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Espinosa

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Everything posted by Espinosa

  1. If you have 100 hit, you have precisely 100 hit and not 100.5. Don't see why the game would treat these rounded down numbers any differently...
  2. FE5 with boosters and custom skills isn't so bad. It's sorta like FE13 actually.
  3. If it's an ingame run, you're likely thinking of max stats. I honestly have no idea what works best there, as it must be the worst meta we've ever had tbqh.
  4. FF4 DS felt like such a breakable game. Blink alone trivialises most boss battles.
  5. I guess Chrom is harder to double than a General at least? His lower strength makes nailing the likes of Cordelia with skl procs a good deal harder, too.
  6. That's a more creative way of doing chapter 1 (hardest chapter in the game?) than I could've imagined. Caeda (I've always pronounced it as "Ki-dah") is already the second unit after Jagen in spite of lacking opportunities to use the Wing Spear effectively.
  7. And I guess another (really extreme) way of making LTCing void would be removing turns? Simply make characters act as frequently as their speed stats allow, no doubling like in FF Tactics. It's an awful idea with permadeath and many other FE features, but you have to mention it anyway.
  8. I'd think twice even before having a zerker attacking a lance-wielding general with a hammer tbqh.
  9. Those General ORKOs were still bollocks man. It's like nobody even needs Chrom anymore!
  10. Basically, the past FE titles have offered the ground that allowed LTC / LTC-related efficiency to be possible and thrive among players who cared about it. However, choosing to take the LTC approach seems to fail when applied to other turn-based titles. I quite solemnly started an LTC series in a Disgaea game once and let's just say that didn't go so well. Besides that, there were times playing other LTC runs where something was a big obstacle or stood in the way otherwise, so this inspired me to start a topic dedicated to this problem: If Intelligent Systems wanted to render all further attempts at LTCing pointless, how would they go about it? Some ideas: - LTC players generally like employing strats that involve ORKOing enemies and units tough enough to do it consistently. Having such an overwhelming enemy density + enemy power that the player would be encouraged to stop would be one way of hurting perfectionist(-ish) LTC runs. An example of this in-game would be chapter 4 in FE6's Hard Mode. If you intend to recruit Rutger, the whole map is pretty much a breeze, growths or no growths. If you're not recruiting Rutger however, you're suddenly forced to bumrush into a crowd of enemies whom absolutely nobody is capable of one-rounding (not sure if it's possible to rig the cavs to all be doublable by Marcus w/ Silver Lance before the beginning of the chapter), leaving them alive and ready to gang up on weak units such as Roy, and the bosskill is also a much bigger problem when you're doing it quickly. - A good LTC player invests into specific units and concentrates a lot of work (including quality level-ups with a certain goal in mind) into it. If it's a run without growths, it's basically about prepromotes and giving them boosters/building their weapon rank accordingly. How to discourage this or make this ineffective? Technically, there's no way a player would willingly choose to abstain from using these units and building them from the get-go, so I can think of two ways here: either make every character Orson (bizarre) or integrate a harsher version of FE5's fatigue system, forcing the capable units to sit out the map following the one where they performed really well, or extending the period of missing chapters to more than one each time, for instance reliant on the combat achievements in the previous maps. - LTC runs are usually defined by the abbreviation 'LTC' with few options available, so a player beginning a run will add something like "I will allow no deaths, recruit everyone and use the X route, and I'm comfortable with this or that amount of RNG manipulation". By making the options endlessly freeform, an LTC player can have no adequate framework to start an LTC run whose ruleset isn't so large to end up arbitrary. Awakening did something of this kind and I have a feeling Fates went even further there - of the items that you can obtain based on your progress in a previous file, which ones do you borrow, the Second Seal, nothing, everything, something in-between? Fates probably goes even further because of the whole weapon durability / production from ingredients system. If there are endless possibilities to get overpowered weapons, will the LTCer make use of all of them? Let's imagine the LTC run is otherwise impossible or extremely inconvenient without doing any of that. - And an easy one, do a lot of chapters with defence objectives that can't be ended prematurely like FE7's. If the defence maps accounted for the lion's share of the game's total turn count, would it be fun to LTC knowing you shaved off 2 turns of another run of 300 turns for example? I know I hate LTCing FE7 because of the defence chapters alone (there are many things to enjoy about it if you're willing to forget that blunder).
  11. So did Gangrel have Slow Burn? In place of what I wonder? Also, what hit/avo-affecting stuff did Specific run? Lucky Seven/Hit Rate+20/Any breakers? She was a really accurate General.
  12. Well, I guess Baldrick's laziness to update the OP with the real stats won me the game then lol.
  13. Well I posted the right stats before the match started, so it was all fair. GG, thanks to Horace and Baldrick both for hosting. The outcome of the battle was more or less a coin flip, yet again. I didn't expect I'd make a comeback after I lost two of my units so easily without doing much to Elieson's team, but I guess Vengeance/Lifetaker stuff matters a lot in the endgame and these turns often turn out decisive.
  14. Yeah, I realised that right after I clicked on 'send'. I guess these stats are mostly similar enough? Besdes the def/res discrepancy/disparity (?).
  15. How does he have so much hit this late into the match? Tharja, Brave Bow, this turn will determine the outcome!
  16. Tharja has 43 speed. 42 is the Bride cap, and she gets a +1 mod.
  17. I didn't really have any doubts about DK Aversa being a worthy alternative to Sorc Aversa. I don't think she shone that much in this match actually; zero was just severely outnumbered in the endgame so just about any unit could do what Aversa was doing.
  18. So looking at the bracket, the situation appears to be one where we need a match to finish in order to have another match. Namely, Carmine is waiting for me vs. Elie to finish to have his game. Then what Carmine's game is done, Nintales can have his game. Nintales' game is over and Anon can play. Dan plays against whoever wins that one. The winner of Dan's match faces Quint in the final. Should Quint lose, he has an extra life (Miracle proc off 100 luck) and the last game decides the champion for real. If Quint wins on the other hand, then that's it for the tourney.
  19. [spoiler=see teams here] zero's team vs. Anon's team! Turn 11. vs. Say'ri's Bond: Aversa 24 -> 34 Anon's Aversa (Levin Sword+) attacks zero's Aversa (Aversa's Night)! 18 dmg 100% hit 0% crit (80) Vengeance zero's Aversa receives 41 dmg! 16 -> 0 zero's Aversa is KO'd! zerosabers AnonymousSpeed Dead Dimma 0/80 ize 0/80 Sully 0/80 Flavia 80/80 Walhart 0/80 Cordelia 80/80 Aversa 0/80 Sayri 80/80 Cordelia 0/80 Aversa 24/80 Anon wins and advances to Losers round 5 (it may take a while for his opponent to reach him).
  20. [spoiler=see teams here] zero's team vs. Anon's team! Turn 10. vs. zero's Aversa (Aversa's Night) attacks Anon's Aversa (Levin Sword+)! 26 dmg 34% hit 0% crit (22) Vengeance (53 60 20) zero's Aversa misses! Anon's Aversa counterattacks! 18 dmg 100% hit 0% crit (42) Vengeance zero's Aversa receives 46 dmg! 62 -> 16 zerosabers AnonymousSpeed Dead Dimma 0/80 ize 0/80 Sully 0/80 Flavia 80/80 Walhart 0/80 Cordelia 80/80 Aversa 16/80 Sayri 80/80 Cordelia 0/80 Aversa 24/80 Anon's turn.
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