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Imuabicus der Fertige

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Posts posted by Imuabicus der Fertige

  1. Guidelines:

    2.1.) mention the diffculty on which you rate the unit 

    2.2.) what classes your unit went through, what skills they had and so on; don´t consider obviously suboptimal builds.

    2.3.) no DLC rings, no non-unit DLC bonuses

    2.4.) no grinding in skirmishes

    2.5.) no rng abuse (no resetting for bond rings)

    2.6.) cooking is allowed

    2.7.) ratings to be given in the format X/10

    2.8.) if it isn´t mentioned above, it´s fair game

    2.9.) no "Kagetsu exists and obsoletes Lapis, 0/10", explain your rating

     

    Unit: Jade

    Class: Axe Armor

                         Lvl   HP  STR MAG DEX SPD DEF RES LCK BLD

    Bases:          12    33    14    4       14    5     18    6       5    8

    T. Bases:      12     8      6     4        8     4     6     6       3    1

    Growths:      /       55    35   25     35   30   40   30    20   10

     

    Personal Skill: If unit uses Wait without attacking or using items, grants Res+2 for 1 turn.

    Innate Proficiency: Axe

    SP: 800

     

    Support Bonuses:

    C    Hit+15
    B    Hit+15, Avoid+5
    A    Hit+20, Avoid+5
    S    Hit+30, Avoid+5

     

    Tools and mo stats:

    Average Stats - Fire Emblem: Engage (FE17) (triangleattack.com)

    Engage Numbers - Google Tabellen

     

    Rating: 3.7

    Next unit on Monday

  2. Guidelines:

    2.1.) mention the diffculty on which you rate the unit 

    2.2.) what classes your unit went through, what skills they had and so on; don´t consider obviously suboptimal builds.

    2.3.) no DLC rings, no non-unit DLC bonuses

    2.4.) no grinding in skirmishes

    2.5.) no rng abuse (no resetting for bond rings)

    2.6.) cooking is allowed

    2.7.) ratings to be given in the format X/10

    2.8.) if it isn´t mentioned above, it´s fair game

    2.9.) no "Kagetsu exists and obsoletes Lapis, 0/10", explain your rating

     

    Unit: Amber 

    Class: Lance Cavalier

                         Lvl   HP    STR   MAG   DEX   SPD    DEF    RES    LCK      BLD

    Bases:          11    31       15       2        13      11        9        3        9         8   

    T. Bases:      11    8          9        1         5       4         5        1         7         2

    Growths:      /       65      45      0        25     30       35      5        35       15

     

    Personal Skill: If no other units are within 1 space of unit or foe, grants Hit+20 at a cost of Avo-10 during combat.

    Innate Proficiency: Lance

    SP: 800

     

    Support Bonuses:

    C    Hit+10, Avoid+5
    B    Hit+10, Critical+3, Avoid+5
    A    Hit+10, Critical+3, Avoid+10
    S    Hit+10, Critical+3, Avoid+20

     

    Tools and mo stats:

    Average Stats - Fire Emblem: Engage (FE17) (triangleattack.com)

    Engage Numbers - Google Tabellen

     

     

    Rating: 5.75

    Next unit on Thursday

  3. 1 hour ago, Eltosian Kadath said:

    The idea that you might have to work with a different class, and different quirks after a death seems like a similarity between the two to me...

    Yup. When you die in FE, you do the same map with better stats and equipment. The similarities are striking.

    1 hour ago, Eltosian Kadath said:

    Did you accidentally post this too early?

    The first of your statements you commented makes it sound like your argument is that the developers never intended for the player to actually play the game, and the second sounds like your argument is that you are ignoring my comment and are doing the equivalent of insisting that Three Houses doesn't have a story because you covered your ears and only bothered to read the word "house".

