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Kngt_Of_Titania

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Posts posted by Kngt_Of_Titania

  1. Redwall, it looks like your strat is probably more reliable than mine, if not for the reason that it doesn't rely on which way the mage moves on turn 1, while mine feeds a little more experience to people not named Frederick. To be honest, I was too focused on feeding MU/Chrom kills that I never thought of just...leaving them behind, like you did (although the total experience they get with your strat is still considerable). I did a trial run of your strat, and it seems to work out perfectly.

    Anyways, I finished chapters 2-4, and will update the OP shortly.

    EDIT: I forgot to take into account Frederick's hit rate with Silver Lance. Since it is 86% displayed hit, and I *think* true hit is in this game, he has roughly a 96% chance to hit, so I just rounded it up to 100% to make the math easier and still keep an accurate approximation. My analysis was not nearly as comprehensive as yours, though.

  2. So, thanks to Redwall, I did manage to do a 4 turn clear of prologue. I'll be restarting the run, but it should take way less time since I know what to do strat-wise now with the early chapters. I'm doing some refining, so I should be using fewer uses of silver lance on the early chapters and feeding a few more kills to Avatar/MU/Virion to help with chip/prepping for Final.

    I'll be adding a chapter by chapter analysis as I clear the game, which is now possible since I can record stats/strats while they're still available and fresh in my head. Prologue and chapter 1 are done right now, and I'm currently writing both sections.

  3. Your turncounts are pretty good. You can probably figure this out on your own, but Prologue can be done in four turns (at a reasonable success rate of ~19%, after accounting for every possible Silver Lance miss, Dual Attacks, and the like, though I didn't bother accounting for the non-boss enemies getting Gamble) with Chrom getting the boss kill.

    I'm curious as to how your character levels look, as a reliable (> 50%) clear of the final boss requires a strong Falchion user, and feeding Frederick so many boss kills makes it more difficult to get Chrom some levels. Even as early as Chapter 9, assuming all characters are recruited, I found that a quick clear (four turns, before any reinforcements appear) required a decently strong Chrom capable of ORKOing Wyverns when paired with Avatar.

    Any of the other chapters able to be cleared faster? I'm particularly curious about Chapters 1 and 2 as well.

  4. Just finished Paralogue 1 in 7 turns and managed somehow to get the Rescue staff, a killer lance, and Donnel the level he needs to stay in the group.

    I feel like a boss, tbh. Took long enough to formulate the strategy, and it feels good to see it succeed.

    Basically I needed a +1 MT iron sword and bronze lance forge, a DEF tonic for Lon'Qu to prevent being OHKO'd at base, and STR and DEF tonic for Freddy so he can 2HKO the final boss and survive long enough without heals to get there, and a STR tonic for Donnel. The beginning requires 1 or 2 crits from a killing edge, which is rather likely since he doubles when paired and has a 30% crit chance, but past that, it's rather reliable -- mostly 30% hit chance for axe users, 40% for the boss, and 80%+ hit chances from the party.

    EDIT: I'll do the chapter again if somebody tells me how to take a video of it and YouTube it. I think some people may be curious or won't believe me unless I provide the vids, which I can understand.

  5. If you care about Ricken and Maribelle then you are going to need to do Donnel's paralogue before that for the Rescue staff.

    Also how the hell did you get 6 turns on Chapter 2 and 4 on Chapter 3, that's amazing.

    Chapter 2 is the only chapter where I had to deal with low-ish success rates. Basically, if Freddy can OHKO the myrms with a silver lance and survive turn 1 with a silver lance equipped instead of a bronze one shown on the youtube videos, I can reasonably pull it off. Doesn't require crits or anything like that, although I think I missed at a vital time once and had to pray a double attack proc'd.

    Chapter 3 strat is pretty much guaranteed (at least with my mildly STR blessed Freddy) except for the boss. If Freddy is level 5, he can ORKO her with silver w/o Luna if STR blessed, but can kill her otherwise with a Luna proc. Freddy at almost all levels can ORKO her with a proc of a MU attack, which was like...25% - 30% per strike? Comes to a 50/50 chance. Freddy was level 5 the first time I faced her, level 4.65 when I accidentally saved over the wrong file and had to re-do chapters 2 and 3.

    Chapter 4 was rather reliable if you can get Freddy to ORKO the short axe fighters with a forged javelin and a STR tonic.

    If I get short on supports right before final chapter, I might have to support grind to open up paralogues. Since the enemies give 1 xp per kill, I think it should be safe to do. I wouldn't want to, though. It's odd having to get S rank supports to open up chapters.

  6. I think in general anything with unlimited or random access is off-limits? Repeatable content (Streetpass, DLC, Spotpass Teams, Challenges), randomized content (Field merchants, barracks), and probably the 'free' content (Spotpass items, Renown items) - but if you're on Lunatic I can understand forgiving the latter.

    Event Tiles and Barracks are a bit odd. Technically you can get some great stuff from them, but Event Tiles are right there in the stages themselves and Barracks are pretty much the same bonuses (just given to you for picking up the DS after certain periods of time pbasically)

    But... I dunno. I don't know if there's already been an established set of rules/expectations for tier listing or draft tournaments, but you could look that up if you're interested?

    Yeah, I've been stepping on event tiles, but I think I'm going to ban the items. The small xp and support level bonuses are balanced with the opportunity cost, but the items are not.

    The ADHD in me wants to do Barracks, but I know the random nature of it sucks.

  7. EDIT: Torn on which chapter to do next. Prologue 2 is longer and might benefit more from the extra levels from Chapter 7, while Chapter 7 is short and brutal and might squash the crap out of my team if I try to speed through it.

    Basically, I'm in the middle of an Lunatic efficiency run, and I think I've sorted out the basic rules of the run. So far, I'm thinking:

    1) Tonics are allowed

    2) Barracks are allowed; yes, I know they're random, but the effects are usually small, I'm not going to manipulate them, and they're like pleasant little gifts to me.

    3) DLCs are banned for obvious reasons.

    4) Streetpass shops are also banned; fights too, but don't they give 1 xp per kill on lunatic anyways?

