scores of a number of middling characters would be great... but inflating already large scores will only make the arena less varied.
  4. I concur stamina costs in the game are still too high. The games central loveliness compensates for the problem. But in the long term stamina is becoming more and more annoying to me. I think part of the problem isn't so much that Stamina costs are high, but that there isn't much to do other than grind level characters right now after you cleared your three arena kills for the day (which also becomes moot once you've placed your topscore for the week). They NEED something like a daily feather dungeon and weekly feather/orb raid which like the PvP have their own tickets for the day. Functionally this would help combat stamina costs, game pacing, and give everyone more to do and progress. I think the game is going to suffer very badly in the longrun if they don't get a content feature in like this soon.
  5. The translated Nintendo interview says you're safe to pull nothing but one color. The system they put in causes your chance to get a 5* to progressively go up and then resets once you get a 5 star unit. They seem to indicate when you pull a five orb draw none of the pulls are determined until you pull a specific orb. At least that's what they say.
  6. You can see information on the sales in this article by Jonathan Jordan (pictures below from his article): http://seekingalpha.com/article/4051555-fire-emblem-heroes-performance-tell-us-success-nintendos-mobile-strategy The data was pulled from appannie.com from my understanding. The top chart in each is downloads and the bottom chart is sales. So what's being seen is people are downloading the application at a very healthy rate in Japan and US. But sales are dropping rapidly in all geographies. Which seems to match up with peoples perceptions. People like the game notably, but are having trouble justifying paying (and possibly playing) in the long run.
  7. People tracking the charts are showing the game keeps trying to drop off sales charts hard in all territories (especially Japan). The events keep giving sales short surges, but fundamentally others are also seeing problems with their sales pricing, lack of non arena events (this game needs some kind of challenge dungeon/raid which DOES NOT consume stamina), super high stamina costs, and somewhat erratic hero pulls. I totally understand this game is a gacha... but there are a number of ways to compensate while still providing fun for the money you spend. While the game is functionally awesome, it clearly has a large number of long term problems which further detour your average player from dropping money on the game. I do hope they realize this as they watch the numbers and come up with intelligent solutions for some of our problems. I want to spend some money on this game (as I enjoy and play it) but the current model is terrible... you have to spend entirely too much money to get something you value yourself.
  8. I think your assumption is reasonable. But I also suspect some units like Dragonladies will have extended choices. I suspect they'll be put in with their matching sword/lance/axe color for melee attackers.
  9. Probably because its a weird question and when people get bored its enjoyable to answer dumb questions... Humans brains are weird, we're all crazy.
  10. What a complex question with so many answers most of which are shades of grey and relativity. As most folks pointed out you're not going to get fat overnight and so long as this isn't something you do frequently you have nothing to worry about. But relatively speaking if you gorge one day, your body is technically making some fat cells. And if you gorge all day, ALOT, then you're going to make more fat than if you had eaten less. None the less there are limits to how much fat your body can make from the food you digest. And as folks pointed out as that limit is hit the rest of that fat, protein, sugar and carbs just ends up in the toilet untouched. So simple answer, you made some extra fat today, but not much. You'll live <3
  11. I spent something like 1-2 hours rerolling, took the second fivestar unit I got and ran with it. I've been relatively blessed with some good rolls since then (I really can't complain). So I think rerolling for part of a day to get a decent foothold into the game is smart. But don't loose days to rerolls. If you do that you'll likely quickly loose enjoyment and ultimately not play the game very long. In terms of actually effectiveness, if you take a few hours (or a day or two) to get a top tier hero with good-fair boon/bane its probably worth it in the long run for arena play, but it won't affect your overall game experience. Keep in mind though, this game will almost certainly evolve and change (especially after inherit skills is added) so the top tier characters can always change around some. I think Eclipse's comment about thinking about what you want from the game is spot on. Ultimately do what you think will be most fun.
  12. Yup that's what I figured out today after doing some heavy math (which I put in a new post). Its rather funny that because of stat matching the counter which would cause serious problems to his team and others like it, isn't in his matching list. I concur heavily that from what I'm gathering at this point that the very top arena tier sounds like some horrible joke of melee punching bots. It makes me wonder if the developers didn't think about the impact or if the financial people didn't care. Its rather sad because they could have still had the arena whale biased simply by having higher scores = more merged units and have stats ignored. Actually that probably would drive the whales to buy more since if the top arena is dynamic, then they need more purchases to have a dynamic +10 group and not just a +10 tank facepunch group.
