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Espinosa

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Everything posted by Espinosa

  1. Whoops, I got chronologically confused there. I guess that leaves only so many maps for which shard stacking can be utilised for optimal growths. Though I suppose the Warp staff becomes available at around the same time the Star Orb does? Even then I will hardly be using it on Marth every chapter.
  2. I guess Wendel being alive would change quite a few things for you in this run, like not having to train Jagen's staff rank. Excalibur would work wonders, too.
  3. You know where Wendy is actually not THAT bad? In the FE Girls hack. She starts out at a slightly higher level than most of your units, and her raw stats (sans speed) are respectable in relation to the enemy units. It is possible to feed her substantial amounts of exp while playing at a brisk pace, and she can be promoted quite early into a 7 move Great Knight with your first Knight Crest, after which she will continue gaining exp in a fast manner. Because the game factors strength and skill into determining attack speed, Wendy won't be nearly as slow as you'd think, too!
  4. By stacking the right shards/orbs, it looks like you have even better chances of getting a +2 in non-HP stats. Here's a list of shard setups that optimise a specific stat: HP +35% Str +100% Skl +70% Spd +60% Lck +60% Wlv +60% Def +80% Res +45% This assumes that you stack just three of the shards (you can get a tiny bit more sometimes with a 4th shard). With the Star Orb, which isn't obtained THAT late, basically add +30% to the growth. You can get a +130% strength growth this way. If there was someone with more than 70% natural growth in strength (Est and Julian have exactly that much), you could even proc 3 points of strength in one level-up. The only stat you can't grow 2 of this way is resistance (because of everyone having a 3% growth). Crazy; who even cares about SD!Wolf and Sedgar. I've been wondering if it might not be worth it to make Fina a unit competent at combat by taking shards + stat boosters, including the Boots. I have a feeling Fina moving 10 squares and dancing Marth each turn could advance him further than Marth moving 11 squares on his own, while providing some flexibility too (like allowing Marth to hit stuff on the way too). I'm having some difficulty imagining that right now, though. 10 mov Fina dancing 7 mov Marth each turn is less consistent than Marth moving all 11 squares on his lonesome, but can occasionally result in Marth moving 14 tiles (and sometimes only, like, 10 until Fina catches up). Overall, we've sorta abandoned the concept of giving the boots to the dancer in LTC, opting to give it to the mounted unit instead, I believe, but FE3 Book 2 lacks the rescuedrop feature and has really potent Boots with a +4 mov boost, so I think an exception could be made here.
  5. With the same absolute base stats, Pegasus Knight Wendy would have 17 HP, 4 str, 5 skl, 7 spd, 6 lck, 3 def, 2 res. Inferior to base level Thany in nearly all ways, but it's hard to deny the usefulness of having an additional flier at that point of the game, especially for the Western Isles. I'm sure draft LTCers would value such a Wendy very highly much like they already value Tate (who also has unspectacular bases, but Wendy's are much poorer of course).
  6. Idk what you're smoking man, looks like a legit female to me. Does anyone know if you can proc two points of a certain stat during a level-up in this game, if the growth is above 100% thanks to orbs/shards? I haven't had that happen to me before just yet.
  7. I'm surprised that such a state of the RN actually exists that lets you always get the perfect levelup for Jake at the same time.
  8. Expert hacking! Can't wait until all the rescuing and dancing starts.
  9. Yeah, FE WoD is what I always use. Has all the maps for all pre-3DS era FEs. https://www.youtube.com/watch?v=SqqBls71MnE Here's chapter 11 cleared in 5 turns, finally uploaded today. I haven't had time to play recently so I still haven't explored LTCing Book 2 at all, but I hope I will manage to do that soon.
  10. Does New Mystery have the same thing with braves during lategame on Lunatic Mode?
  11. You can get around 78% res growth on a character if you wait until the Star Orb before training them, so if you really work on that you can accomplish that as well.
  12. http://www.megaessays.com/viewpaper/15090.html
  13. Jagen even got a point of speed! Too bad his stats will never matter again.
  14. This is a fun run to follow; don't think I've seen anyone play H5 in this way before.
  15. I had somebody do that to me via 3 different accounts a little while back. I think they stopped when they realised they had to go through 1K+ videos if they really hated me that much / wanted to be consistent (or for other unexplainable reasons). The dislikes would occasionally outnumber the likes every once in a while.