    5) Skirmishes are banned -- not like they're really doable past the first few chapters you get them, but still.

    6) I'm doing the paralogues whenever I damn well please, but the first four MUST be done at least. Hopefully I'll find a way to unlock them all feasibly to LTC them.

    7) Reclassing and promoting are obviously allowed.

    8) EVERY character must be recruited.

    9) The odds of pulling off these strat should be reasonably pulled off. Nothing wild like my theoretical minimum LTC FE12 Lunatic run like dodging three 90% hits in a row for the latest chapters.

    That SHOULD be everything. Any thoughts on the run (especially tips on the run, since this is my first time through) would be appreciated!

    Current Turn Counts:

    Prologue - 4/4

    Chapter 1 - 4/8

    Chapter 2 - 6/14

    Chapter 3 - 4/18

    Chapter 4 - 4/22

    Paralogue 1 - 7/29

    Chapter 5 - 5/34

    Chapter 6 - 4/38

    Chapter Overviews:

    [spoiler=Prologue]So this chapter kind of sucked to 4 turn, simply because I felt like I was playing the odds a little too much. I'm not sure how Redwall cleared it, but I did it in pretty much this way, using a +MAG, -STR MU:

    Turn 1:

    Freddy initially kills off the myrm in the middle of the platform, MU pairs with Chrom to attack the axe bandit on the far left, and Lissa moves exactly two speaces to the right;Turn 1 EP has MU/Chrom finish off that bandit and Freddy finish off everybody else nearby except for the nearest mage and the other axe bandit, who has only a few health left. Unfortunately, for the strat to work, that mage has to move above Freddy instead of to his side on turn 1 EP, and I have no way of manipulating the odds of that happening. However, once I get past to that point without problems, I'm largely set.

    Turn 2:

    Freddy moves to the right of the mage, and OHKO's him. MU trades a bronze sword to Freddy, transfers Chrom to Freddy, and finishes off the axe bandit weakened by Freddy. After such an ordeal, MU gets healed by Lissa. On turn 2 EP, Freddy kills both northern myrms and chips off ~85% of one of the northern axe bandits. By the end of this EP, one mage and an axe bandit have full health, and one axe bandit has a few health left, and the boss stands at the top of the map like an idiot.

    Turn 3:

    MU moves to the edge of the weakened bandit's range (so he can lure him away from Freddy and kill him on that EP), and Freddy OHKO's the northern mage. The EP ends with the last axe bandit with a few health and the boss still standing there like an idiot.

    Turn 4:

    Freddy rides to the boss, switches places with Chrom, and has the blue-haired lord bash the boss' face in (mostly to feed Chrom some experience); I use rapier in this case to boost the odds that Chrom succeeds. To win, Chrom must either crit with Rapier (~9% chance) or has Freddy join in with one of his attacks. MU gets healed by Lissa again and moves to the range of the axe bandit so that he can kill him that EP. Doing out the math, I have the odds of this happening at ~58.72%

    [spoiler=Ze (Probably Wrong Somehow) Maths:]Chrom Crits First Hit: 0.09

    Chrom Procs Freddy First Hit: 0.91*0.35 = 0.3185

    Chrom Crits Second Hit: (0.91*0.65*0.09) * (1 - [0.51*0.51]) = (0.91*0.65*0.09) * 0.7399 = 0.0393

    Chrom Procs Freddy Second Hit: 0.91*0.65*0.91*0.35 * (1 - [0.51*0.51]) = 0.91*0.65*0.91*0.35 * 0.7399 = 0.1394

    Total: 0.09 + 0.3185 + 0.0393 + 0.1394 = 0.5872

    Final Thoughts:

    I probably could have Freddy finish him off with a little more reliability, but Chrom desperately needs that experience.

    UNIT 		LEVEL	HP  ST  MG  SK  SP  LK  DF  RS   WEP LEVEL                  	
    Chrom    	1.57	20  07  01  08  08  05  07  01   E Swords
    Books    	2.50	20  05  08  05  07  04  07  04   E Swords E Tomes
    Frederick	1.78	28  13  02  12  10  06  14  03   D Swords B Lances D Axes
    Lissa    	1.51	17  01  05  04  04  08  03  04   E Staves 						
    

    [spoiler=Chapter 1]There aren't really very many ways to do this chapter in Lunatic.

    Turn 1:

    I paired Chrom with Freddy and attacked the nearest barbarian and merc with silver lance, ORKO'ing the barbarian and leaving the merc near death. If the merc is below Freddy by the end of turn 1 EP, the rest of this chapter becomes very simple.

    Turn 2:

    MU goes right next to the merc (to be in the range of the archer for the next EP), finishes him off, gets a vuln from Lissa, and pairs up with her (nobody will need healing on this chapter, shockingly enough). Freddy goes to the fort, equips a bronze sword, finishes off both barbarians (dodging the fatal hammer blow with high reliability), and leaves the southern merc near death. The archer attacks MU and eats a significant counter.

    Turn 3:

    Virion/Sully finishes off the archer, Freddy ORKO's the last barbarian, and MU/Lissa finishes off the merc. If done right, every enemy except for the boss should be dead, and only Freddy should be in his attack range, equipped with a bronze sword. I should note that this only works if MU proc'ed MAG -- if not, the archer is left alive until turn 4 and Virion pairs up with Sully so Virion is not doubled and ORKO'd by the archer; this, IIRC, also finishes the chapter by turn 4 with reliability, but is not as preferred because it feeds Freddy more experience at the expense of MU.

    Turn 4:

    Freddy doubles the boss with a bronze sword, Virion (with full health) stands on the fort and chips him (avoiding standing next to Freddy so he doesn't finish the boss off), and MU finishes the boss off.

    Final Thoughts:

    I believe that Freddy needs SPD on his first level up to double the boss, although I suppose he could make due with a single Silver Lance blow otherwise. Freddy proc'ing STR consistently will be VERY important for chapters 2-5, and MU proc'ing MAG is extremely useful for feeding him experience in this chapter. I don't know if any of those stat ups are NECESSARY, though, but all are extremely nice to have. Going over the stats, I think Freddy might've gotten a perfect level. How the hell did I not notice that? I swore he didn't proc DEF...oh well, pleasant surprise nonetheless.