    Don´t worry, I didn´t think your post was worth any effort, so I simply reposted the answers to your statements I had already given. I can see now that was not enough so let my try to put it more clearly than before, although it has already failed to get across to you twice:

    Edelgard declaring war on Rhea? That´s story. Edelgard hitting Rhea with a Brave Axe? Not story. How Edelgard got that Brave Axe? Also not story. How Edelgard moved over tiles to hit Rhea - also not story. Edelgard killing Rhea with Aymr - story. 

  4. 1 hour ago, Eltosian Kadath said:

    Funny as Rogue Legacy was the only of about a dozen Roguelikes I have played that even slightly sounded like what you were describing, and even then by Newgame +2 (or was it +3...it been a while since I played it) the enemy level-scaling made each of those meta-levelups feel like a decrease in power, and even before that point the randomization of class, magic, and trait were always more impactful run to run than the meta-progression, plus it would be more accurate to say how well a run went is what resulted in the increase in power, not the death in and of itself.

    Good point, and as nothing of this exists in a FE game in any way shape or form it serves to further illustrate why it was a shit take.

    2 hours ago, Eltosian Kadath said:

    And while single words don't a story make, that doesn't mean a collection of words can't make a story. Sure a single use of the word "the" may be as insignificant as equipping an iron sword instead of a steel sword, but these words and actions link together to forge something greater than their individual parts. You talk yourself about making a plan to kill the enemy is a part of what draws you to videogames, but usually the videogame creator did not make that plan for you, and how successfully you executed the plan you made, and the situation that then put you in is a story you wrote with the tools a videogame gave you.

    On 7/27/2023 at 7:43 AM, Imuabicus der Fertige said:

    headcanon (derogatory)

    On 7/27/2023 at 7:43 AM, Imuabicus der Fertige said:

    The idea that equipping an iron sword on Marth instead of a steel sword and moving him 5 right and 2 left is some sort of player-story-immersion is ridiculous. 

  5. 16 minutes ago, Alef Zero said:

    Faye - pegasus knight, tobin - mercenary (myrmidon right now), gray - archer (sniper now), kliff- mage, the rest have their normal classe.

    eh, I don´t think it should matter, but Faye is normally a cleric, Kliff/Tobin the mages, though Kliff also gets the Archer treatment I believe, Gray is Merc

    17 minutes ago, Alef Zero said:

    I have ridersbane, but gave it to claire - she has enough speed to still double some enemies with it, and she needs as much attack as possible, she can't deal any dmg.

    the pegasus special, Clair might be an option to attack/lure or distract mages, she does have 8 base res ; if you´re having trouble killing horses look who can kill em - we just had a discussion on Clives capabilties in act 3 a month or two back and he should be modestly competent.

    If you´ve recruited her, Mathilda is a frailer Clive, with basically the same offense and better resistance (recruited in Desaix castle)

    19 minutes ago, Alef Zero said:

    Only have iron and steel bows. Guess python gets out.

    You can forge in the village after the act 1 castle in act 3 I believe? Be aware though that reinforcements can spawn (from Desaix Castle and the Dam all the way up I think) and on the world map they can get the 1st turn if they run into you and they can reinforce the actual enemy formations - indicated by 2 enemy sprites on a node.

    As for Archers, no matter what, Hunters Volley, the Weapon Art from the Killer Bow is the gamechanger. If you bow, Hunters Volley makes you good.

    Look here to see what gets forged into what: Forging - Serenes Forest

    Look here for learned spells on a character basis: Learned Spells - Serenes Forest

    24 minutes ago, Alef Zero said:

    Well, if stats are not the problem for my units, what is?

    I mean are you equipping your weapons and everything? Some do lower your speed (1 point of weight = -1 point of speed), though I think Iron is just +2 dmg. Mages can´t cast magic if they don´t have the HP for the cost.

    If it reads just Lance or Sword that´s a basic thing with a hit modifier and nothing else.

