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Alastor15243

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Everything posted by Alastor15243

  1. But women can't get rally spectrum. If we're talking postgame Laslow still sounds way better, especially since he can still get warp via the witches' trial if flight isn't enough.
  2. Okay, I officially know what I'm doing with Percy on my 2-generation run. And he's gonna marry midori too, so he'll basically be rallyman with replicate. Sill think Laslow's a tiny bit better though, if only beause of that slightly better strength and speed rally and because he can also double as your chest man in the likely event that Kaze and Niles aren't cutting it. And also because you'd practically have to jump through hoops in order to not have Rally Resistance in your party.
  3. The way I understand it works with children is that the father (regardless of who is the variable parent) gives their classes first, then the mother tries to give her class, and if the child already has both classes that the mother is capable of passing down, then the mother passes down the parallel class of their primary class. Is that correct?
  4. Shoot! that's what I was afraid of, that it was the primary class that was used for the parallel and not the secondary one when that didn't work. I was hoping doing those things you mentioned could get hinoka the wyvern rider class, or Hayato/Orochi the dark mage class.
  5. I think that third one is just because Felicia's secondary class is mercenary, but the others are good to know!
  6. No, see, there's this thing in the game where, say, Nyx and Niles marry and then since they both have dark mage and outlaw and thus there's no third class to give Nina, she winds up getting diviner from Nyx instead of the redundant dark mage. And I'm wondering if there's anything you can do with that on Birthright to get characters with Nohrian mounted classes.
  7. So I understand that there's this system where in the event of a pairing, friendship or parenting inheritance having no new classes for you, the game will throw you an opposite-nation class. I thought this might be a cool way to get some more Nohrian classes available for, say, a birthright mounted-only run. But when I looked up parallel classes, it was really unclear about whether it's the primary or the secondary class that gets converted, and after realizing that my Mozu paired up with Takumi didn't actually get any new classes from a partner seal at all, I don't think I really understand how this works. So I thought I'd ask if somebody could explain how it works to me and, more to the point, if there's any way to use this system to get myself any Bow knights, dark knights, or wyverns in Birthright without the avatar?
  8. Fair point, the level differences between Conquest and Birthright are pretty major at times... not sure how I'd personally do it since this is all hypothetical...
  9. You don’t get their original join times, just so you know. They join when the ones they’re replacing would have joined.
  10. Dwyer can be good? I’ve never managed to make him anything but trash even with fucking Camilla as a mother.
  11. You’ve piqued my curiosity; what exactly do you mean here? And I’m guessing the OP doesn’t know either.
  12. Let’s get back on topic: Really the important thing is making sure you take advantage of the avatar’s abilities to make a frontline unit that can kill and not be killed by whatever crosses its path. You should also consider what to do with their partner. Normally the avatar’s spouse would be a pair-up bot so you generally don’t want to marry other frontliner material, but the option remains of using them to give an exotic and useful class to one of your units and have the avatar use one of the servants as their pair up bot.
  13. Because as the math just demonstrated he would be guaranteed to survive as long as he had more than 40 HP, and would almost certainly survive as long as he has more than 30?
  14. I can tell you're just going to keep accusing me of exaggerating until I actually show you the math. Very well: Say Leo is sent into the fray against 7 sorcerers, each of which can do 10 damage to him. He's fast enough to double them. Assume that his pair-up partner gives him literally no stats at all, to be generous. One of the sorcerers just barely isn't in range and so positions himself for dual strikes; the other 6 attack. Without guard stance: Sorcerer 1: 10 + 5 damage. Sorcerer 2: 10 + 5 damage. Sorcerer 3: 10 + 5 damage. Sorcerer 4: 10 + 5 damage. Sorcerer 5: 10 + 5 damage. Sorcerer 6: 10 + 5 damage. Total damage: 90, almost certainly dead twice over. With guard stance, assuming they start with at least 4 shields, which they will if they fought even once before: Sorcerer 1: 10 damage. Sorcerer 2: 0 damage. Sorcerer 3: 10 damage. Sorcerer 4: 0 damage. Sorcerer 5: 10 damage. Sorcerer 6: 0 damage. Total damage: 30, almost assuredly still alive. If they started with an empty or insufficient shield gauge for three attacks to fill it up, then the enemy gets one extra hit in at the beginning before it falls back into this pattern of every other attack being guarded. Thus, on average, when used properly, a guard stanced unit takes 1/3 the damage of a solo or attack stanced unit. Inconvenient critical hits from your unit will reduce the guard rate from every other attack to every third attack, but even assuming you crit every single time causing that to be the whole pattern, that's still more than a 50% reduction in damage on average. What do you contest about this? What am I overhyping?