    UNIT 		LEVEL	HP  ST  MG  SK  SP  LK  DF  RS   WEP LEVEL                  	
    Chrom    	1.72	20  07  01  08  08  05  07  01   E Swords
    Books    	2.50	20  05  08  05  07  04  07  04   E Swords E Tomes
    Frederick	2.27	29  14  03  13  11  07  15  04   D Swords B Lances D Axes
    Lissa    	1.51	17  01  05  04  04  08  03  04   E Staves
    Virion   	2.40	19  06  00  09  05  07  06  01   D Bows
    Sully    	2.10	20  07  01  08  08  06  07  02   E Swords E Lances 						
    

    [spoiler=Chapter 2]Like with chapter 1, there isn't a whole ton of flexibility on strategy, unless (so I hear) you go tanky!MU.

    Anybody who's seen the vids on completing chapter 2 Lunatic kind of knows how it starts. Before Frederick charges up the middle to a now infamous tile, MU trades Virion a vuln, Lissa moves 2R, Sully moves 2R of Freddy, Virion moves between Freddy and Sully, trades his elixir and vuln to Freddy, and pairs up with Sully. Chrom pairs up with Stahl, Stahl moves 1R of Lissa, and Vaike pairs up with Frederick (with 1 STR above base, this pair up allows OHKOs of mercs). The main difference between this strat and the slower, safer strat is that Freddy wields a silver lance instead of a bronze counterpart, allowing him to kill off enough people to reach the top of the map by turn 4. This first turn is basically the sketchiest part of the strat, but one I couldn't find a way to avoid. At least with my Freddy, he can live as long as at least one of the hits miss (most are in the 70-80% displayed hit range).

    Since both Chrom and Virion are paired with cavs, they have enough move to draw off an enemy during turns 2 and 3 (first by Sully, then by Stahl, trading weapons between them as necessary), simultaneously saving Freddy an elixir use and keeping him from being surrounded. This does a couple of things -- first, by having MU, Chrom, and Virion finish off the enemies chipped by Stahl and Freddy, it feeds them a ton of experience; second, it gets Freddy to the shining tile on the top of the map by turn 4 (not because it is a shining tile, but because that happens to be exactly where I found Freddy has to be for this strat to work).

    On turn 5, Freddy goes to the top right fort and kills the weakened barbarian with an iron sword (Freddy switches to a silver lance again in turn 4, killed the mercs, and looted that sword); meanwhile, Lissa heals a MU near death from a barbarian hit, Chrom trades MU a vuln, and MU moves to the edge of the boss' attack range and consumes a vuln use, thus allowing him to take a hit and chip the boss, while still staying outside the range of any other enemy. On turn 6, Chrom can then weaken the boss and MU can finish him off without eating a counter that would kill him, while still being outside the range of the northern enemies; Virion can then decide to move to a shining tile and have a picnic, if he so chooses. Freddy should be able to finish off all of the northern enemies during turn 6 EP with his iron sword, finishing the chapter.

    This would be so much easier to show with a video.

    Final Thoughts:

    I don't have the stats at the end of this chapter since I accidentally overwrote them, but I think MU ended up at around level 5-6, Chrom around level 3, Lissa gained a level, and Freddy got about a level and a half. Freddy gained SPD on his level up, which will be useful on Chapter 3, but not STR, which will hurt me on Chapter 4. I hate how much Freddy is relied upon, and as a result, his stat ups. All in all, this is a the worst chapter at the very least up to C5, and possibly (from what I've heard) in the entire game, at least reliability-wise.

    [spoiler=Chapter 3]So this is a chapter that feels like you cheese it if you do it fast, mainly because it's a "Defeat Commander" instead of a "Rout All" objective.

    Unfortunately, I also found that clearing out the initial wave is easier if my Frederick manages to gain SPD during his next level up, since he will double the soldiers with a Sumia pairing if he does. Also, going through C1-5 once before, I know that Freddy will need a +STR/+SPD level up to make Chapter 4 as cheap as possible. Failing to proc both in a level up means that he will need a +4 MT Javelin forge for C4, which will eat most of my funds. If he procs neither, I don't think I'll be able to afford the +5 MT forged jav I'll need. Realistically, I would've only needed a +2 MT jav forge if I had been lucky enough for Freddy to proc STR on C2, but what can I do?

    The only other thing I have to chance is, to ORKO the final boss on turn 4, I need to proc a double attack from MU from one of Freddy's hits. It's about a 25% chance each time, so I'm looking at around a 43.75% chance of success (slightly less, because Freddy's true hit with Silver Lance is not "quite" 100%, but damn close to it) -- not high enough for my satisfaction, but unfortunately Chrom + rapier won't pack enough of a punch (due, again, to Freddy missing that STR proc on C2). Everything else on the chapter is pretty much near 100% chance.

    Turn 1:

    Freddy pairs with Sumia, doubles and kills the nearest archer with an iron lance. Chrom recruits Kellam, is picked up by Kellam, falls back behind enemy range, and switches so that Chrom is now in front because I need the 5 MOV instead of 4 MOV for turn 2. Miriel pairs with MU, who stands diagonal of Chrom, and Vaike pairs up with Sully, who is standing diagonal to MU; to finish, Stahl goes 1R of MU and Lissa is 1R of Chrom. To clarify:

    oooooSu

    ooooMS

    oooCL

    o = Enemy range, C = Chrom, L = Lissa, M = MU, S = Stahl, Su = Sully

    On that enemy phase, Freddy should kill the soldier and leave the knight severely wounded, while having as low as 7 HP.

    Turn 2:

    Chrom finishes off the knight with a rapier attack, avoiding a counter. Stahl chips the archer, and so does MU; Sully with Vaike's help has JUST ENOUGH of a punch to finish the archer off and grabs the door key. Freddy, if he's injured (which, barring extreme luck, he will be), moves exactly 3 spaces closer to the boss, trades Sumia for her vuln, and consumes a use. This puts Freddy JUST in range of Lissa's heal range for next turn and JUST in range to reach the boss on turn 4. EP is...well, nothing.