    See if you can promote units actually. Almost no reason to sit on lvls. Relevant page: Class Change - Serenes Forest

     

    Explore the villages and casteles you can, there´s a lot of stuff hidden. Relevant page, in case you wanna know if you missed something:  Item Locations - Serenes Forest

  6. Posting how much you used them, stats and diffculty could be quite helpful.

    Here be averages: Echoes averages - Google Tabellen

    Did you promote your Villagers? What classes do Faye, Kliff, Tobin and Gray have?

    Archers without Killer Bow Weapon Art (Hunters Volley) are basically worthless.

    Doubling is calculated by 1 point of speed difference a unit with 8 spd doubles 7 and below, won´t be doubled by 8 speeders and willget doubled by 9 and above.

    Almost all units in this game have shit Res(istance) which is the defensive stat against magic attacks and Clive is slow, so big damage.

    Do you have a Ridersbane? It´s effective against horse-units. A promoted Clive should be... somewhat capable against horses. Lukas if you still have him (and used him) as well as Forsynth should be competent with it as well. 

  7. 8 hours ago, Eltosian Kadath said:

    And what this thought experiment looks like in the course of play is you early promoting Palla and giving her a fittingly named forge to train up that axe rank for the real Hauteclure. Palla forced to fill Minerva's shoes as best she can.

    headcanon (derogatory)

    8 hours ago, Eltosian Kadath said:

    This explains a lot.

    Personally I found the comparison rather apt, as rather than death being a way of becoming stronger in a Roguelike, death is far more consistently a changing of your starting situation, and/or opportunities. Permadeath restricts your options, forcing you to use units you otherwise wouldn't, which leads to that changing of situation and possibilities you get from death in a roguelike. The comparison isn't perfect by any means, and it depends a lot on the roguelike (for instance Darkest Dungeon shares a lot of similarities), but there is a similar feeling to it, in a fairly general sense.

    I dunno chief, I played Rogue Legacy 2 and Hades and both give you distinctly the choice to upgrade your (new) character/weapons, to the point you get to dictate what you start with. The equivalent of permadeath in Hades would be losing the corresponding weapon for all future runs on that savefile, or the class and all upgrades in RL2.

    8 hours ago, Eltosian Kadath said:

    Why do you play videogames instead of reading books, or watching some audiovisual art? A fundamental feature of videogames as a narrative medium is in making the player a part of the story telling through choice, and play. If you only care about the story others tell, and not your own stories, videogames are a particularly bad narrative medium for experiencing that.

    Do tell whenever you find a book that let´s me drag ´n drop pixels and plan to kill the enemy? Or let´s me get double tapped by Dark Dragon Midir? Or a film that does either? 

    There is no being part of a story, every displayed moment and every given choice is a preset canvas/crossroads planned and intended by the author and the player amounts to nothing more than an outside observer, not even a rat in the maze looking for the next crumb of cheese. The idea that equipping an iron sword on Marth instead of a steel sword and moving him 5 right and 2 left is some sort of player-story-immersion is ridiculous. 

    You might find some of that narrative participation/player-creationism in a blank slate game like Stellaris or Civ 6, and even in Stellaris every event is pre-scripted, with pre-set and defined outcomes, but FE? People out here complaining about Byleths dialogue options.

  8. Guidelines:

    2.1.) mention the diffculty on which you rate the unit 

    2.2.) what classes your unit went through, what skills they had and so on; don´t consider obviously suboptimal builds.

    2.3.) no DLC rings, no non-unit DLC bonuses

    2.4.) no grinding in skirmishes

    2.5.) no rng abuse (no resetting for bond rings)

    2.6.) cooking is allowed

    2.7.) ratings to be given in the format X/10

    2.8.) if it isn´t mentioned above, it´s fair game

    2.9.) no "Kagetsu exists and obsoletes Lapis, 0/10", explain your rating

     

    Unit: Lapis

    Class: Lord (promotes into Successeur, learning the exclusive skill Sol: Unit may recover HP=50% damage dealt. Trigger %=Dex.)

