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Kebe

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  1. I don't believe I do that much stealing in this run. There's this Energy Ring, and I steal the Chapter 13 Speedwings, but I believe that's it (in previous runs I also got the Chapter 14 Body Ring, but I can't get it in time anymore). Still very important items to obtain nonetheless. Colm is fast enough to steal them as well, thankfully.
  2. Chapter 7 is completed in 3 turns. Chapter 7 Notes
  3. Chapter 6 is completed in 2 turns. Chapter 6 Notes
  4. It's not much of a concern at all. They appear when they need to for the most part. Some characters even come with their promotion items in hand, which is very convenient.
  5. Yea, outside of waterwalking utility, he's wholly outclassed by his father, so he's just gonna serve his one purpose and then hit the bench. Chapter 4 is completed in 2 turns. Chapter 4 Notes:
  6. Yea, Garcia's bases are solid, which makes him a good combat unit both in normal gameplay and in this playthrough. Seth probably 2HKOs most of the non-DracoZombie enemies, but unless they are weighed down by Shadowshot or something, I don't think he typically doubles at base. Still really good considering how early he joins, though. Ross is indeed the only trainee I will use. Getting kills with him this early on in the game is already quite difficult, so you could probably imagine how much worse it would be to try and give Amelia or Ewan kills versus mid-game enemies. Ross also is only getting this treatment because he's the only Pirate we get in the game, and I need one of those. Meanwhile, Amelia and Ewan bring nothing unique or special to the table. No worries! They're good questions, and I love answering these types of questions as well. The purpose of all of this (the commentary, the posts, etc.) is to assist in viewer understanding, and answering questions is a part of that, so always feel free to ask any questions you may have.
  7. The Prologue + Chapters 1, 2, and 3 are completed in 1, 3, 4, and 4 turns, respectively. Prologue Notes: Chapter 1 Notes: Chapter 2 Notes: Chapter 3 Notes:
  8. The introduction video to my FE8 HM 0% Growths LTC playthrough. This thread will contain various information that I'm not able to explain sufficiently in commentary. The Purpose of this Playthrough The goals of this playthrough, in order of priority, are: 1. Beat Fire Emblem 8 (Defeat Fomortiis) on Hard Mode with 0% growths while following these conditions: Recruit and keep alive every playable character Participate in Ephraim's version of Chapters 9 - 14 (15 and 16 are also influenced, although not entirely different chapters) No utilizing skirmishes, the Tower of Valni, the Lagdou Ruins, or the Pierce / Silencer skills on bosses 2. Do the above in the lowest overall turncount possible (or at least the lowest I can achieve). 3. Beat the game with the lowest in-game time I can achieve (I'm definitely not optimal in this respect, since I don't use the L button very often, but otherwise I think I go fast enough). Other general tidbits RNG (the random number generator): Since Fire Emblem is quite reliant on the RNG for a multitude of things (hits, criticals, enemy stat generation, level-ups, and many other things), it can be quite beneficial to understand how it works, and how to manipulate it. The first thing to understand is that, in the GBA games, the RNG is entirely predictable. What this means is that, upon resetting the game (as simple as turning it off and on again), the random numbers are pre-determined, and as a result, if you do certain inputs, no matter how many times you reset, the game will always use the same random numbers (which I tend to call "burning" random numbers), and any RNG-based events will consistently occur. In the case of the GBA games, when the game is reset, the random numbers (which can range from 0 to 100) will always start with these initial values, and the rest of the numbers are also already determined. Utilizing a lua script allows you to see the random numbers at any given time, but my previous iterations of this playthrough were actually done without one. Regardless, it's a nice tool to have if you plan on doing a run like this. It also helps to understand how many RNs (random numbers) are burned for any given action in the game. Here are the most prominent actions in the game and