    Turn 3:

    Chrom/Kellam moves 1U of Sully, switches and then transfers so that it is Sully/Chrom. Sully/Chrom then moves to the door, switches to Chrom in the front, has Chrom equip the rapier, has Sully trade Chrom the key, and has the door opened. Lissa moves max distance and heals Freddy. Freddy then charges out, moves max distance, and switches to an iron sword (to make a hit by the nearby axe user very unlikely). Everybody else moves max distance, making sure that Stahl is close to the recently opened door (I think he's like 2D or 3D of Chrom). EP simply has Freddy weakening all nearby enemies -- a path to the boss should be open; a knight attacks Chrom and gets severely wounded by Rapier counter.

    Turn 4:

    Chrom finishes off the weakened knight, opening up the doorway. MU/Miriel then moves next to Stahl, switches so that Miriel is in front, passes MU to Stahl, and has Stahl move next to Freddy; Stahl then transfers MU over to Freddy (since Freddy doubles the boss even without Sumia's help), moves max distance so he's right next to boss, and doubles her with a Silver Lance. He will kill her if he either crits (which I don't even know if he can) or if he proc a MU attack. In my case, it was *just* enough damage to ORKO her and end the chapter.

    Final Thoughts:

    This chapter, all in all, isn't too bad. Half of the "failure" rate comes from a "not-good-enough" Freddy level for C4, which I don't know how to avoid. I *still* hate how much Freddy is relied upon, and as a result, his stat ups. Hopefully I'll feed enough experience into MU and the other guys so that this doesn't last too much longer. I have no idea if I'm feeding my non-Freddy units enough experience to keep them relevant, and it's concerning me.

    UNIT 		LEVEL	HP  ST  MG  SK  SP  LK  DF  RS   WEP LEVEL                  	
    Chrom    	3.27	22  08  02  10  10  05  07  01   D Swords
    Books    	6.55	24  05  12  07  10  06  09  05   E Swords D Tomes
    Frederick	4.33	31  15  03  14  13  08  17  05   C Swords A Lances D Axes
    Lissa    	2.36	17  01  05  04  05  09  03  05   E Staves
    Virion   	2.60	19  06  00  09  05  07  06  01   D Bows
    Sully    	2.45	20  07  01  08  08  06  07  02   E Swords E Lances
    Vaike    	3.10	29  09  00  08  06  04  05  00   D Axes 
    Miriel   	1.00	18  00  06  05  07  06  03  04   E Tomes
    Stahl    	2.20	22  08  00  07  06  05  08  01   E Swords E Lances
    Sumia    	1.05	18  06  03  11  11  08  05  07   D Lances
    Kellam   	5.00	21  10  00  07  05  03  12  02   D Lances                              	
    

    [spoiler=Chapter 4]This is not that bad of a chapter, provided your units are strong enough (mine were). Basically, it's pacing yourself so you do it fast enough while not being too aggressive. I guess this can be 3 turned with Renown items, but since that's out of the question due to the rules of the run, I can't forsee anything short of a 4 turn here. If anybody beats it, I'd love to know, though. Been too long since I beat it, so I'm not 100% sure on this strat. I had to buy a STR tonic for Freddy and forge a +2 MT javelin so that he could ORKO the short axe berserkers. I might have needed a STR tonic for Chrom.

    Turn 1:

    Freddy goes at edge of left 1-range barbarian's range, Chrom paired with MU goes to edge of the right 1-range barbarian's range; Virion goes 1D of Freddy, Lissa goes 1D of Chrom. Freddy ORKO's his target, while Chrom and MU chip the other guy.

    Turn 2:

    Freddy OHKOs the right mage with a silver spear, Virion chips right 1-range barbarian, Chrom finishes him off, and Lissa goes to trade with Freddy so that he has his javelin equipped. On enemy phase, Freddy ORKO's the right short axe barbarian.

    Turn 3:

    Freddy goes 1U of the left mage (right on the edge of Marth's range) and OHKOs him with a silver spear. Virion and MU stayed out of the knights' range. On enemy phase, Freddy ORKO'd both knights and chipped Marth heavily.

    Turn 4:

    Freddy ORKO's the left short axe barbarian with an iron sword, Virion chips Marth, and Chrom finishes her off (for the awesome cutscene that procs).

    Final Thoughts:

    An expensive but otherwise very easy chapter. It's just coddling me for the extreme bullshit that I will soon face in Paralogue 1 and Chapter 5. There just isn't that much to say on this chapter, sadly. I *think* Vaike paired with Virion, but I'm not 100% sure.

    UNIT 		LEVEL	HP  ST  MG  SK  SP  LK  DF  RS   WEP LEVEL                  	
    Chrom    	4.42	23  09  02  11  10  06  08  01   D Swords
    Books    	6.70	24  05  12  07  10  06  09  05   E Swords D Tomes
    Frederick	5.04	32  16  03  15  13  09  18  06   B Swords A Lances D Axes
    Lissa    	2.70	17  01  05  04  05  09  03  05   E Staves
    Virion   	3.25	20  06  00  10  06  08  06  02   D Bows
    Sully    	2.45	20  07  01  08  08  06  07  02   E Swords E Lances
    Vaike    	3.35	29  09  00  08  06  04  05  00   D Axes 
    Miriel   	1.00	18  00  06  05  07  06  03  04   E Tomes
    Stahl    	2.20	22  08  00  07  06  05  08  01   E Swords E Lances
    Sumia    	1.05	18  06  03  11  11  08  05  07   D Lances
    Kellam   	5.00	21  10  00  07  05  03  12  02   D Lances
    Lon Qu   	4.00	20  06  01  12  13  07  07  02   C Swords                              	
    

    [spoiler=Paralogue 1]Thank god I'm not playing this on Lunatic, trying to reach a low turn count, gunning to get both chests, AND trying to get the person with the lowest base stats in the entire game a level in the process. Oh wait....