                         Lvl   HP    STR   MAG   DEX   SPD    LCK   DEF    RES     BLD

    Bases:          11     32     13       3       13       13      10       10        6        9

    T. Bases:      11      9       5        2        6        5        7        5          3        2

    Growths:      /       75     30      15      20      40      20      40      25       15

     

    Personal Skill:  If unit initiates combat, grants Hit+15 to unit and foe if foe is able to counterattack.

    Innate Proficiency: Sword

    SP: 800

     

    Support Bonuses:

    C    Hit+10, Critical+3
    B    Hit+10, Critical+3, Dodge+5
    A    Hit+10, Critical+6, Dodge+5
    S    Hit+10, Critical+12, Dodge+5

     

    Tools and mo stats:

    Average Stats - Fire Emblem: Engage (FE17) (triangleattack.com)

    Engage Numbers - Google Tabellen

     

     

    Rating: 5.67

    Next unit on Monday

  9. 3 hours ago, Jotari said:

    The  only Roguelike I've played is Final Fantasy X-2 Last Mission (yeah, that's really a thing, and it's pretty decent), so I'm not 100% I know the genre, but from the way you're describing it, it sounds like you'd get the exact same kind of benefit from dying in Fire Emblem if you are a reset player. Go into a map, have Takumi die 20 turns in, reset and you have gained something. You know why Takumi died and you know how the map works and you know how to avoid those pitfalls a second time through. And to some extent this could happen even if you are playing iron man. Failure rewards you by giving you a keener understanding of the game and how to maneuver it. It lets you metagame better. This is not something you will learn if you're playing casual and you can sacrifice units willy nilly to lure the enemy in.

    Yeah, except in a roguelike you get stronger as a result of your death; new weapons, new skills whatever have you, imagine your Takumi dies and after reset he returns with +X all stats, or Galeforce or a usable Brave Bow. In FE you already have near perfect information on everything but the AI, reinforcement and story events. I don´t understand what your ironman player learns that the casual player doesn´t? In both cases Takumi dies for the same reason, but one redoes the map the other plays the next map?

    I don´t think FE and roguelikes can or should be compared from a gameplay perspective, and I imagine the notion here was something like, well your roguelike survivor tells their own story, but as written above I 1) simply have no fuck to give about that. I know my own stories and I fail to understand how one can... imprint so much on a preexitsing character that they make up stories for them. Additionally, there is no room to do so in FE - the character has a beginning (recruitment) and an end (ending card), what´s inbetween is at most defined by their importance to the story, but death supposedly ought to be a big part of it and yet there is seemingly so little. And 2) I would be surprised to learn that roguelike mcs are just empty canvases ready for you to project your ideas onto.

    It seems contradictory, to imagine a game where you want the player to care and ultimately feel/fear for the death of units, which would naturally lead to players taking (any) measure to keep this unit and at the same time say: don´t even worry about it.

    Anyway, thought experiment down below:

    Spoiler

    If Minerva dies in SD, and this is yet again a thought experiment divorced from the narrative reality of her relevant games, we lose not just a comrade, we also lose a Princess of Macedon, defector as she may be, the wielder of Hauteclere, an axe that rivals the Regalia of Archanea and last but not least the commander of the Whitewings. If Catria and Palla are recruited after Minerva were to fall we get a short "ah shit, she dead huh" from the two, but none of the above, not her being royalty with apparently some claim to the throne and no discussion in regards who will use a weapon of Hautecleres caliber. With Minerva gone, do the Whitewings just stop being the Whitewings? Would Palla perhaps try to take up the mantle? Maybe Minervas Wyvern didn´t die and Marth decides, you know what, we still need the Altean Airforce and bestows the Hauteclere onto Palla and boom, non-mastersealed Wyvern Palla, with an Axe rank but also a penalty to using Hauteclere because she´s got no experience with a weapon of this caliber. Of course, this completely omits the existence of Maria, and I´m not under the impression she´d give no commentary on her sisters passing.