how many RNs they burn: Indeed, all this information is cool stuff, but it's manipulating the RNG that helps accomplish the events that need to happen. So how do we do that? One method of manipulating the RNG is by playing part of a chapter, suspending out of the chapter, and restarting the chapter (without resetting the game). When you re-enter the chapter, the chain of RNs will remain, but you will be at the start of the chapter as opposed to wherever you left it. This method is primarily helpful for trying to rig enemy stats, but I'm not a big fan of deliberately changing enemy stats to be lower than normal, which is why I make it a point to reset before every chapter. The method I typically use for manipulating RNG is what I like to call arrow dancing. Essentially, when you select a character to move, you get an arrow which you use to point them to where they will go on that turn. However, simply wiggling around with this movement arrow can often advance the RNG, even if you're not intentionally trying to. I typically move the arrow on the edge of a unit's movement range, since that tends to give the most control in terms of how many RNs I want to burn. (An example. Vanessa moves the arrow all the way to the right, then one down, followed by one left. The game has to burn an RN to determine what the arrow's path is, and as you can see, the random numbers get changed as a result. It should be noted that if I move one left, then one down instead, I would be the one directly determining the arrow's path, not the game, which means no RNs would be burned) So, whenever you see me moving to the edge of a unit's movement range and doing some nonsensical cursor movement back and forth, chances are that I'm burning some RNs to accomplish a certain task. Reliability of strategies I feel that this is important enough to reiterate. As a general rule, the less turns one has available to pull a strategy off, the less reliable that strategy is. This forces one to question if they're willing to sacrifice reliability for the sake of turncount, and if so, to what extent. For me, I almost always choose the turncount over the reliability (this is an LTC playthrough after all), but I still attempt to have a strategy be as reliable as possible given the turncount. For the most part, I do think this playthrough is relatively reliable (not that 0% growth LTC playthroughs can be too reliable...), but there will be a fair share of timely criticals, chances of death, and other such stuff. I will be noting these in the form of annotations in the description. ----- I believe I've explained everything else sufficiently in the video, so make sure to watch that. Otherwise, I hope you guys stick around! This has been my passion project for more than a year at this point, so I can only hope that my efforts will finally come to fruition. I'm not very familiar to this whole video making process (processing, uploading, commentary, etc.), so any advice is appreciated. Thank you all for your time, and I hope you have a blessed day.
  9. I think that there's no real bidding order like there is a drafting order. Rather, people can bid multiple times as the price goes higher, and the person who ends up bidding the highest gets the unit. As for the other draft, I'll finish it eventually. Wouldn't want to let you win for free now would I :^]
  10. Chapter 12x: 5/77 The main gang goes through the middle path while Barth goes up to get some exp. Grabbed two Elixirs , the White Gem, and the Red Gem. Lalum faced some precarious enemy phases. Managed to get Roy a good amount of exp, including the Druid kill. Also activated Roy + Marcus C Support. Noah has to get two KE crits, one on EP and one on PP, to kill the boss in time. Roy reached C Swords and used an Angelic Robe. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 8.93 30 08 08 10 13 06 02 C Swords Marcus 6.88 36 10 14 12 10 09 09 C Swords A Lances B Axes Wolt 10/1.52 29 10 09 11 06 10 02 B Bows Shanna 12/3.31 28 13 14 18 09 08 12 A Lances E Swords Noah 12/7.18 39 14 13 16 11 15 06 A Swords C Lances E Axes Barth 11.96 27 11 07 06 03 15 01 C Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 2.13 15 02 02 11 09 02 04 --- Chapter 13: 7/84 What’s this? Not a 5 turn? Sadly not, since killing enemies is tough. Barth went up and dealt with the cavaliers near the village, while the rest of the gang went the standard route. Shanna got the Al Sword and dropped Roy to the throne on Turn 5, drops Noah on Turn 6, and buys a Killer Lance on Turn 7. Noah ORKOs Flaer cleanly with the Wyrmslayer, Barth got the Body Ring on Turn 7, and Roy seizes. Barth and Noah get B Lances, while Shanna gets S Lances. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 9.13 31 09 09 10 14 06 03 C Swords Marcus 7.26 36 11 15 12 11 10 09 C Swords A Lances B Axes Wolt 10/2.06 30 11 09 12 07 10 02 B Bows Shanna 12/3.91 28 13 14 18 09 08 12 S Lances E Swords Noah 12/8.11 39 15 13 17 11 15 06 A Swords B Lances E Axes Barth 13.98 29 13 08 07 03 16 01 B Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 2.78 15 02 02 11 09 02 04 --- Chapter 14: 4/88 Brought along Lilina, Saul, and Milady, and put Shanna at the bottom of the deployment list. Wolt trades stuff to Cecilia, who then gets the Boots and sends them to Merlinus. Merlinus gets the Boots, trades them to Roy, who then trades them to Shanna. Shanna rescues Roy, gets danced by Lalum, and uses the Boots, flying straight to the throne. Noah and Marcus go to the northwest to fight some Wyverns. Barth gets in range of a mage so that Milady's journey to the Warp is safe. Shanna has to Killer Lance crit a Merc on Turn 1. She then drops Lancereaver Roy on Turn 2. She has to get a few dodges to survive. Roy also faces scary Wyverns, but he can dodge with the Lancereaver. On turn 3, she buys two Pure Waters and plants herself in front of the boss. She has to hit the boss, dodge his attack, and then dodge another Mercenary and Hero, so not too good in terms of reliability. But she kills the boss with a Killer Lance hit + crit, so that’s not too bad. Milady flied to the Warp and got that. Saul got Speedwings + Talisman. Sophia got Silence, Lilina got Silver Card, and Roy seized. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 10.30 32 09 09 10 15 06 04 C Swords Marcus 7.45 36 11 15 12 11 10 09 C Swords A Lances B Axes Wolt 10/2.23 30 11 09 12 07 10 02 B Bows Shanna 12/5.29 29 13 16 20 10 08 12 S Lances E Swords Noah 12/8.37 39 15 13 17 11 15 06 A Swords B Lances E Axes Barth 13.99 29 13 08 07 03 16 01 B Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 3.18 16 02 02 12 10 02 05 --- Chapter 14x: 3/91 Marcus rescues Roy, Shanna rescues Noah, gets danced, and drops Noah forward, with Noah getting good sword exp. Marcus gives Roy to Noah, axes an archer, while Noah swords a merc after giving Roy to Shanna. Shanna dropped Roy to seize next turn. The boss killed Merlinus, and the other Bolting Sage Physic’d a weakened Mercenary instead of attacking, so there wasn’t a chance of death. Shanna has to get one crit + one hit to kill the boss. Marcus and Noah kill some more pirates, Wolt kills the Devil Axe Berserker, and Roy seizes. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 10.31 32 09 09 10 15 06 04 C Swords Marcus 7.58 36 11 15 12 11 10 09 C Swords A Lances B Axes Wolt 10/2.98 30 11 09 12 07 10 02 B Bows Shanna 12/6.25 30 13 17 21 11 08 12 S Lances E Swords Noah 12/8.59 39 15 13 17 11 15 06 A Swords B Lances E Axes Barth 14.13 30 13 08 07 04 16 01 B Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 3.48 16 02 02 12 10 02 05 --- Chapter 15: 3/94 Noah kills the initial Mercenary, gets rescued by Marcus, who gets danced by Lalum, and drops Noah as they go towards the village and shop. Shanna rescues Roy and approaches the gate. On turn 2, chumps rescue drop Lalum to recruit Perceval next turn, Marcus and Noah position themselves to visit their areas next turn, and Shanna drops Roy on the mountain next to the gate. Since I didn’t get the Chapter 7 Horseslayer, Shanna has to rely on a double crit to kill the boss, which is a good bit more unreliable. Noah visits the Hammerne village, Marcus buys Door Keys, Chest Keys, and a Torch with the Silver Card, Lalum recruits Perceval, and Roy seizes. Despite Noah’s training, Perceval still manages to be the superior, in both stats and weapon ranks. Who needs Hard Mode bonuses anyways. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 10.33 32 09 09 10 15 06 04 C Swords Marcus 7.69 36 11 15 12 11 10 09 C Swords A Lances B Axes Wolt 10/2.98 30 11 09 12 07 10 02 B Bows Shanna 12/7.10 30 14 17 22 11 08 13 S Lances E Swords Noah 12/8.78 39 15 13 17 11 15 06 A Swords B Lances E Axes Barth 14.13 30 13 08 07 04 16 01 B Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 3.58 16 02 02 12 10 02 05 --- Perceval 5.00 43 17 13 18 12 14 11 A Swords A Lances C Axes Fae 1.00 16 02 02 03 07 02 06 --- Chapter 16: 10/104 A good and fun chapter where everyone (other than lol armors) contributes. Perceval goes on a solo mission through the middle, Fae and Merlinus absorb Boltings, and everyone else (with Shanna in the left group to carry Roy) charging up the right side. Wolt kills the Bolting Mage with the Longbow, although he’s such a chump he can’t actually ORKO, so Lalum dances him. Roy recruits Hugh on Turn 4 (I think). Marcus kills the Chest Room Manakete with 2x Silver Lance into 2x Wyrmslayer, with an Elixir inbetween. Noah and Shanna blaze through the enemies, with Roy getting some Killing Edge kills for good exp as well, and Wolt + Milady tagging along as well (Milady with Speedwings in hand). After Marcus killed the Chest Room Manakete, Hugh and Milady combined their powers to trade chain the Wyrmslayer to Noah. Meanwhile, Perceval continues his journey to the left chest room. Shanna drops Wolt close to the wall, with two Brave Bows rounds into Shanna Iron Sword breaking it. Milady then talks to Zeiss, with Zeiss taking a Speedwing from Milady and using it. Fae managed to kill a mage Perceval didn’t. Meanwhile, Noah kills Narshien with Wyrmslayer into dance into Wyrmslayer. It’s a shame I can’t get the Delphi Shield but oh well. Roy distracted Douglas until he seized. Got the Berserk, Rescue, 5000 G, Bolting, Brave Lance, and Restore. On the final turn, Noah sworded Douglas, getting S Rank Swords, got danced, and then axed Douglas, getting D Axes immediately afterwards, so that was cool. Wolt reached A Bows Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 13.03 35 10 09 13 17 06 05 C Swords Marcus 8.17 37 11 16 12 11 11 10 C Swords A Lances B Axes Wolt 10/3.24 31 11 10 13 08 11 02 A Bows Shanna 12/7.47 30 14 17 22 11 08 13 S Lances E Swords Noah 12/10.34 40 15 13 19 12 15 06 S Swords B Lances D Axes Barth 14.14 30 13 08 07 04 16 01 B Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 4.50 17 02 02 12 10 02 05 --- Perceval 5.76 43 17 13 18 12 14 11 A Swords A Lances C Axes Fae 1.91 16 02 02 03 07 02 06 --- Zeiss 7.00 28 14 09 10 06 12 02 D Lances
  11. I realized that, in Chapter 8, Noah had just enough movement and just enough strength to reach Leygance with an Armorslayer and 3RKO him while Marcus went and grabbed the promotional items. So I redid the chapter, and got back to where I left off, with some other adjustments I will note here: Now, back to our regular program, with the post-Ch 9 stats being: Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 6.35 21 07 08 10 11 06 01 D Swords Marcus 5.89 35 10 14 12 10 09 08 C Swords A Lances C Axes Wolt 7.18 23 06 06 08 05 06 00 D Bows Shanna 12/1.76 27 12 12 16 09 08 11 A Lances E Swords Noah 12/2.84 35 13 13 13 09 11 05 B Swords C Lances E Axes Barth 10.52 26 10 06 05 02 15 01 C Lances Wendy 1.13 19 04 03 03 06 08 01 D Lances Chapter 10: 5/62 Shanna ferries Roy to the throne while everyone else trains. Marcus trains his axe rank, Noah trains his sword rank, and Wolt trains his bow rank and generally tries to get exp. Shanna kills the boss with 2 Iron Lance hits on EP into a Silver Lance hit on PP. Noah grabs the Swordreaver village on the last turn, and Roy seizes. Wolt reaches C Bows. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 6.96 21 07 08 10 11 06 01 D Swords Marcus 6.40 36 10 14 12 10 09 09 C Swords A Lances C Axes Wolt 9.15 25 07 06 09 05 08 00 C Bows Shanna 12/2.77 27 12 13 17 09 08 12 A Lances E Swords Noah 12/3.65 36 13 13 14 09 12 06 B Swords C Lances E Axes Barth 10.83 26 10 06 05 02 15 01 C Lances Wendy 1.14 19 04 03 03 06 08 01 D Lances Chapter 11: 5/67 Couldn’t find any combination of rescue drops which have Noah and Roy be in range of the boss/throne by Turn 3 (and Shanna can’t kill the boss on her own), so 5 turn it is. Lance and Astore make yet another appearance. Shanna rescues Noah, gets danced by Lalum, and drops Noah across the wall. Roy rescues Lalum, Wendy takes Lalum, and Marcus + Wolt + Merlinus + Barth head downward. Turn 2 has Noah hand axe everyone to death, while Shanna rescues Roy. Marcus, Wolt, and Barth take down the various Fighters down south, with Wendy keeping Lalum in tow (she doesn’t get doubled or OHKO’d by a pesky Steel Axe Fighter, who ends up suiciding on her during EP. Didn’t even level). On Turn 3, Shanna gives Roy to Noah, who drops