    Anyways, this chapter was not fun, by any means. The sketchiest parts of this chapter were basically the beginning, where I need to rely on 1-2 Killer Sword crits to clear enemies and for the closest archer to move on the tile I need him to (although, with proper unit movement, the odds of that happening can be gamed considerably), and the end, where I need Donny to land the final blow on the last thief to get his last 60 experience. On the plus side, I don't think I can get everything together and clear the chapter in fewer in 7 turns, so I can sleep well on beating this. Lon'Qu needed a def tonic not to be OHKO'd by berserkers, Donny needed a STR tonic to finish off the nearest archer for the first 40 experience, and Freddy needed a STR tonic to 2HKO the boss with an +1 MT forged iron sword. Jesus, where did my cash go?

    Turn 1:

    MU pairs up with Sully, Sumia pairs up with Freddy, Donny pairs with Virion, and Lon'Qu pairs up with Chrom. Lon'Qu attacks the nearest barbarian and (hopefully) ORKO's him. MU moves 1L of Lon'Qu and finishes off the barbarian, if necessary. Lissa moves 1L of MU; Virion moves 1U of Lissa, trades Donny a STR tonic, switches to Donny in front, and has Donny drink it up. Freddy moves to the short axe on the bottom of the map and ORKO's him with iron sword. Enemy phase has Lon'Qu killing the nearest Steel Axe barbarian and Freddy killing the other short axe barbarian (who, for whatever reason, does not want to 2 range, IIRC).

    Turn 2:

    There are a number of ways for turn 1 EP to turn out, but optimally here's how turn 2 PP goes (most other routes end up with the practically the same turn 3 PP, but with lower probabilities of success). Lissa moves max range and heals Freddy. Freddy moves 1U of archer to nearby pillar and ORKOs him, Lon'Qu has full health and stays in his same position. MU moves to edge of northeast archer's range (away from the wall, if Sully is still in front and MU did not have to attack on turn 1, since this provokes the archer to move near Freddy instead of on the other side of the wall as MU), switches to Sully, removes her wep to prevent double attack, and switches back. Donny moves max range, out of the attack range of all enemies. EP has Freddy killing the two barbarians north of him and MU countering the northeast archer's attack; Lon'Qu ORKO's the northeast barbarian.

    Turn 3:

    MU chips the northeast archer, Donny finishes him off, Lissa heals Freddy to full, and Freddy moves max range to 3R of westmost archer. Lon'Qu moves to edge of northeast thief's range, and heals with a vulnerary if necessary. EP has Freddy killing off the nearest two barbarians and eating chip from the westmost archer and the nearby short axe barbarian and Lon'Qu countering and maybe killing the nearby thief with a crit.

    Turn 4:

    Freddy moves 1U of short axe barbarian and ORKO's him. MU moves to end of range of westmost archer, switches to Sully, has her equip her weapon again, and switches back. Lissa heals MU, Donny moves1R of MU, and Lon'Qu moves max range and heals with a vulnerary if northeast thief is still alive. At EP, Freddy chips one of the remaining thieves (I don't remember which one), who is either 1L or 1D of him by the end of the turn. MU counters the attack of the westmost archer; Lon'Qu may or may not kill a thief.

    Turn 5:

    Freddy moves 1U of the archer that *was* blocking the way to the boss last turn and ORKOs him with an iron sword. Lon'Qu finishes off the westmost archer. Lissa heals MU, who then moves 5L. If the thief is 1D of Freddy, MU simply finishes the thief off with Fire (or Wind, for max accuracy); if the thief is 1L of Freddy, MU will prevent the thief from attacking anybody else and kill the thief on EP. Donny moves 5R as well. EP is simply Freddy being chipped by the northwest archer and ORKO'ing the last barbarian and *possibly* MU killing the second thief.

    Turn 6:

    Freddy moves 1D of the nearest archer in the boss' "room", equips his trusty javelin, and heals with vulnerary, which should leave him with just enough health to survive one of the boss' attacks next turn. Lissa heals either MU or Lon'Qu (if MU is at full health); Lon'Qu moves 1U of MU, switches with Chrom, and transfers as MU's partner. Sully and Chrom separate. MU moves 1D of the last archer and, with Lon'Qu speed boost, doubles the archer and leaves him near death. Virion is used to finish him off. EP has Freddy finishing off both archers. Annoyingly, the thief does not attack MU.

    Turn 7:

    I cannot remember exactly how, but I remember having Chrom, MU/Lon'Qu, and Sully chip in such a way that Donny lands the final blow, getting a killer lance and a level as a reward. Virion opens the chest with Rescue in it. Freddy attacks the boss. EP has Freddy landing the final blow and ending the madness.

    Final Thoughts:

    I'm proud of beating this chapter. This. Chapter. SUCKED. SO. HARD. Got decent level ups, which will help me immensely on chapter 5. Also, Donnel, thank GOD you have 12 LUK -- I mean, you could have 12 points in a useless stat like STR or SPD, and how terrible would that be? rolleyes.gif

    UNIT 		LEVEL	HP  ST  MG  SK  SP  LK  DF  RS   WEP LEVEL                  	
    Chrom    	4.52	23  09  02  11  10  06  08  01   D Swords
    Books    	7.85	25  05  12  08  11  07  10  06   E Swords D Tomes
    Frederick	6.58	33  17  03  16  14  09  18  06   B Swords A Lances D Axes
    Lissa    	3.38	18  01  05  05  06  10  04  06   E Staves
    Virion   	3.26	20  06  00  10  06  08  06  02   D Bows
    Sully    	2.45	20  07  01  08  08  06  07  02   E Swords E Lances
    Vaike    	3.35	29  09  00  08  06  04  05  00   D Axes 
    Miriel   	1.00	18  00  06  05  07  06  03  04   E Tomes
    Stahl    	2.20	22  08  00  07  06  05  08  01   E Swords E Lances
    Sumia    	1.37	18  06  03  11  11  08  05  07   D Lances
    Kellam   	5.00	21  10  00  07  05  03  12  02   D Lances
    Lon Qu   	6.00	22  07  01  14  15  08  08  02   C Swords
    Donnel   	2.00	17  05  00  03  03  12  03  01   E Lances                              	
    

    [spoiler=Chapter 5]This chapter sucks more than chapter 2. I have no idea how they made that possible, but it is. So many flying enemies, a map that HEAVILY favors them, and same turn reinforcements (yeah, everybody just LOVES those) makes this just...evil. The way to low turn this, at least what I found, is to rush straight up to where Ricken & Co. are, so a rescue staff is not needed here. I hope that the later chapters aren't this demanding, tbh, because this is just stupid.