    And yes, I understand that shit like: "no discussion in regards who will use a weapon of Hautecleres caliber." is iffy because at the end of the day who uses what is up to player discretion.

  10. 10 hours ago, AnonymousSpeed said:

    "Fire Emblem does not Fire Emblem: Engage with permadeath as a mechanic because you just reset" is an extremely luke-warm take that should be spewed out of your mouth. It's like saying that it doesn't meaningfully engage with growth rates because you reset on bad level-ups. You have to intentionally exclude ironmans from your perception entirely, and I get that not everyone likes them, but they have real value as a way to play the game. It's the same value that you get out of Rogue-likes but on a much grander scale.

    The obvious difference death being an accounted for and required part of a roguelike (unless I guess you beat it first try). Dying in a roguelike is a positive, because now you get to unlock shiny meta shenanigans. A result of dying in a rogue like is, you get stonger - that´s not the case in FE. The consequence of Death in FE is always you are now weaker, to varying degrees, because there´s a world of difference between losing Nyx or Camilla, Caeda or Cord, extreme as these comparisons are. I haven´t dabbled in Roguelikes myself, but how many of them have a real, non-challenge-mode-game-over-potential?

    There seems to be somewhat of a disconnect between losing a unit and having a bad lvl up.

    As for the people with the "tell your own story"-argument I don´t need Fire Emblem to do that, I have scenarios aplenty in my skull and they are readily available whenever I want them. I want to know other peoples stories, because I know mine already and I find Fire Emblems use of it´s dead, in the light of Kaga´s initial sentiment, as far the series may have moved on from it: "I wanted to make a strategy game that was more dramatic, something where you would really be able to feel the pain and struggle of the characters. That’s why characters can’t be revived once they’re killed, to impart a sense of gravity and seriousness. In turn, I think the result is that the more love you have for your characters, the more rewarding the game is." unsatisfactory from it´s beginning.

    11 hours ago, AnonymousSpeed said:

    Furthermore, Fire Emblem is a game and we should care about it's gameplay. Even without alternate dialogue, a dead unit presents alternate gameplay decisions because you can no longer use that unit.

    [...]

    I feel like saying a unit death is just "another failure condition" is a poor assessment. Firstly, because failure conditions are not actually a bad thing. They are in fact critical to most games. The enemy taking the seize point in a defend map is also an alternate failure condition. If the fun of a game comes from overcoming the challenges it puts before you, then we expect there to be conditions where you don't meet the challenge. It's also fine for those conditions to change.

    The whole fucking point wasn´t that failure is bad, it´s that nothing comes from failing, other than the waste of time some FE-hobbyists seem worried about. Failing the map objective (the challenge of which you speak) and getting a gameover and resetting for a unit (inherently a challenge the player puts themself through, because they are ostensibly using that unit) are the same thing and nothing changes either way

  11. 19 hours ago, Armchair General said:

    You know, back in the day, the absence of these was actually justifiable from the developers' perspective. But since all this stuff is just some extra dialogue trees; there's hardly any reason for them to expand upon the story, like this.

    By the end of the day, the only people who are still around are the lords and their closest retainers, barring the occasional new arrival

    Oh, I understand that it´d take a bunch more effort at the same time... y´know, one can dream. As they say, hope dies last, but even hope dies.

    13 hours ago, Zapp Branniglenn said:

    Fire Emblem is all about resources. Gold, weapon uses, human life. It's how we choose to spend those resources that defines our playthroughs. Each one is unique to another players' and each one is unique to our previous run. Fear of permanent consequences gets the player thinking harder about their decisions than they would otherwise. During the Ending unit scroll we take note of how far our units have come. What their endings might say if they weren't dead. That's only some of the ways Fire Emblem engages you in ways that it could not if permadeath weren't there. 