  16. I'm pretty out of touch with the new releases. I enjoyed the new Amorphis and that's about it. Haven't been able to get into the new Leprous just yet. Giving the new Leprous more spins could be my priority as far as appreciating 2015 music goes, I guess.
  17. Wow, this game gives you too much Warp. You even use it to shave off one single turn!
  18. For a football mag as a kid, and then a men's magazine later on as a young adolescent. Nothing nowadays because internet.
  19. Chapter 10 in 4 turns. Props to Horace for proving that Marth can get to the boss on time on turn 3. Today I have completed the Book 1 portion of the LTC, felling Mediuth and reaching the estimated final turn count of 74 turns. All that's left now is to upload all the remaining videos. I guess I'll begin LTCing Book 2 soon enough, though I might do it on a separate file with a "Super Marth" to see what kind of stat benchmarks are required and what investments are best made.
  20. The turn 1 mages thing is much worse than I thought. Marth and Chainey have to end the turn on specific tiles, and they're the only ones whom mages can ever target. Should any of the mages survive, Marth and Chainey are the only ones who can finish them off next turn (meaning they HAVE to die on turn 1 EP for the two to advance). So basically, Chainey needs to proc a thunder sword crit on each of the two mages. He has 8 skl, and with Marth getting the Earth Orb that translates into 18 crit on two attempts per round of combat. He has a ~32% chance of ORKOing a mage, or a 10% chance of ORKOing them both. However, Chainey ends up not giving Marth the Earth Orb boost on turn 2, so this is a bad strategy. Marth has a Sheeda support though, so we could postpone giving him a Barrier boost until the next turn (this solves the problem of having to proc res in Camus's map since he'll have a point more), and he'll have 28 crit, which is far better than 18. 49% chance to ORKO a mage, 24% chance to ORKO both. He should also has slightly more skl by getting more levelups if we give him 2-3 extra levels before then (I could go back to Chiki's map, as much as I hate to, to re-do it and give Marth his Speed Ring a map earlier). A 2-turn of Michael's map is another option, also. To make it more reliable, Marth needs to have 20 str by then (not impossible if I return to my Chiki's map save) to cleanly 2HKO Michael with the Mercurius, and defence that's high enough to not die and yet not higher than 14 to prevent a javelin peg from occupying the gate.
  21. Okay, so now that I've cleared Camus's and Michael's chapters, I seem to be stuck in Gharnef's map, which I've been trying to 3-turn with Horace's strategy. Marth has 34 hp/10 def/1+6 res (has never proc'd defence in 10 levelups; has proc'd 1 point of res) He is facing the following on turn 2 EP: Maph Gharnef 17 dmg 40 hit 2x Thoron Gharnef 12 dmg 80 hit 2x KillSw Hero 8 dmg 90 hit DrgKl Hero 10 dmg 70 hit Boss/fake Gharnef also sometimes chips in with Meteor at 60 displayed hit, 12 dmg. Hit rates could be further reduced with Chainey holding the Earth Orb for +10 hit. No Sheeda in range possible. Let's assume the Maph Gharnef always misses and the boss Gharnef forgets to move. That's still 12+12+8+8+10=50 damage Marth will be taking, or 40 if the inaccurate Wyrmslayer Hero misses as well. The easiest way to reduce the damage would be to grow extra points of defence and resistence (and even hp). But when and how? Marth does nothing against the enemies in Michael's chapter, seizing on turn 1. Abel handles the Paladins in Camus's chapter for him, but Marth could level up a couple times there (with the Star Orb no less) and gain some defence/res (33% res growth is actually a potential proc). If I go for a much riskier turn 1 tactic, Marth could take on the four black knights there and gain a couple levels. It'd be even better if he could do it with the Mercurius equipped for doubled experience but one just can't time travel at will. Looks like +2 hp and +2 def and +1 res OR +1 def +2 res will do the job. I think we can do it.... Just gotta re-do Camus's map again and proc some defensive stats. Marth and Chainey also need to figure out a way to deal with the two mages blocking their way in the beginning without having to resort to Thunder Sword crits. The second turn is already as unreliable as it gets.
  22. Chapter 9 in 6 turns. https://www.youtube.com/watch?v=R8g-IFv5hjc The deadly duo of mamakute/sniper kept ruining the better of my attempts by killing my units on the turn before seizing. At least I got my power ring!
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