  13. I kind of want a +Def - Res Lyn. I feel like it would lend itself to clearing any magic users and then having her def tank to 50 and facesmash everything into oblivion... though +Att or + Spd may ultimately be better. I really love my Lyn aswell. Even my +HP - Res hits like a truck. But that + Attack is juicy
  14. I've been keeping track of the max level stats for units I'm interested in in a spreadsheet and I've started to make some interesting observations. So read on if you're interested in theory craft and are interested in how stats impact arena play and offensive and defensive compositions. So I'm going to lay down some base observations which are mostly true +/- a few state points. After I'll start talking about how these impact the arena and the compositions you will see on the higher end of competitive play and as the game ages (unless they redesign the stat system). --- Stats Theory --- Looking at my chart characters seem to fall in three base stat brackets: Type Base Stats: Neutral/Mages 160 Tanks/Flying/MeleeMount 170 Tanks 180 The base score is then modified by weapon attributes: Type Modifier Dire/Brave -10 TriangleWeapon - 4 ArmorSlayer - 4 SituationalWeapon - 3 Base score is also modified by passive stat bonuses: Type: Modifier Fury3 +12 Def+/Spd+/etc +3 And finally units seam to get a +/- 6 stat bonus based off flavor. *Note: Originally I thought all fliers and mounted units had a stat deficit. But instead many of the ones I looked at had one of the weapon deductions and many fliers/mounted units have flavor deductions. Some clearly do not though like Minerva who sits at a whopping 174 and Ephraim who sits at 173. So flying and mount characters to seem to have around 170 base stats. *Note 2: I also checked if counter weapons (not a counter skill) affected the overall stats (as a counter weapon is an Mt loss of potentially 5 damage) but it appears characters with counter weapons receive base stat bonuses to compensate for their weapon. For instance Nowi sports a disgusting 177 as a non tank. *Note 3: Current singing units both have lower than normal stats, this could be based off flavor or sing/dance could be viewed as having a small deduction itself. --- General Thoughts --- Ok so what does this all mean. One you can roughly estimate a characters base stats by knowing their weapon type and unit type. Second knowing this you can make some observations about what is going to happen in the Arena as the score goes up (both for defensive and offensive teams). Neural units, mages, and dire/brave units will thin out until they disappear entirely in the upper ranks (think offensives with 4700-4800+ points). Their base stats with modifiers causes them to be noncompetitive. Functionally this means at the top end of the arena you will struggle to proceed with a ranged unit on your team or a dire/brave. Likewise though it means you will encounter very few dire/brave units because your base score will be too high to be matched to them (pretty weird huh?). There is some added complexity to this in that until a healthy set of whales have four +10 melee and tank units they'll still observe some +10 Takumi and other ranged nasties. But as the game ages and more units bloat, Takumi, other neutrals, mages and brave users will disappear from the top ranks. In theory over a longer time one might see the top 100 ranked only consist of +10 tanks Now with this said as you get closer and closer to the top some strange things will occur. For one if you want to be top dog you would actually want your defensive team to sport less than top stats... as you don't want to "feed" your competition. Or you would want to have a tank slayer composition and hope that the matching algorithm allows a big enough difference for your defense to match your competition. --- High End Arena Complexity Drop --- This all results in something else funny. Over time offensive battles with 4700-4800+ points won't have ranged units or dance/sing. Meaning that the matches are literally a mindless slug-fest with relatively low complexity. Everyone is melee, ranged counter is meaningless, match your color to the opposing color of the AI and you win. This may change some in the future when tanks can pivot around others but combat is still going to be relatively simple and stale in the top ranks. --- Free to Play Impact --- One good question is how does this affect people who aren't whales? In theory if you're free to play or only pay small amounts your characters are probably only going to be +0 to say +3 within relevant time frames. So if you want top arena scores it means in general your offensive team will want to avoid Mages, Neutral units and Dire/Brave units (blast you Cordelia!). But defense teams could have a +10 Takumi or +10 Nino with high enough stats to still match against your tank/high melee composition, and consequently you'll still have to account for dealing with them in order to clear 7 runs with no deaths. So your as free to play your ideal ranking will be to clear with all tanks/melee against mixed parties with high +bonus ranged units... sounds super fair and fun right? --- Weapon/Skill Inheritance --- Another interesting thing we'll see later this month is how weapon and skill inheritance impacts all of this. For one I do NOT know if Mt damage, skill modifiers, and dire/brave speed penalties impact your base stats. But from comparisons with other team compositions on this forum and others comments I'm inclined to conclude that all three do impact how your arena "base stats" are measured. If these are included in your base score this has some very interesting impact on Weapon/Skill Inheritance in the arena. For one it will mean if we can change weapons it will be ideal to sport 16Mt weapons on everyone. It also means that some units like counter dragons will suddenly sport very high scores if their weapon were swapped with a 16Mt. It will also mean Fury 3 will be must have on as many units as possible (causing your score to bloat). And that Def+/Res+/Atk+/etc will all give you a small bump in score. Personally I'm hoping they recognize this problem and either do not allow Fury 3 to transfer, discount it from arena score totals, or limit the ability to non tank units. --- Fin --- Anyway just food for thought! Also note there are absolutely some estimation errors in the above numbers and theories. And all of this could change at any time if they choose to redesign the system or if skill inheritance knocks things for a loop. Feel free to chime in with any thoughts, pointers or data o/
  15. Yeah my Lissa who I promoted from 2* has around 1500 from promotion leveling. Ironically my Cordelia who started at 5 star and has been used a bunch still has not finished out her very last rank of passthrough. I totally agree Skala. I love my baby sitters as well.. they make early-mid leveling so much easier.