    Turn 1:

    Freddy pairs with Sumia, flies 1L 1D of northern dark mage, switches so that Freddy is in front, and ORKOs with javelin. Lon'Qu pairs with Stahl, moves 1D of barbarian of nearest fort northwards, and doubles with Killing Edge. The turn goes a little differently depending on if he crits and ORKOs or if he doesn't.

    >Lon'Qu Crits: Vaike pairs with Virion, moves 1D of Lon'Qu, and attacks myrm; Ricken chips myrm. Chrom pairs with MU and finishes him off. MU levels up, hopefully gaining a point in SPD.

    >Lon'Qu Fails: Vaike pairs with Virion, moves 1D of Lon'Qu, and attacks myrm; Ricken finishes off berserker. Chrom pairs with MU and tries to finish myrm off -- for this to work, one double attack has to have been proc'd on myrm, or MU needs to crit. If this works, MU levels up, hopefully gaining a point in SPD; if not, reset.

    Sully moves 1D of Virion, steals Vaike, and equips a bronze sword. Turn ends with Maribelle healing either Lon'Qu (if he got hit) or MU who gaining HP on level (for free XP). EP consists of Freddy killing the barbarian and mage nearest him and either killing the nearest myrm or leaving him low on health; Sully counters the nearest south barbarian.

    Turn 2:

    There are two possibilities here -- either the leftmost wyvern moves so that it is in range of an iron sword and gets ORKO'd, or it is only in range of javelin and does not (except in rare instances where Luna procs twice). If myrm from turn 1 is still alive and wyvern is not ORKO'd, a reset is required, as you cannot finish off the myrm without being killed by the wyvern on turn 2 EP; if myrm is dead, wyvern will suicide on MU on EP. If myrm from turn 1 is still alive and wyvern is ORKO'd, then Virion will finish the myrm off; otherwise, he will go 1R of where MU is at the end of PP.

    >If MU Gained SPD: Ricken moves 1U of MU (on fort) and trades MU his Elwind in exchange for a Thunder tome. MU moves 2D of eastmost wyvern (1U from Ricken) and ORKOs the wyvern.

    >If MU Failed: Same as before, except requires a paired attack, since MU does not double. If wyvern does not die, reset.

    Maribelle heals Sully if she needs it; otherwise, she heals Freddy if she can. Lon'Qu moves 3R? of fort, in range of myrm and barbarian above him but just outside the range of the nearest wyvern. If both barbarian and myrm hit him, he will die, but this is very unlikely. EP consists of Sully countering the nearest south barbarian, MU possibly killing a rogue wyvern, and, hopefully, Lon'Qu killing the barbarian and at least chipping the myrm.

    Turn 3:

    Sully switches to Vaike and has him finish off the nearest southern barbarian that has been harassing her for two turns. Ricken and Virion combine to kill the myrm chipped by Lon'Qu. MU moves where the recently killed myrm is, right on the edge of the nearest wyvern's attack range. Freddy moves to the fort nearest him and attacks the myrm 1U 1L of him -- this will allow him to kill off the dark mage, barbarian, and myrm on EP. Depending on if Lon'Qu is full health or not, there are two options:

    >Lon'Qu Dodged Like a Boss: Lon'Qu attacks myrm 2D from Vaike and hopefully crits; however, if he does not OHKO and gets hit on PP, then he is healed by Maribelle. This means he only has to dodge at least one of the myrm and dark mage's attacks on EP (since Nosferatu has crap hit, this isn't hard).

    >Lon'Qu Dodged Like a Fatty: Maribelle heals Lon'Qu before he attacks the myrm 2D of Vaike with a killing edge. Lon'Qu hopefully kills him with a crit; if not, Lon'Qu has to dodge both attacks, which is far rarer, but HAS happened in my attempts.

    On EP, Freddy kills all non-wyvern enemies near him and counters a couple wyverns (one of whom is the boss), Lon'Qu kills a southern barbarian and possibly a myrm, and MU ORKO's a wyvern with Elwind on counter. Two barbarians spawn from the two bottom left forts and move ominously towards Lon'Qu & Co.

    Turn 4:

    Freddy notices a gap in the wyverns, switches to an iron sword (he ORKOs the wyverns with it) and moves so that he is within 7 spaces of both two top-right towers, which will spawn wyvern reinforcements on turn 4 EP -- he may or may not be able to kill a wyvern from this position, but it doesn't matter, since they'll almost all suicide on him on EP anyways. MU moves 5U, which should be exactly two spaces away from another wyvern, which he will ORKO with Elwind. Now, depengin on how the wyverns were arranged last EP near Freddy, MU may or may not be in range of one of them. If so, and if MU is low on health, Maribelle heals him before he moves. If not, she will heal Lon'Qu. Lon'Qu ORKOs the southern dark mage who attacked him last EP, and everybody else gets out of range of the short axe barbarian and separates for that little extra offensive oomph necessary next turn.

    EP consists of MU possibly killing a third wyvern, every other wyvern suiciding on Freddy, and the two turn 3 reinforcements move within attacking range of Lon'Qu & Co.

    Turn 5:

    Lon'Qu is healed by Maribelle and attacks the 1-range barbarian reinforcement from turn 3 and ORKOs him. Everybody else who is not ORKO'd by the barbarian (Virion, Sully) chip him; IIRC, Vaike lands the final blow since he has a high ATK but would die on counter.

    Final Thoughts:

    Such a sketchy chapter where so much stuff can go wrong, especially when you try to rush it. However, I have a ton of contingency plans, but even they have significant failure rates. It took me forever to refine the strat to make it work, and it may not even be a one-size-fits-all strat since it requires certain stat thresholds on certain characters to pull off. It reminds me too much of chapter 2. I heard people maligning this chapter, and I initially doubted it, but DAMN were they right.