    I was writing around but didn´t manage to make something coherent out of it, so here a tl:dr attempt: If permadeath defining Fire Emblem amounts to nothing more than suicidal playstyle, then it doesn´t really define FE all that much or maybe all that well.

    I´m aware of only one instance, where a choice regarding death is implemented and that would be who the sacrifice will be in SD prologue 4.

    2 hours ago, Shanty Pete's 1st Mate said:

    I wouldn't say that a "Hard ironman" was what Kaga had in mind. He didn't expect people to say "well, Marth is dead, time to restart from chapter 1". Moreso a "soft ironman", or "Bronzeman". Where "oh no, Cain died!" turns into "huh, maybe Roshea can replace him...". I would say this style is decently common to play, if not quite as common as the "reset on every death" approach.

    That´s what it sounds like in an interview I found somewhere on the main site, at the same time that statement is a bit in conflict with another interview where he specifically mentions he wants players to experience his units. Link to interview taken from SF main site. Mourn your units but also dw about beating the game... I dunno. It feels disconnected.

    Just found out there´s different dialogue for Palla/Catria when Minerva is "absent." Ha.

    2 hours ago, Lightcosmo said:

    Here is something i don't understand when players argue "time" when losing a unit.

    I´m generally not keen on the idea of Fun/Time, but that´s another discussion entirely. 

    20 hours ago, Integrity said:

    if kaga ever had the dream of ironmanning, the games have no feasible catchup mechanics and an incredibly hostile fundamental mathematic system for low-leveled units.

    Maybe something in the way of Fates Offspring seals, but for lategame? Call it Nagas Seal, lvls unit to the predefined stat/weaponranklvl of chapter X. A camp of Mercenaries, from which one may recruit X/y amount of chapters?

    At the same time and the following is divorced from the narrative requirements of the game... If Ike died, would Titania not be able to take up the mantle? I understand she has a thing for Greil, now felled by a knight in the woods and his son is gone too... a little revenge maybe? Would Jeigan, Malledus not continue resisting, maybe with Hardin as a new leader? The likes of Athos, Gotoh, Nomah, Mycen don´t seem the kind to just sit back and watch " insert generic evil" just overtake the game.

    Sure enough, they may not have the magic to overcome the enemies... heh, plot armor, but this struggle too, may be worth witnessing?

    11 minutes ago, lenticular said:

    There are definite benefits to keeping permadeath around ("some players like it") but also benefits to getting rid of it ("no longer have to design around it") and the devs should have a much better idea of which outweighs the other for the series overall than we do.

    To be clear here, and because some people may have interpreted this a question about classic/casual/phoenix and permadeath considering my initial quote, I didn´t make this topic to ask the question of Permadeath yes/no, but more specifically to think about the "have to design around it" part. 

  12. 1 hour ago, Shanty Pete's 1st Mate said:

    But Julian and Lena start out the chapter running from his forces. While Navarre might not practically have a chance to attack and kill Lena, his comrades certainly do.

    Navarre isn´t his comrades, I read nothing to imply he has any sway over their actions.

    And they held her captive and didn´t appear to harm her to begin with.

  13. Here´s what brought this topic to my mind, by @CyberZordtaken out of this thread:

    Quote

    Since Casual takes away the threat of permadeath (Something that defines Fire Emblem),

    Which got me thinking, does and if so, how does Permadeath define Fire Emblem, howeverwhichway we define "defining FE."

    Obviously, if unit X dies, investment is lost, sometimes alongside the inventory and you have to proceed with a worse unit. Which is shite, because in later installments and on higher difficulties it can be diffcult to get a B-Lister of the bench and up to snuff. Also paralogues can be lost if the corresponding parent is gone. Bohoo, no child soldiers. I think the only one game that alters dialogue if a unit dies is SoV. 1/17. Oh yeah, there´s Shadow Dragons habit of supplying an infinite amount of noname mercenaries and a couple paralogues, beyond a certain body count.