Roy so that Roy can walk to the throne in two turns. Wendy gives Lalum to Wolt, who gives to Marcus, who rushes forward towards the Sleep village. On Turn 4, Shanna gets the Speedwings village, Roy and Noah go towards the throne, Noah with Light Brand in hand, and Marcus drops Lalum so that she can dance him while he visits villages. This entire time, Astore got rescued by Lance, who then travelled through the left path to approach the Orion’s Bolt village, dropping Astore on Turn 4. On Turn 5, Noah finishes the boss off, Shanna grabs the Angelic Robe, Marcus gets a Sleep Staff, gets danced by Lalum, and gets the 5,000 gold village. Wolt grabbed the Dracoshield, Merlinus got the Restore Staff, Astore got the Orion’s Bolt, and Roy seized. Too bad I couldn’t get the Axereaver village, and thus get the Hero Crest as well. Marcus reached B Axes and Noah reached A Swords. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 6.98 21 07 08 10 11 06 01 D Swords Marcus 6.53 36 10 14 12 10 09 09 C Swords A Lances B Axes Wolt 9.82 25 07 06 09 05 08 00 C Bows Shanna 12/2.99 27 12 13 17 09 08 12 A Lances E Swords Noah 12/5.20 38 13 13 14 10 12 06 A Swords C Lances E Axes Barth 10.94 26 10 06 05 02 15 01 C Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 1.21 14 01 02 11 09 02 04 --- Chapter 12: 5/72 I'll just leave the strategy in spoilers, since it's pretty disgusting to explain, but basically, Noah used the Dracoshield from last chapter, and I got Raigh (aka free Nosferatu), Lancereaver, Brave Bow, and Elysian Whip. To 12x we go, with Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 7.00 22 08 08 10 12 06 01 D Swords Marcus 6.76 36 10 14 12 10 09 09 C Swords A Lances B Axes Wolt 10/1.24 29 10 09 11 06 10 02 B Bows Shanna 12/3.30 28 13 14 18 09 08 12 A Lances E Swords Noah 12/6.22 38 14 13 15 10 14 06 A Swords C Lances E Axes Barth 11.10 27 11 07 06 03 15 01 C Lances Wendy 1.84 19 04 03 03 06 08 01 D Lances Lalum 1.69 14 01 02 11 09 02 04 --- Also wanted to note, @Finalinsanity, that your current turncount is 110, not 100. The Chapter 8 turncount was added incorrectly into the total.
  12. Chapter 6: 3/26 Armorslayer Marcus and Iron Lance Shanna rush forward, while Wolt rescues Roy. On Turn 2, Wolt gives Roy to Marcus, and ORKOs a Soldier blocking the way with his newly obtained Steel Bow. Shanna kills another Soldier, and Marcus drops Roy right in front of a scary Armor Knight. Roy has to crit kill the Armor with the Rapier, since he doesn’t ORKO naturally, and he doesn’t double with the Armorslayer. The armor needs to die so that there’s an addition one range space to attack the boss from. He also has to dodge some combination of the boss, two Thunder mages, and the Steel Lance armor to survive. A Merlinus sacrifice ensures that Shanna and Wolt survive their enemy phase. Finally, Marcus Silver Lance + Shanna Iron Lance exactly kills the boss, with Shanna exactly getting a level. Wolt chips a Soldier, and Roy seizes. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 4.54 21 06 06 09 10 05 01 D Swords Marcus 3.75 34 09 14 12 10 09 08 D Swords A Lances E Axes Wolt 4.21 20 04 05 07 04 05 00 D Bows Shanna 8.00 19 08 08 13 08 06 09 C Lances Chapter 7: 6/32 Marcus and Shanna head right, dropping Roy in position to recruit Zealot. Once Zealot is recruited, Shanna flies Roy back, and Wolt drops him so he can talk to Noah. Marcus rushes upward towards the gate. Roy talks to Noah on Turn 3, who goes right to continue distracting the main enemy force via dodge tanking in a forest. Shanna scoops up Roy, and Marcus gets into position. On turn 4, Shanna gives Roy to Marcus, who then opens the door with the Chapter 4 Door Key and waits outside of the reinforcement zone. Marcus drops Roy on Turn 5, dealing some chip to the boss with the Hand Axe so that he can finish with the Armorslayer on Turn 6. Shanna bought 5 Door Keys and 4 Chest Keys, Noah had enough HP to arena on the last turn, and Merlinus + Wolt got the Longbow, Torch Staff, and Killing Edge villages. Treck also managed to survive. Marcus reached D Axes. No wyverns were killed during the production of this clear. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 4.79 21 06 06 09 10 05 01 D Swords Marcus 4.64 34 10 14 12 10 09 08 D Swords A Lances D Axes Wolt 4.23 20 04 05 07 04 05 00 D Bows Shanna 8.80 19 08 08 13 08 06 09 C Lances Noah 8.67 27 08 08 09 07 07 01 C Swords D Lances Chapter 8: 16/48 Marcus uses his big movement stat to go through Castle Ostia, while Shanna and Noah try to keep up. Marcus basically rolled everything, except the throne room mages and the various armors and mages near the middle of the map, leaving them for Shanna and Noah to mop up. Wolt did some things too I guess. Barth grabs all the chests in the first chest room, making sure to keep the Knight Crest on hand. Marcus grabbed the Guiding Ring and the Elysian Whip, the first to be sold and the latter to go to Shanna. He then 2HKO’d Legance with the Hammer @ 36% displayed hit. Both the generic thief and Cath were sacrificed so that both unpromoted mounts could reach level 11 before promotion. Noah promoted on the last turn, while Shanna will promote Turn 1 next chapter. Probably could have used Merlinus to promote her this chapter, but he died en route to an archer. Shanna reaches B Lances, Marcus reaches C Axes. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 5.73 21 07 07 09 10 05 01 D Swords Marcus 6.02 35 10 14 13 10 09 09 D Swords A Lances C Axes Wolt 5.63 21 04 05 07 04 05 00 D Bows Shanna 11.27 20 10 10 14 09 07 10 B Lances Noah 11/1.00 33 12 12 11 08 10 04 B Swords C Lances E Axes Barth 9.10 25 10 06 05 02 14 01 C Lances Wendy 1.00 19 04 03 03 06 08 01 D Lances Chapter 8x: 6/54 Noah gets rescued by Barth, who positions himself next to the crater section closest to the starting position. Shanna promotes next to Barth, while Marcus and everyone else goes north. On enemy phase, Wolt counters a Hand Axe fighter. Roy finishes said Fighter, and gets rescued by Wendy. Barth gives Noah to Shanna, who drops him across the crater. Next turn, Wendy gives Roy to Marcus, who gives Roy to Shanna. Noah rushes forward to Javelin some enemies to death, getting B Lances in the process. Shanna gives Roy to Noah and Javelins a Mercenary blocking Noah’s way. Turn 5 has Noah drop Roy in position to seize, and kill Henning with a Light Brand hit on EP and a Killing Edge crit on PP. Everyone else grabs whatever exp they can get, and Roy seizes. Marcus gets C Swords. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 6.54 22 07 07 09 10 05 01 D Swords Marcus 6.23 35 10 14 13 10 09 09 C Swords A Lances C Axes Wolt 6.87 21 05 06 08 04 05 00 D Bows Shanna 11/1.23 26 12 12 16 09 09 12 A Lances E Swords Noah 11/2.14 33 13 12 12 08 10 04 B Swords B Lances E Axes Barth 10.46 26 11 06 05 02 14 01 C Lances Wendy 1.12 19 04 03 03 06 08 01 D Lances Chapter 9: 5/59 This should have been easy, but Fir manages to plug the exact spot where Roy needs to be dropped, which makes the strategy even more unreliable, but it's managable. Astore and Lance make an appearance since I 100% need the vision. Lance rescues Astore forward. Barth rescues Noah, and Shanna drops him across the river, which advances him 5 more tiles than would otherwise be possible on Turn 1. Wolt and Marcus rescue drop Roy forward a bit so that the Steel Axe pirate engages Roy on EP without blocking his way. Meanwhile, Shanna Javelins a Hand Axe Fighter and a Steel Bow Archer who would block the bridge otherwise. She has to dodge the Steel Bow @ 51% displayed hit. Roy kills the Pirate over two turns, getting C Swords in the process. Wolt rescues him, and Marcus takes him and Cantos up. Shanna vulneraries up, and Noah rescue drops Killing Edge!Roy. Roy has to crit kill a Mercenary to avoid getting blocked in. On Turn 3, Roy heals up, Shanna rescues him, and the Paladins progress. On Turn 4, Lance gives Astore to Marcus, who drops him and advances forward. The extra vision brings Fir into our sight, who Noah has exactly enough movement to ohko with the Killing Edge recruit. Fir moves out of the way, and Shanna drops Light Brand!Roy on the place Fir was. Roy gets doubled and needs to dodge both of Scott's ~45% Hand Axe hits, and retaliate with a ~50% Light Brand hit. Shanna can also die if both Shin and a Steel Sword Mercenary hit. Turn 5 has Noah land the Killing Edge crit, leaving him at 5 HP. Marcus rescues Noah out of the way, Shanna finishes with an Iron Sword, and Roy seizes. Wolt chipped the Hand Axe Pirate near the start of the map to death. Almost at C Bows, which will be useful maybe. Now that I'm typing this up, I see that 2 rounds of Shanna Iron Sword + the Killing Edge crit would have been a lot more reliable, but oh well this worked out too. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 7.50 22 08 07 09 10 05 01 C Swords Marcus 6.41 35 10 14 13 10 09 09 C Swords A Lances C Axes Wolt 7.44 22 05 07 08 04 05 00 D Bows Shanna 11/2.22 26 13 12 16 09 09 13 A Lances E Swords Noah 11/2.46 33 13 12 12 08 10 04 B Swords B Lances E Axes Barth 10.46 26 11 06 05 02 14 01 C Lances Wendy 1.13 19 04 03 03 06 08 01 D Lances