    UNIT 		LEVEL	HP  ST  MG  SK  SP  LK  DF  RS   WEP LEVEL                  	
    Chrom    	4.74	23  09  02  11  10  06  08  01   D Swords
    Books    	10.53   28  06  14  11  12  09  12  07   E Swords C Tomes
    Frederick	7.92	34  18  03  17  14  10  18  06   A Swords A Lances D Axes
    Lissa    	3.38	18  01  05  05  06  10  04  06   E Staves
    Virion   	3.59	20  06  00  10  06  08  06  02   D Bows
    Sully    	3.12	21  08  01  09  08  06  08  02   E Swords D Lances
    Vaike    	4.15	30  10  01  08  06  05  05  00   D Axes 
    Miriel   	1.00	18  00  06  05  07  06  03  04   E Tomes
    Stahl    	2.25	22  08  00  07  06  05  08  01   E Swords E Lances
    Sumia    	1.54	18  06  03  11  11  08  05  07   D Lances
    Kellam   	5.00	21  10  00  07  05  03  12  02   D Lances
    Lon Qu   	7.90	23  07  01  15  16  08  08  03   C Swords
    Donnel   	2.00	17  05  00  03  03  12  03  01   E Lances
    Maribelle	3.88	18  00  05  04  06  05  03  06   D Staves
    Ricken   	3.48	20  03  08  06  05  10  06  03   D Tomes                              	
    

  8. That requires him to have spammed Lance rank up to A. I hear some people give him the Bronze Sword for the Ch1 Hammer, which would make this impossible, unless I misremember.

    I had him at B lances, since I believe he got A rank sometime late in that first EP (and I *think* the myrm attacks first), but then again, I think Freddy proc'd STR on his level up. I know he *just* reached OHKO status.

    And yes, I did have him go bronze sword for Hammer!Time on Chapter 1.

    That said, that is the most useful Vaike has ever been for me and I did probably the same thing. Well, except once I cleared the bottom half I took it easy, and didn't want to fuck up.

    I just re-did chapter 4, and with a +3 MT javelin forge and a STR tonic, managed to swing a 4 turn clear (too bad half my starting gold is now gone). I found Vaike invaluable in finishing off the knights -- pretty much I needed Marth and MU to do a double attack on one of the hits (like almost 70% chance of that, so not too bad), but they were left with ~3 health, perfect for a baseline Vaike. I *may* even use him, although I'm trying desperately to make my Virion useful.

    I may or may not have had Vaike finish off Marth (I didn't need to, I could've just finished her off with Freddy, but I had fun with it). It turns out Vaike has a 50% chance to hit her for 7 damage, while she does like 21x2 damage to him on Lunatic.

    The problem is that I have no idea what features I can use legitimately in an efficiency run. Obviously, DLC content is off-limits, but what about, say, skirmishes? Do I treat them like FE8 or consider them like FE12 arena, since I can pay to spawn them? Or what about random items from sparkled spaces? Tonics? Renown rewards? Shops from bonus teams? Hell, even Barracks seems to give random rewards.

  9. You can prevent support partners from firing unwanted double attacks by simply trading away their weapons onto the lead character. Useful both for survival and for controlling experience distribution.

    Ah, right, that's true. How silly of me.

    I just ended up having Freddy take Vaike on turn 1, because I was going for a 6 turn clear and needed the STR bonus to OHKO myrms with a Silver Lance.

  10. Chapter 2 is worse (way worse) than chapters 3 and 4, imo. It's kind of ridiculous how precise your moves have to be in the first couple of turns in order not to get smashed to bits -- the enemies are precisely positioned that, if you double up properly and move everybody who's not Freddy in the correct 4 spaces, only Freddy will get hit. Then it's a matter of placing Freddy like 1 space down, 2 spaces right of the nearest myrm, equipping him with a bronze sword/lance, and praying a double attack doesn't happen so he doesn't get hit enough times to die.

    Yeah, it's bad.

    Anyways, on my efficiency run...managed to swing a 5 turn on chapter 4; I would've done a 4 turn if I could've only killed the other short axe user. However, since they always 2 range, Freddy can't ORKO them in counter on EP, so I don't know if anything less than a 5 turn is feasible in lunatic. However, if anybody has done it, please let me know. I'll keep the save file open just in case.

  11. Chapter One was a miserable experience until I realized Freddy could have Avatar's sword.

    Chapter Two seems to have no such solution.

    Let's be honest...Chapter 2 is a GIGANTIC pain in the ass, even if you go slow. Trust me, it's like 10x worse if you try to rush it. Let me try to find a video that will help you out...

    P.S. As for the Ch.3 hammer, I may or may not have killed the boss before the hammer warrior reached Freddy.

  12. So, after almost a year of being MIA, I have come back to Serenes Forest, especially now that FE13 is back. I have been busy with an interim job, essays, and applications for graduate school (all of which are winding down now), and I have opened up enough time to enjoy Fire Emblem again.

    I know that 9 months is a long time, and many people I know have probably moved on (and replaced with new faces), but I intend to get right back into the pace of things.

    I'm terrible at introductions (and even worse at good-byes), but I just wanted you guys to know that you will be seeing more of me for at least a while.

    P.S. To those that actually remember me...Yes, I'm as stubborn as ever.

  13. Well, first of all, long time, no see, guys! Good to see Paperblade and Othin are doing well. :D

    Count me in for the Lunatic club. As masochistic as I am, I'm doing a Lunatic efficiency run my first time through. I got blocked by Ch. 2 for a while, got delayed by graduate school interviews, and just now beat Ch. 3.

    So far, my turn counts are (mostly typing this because I know I'll start forgetting them):

    Prologue - 5

    Ch. 1 - 4 (IIRC)

    Ch. 2 - 6

    Ch. 3 - 4 (ORKO'd the boss w/ a 21x2 silver lance assault >:D)

    Unfortunately, I have like 1 use of silver lance left, although I just got Luna on Freddy. I've been partially successful on getting levels on everybody else, but it's hella hard in the early chapters. Not getting Hammer or Heal in Ch.3 may come back to bite me in the ass, though.

    Wish me luck, and I hope you all are enjoying Lunatic as much as I am! happy.gif

  14. Well darn, that's what I get for spriting so early in the morning. XD I'll get to fixing the broken giraffe neck and junk in a bit.

