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Beddlam

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Posts posted by Beddlam

  1. My problems with the current gauntlet are as follows:

    - It is usually clear within the first few hours (if not before the match-up begins) who will win, and there is basically nothing the loser can do about it.

    - Punishes players for having a life: The fact that this event encourages players not to sleep or take prolonged breaks from the game is a real problem in my eyes.

    - Cumulative score is heavily influenced by who you support, punishing those that support popular heroes (and again punishing those who sleep through multipliers)

    I've been thinking about a solution that gets at the same basic principal as the current gauntlet, but solves what I consider to be its most pressing problems, and here is what I came up with:

    -Battles and their scoring remains the same.

    -Battles get their own energy system: you can fight 10 times a day, retain the 30 minute cooldown between battles.

    -At the end of each hour, teams get points equal to the average points scored by team-members in battle that hour (Total score / # of players on the team). Battles count from their end time rather than their beginning time.

    -The team that scores the most raw points in each hour gets a 10% bonus to their points for that hour. This bonus is for team score only, not individual score.

    -Individual score reward tiers change from ranking to score benchmarks, as there would likely be a very large number of players scoring the maximum possible points.

    The idea is that, while there are still advantages for the larger team, a smaller team could win with better participation and performance in their battles. The raw score bonus calculated hourly also means that a smaller team would have a chance to grab a multiplier with coordinated use of battles/flags. The hourly bonus is also a much more easily manipulated lever than the bonus multipliers to adjust how much of an advantage they want to give the bigger team. 10% is my guess as to what might feel fair, but it would be easy enough to adjust once SI had some data on this format.

  2. 4 hours ago, Xenomata said:

    Something I'm wondering about Cordelia (+Att -Res) with the typical Brave Lance+ build.

    In most cases of a unit with high speed using a Brave weapon, you'd give them Life and Death 3 to negate the Speed penalty while still retaining an attack bonus. In cases of a unit with low Speed, you instead go for Death Blow 3 to grant a powerful Player Phase with the only drawback being a weakened Enemy Phase, which shouldn't matter anyways, and the units bulk remains the same. The difference in damage, for a Brave Unit, is only 2 less for a LnD3 user.

    Cordelia, on the other hand, and at least from the Brave Lance+ build on the wiki, is listed as running Death Blow 3, despite her having base neutral 35 speed, which becomes 30 speed with a Brave Lance.

    Running through KageroChart calculator One vs All, two different +Att -Res Brave Cords, one with DB3 and the other with LnD3, no buffs, no Sacred Seal, and cooldown 3 on Luna...

    • DB3 Cordelia has 122 wins, 8 losses, and 22 draws. Most of her losses come from Greens with Emerald Axe or Triangle Adept 3, bulky strong greens like Hector, and Blues who are otherwise just bulky or have enough HP to survive 2 attacks, such as Nowi or Oboro.
    • LnD3 Cordelia has 130 wins, 12 losses, and 10 draws, which means that 12 matchups were affected in changing the skill, for better or worse. Changes to wins come from units who were just fast enough to prevent Cordelia from doubling, like Nowi or Oboro, and changes to losses come from units who previously were only barely able to kill Cordelia, such as Bartre.

    Basically, which is the technically "better" of the two? Do the wins gained with LnD3 make up for the losses gained? Is Death Blow just a safer skill in general? Also, as far as I could tell, the only Win lost from DB3 to LnD3 was Camus.

    While Cordelia is plenty strong enough to run without other fliers, The reason DB3 Cordelia is favored is because she performs better with pretty much any offensive buffs. So if you are running any other fliers with her, or even a standard buffing unit, DB3 is better.

  3. 9 minutes ago, Anacybele said:

    I REALLY wish you would stop bringing up these "forecast sheets." You rely on them too much and I'm tired of hearing about them. And as I've said before, they're not perfectly accurate as you just showed.

    Many of us find them useful, and no one has claimed they are perfectly accurate. This is a forum, you don't get to dictate what others post. If you don't find the forcast sheets useful, just ignore posts concerning them.

  4.  

    2 minutes ago, Ildanach said:

    Honestly, following the current trend, it's about the only thing that could. If Team Robin doesn't do enough to trigger a Team Corrin multiplier, they'll simply end up with an insufficient lead.

    Yeah. What I'd really like to see is Robin just barely get into bonus range, Then team Corrin totally smashes, allowing Robin to get two more bonuses in a row. I think Corrin would still have enough time to win in that scenario, but I'm okay with that, since Corrin has received such outstanding support in this gauntlet.

  5. 1 minute ago, Anacybele said:

    Listen, I don't care. The point is that forecasts are not always accurate. You act like whatever you say goes here. It's starting to get irritating.