  16. I loled while reading this. And that is a very nice roll for an aggressive Lyn, I'm envious!
  17. I love how you try to ask a basic tactical question about someones composition and you get called a retarded armature. Ignore for the win... not that I think he's going to survive long here.
  18. You totally missed what I was asking. I completely understand how to take advantage of the AI, splitting, baiting, point stacking etc. I've been in the top 3000 the last two weeks without dropping a dime on the game. I simply mis-assumed your characters were not 9+ stacked. Glancing at your team if they were not heavily stacked you might have problems with Takumi due to your current composition (no ranged, no counter attack, no brave double hit, etc). Functionally if you have no one who can bait counter Takumi or instantly kill him while safely away from the other units, Takumi teams can effectively wedge you on some maps potentially resulting in a death. Its a functional problem with team comps with no counter or ranged. As your scores have shown though, you can effectively brute force a crappy matchup through raw stastics and good planning vs the AI. I simply was asking if you were brute forcing Takumi by using Effie to bait Takumi close and then counter kill. Or dealing with Takumi with Minerva's by either sacred cowl activating on his counter attack, or if she could take a single hit from him. I functionally am curious if Minerva can take one hit from Takumi essentially. Its an exceptionally good question because if she can take one hit then she is able to bait kill a single Takumi to avoid general wedging problems when the rest of your team is relatively immobile.
  19. Personally I find it relatively rare to charge up Astra or Galeforce on Lyn during my Arena no death runs. Or once they are charged she is done fighting. So instead I use Night Sky which frequently gets a hit in and often can tip the scale on an unfavorable Red duel or help finish off Hector. Now if things go super freaking sour Galeforce can result in a <50% HP Lyn sweeping the team. Likewise this can occur on Lunatic maps. Also this can occur if you have a dancer with Lyn. Though typically you'll use Galeforce to pull away from the fighting area. Now oddly I frequently proc Galeforce on Cordelia, but she has Triangle Adept allowing her to face tank red hits and with Brave Lance she can double quite a few different units (she has higher coverage than Lyn with the current Meta). So roughly every other arena match I will proc and use Galeforce on Cordelia. So like Korath said both have benefits, but on Lyn Galeforce like many other long charge procs, can become irrelevant in the arena.
  20. Yikes that 4843 score you have is monstrous. I did the math to see what is going on and see that Minerva carries a whopping base 174 stat score as a flyer, holy heck. Combine that with Effie and two of the highest score non tank reds and I see how you did it. Very impressive. I'm actually very curious what your clears looked like as your team suffers the same problems as my own (no magic damage and no ranged). At a glance I'm suspecting you are using Effie's smite to help shove your units around to generate favorable splits. The part I'm having trouble figuring out is how your team deals with Takumi in general. If I'm not mistake Minerva gets her special up after only one attack. Does Minerva's special pop against Takumi's counter attack? Or is she able to survive a single counter attack? If neither of those are true then I assume you are baiting Takumi to Effie and then finishing him off. Which is probably fine if they don't have another green or blue tomb user. I get the feeling your arena battles with that composition are very intense and hit and miss on 7 clears with zero deaths.
  21. My current team is my signature Eirkia, Lyn, Cordelia and Hector. Lyn is the most likely candidate for bonus swapping. They carry a very healthy stat score putting me in a healthy spot the last two weeks in the arena. My composition has a number of problems though having zero magic damage and zero ranged. So clearing 7 in a row with no deaths is very difficult but doable. I survive through very careful baiting and making heavy use out of Cordelias massive attack, triangle adept bonus (to tank reds) and Galeforce. I probably use Galeforce every other arena match right now.