  13. Here we go Chapter 1: 4/4 Turn 1 EP has Roy get some chip exp. Turn 2, Roy heals up, and gets rescued by Marcus, who OHKO’s the Fighters with the Silver Lance, but leaving the Brigand at 2 HP for Roy to kill next EP. Turn 3, Marcus drops Roy, with Roy getting kill and chip exp. Marcus then doubles and ORKOs the boss with the Silver Lance, allowing Roy to seize. Wolt just gets the village. In general, the goal of the chapter is to get Roy a good amount of exp so that he can level on Turn 1 of next chapter. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 1.50 18 05 05 07 07 05 00 D Swords Marcus 1.40 32 09 14 11 10 09 08 D Swords A Lances E Axes Wolt 1.01 18 04 04 05 02 04 00 D Bows Chapter 2: 6/10 Wolt chips a Soldier for Roy to kill, with Marcus rushing down as well. Two more soldiers attack Roy, with him barely surviving, but getting a level in the process. On Turn 2, thanks to a timely Str/Spd level, Roy can reliably double and ORKO the Fighter blocking Marcus’s progress to the throne. Marcus then rescues Roy forward. Shanna attacks a Soldier in the meantime, and Merlinus + Wolt distract the enemies Roy + Marcus didn’t kill on Turn 1. Turn 3 has Marcus grab Lot’s Hand Axe, give Roy to Shanna, and solo most of the east enemies on Enemy Phase, while Shanna throws Javelins from the mountain. Next turn, Marcus continues onward, while Shanna gives Roy back and faces three Fighters, the Iron Blade Mercenary, and a Javelin Soldier on enemy phase. She gets 2hko’d, but as long as she can dodge 1 of 2 50% Iron Axe hits, she can reliably survive or dodge the rest of the attacks. Turn 5 has Marcus drop Roy and get some Steel Axe hits on the boss, while everyone else gets exp. Then, Marcus finishes the boss off, Wolt grabs the Armorslayer, and Roy seizes. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 2.34 19 06 05 08 08 05 01 D Swords Marcus 1.89 32 09 14 11 10 09 08 D Swords A Lances E Axes Wolt 2.10 19 04 04 06 03 05 00 D Bows Shanna 3.74 19 04 07 13 07 06 06 D Lances Chapter 3: 6/16 The 6 turn seemed to just be in reach, and it was fun trying to find out how to do it. After some trading around, Shanna moves towards the castle, gets rescued by Roy, and then taken by Wolt and then Marcus, such that Marcus is able to both carry her and Hand Axe the first Soldier. Merlinus enters the closest forest patch, with Vulneraries in tow. On turn 2, Wolt and Roy teamed up to kill the Soldier blocking Marcus’s path, and Marcus dropped Shanna. Turn 3 has Roy walk up to Shanna, Shanna rescue Roy, and Marcus drop Roy in position to kill the Soldier next turn. This entire time, Merlinus has been facing ~40 hit rates from the various Soldiers that the rest of the army didn’t kill, getting 2hko’d by most of them. He uses a vulnerary whenever he get hit, and not only does this allow the undrafted units to sneak to the right, but it also lets Wolt grab some easy exp. Turn 4 has the Soldier block the hallway, but Roy and Shanna are just in position to kill him, allowing Marcus to rush forward with a Javelin. Next turn, interestingly enough, one of the cavaliers didn’t get killed by Marcus, so Roy killed him, and Shanna and Marcus rescue dropped him in range of the throne, Marcus getting some Steel Axe potshots on the boss and throne-room Fighter. On turn 6, Shanna kills the Fighter, Marcus kills the boss, and Roy seizes. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 3.11 20 06 05 08 09 05 01 D Swords Marcus 2.38 33 09 14 12 10 09 08 D Swords A Lances E Axes Wolt 3.13 20 04 04 06 03 05 00 D Bows Shanna 5.17 19 06 07 13 08 06 08 D Lances Chapter 4: 4/20 Another nice and quick clear. Marcus uses the Iron Blade on both Turn 1 and Turn 2 EP, since it not only saves Silver Lance uses, but it might be cool to get Marcus to C Swords at some point. Roy deals with the Cavalier near the Steel Blade village over Turn 1 EP + Turn 2 PP, Wolt rescues Roy on Turn 2 PP, and Shanna kills the Nomad Marcus doesn’t kill on Turn 1 EP. On Turn 3, Wolt gives Roy to Shanna, who gives to Marcus, who drops him in range of the gate. On enemy phase, Marcus baits out Erik’s Javelin, and Roy + Shanna have a hard time surviving the phase, with Roy dealing with 2 cavaliers + 1 archer who combine to kill him, and Shanna facing 1 archer + 1 nomad who combine to kill her. After some luck, Clarine joins the battle, Shanna gets a kill, Marcus Iron Axes Erik for the kill, Wolt gets some chip exp, and Roy seizes. Merlinus got the Door Key and Chad visited the armory for some Hand Axes and such. Shanna got C Lances. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 4.09 21 06 06 09 10 05 01 D Swords Marcus 3.01 34 09 14 12 10 09 08 D Swords A Lances E Axes Wolt 3.22 20 04 04 06 03 05 00 D Bows Shanna 5.63 19 06 07 13 08 06 08 C Lances Chapter 5: 3/23 The standard Marcus rush through the gate. Except that without a strength proc, he fails to ORKO some of the more defensively tough brigands with a Hand Axe, but as long as only two enemies block his way to the gate, the strategy still works. Wolt rescues Roy, and Shanna moves forward as well. Turn 2 has Wolt give Roy to Marcus while killing a weakened Brigand, Shanna killing another Brigand in Marcus’s way, and Marcus dropping Roy within range of the gate, Iron Sword in hand. Shanna ends up having to face some nomad shots, but she faces sub-50 hit rates and doesn’t get OHKO’d, so it’s not horrible in terms of reliability. Shanna and Wolt get some exp, Marcus finishes the boss with the Silver Lance, and Roy seizes. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Roy 4.11 21 06 06 09 10 05 01 D Swords Marcus 3.53 34 09 14 12 10 09 08 D Swords A Lances E Axes Wolt 3.73 20 04 04 06 03 05 00 D Bows Shanna 6.27 19 07 07 13 08 06 08 C Lances
  14. Got sniped a lot this round, so I'll take this as a sign to pick an archer Wolt and Juno
  15. I don't know the exact details of how the AI prioritizes various things. However, I do know that enemies go for the unit who takes the least amount of hits to KO, regardless of their chance of hitting. Assuming you're doing Hard Mode, the Wyverns of Chapter 15 have 24 or 25 attack with their Steel Lance, which is what they would use against Saleh. Cormag gets 3HKO'd by the Wyverns. However, Robe-less Saleh gets 2HKO'd by the Wyverns, even considering the forest defense bonus. Thus, I would be pretty confident in saying they would all go for Saleh if you don't give him the robe. Meanwhile, Saleh with the Robe enters 3HKO range, just like Cormag. The enemies would have to decide between doing more damage to Saleh or have the better hitrate against Cormag, and I wouldn't know who they choose. From what I can tell, most of the Wyverns should be having 24 attack though, in which case the Dracoshield pushes Cormag into 4HKO range, making them go for Saleh instead. Ultimately, actually testing it is better than all this theorizing, but I believe that either Robe-less Saleh or Dracoshield Cormag should lead to the enemies attacking Saleh. Things gets trickier if you give Saleh the Robe, but don't give Cormag the Dracoshield, but there's a chance that would work out as well. Good luck on the run.
  16. Let's go Prologue: 2/2 Chapter 1: 5/7 Chapter 2: 5/12 Chapter 3: 6/18 Now Garcia's here. There were some moments where enemies need to not block Eirika's way, but I think it's RNG based. Also grabbed Colm after he grabbed the Hand Axe (and Iron Sword). Chapter 4: 7/25 If Garcia could ORKO the boss with Hand Axe, this could have been a 4-turn (though that's probably statistically impossible EXP-wise). If that annoying Vulnerary Entombed reinforcement attacked on Enemy Phase, this could have been a 6-turn. Alas, neither happened, so 7-turn it is. Chapter 5: 5/30 Some pretty scary enemy phases, but things worked out so that I got the Armorslayer, Killing Edge, and the 5-turn, so that's cool. Chapter 5x: 7/37 Nothing unusual here Chapter 6: 4/41 Just Eirika clearing the way for Garcia's bosskill. Ended up having to Hand Axe him, but Garcia has just enough strength to do it. Chapter 7: 7/48 Garcia self-improves, Eirika walks on water. Chapter 8: 8/56 Garcia gets to Tirado a few turns before Eirika, so he gets the bosskill. Exactly enough strength to kill him in 2 PP + 1 EP. Stats Entering Eirika Route: Unit Class Level HP Str Skl Spd Luk Def Res Weapon Ranks Eirika Lord 16.49 26 11 13 15 15 06 06 A Swords Garcia Fighter 19.96 41 16 16 11 10 07 08 A Axes +5 Res from average, Garcia? O.o
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