    I'm not denying that there's a chance Robin will lose. I actually think that's a bit more likely. But saying she and Leo have no chance are not true.

    I think you misunderstand what forecasts are. They aren't telling the future, they are telling trajectory according to current evidence. They aren't set in stone, and just because they don't prove to be 100% accurate doesn't make them a bad forecast. As Ice Dragon has done, any good forecaster knows that they aren't showing you how it will be, but a range of possible outcomes with relative likely-hood. The chart shows you the results if current trends continue, but as Ice Dragon has clearly indicated in his posts, this actually points to a range of possible outcomes that, in this case, can be effected by the actions of the players.

  6. Man, whoever wins from the men's side is going to get like 30 hrs of bonuses in the final match-up. 

    I was a fool and woke up in the middle of the night to catch Robin's first 2 bonuses before I realized I'm much better off waiting and trying to catch the last few. Do the people keeping track of the math have an estimate of how many more bonuses Robin will get?

  7. 41 minutes ago, Lushen said:

    Also, if he has under 40hp and fury 3, any attack will put him in vantage range.  If he has below 45, he is likely to be put into vantage range by any physical attacker (assuming his defense is fairly high).  If his speed is actually 33 (they wouldn't give him a weapon that buffs his speed by 2 if his speed was much lower than 33), he will actually get 38 speed pre-buff and since he's a flier, you should be able to double anyone with buffs.  With his killer effect, he can attack 2 times accelerating his special trigger 4 times and vantage giving a 5th.  This gives him the same benefits brave users do where he will be able to use high cost specials in addition to his 16mt and +2spd/atk.

    I think you are misunderstanding a couple of things about that weapon. The stat buff would be already incorporated into the stats shown for him, so the base speed of the unit in the pic is 31, meaning he will probably have a speed between 29-31, so best-case his speed is 35 with fury, which is still pretty good. Also the -1 special counter is a -1 to the base, not -1 every time he attacks, so he has the same special usage as a killer user not a brave user. He can still proc a 4-count special on his vantage attack if he doubles a unit that can counter him, but it's not quite as powerful as you were thinking.

  8. 6 minutes ago, Extrasolar said:

    Ah, thanks for this! Would you say Eirika is worth promoting to 5* to get Sieglinde along with her supporting capabilities? My next promotion is 100% lined up to be my +Atk Reinhardt, but I'm trying to plan for the future.  I'm currently using my 5* Karel as my main red sword (Wo Dao+, Fury, Reprisal, Desperation, Threaten Def).

    For 5* red swords I also have Alm (L&D, Swordbreaker, Threaten Def) and Seliph (Brave Sword, Armored Blow, Brash Assault), with 4* Chrom (Brave Sword, Death Blow, Swordbreaker, Threaten Attack) as backup.

    I could get to training 4* Xander up and am considering training up 4* Lloyd, but I'm unsure about the latter case. In the first case, In the first case I'd also need to finish training up Horse Emblem (Reinhardt, Xander, Gunter, and either Abel or Jagen, unsure about which one of those) to get the most use out of him.

    I would recommend promoting Eirika if you run infantry -blade tome users. She can give them +16/4/4/2 herself. If not, Xander is probably more generally useful, doubly so if you are running horse emblem, as he is probably the best red horse in the game.

  9. Robin and Tiki are holding very steady, with Robin currently down ~117,000,000 but slowly closing the gap. I think maybe there'll be one more disadvantage bonus this match, though it's hard to say. If there is, Team Robin needs to hope that Team Tiki scores enough to give the bonus back, otherwise we probably won't have time to over take them again. 

    Oddly, this would seem exciting before the bonuses as the tension of the close match would make it more interesting; but because the bonuses have been introduced, now the close match seems kind of boring since we might not see any more swings, just a slow march to an inevitable conclusion.

  10. 12 hours ago, Extrasolar said:

    Second, my 4* Eirika (+Atk, -Spd) is recently max level, but she hasn't got anything inherited on her except Hone Speed. Speaking of which, how crippling is -Spd for Eirika? She's currently got 30 Spd for a 4*, and that strikes me as a little low, but...

    Eirika is a bit lackluster until 5* because she really shines as a support unit, able to buff all 4 stats with the fortify res seal. That said, you probably wand Life and Death or Fury in her A-slot; and that combined with her naturally high speed and low attack makes +Atk/-Spd one of her better natures. Avoiding getting doubled is much more important to her than doubling, so she should have plenty of speed even with speed bane.

  11. 1 hour ago, JSND said:

     

     

    Takumi shits on Setsuna in every single way possible as a LnD3 Brave Bow user. How did he die a painful death over Setsuna lol

     

    Best Nature (+spd) for brave bow LnD Takumi is 44 attack, 36 speed.