    But, there´s never really anything done with the deaths of units, other than death grunts and minor quotes of miniscule regret, the question Permadeath poses is "Are you softlocked yet?" It´s just a big fucken Sword of Damocles hanging over your head, a silent challenge given to any and every player, remedied by resetting, to the point that ironmanning, apparently the og Kaga idea, is seen as something out the ordinary (imo, what do I know about the whole FE community).

    But there´s never an interaction with unit death in FE, is there. Inventories are either lost or automatically sent to the convoy, instead of having to deal with scavenging of your favorite units corpse. Even if you bring a unit back from the dead... is it ever acknowledged that dead units walk again? Does anything about them change? I seem to remember at leat one case, Gilbert, who can die in the game and still be met in the monastery. He can be spoken to, he still advises in the story, he just can´t be fielded. There are no new bonds forming between units, bonding over the death of a comrade, no new paralogues where we could see these bonds in effect, no change in relation to loss whatsoever. Sophie does not take up Silas` sword, should he fall, neither does Siegfried nor Shiro. No vengeance, no regret, no new resolve. Noone is shaken by the loss of a comrade, noone to take up and relight a fallen torch. In some games the dead are raised, but it´s never our dead, is it, it´s the likes of Gangrel, Walhart. Whatever were to happen to our goody two shoes Chrom, if he were to encounter his sister in battle, what would Valentias fate be, should Dumas guard be led by Mycen. 

    I mean there´s Greil with Urvan, but Greil isn´t a player unit, there´s Jeralt but he doesn´t give anything to our near emotionless Byleth other than a momentary wrinkle on the eyebrow. I don´t know. The more I think about it, the more permadeath looks like something that keeps being done because it was there since the beginning. Which I guess, "defines" Fire Emblem, but it seems... so much less than it could be, it ought to be. 

  14. Cut out Abel, Jagen, Cain, Gordin, Draug, Norne, Bord, Cord, Darros, Castor, Julian, Navarre, Matthis, Wolf, Sedgar, Roshea, Vyland, Hardin, Rickard, Athena, Bantu, Caesar, Radd, Roger, Jeorge, Maria, Minerva, Linde, Dolph, Macellan, Tomas, Boah, Midia, Horace, Astra, Catria, Palla, Arran, Samson, Etzel, Est, Tiki, Lorenz, Ymir and you have a nice manageable unit window.

    5 hours ago, Shanty Pete's 1st Mate said:

    1. Marth. The Lord and main character, whom everything revolves around.

    2. Jagen. Great early on, but less impressive as time goes on, now pulling double-duty as Marth's advisor.

    3. Draug. The Armor Knight, giving you someone who can tank hits really well.

    4. Gordin. The Archer, giving you someone who can fight from the back lines.

    5. Caeda. The Pegasus Knight, Marth's pove interest, and warrior princess.

    6. Lena. The Healer, giving you someone who can heal allies mid-battle and play with positioning (a la Warp).

    7. Julian. The Thief, giving you someone who can nick items off of foes. Also helps open doors in the overworld.

    The softlocked by chapter 3 H5 squad.

  15. On 7/14/2023 at 6:12 AM, Jotari said:

    I should also note that Norne's reason for existing was probably to give female's access to Archer too.

    Men can shoot arrows and women can ride Pegasi, balanced as all things should be.

    - Kaga to Hubert, ca 1990

     

     

    Considering she doesn´t even exist on non-easy difficulties and her recruitment condition is stupid as hell, her purpose is... questionable. She enters Marths army like a stray dog.

  16. Guidelines:

    2.1.) mention the diffculty on which you rate the unit 

    2.2.) what classes your unit went through, what skills they had and so on; don´t consider obviously suboptimal builds.

