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The Spanish Inquisition

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  1. Your Pokemon Blue save file became corrupt! *Inserts 1 penny* *wonders what it'll end up being*
  2. Don't you hate Wal-mart? Also in response to topic: You dodged a hit that had a high (if not 100) chance of being critical? Otherwise, you're implying crit is rolled before hit.
  3. According to rules, no, although I didn't address that issue. My gut instinct says you ought to, but if you made picks under the assumption you would never have to recruit... I'd say you don't have to. In other words, if you honestly made picks under the assumption that you wouldn't have to recruit them, then I'm fine if you don't recruit them. Of course I have no way of verifying whether you're actually being honest, but I trust you.
  4. Er... copy/paste fail. She was definitely a myrmidon. Notice the dramatic drop in resistance and increase in speed/skill. I'll make sure it's correct in my next update (For some reason editing a post with stats seems to do terrible things to formatting, at least for me).
  5. (assuming above poster inserted a coin) You got Rolf's Bow! *inserts coin*
  6. Granted, but you're stuck in a prison cell. I wish I could wish properly.
  7. Do we really need to go into this argument again? Illustrate for us a few examples of what you define as proof, and we can make some up for you.
  8. Chap 13 5 turned/143 Frey Crit the boss for early win! I got worried when Linde died on my 1st playthrough, but I got REALLY lucky on my second try (AKA Dolph dodged 2 blicks that had a 60ish chance of hitting) Also I'm out of my physic staff Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 17.49 34 16 0 8 17 18 9 0 Frey Swdmaster 4.10 41 15 1 25 26 11 10 3 Jagen Sage 12.42 24 3 9 12 7 4 4 11 Norne Myrmidon 12.48 25 7 0 13 17 7 5 0 Cord Knight 15.33 27 12 0 9 11 10 17 0 Julian Thief 12.61 25 11 0 12 18 14 7 0 Wolf Hero 8.77 33 11 0 15 16 7 10 1 Caesar Pirate 12.02 34 12 0 3 13 8 8 0 Minerva Swdmaster 3.75 26 6 0 13 18 7 9 3 Linde Mage 9.23 22 0 8 8 10 12 3 6 Dolph Mercenary 7.77 23 7 0 14 17 3 7 0 Chap 14 10 turned/153 Catria retrieved, but picked up a Palla on the way Cord pretty much handled all the NW archers on his own. Marth pulled out his second rapier to severely damge the boss, and Frey finished him off And Athena gained strength! Linde had a crappy level up, though. Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 17.74 34 16 0 8 17 18 9 0 Frey Swdmaster 5.06 42 15 1 26 27 12 10 3 Jagen Sage 12.56 24 3 9 12 7 4 4 11 Norne Myrmidon 12.57 25 7 0 13 17 7 5 0 Cord Knight 15.93 27 12 0 9 11 10 17 0 Julian Thief 13.44 26 12 0 13 18 15 8 0 Wolf Hero 9.46 35 12 0 16 17 8 11 1 Caesar Pirate 13.04 36 13 0 3 14 8 8 0 Minerva Swdmaster 4.36 28 7 0 14 18 7 9 3 Linde Mage 10.99 22 0 8 8 10 12 3 6 Dolph Mercenary 8.07 23 7 0 15 18 3 7 0 Catria Peg Rider 5.38 20 6 2 7 13 7 8 6 Chap 15 8 turned/161 Reclassed Catria to Myrmidon, Caesar to Merc to work on his lack of skill Arms scrolled Catria so she wouldn't be useless And Frey MC Hammered Gharnef (Can't touch this!) after Palla ran under the bus. Much training occured. Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 17.88 34 16 0 8 17 18 9 0 Frey Swdmaster 5.06 42 15 1 26 27 12 10 3 Jagen Sage 13.19 25 3 9 13 7 4 4 11 Norne Myrmidon 12.91 25 7 0 13 17 7 5 0 Cord Knight 16.15 27 13 0 9 11 10 17 0 Julian Thief 13.67 26 12 0 13 18 15 8 0 Wolf Hero 9.58 35 12 0 16 17 8 11 1 Caesar Mercenary 13.51 36 12 0 10 18 8 9 0 Minerva Swdmaster 4.89 28 7 0 14 18 7 9 3 Linde Mage 11.95 22 0 9 9 10 13 3 6 Dolph Mercenary 9.04 24 8 0 16 18 4 7 0 Catria Peg Rider 7.91 22 6 0 13 17 8 8 0
  9. Clearly he's pregnant. Must have accidentally taken aspirin instead of birth control pills since his lights were off Time to run and hide!