  22. Effie as a third core teammate is definitely an option. The primary issue with using her would be dealing with incoming magic damage, Takumis and killing apposing tanks. I feel like if you use Effie you're committing to some weird coverage options (not bad but weird). In that in order to kill magic users you're basically going to throw Takumi at them or bait them into Takumi. This will be fine for one magic user but if you have any combination of two magic users or one magic user and a Takumi you're going to be in a rather tight spot. Currently I live in this exact tight spot with my current composition in that I deal with incoming magic damage with Cordelia and Hector. Hector acts as magic counter tank and Cordelia acts as bait and cleanup for ranged units. The problem with his composition with Takumi, Lucina and Effie + Bonus is he'll lack a cleanup unit. The obvious answer is you would pray for good bonus options and always go for a ranged or high threat flyer/horse option. None the less I think he'd struggle a bit composition-wise with Effie. I do think a Pivot Effie on defense would be FANTASTIC if that becomes a reality this month.
  23. Personally I can deal with this the same way I do now which is to counter kill Takumi by baiting him into Hector. And killing Hector by baiting him into Lyn or Eirika. I rarely directly attack either, so for me seeing Vantage on them means its actually a wasted skill (which is to my advantage). With this said none of this considers having to throw a bonus character into my party and deal with these same issues. If my bonus character options for a given week aren't so good, then you're right some of these combinations could be very painful. Currently I eek by on my counter kill of Hector because I sport two reds in my party. This also means when a bonus comes around that is not Eirika, I've got to sub out her or Lyn. So not fun. I would bet money though that what people will be complaining about by the end of this month is Pivot and Swap Hector. Most of us currently deal with Hector by dealing with him last without other units around. But with Pivot Hector, he's going to be right smack at the front of the pack. Personally I have no idea how I can deal with a Hector right smack at the front of the battle. I think many people are going to be panic computations for trying to one round him with Nino. Problem being you'll almost certainly have to pull Nino back a square after doing so. So I think tanks with Pivot are going to be the bigger issue.
  24. I keep getting grumpy with -Def and -Atk Banes. Here's my lineup of my top characters: Boons & Banes Eirika + Atk - HP Lyn + HP - Res Cordelia + Atk - Def Hector + HP - Atk Nino + HP - Res Corrin + Res - Def Tiki + Spd - Atk Setsuna + None - None Roy + Res - Def Lissa + None - None I'm fairly happy with my core teams stats. I'm very happy with Cordelia's roll though -HP or -Res would have been better. Eirika's roll is also very good though I think -Res would have been best. I haven't been disappointed with Lyn's roll yet, she has never needed the extra attack and HP+ seems to let her eek out with just enough HP sometimes, I do suspect +Def -Res would be best on Lyn though allowing her to trudge through some nasty encounters with her passive. Hectors boons/banes seem neutral, any time I run just short of some stat in an encounter its always a different stat. For my alternate members I'm a bit POed so far. Ninos roll could be worse and it could be better, its a very middling roll. Corrin's roll kind of sucks, I think -Def is one of the last things I want on her. Tikis roll is also very annoying, + speed only lets her eek out of getting double attacked in a few situations (usually against greens that she is crushing) while -Atk hurts her kill potential. And Roys - Def makes me cry... this guy is made to be in the thick of melee combat things and has the worst stat for the job All in all I can't argue too much, +attack Cordelia is extremely powerful and currently carrying my team through some tough fights. But I'm having trouble growing my team as a number of key players Corrin and Roy, have the worst Banes I could have gotten, IMO.
  25. I concur with Eclipse for offense. Question is are you going to feel pain taking down reds like this, I think the answer is not too much. Nino gets a whopping +10 attack from Eirika's buffs, and pair that with Takumi and you should be able to handle all reds and everything else. The group would be high risk high reward. I think your primary dangers with Eclipses proposition would be Ryoma, Adult Tiki, Tharja and Roy (or other red sword Triangle adepts). Fortunately all of them are a bit rarer and could functionally be dealt with if you dont' take too much extra damage . Alternatively you could go with Cordelia and Nino in which case you're creating a set of highly independent units with wider counter coverage. Cordelia has Triangle Adept causing her to destroy reds. Likewise with Flying she greatly aids in baiting enemies to split them allowing you to minimize damage to your party. You do need to be very wary of her boons/banes as she's highly dependent on Attack due to having a brave lance. Attack+ makes her an exceptional unit, while Attack- basically makes her unusable in the arena. Nino would still be good but would no longer have a buff to consume but still would be very dangerous hugging Lucina for her +4 attack, and obliterating any blues which try to bait and kill Lucina. Likewise when we get our adjustable skill system you could easily add a +speed or + attack buff to someone and let Nino and your team consume it for large bonuses. For Lunatic and leveling I would strongly consider leveling Lissa. She provides huge heals and is rather tanky herself (though she suffers from low speed). She's my go to healer for clearing general game content her attack + buff is also very juicy for staging critical attacks.
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