    2.3.) no DLC rings, no non-unit DLC bonuses

    2.4.) no grinding in skirmishes

    2.5.) no rng abuse (no resetting for bond rings)

    2.6.) cooking is allowed

    2.7.) ratings to be given in the format X/10

    2.8.) if it isn´t mentioned above, it´s fair game

    2.9.) no "Kagetsu exists and obsoletes Lapis, 0/10", explain your rating

     

    Unit: Lapis

    Class: Sword Fighter

                         Lvl   HP    STR   MAG   DEX   SPD    LCK   DEF    RES     BLD

    Bases:          10     26     11       2       12       14        7        7        6        5

    T. Bases:      10      6       6        2         5       6        5        4        4        0

    Growths:      /        55     25      20     35      55      25      35      30       5

     

    Personal Skill:  If there is an ally within 1 space, grants Hit/Avo+10 at a cost of Crit-10 to unit.

    Innate Proficiency: Sword

    SP: 500

     

    Support Bonuses:

    C    Hit+10, Dodge+5
    B    Hit+15, Dodge+5
    A    Hit+15, Dodge+10
    S    Hit+15, Dodge+20

     

    Tools and mo stats:

    Engage Numbers - Google Tabellen

    Average Stats - Fire Emblem: Engage (FE17) (triangleattack.com)

     

    Rating: 5.8

    Next unit on Thursday

  17. I´ll assume no lvl ups in join chapter to make matters easy for myself:

    Available after chapter 7:

    1/10 Sage Citrinne:                           26 HP / 2 STR / 17 MAG / 15 DEX / 11 SPD / 5 DEF / 14 RES / 11 LCK / 5 BLD

    Available after chapter 11: 

    Base Wing Tamer Ivy:                      32 HP / 7 STR / 17 MAG / 15 DEX / 13 SPD / 12 DEF / 15 RES / 4 LCK / 7 BLD

    1/17 Lindwurm Ivy:                           34 HP / 8 STR / 19 MAG / 16 DEX / 14 SPD / 14 DEF / 16 RES / 4 LCK / 8 BLD

     

    If I´m reading these stats right, then as of 3/10 Citrinne has 19 MAG and can get a lead of around 1-2 points of Mag at most, ending up at 30 - 29 at 20/10, with  differences in spd (11 -14 at lvl 1 promoted and 17-22 by lvl 20) and especially build (5 -8 at lvl 1 promoted and 6-10 by lvl 20).

    Citrinnes major lead over Ivy is... LCK.

    I imagine getting kills with Ivy would be easier and somewhat safer, considering her flying and movement range.

  18. Guidelines:

    2.1.) mention the diffculty on which you rate the unit 

    2.2.) what classes your unit went through, what skills they had and so on; don´t consider obviously suboptimal builds.

    2.3.) no DLC rings, no non-unit DLC bonuses

    2.4.) no grinding in skirmishes

    2.5.) no rng abuse (no resetting for bond rings)

    2.6.) cooking is allowed

    2.7.) ratings to be given in the format X/10

    2.8.) if it isn´t mentioned above, it´s fair game

    2.9.) no "Kagetsu exists and obsoletes Lapis, 0/10", explain your rating

     

    Unit: Citrinne

    Class: Mage

                         Lvl   HP    STR   MAG   DEX   SPD    LCK   DEF    RES     BLD

    Bases:          10     24      2       15       13       10      10       3        12        4

    T. Bases:      10      6       1        8         7        4        8         2          5        0

    Growths:      /     45      10       40       25      30      25       20       40       5

     

    Personal Skill:  When this unit uses a healing item, adjacent allies also recover the same amount of HP.

    Innate Proficiency: Tome

    SP: 500

     

    Support Bonuses:

    C    Hit+10, Avoid+5
    B    Hit+10, Critical+3, Avoid+5
    A    Hit+10, Critical+3, Avoid+5, Dodge+5
    S    Hit+10, Critical+6, Avoid+5, Dodge+5

     

    Tools and mo stats:

    Engage Numbers - Google Tabellen

    Average Stats - Fire Emblem: Engage (FE17) (triangleattack.com)

     

    Rating: 5.5

    Next unit on Monday

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