  15. Fact #1: Guard stance increases your units survivability by, at bare minimum, a factor of two, far more often 3. Fact #2: You state, completely at odds with the experience of most of the people who have played the game, that almost no units in the game are capable of properly handling enemy phase. Fact #3: You have a thoroughly-established dislike for using guard stance. It's not a random assertion, I'm just connecting the fairly obvious dots. Attack stance only gives a +10 accuracy bonus unless you specifically design your attack stance pairs around accuracy boosts, and that's far less practical than just using more accurate weapons, especially when facing Kitsune outside of guard stance only increases the odds that your units won't be able to double them. And besides, that strategy would only work until you have to deal with the ones that wait for you to come to them, Because the illusions ensure you can never kill all of them in one turn, making it much safer to use a sturdy guard-stance tank to fight them and eventually wear them down. That's literally not remotely true. At all. Ever. Between a level 2 shop and the ones you find in the field you'll have eleven by the end of chapter 17, (the time my team has always started promoting), twelve by the end of chapter 18, and infinite by the end of chapter 20. And considering that the game throws three totally endgame-viable prepromotes at you in the form of Xander, Camilla and Leo, it would be very, VERY difficult to find yourself in a position where you can't promote a full team. And pair-up fodder IS used until the end of the game. Pair-up fodder's job is to stick to the side of a frontliner at all times, and never leave, because the sheer advantage it gives to the unit they stick to is well worth the decrease in deployment slots, especially since it indirectly raises the level of everyone on your team by having one less unit to hog the party's experience.
  16. I don't even know how to begin to respond to that assertion. The reason you think there aren't units who can sustain enemy phase is because your units are taking three times more damage than they have to. If you find attack stance gets you better results on enemy phase than guard stance, it can only be because you're building terrible units who can't one-round without the extra attacks, when there are units like Xander, Leo, and Corrin who can easily do that from 1 and 2 range, as well as countless units who can easily do it from 1 range at least. You have this weird sort of mental disconnect where you are maintaining two entirely contradictory points. Which is it? Is Guard stance utterly superfluous because you can handle enemy phase with ease without it, or is fighting on the enemy phase a totally implausible and impractical method of dealing with enemies?
  17. So you simultaneously felt you hardly needed it and yet i’ve consistently heard you complaining about things it would have solved, like criticals and Hoshido’s fragile roster. I don’t understand. Why would you even use attack stance when one-rounding without it is hardly difficult for most enemy phase units? Attack stance is for early game when you can’t double, or when you’re fighting enemies like ninjas you really don’t want getting a hit in on you.
  18. Are you saying you had your units enemy-phasing solo? How many resets per battle did it take?
  19. Okay, tell me exactly how often you used guard stance and what difficulty you beat Conquest on.
  20. It is objectively the best option for anyone who plans to spend any time whatsoever attacking on enemy phase. It reduces your damage taken to about a third, it reduces the enemy crit rate, thickens your XP spread if you don’t use the back unit, and buffs your stats and makes it way easier to double. Anybody capable of one-rounding the enemy is better off in guard stance. What on earth makes you think it isn’t amazing?
  21. Just because you cant’ attack from the back does not mean pair up got nerfed. Dual guards have been changed from an unrleliable rate to a solid half of attacks being stopped when you double, you no longer need any investment in the back unit to maximize the front unit’s stats, and it neutralizes deadly dual attacks. In nearly every situation besides defense maps and fighting ninjas, it’s just as unwise not to pair up now as it was in Awakening.
  22. Fair point. I was thinking that not everyone's spouse is available immediately, but if I use the last member of each pair I get immediately for the support grinding and have the weaker untrained first unit just be a pair up bot I suppose that could indeed work...
  23. You really wouldn’t have such a problem with that if you’d just use guard stance more often. It gives innate +5 dodge.
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