    Anything else I should fix while I'm at it?

    EDIT: Sorry for taking so long, but here's the fixed sprite

    hgtoV.gif

    This is the right format, isn't it?

    From what I remember from doing it for my (fail) Cassie, the mouths are supposed to be the other way around, left-right wise. So closed on the right, gradually opening up as you get to the left.

    I haven't been able to come on barely at all for the last couple of days, so I just wanted to come on now and thank you for the work. :D

  15. Good grief. I'm about to pour buckets on your parade, mate.

    1) Palette. This is to hoping you know that hack-insertable sprites have a 15-color palette (1 border + 5 skin + 3 hair + 6 anything else colors) + bg color (cannot be part of the image). You have fifty million shades of skin tone - most of which are FE7. You also have pure white in your image. If you were to use white as your background, anything with white in it would become transparent.

    2) References. There's a huge mug sheet you can reference for "FE8-style shading." IMO, though, really, there's no real difference in shading as much as it is just paletting. FE8 is much more vibrant. The only real difference in "shading" is that the facial shadows are a bit darker and more dynamic - that is, there's more use of the middle skin tone. If anything, you really ought to reference how to shade, in general.

    Clothing bunches and pulls, stretches, and folds against thing. It follows movement and is affected by gravity, like most things. For example, even if the shirt you're presumably wearing appears "flat" along your shoulder, you can still note that small lumps appear along the seams, or along the collar where it meets your neck, and around the sleeve and armpit, where your arms are currently reaching out to type on the keyboard. On the mug, the only real areas with any shading is next to the near collar and along the far sleeve, and even that's a bit of a stretch. Shadows appear when things block them from the light, or as the light diffuses from the distance difference. As such, darker colors and shading should appear on the far side of the mug (away from the light source), whereas highlights appear on the near side of the mug (facing the light source).

    The same goes for hair, which is lighter and more flowing. You've probably never had long hair before, but if you take some strings and flop them around on things, that's basically what goes on. It's anchored at the root (where your fingers hold the ends of the string), and tends to tighten and stretch out along that anchor point; however, the opposite, free ends are loose, and are free to do basically whatever. They'll lie limp on a flat surface, dance with a puff of air, curl around things, and drape over edges. The hair you have here just looks like a huge mass of mousse or something. It's ridiculously full and plump, and seems to fall over the flat surface of her body like a cardboard cutout.

    I don't know what kind of posing is going on, either. It's just a big mass of flat cloth. Is her body supposed to be facing the viewer? There's no direct light source that indicates anything.

    As for the mug, itself, it would help if you'd at least provide some details about the character. How old is she? What is her build like? How tall is she? What sort of facial features does she have? What kind of personality does she have? FE8 has this hideously notorious "blank" face look that tells you virtually nothing about the character. It's boring and makes everybody look like a vapid vegetable.

    Her forehead is enormous, and she lacks the shadow beneath her lower lip. All of her features could be pushed up at least two pixels. She's also incredibly short, and her neck is a rigid pole. She has the biggest, roundest shoulders I've ever seen, her ear is being eaten alive by hair, and her eyes look mismatched. The palette is also rather hard on the eyes - the blue is all very high in saturation, and the two lightest colors not only have hues that are too close together, but also have too little contrast. The hair, on the other hand, has too much contrast, and appears blocky and gross.

    I really, really think it would be in your best interests to make a new, completely-spliced mug for your hack, then come back to this one when you're better at shading. Honestly, it's not a matter of pride; it's simply the fact that, as it stands, I don't think it's within the realm of your current abilities for you to fix this mug. You've spent over a third of a day on this thing. That's almost too much effort to be putting into something like this and only getting this much out of it. Really, your best interests in mind, I'd highly advise you to start from the beginning and not skip steps with the basics. There is a reason why we need to learn to walk before running, and unless you were born to run (incredibly talented, or if you've incredible previous knowledge of spriting or art), you'll really just have to crawl along with the rest of us until you get to that point.

    s5du.png

    This isn't a fix as much as it is just an example for reference. There face has been rearranged somewhat, and I've cleaned up a section of trim and clothing.

    Thanks for the feedback. I doubt I'll ever be able to do it, frankly; I just can't really envision things well enough to pull that stuff off.

    Worth a shot, though, I guess. I learned quite a bit about spriting, for sure.

  16. Kon, thanks for the sprite!

    While it's by far the most likely to get used at this point, I looked at the details of your sprite to see what errors I had; it was mostly minor things that added up. I hope you don't mind -- it really helped me to nearly finish off the crappy one I was doing. Anyways, a side-by-side:

    CassieAttempt3-6ReadytoShip8.png

    EDIT: Her left eye is still a little screwed up with the new bangs; it'll get fixed.

    EDIT2: Has my sprite improved at all?

  17. To say the least, I think you'd be safer trying to splice something together rather than just customing right out of the gate. The face is decent, but everything else really just lacks form. It's like flat panels on flat panels on flat panels. Clothing has folds, and bodies have shape an contour; it's not 2D.

    Well, it was originally a splice -- Cecilia's hair, Farina's face, and Brammimond's robe (which I extended a little). The hair, aside from the parts at the extreme left/right, the strand over the ear, and part of one bang, is essentially just a recolor. Farina's face was simply modified to have Vanessa's mouth/nose and I basically copied the FE8 style eyebrow and made it fit her eye.

    Like I said, hearing this really sucks, but I would like to salvage this sprite, just for personal pride if nothing else. How would I convert the shading on the hair to FE8's style? And which portions of the robe would best benefit from folds?

    Sorry if I'm asking too much.

    EDIT: Alright, one LAST ditch effort, using Jelly's advice on shading. Have I largely improved the robe and marginally improved the bangs? I'm waiting for advice (or notification on whether I've improved it enough to make it worth the effort to continue) to fix the hair, and I'll address the pendant last.

    CassieAttempt3-6ReadytoShip7.png vs. CassieAttempt3-6ReadytoShip3.png

    EDIT2: I just realized the small error on the top-left hand part of the hair. I was rushing the bangs since I need to sleep now. >.>

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