    Best Nature (+atk) for brave bow LnD Setsuna is 43 attack, 37 speed.

    They are functionally identical, but Setsuna is available at 3 stars so you are much more likely to get her with a good nature, and she doesn't have to give up a legendary bow and one of the most valuable A-skills in the game to run this build.

  12. 20 hours ago, mcsilas said:

    Okay thanks for the suggestion. Nino's my only 5 star green mage in this account and my only safeguard against blue mages so I wasn't sure and was sort of leaning towards Fury for her. 

    I guess a good offense in LaD makes for a good defense team either way? That account really struggles for defense wins.

    My primary arena team is based around NIno and I really like fury on her, especially if you are going to be using her for TT. The 8 point swing in defensive stats between L&D and Fury is a pretty big deal. Fury Nino can usually bait a ranged unit as long as it isn't a triangle red, brave bow, or Kagero. Also, fury puts her safely into desperation range which is really important for TT because it allows her to function through consecutive maps without healing. L&D Nino needs to either take a non-lethal counter attack or take ardent sacrifice instead of draw back.

    The only caveat is that my NIno is +spd, and the 2 extra spd from L&D might be helpful if yours isn't. I haven't payed attention to how often I see spd 39-40 units (which you can double with speed buffed L&D Nino but not fury) that you can't one-shot, but I would guess it would not be that often.

  13. I went to do the Lloyd quest on Lunatic and accidentally clicked on Infernal, I ended up pulling it off with:

    Nino 5* (+Spd/-Atk, Fury 3, Desperation, Draconic Aura, +HP seal)

    Azura 5* (+HP/-Res, Swordbreaker 3, Luna, +Spd seal)

    Eirkia 5* (+Res/-Atk, L&D 2, WoM 3, Hone Speed 3, Rally Defense, Hone Res seal)

    Lloyd 4*

    Eirika Buffs Ninio who kills the axe infantry, Azura Dances Nino who uses Draw Back to get Azura out of range. Kite back: Lloyd ends up on the bottom left corner, Azura to his right and Nino to her right. Eirika sits above Nino behind the mountain. Azura tanks one hit from the mounted archer. From that point on people are pretty much just hitting what they can reach. Eirika and Nino chip down Lloyd into range for my Lloyd to one-shot. Hope this is helpful as I know my Nino set-up is similar to a lot of people's.

  14. 5 hours ago, Tenzen12 said:

    Dunno about teammates, I pretty much didn't touch Lyn after IS got implemented. I don't intent use her in arena either. So yeah I want make most of her Niche and stats. When it come to Glass cannons you would like them have high attack from beginning. Which is not something she posses. From my PoV she is unit with solid tanking ability who opperate well on low HP as contradicting it is. I was thinking with TA she could actually took hit even after having HP shaved down to optimal value even if it is just from certain enemies

    While it's true I don't have red meele glass cannon yet, I could build Lucina, who is much more suited for it imho, for that.

    I like Fury for her A slot: it helps her get into Sol Katti Range by applying non-lethal damage while also increasing her bulk so she is less likely to get one-shot. Brash Assault combines well with Sol Katti but with her superior speed is usually redundant. I think Escape Route can be especially effective on her, allowing her get in or out of combat once she is in Sol Katti range. 

  15. As a long term project, I was thinking about giving my +res Felicia smoke dagger+, poison strike, and savage blow. I figure the chip damage and debuffs would make for easy ORKOs for the rest of the team and would help empower units that won't double. Brave/Dire users and vantage units seem like they would work especially well with this support. I chose Felicia because she can tank the counter-attacks from mages and should be able to score a KO of her own once Glacies is up. If anyone has built this or something similar, did you find it worth-while? I have not used many AoE skills outside of specials, do people find them useful, or are they too much trouble to set up?

     

  16. 2 minutes ago, Motendra said:

    The way I see the addition of a multiplier, the Voting Gauntlet went from "who's the most popular character" to "which character has the best fans". Or... something of the sort that basically means going from quantity to quality. I'm not against this, cause at the end of the day, its aim is to make the competition more balanced, along with giving lesser known characters a bit more recognition, apart from randomly obtaining said character. Maybe it did diminish one original aspect of the contest, but as things were--most notably the 2nd gauntlet--it wasn't even a competition. For the sake of the sport of competition, popularity had to be nerfed

    So if the numbers shake out that Lachesis gets a multiplier in the last hour that makes her fans "better?" While if Elise holds on (by not getting too many points) her fans are "better?" That seems absurd on its face. Maybe if there were a way to coordinate teams that would almost be arguable, but with the number of people participating, the vast majority of whom are never in contact with a larger community, when the bonuses come is just dumb luck. The most active players can observe the patterns and trends, but can't manipulate them.

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