  10. Chap 12 12 turned/138 total Frey reclassed back to swordmaster until he caps stuff again (eye roll) Norne given energy drop so she can do something most annoying sniper ever located next to the boss, kept me from killing the general in the treasure room quickly Dolph recruited, and rest of prisoners meatshielded. While Marth ran all over the place, Linde trained under Frey and Minerva's watchful eyes. Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 17.07 34 16 0 8 17 18 9 0 Frey Swdmaster 3.00 40 15 1 25 25 11 10 3 Jagen Sage 11.30 24 3 9 12 7 3 4 11 Norne Myrmidon 12.06 25 7* 0 13 17 7 5 0 Cord Knight 14.43 26 12 0 9 8 10 17 0 Julian Thief 12.10 25 11 0 12 18 14 7 0 Wolf Hero 8.54 33 11 0 15 16 7 10 1 Caesar Pirate 11.57 32 11 0 3 12 8 8 0 Minerva Swdmaster 3.05 26 6 0 13 18 7 9 3 Linde Mage 4.90 21 0 5 6 8 9 3 4 Dolph Knight 4.65 22 8 0 6 5 3 13 0 Chap 12x 9 turned, if it matters to anyone/138 total Dolph reclassed to Mercenary, Cord given Speedwings so he can double more often. Basically, Dolph and Linde trained. Oh, and Cord got a speed level up for the 1st time in ages Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 17.14 34 16 0 8 17 18 9 0 Frey Swdmaster 3.59 40 15 1 25 25 11 10 3 Jagen Sage 11.98 24 3 9 12 7 3 4 11 Norne Myrmidon 12.24 25 7* 0 13 17 7 5 0 Cord Knight 15.03 27 12 0 9 11* 10 17 0 Julian Thief 12.10 25 11 0 12 18 14 7 0 Wolf Hero 8.64 33 11 0 15 16 7 10 1 Caesar Pirate 11.95 32 11 0 3 12 8 8 0 Minerva Swdmaster 3.56 26 6 0 13 18 7 9 3 Linde Mage 8.28 22 0 7 8 10 12 3 6 Dolph Mercenary 7.14 23 7 0 14 17 3 7 0
  11. Progress Dump a go-go! p-1 5 turn clear, ok level up Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 2.40 19 6 0 3 8 7 7 0 p-2 6 turns, Frey had a little bit of a rough time with minimal vuln use, abel ignored could have 3 turned clear, but wanted the extra exp, and the prologue's essentially free good level ups Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 3.20 20 6 0 3 9 8 8 0 Frey Cavalier 2.40 19 8 0 7 7 2 8 0 p-3 cain ignored, crappy lvl ups for frey 9 turned, because eastern mage was annoying Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 3.90 20 6 0 3 9 8 8 0 Frey Cavalier 4.81 21 8 0 7 8 2 8 0 Jagen Paladin unused until useful p-4 11 turned Marth had crappy level up, Frey's wasn't much better Threw Cain under the bus, then Frey had a decent level up let Abel die to fire (literally), Frey finished boss w/ ease, then took on peg knights easily Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 3.90 20 6 0 3 9 8 8 0 Frey Cavalier 4.81 21 8 0 7 8 2 8 0 Jagen Paladin unused until useful Chap 1 9 turned got a Norne, surprise, surprise Jagen killed the thief, Marth collected funds, Draug went shopping Norne chipped Gazzak 1 damage for the kill Frey tanked, Marth hustled, and Norne chipped recruited wrys for the staff Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 5.36 22 6 0 3 11 9 8 0 Frey Cavalier 8.68 24 10 0 9 10 4 8 0 Jagen Paladin 1.20 22 7 1 10 8 1 9 6 Norne Archer 2.53 16 4 0 2 6 4 6 0 Chap 2 8 turned Can has Cord, Frey tanked NE, rest headed W killed off darros and castor because w/e, Jagen Tanked in W to save turns Frey kills bosses for a living Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 6.17 23 7 0 3 12 10 8 0 Frey Cavalier 10.77 26 11 0 10 11 5 8 0 Jagen Paladin 1.58 22 7 1 10 8 1 9 6 Norne Archer 2.96 16 4 0 2 6 4 6 0 Cord Fighter 3.70 21 7 0 5 10 6 5 0 Chap 3 7 turned Jagen went N, Sheeda recruited Navarre and immediately meat-shielded, Julian had a FINE lvl up Rest went W (hey rhyme!) Frey killed yet another boss, Julian crit killed a Fighter Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 6.46 23 7 0 3 12 10 8 0 Frey Cavalier 12.03 27 11 0 12 12 7 8 0 Jagen Paladin 1.96 22 7 1 10 8 1 9 6 Norne Archer 3.26 17 4 0 2 6 4 6 0 Cord Fighter 4.10 20 7 0 6 11 6 5 0 Julian Thief 4.47 18 5 0 7 13 8 4 0 Chap 4 10 turned Time to reclass! Frey-> Myrmidon Jagen->Bishop lol Norne->Myrmidon Cord->Knight (Navarre and Sheeda moved to archer) might have to reclass Frey to archer to keep gaining speed... team headed W, barely survived both waves attacking at once, Julian then went NE to hunt a Hunter Skipped village, Marth killed off the boss this time Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 7.85 24 7 0 4 13 11 8 0 Frey Myrmidon 13.16 26 10 0 19 17 8 5 0 Jagen Bishop 2.70 22 1 4 8 5 1 4 9 Norne Myrmidon 4.50 18 2 0 9 14 4 4 0 Cord Knight 5.64 20 8 0 7 5 6 13 0 Julian Thief 5.56 18 6 0 7 13 9 4 0 Chap 5 11 turned Marth singly handled all the N cavs, so team headed W Cord covered S Bridge while rest went N to handle thieves. Wolf barely held off troops coming at him, marth grabbed Windex to keep from nuking the party. Lol Cord doubled an archer as a knight Marth killed off the boss, all enemies killed off before clear Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 9.34 26 9 0 5 13 13 8 0 Frey Myrmidon 13.53 26 10 0 19 17 8 5 0 Jagen Bishop 3.61 22 1 5 8 5 1 4 10 Norne Myrmidon 5.68 19 2 0 10 14 4 4 0 Cord Knight 6.48 21 8 0 7 5 7 13 0 Julian Thief 5.88 18 6 0 7 13 9 4 0 Wolf Horseman 3.46 22 6 0 6 8 5 6 1 Chap 6 16 turned Wolf reclassed to Hero (Roshea and Sedgar also reclassed, Vyland, Hardin unable to) I recalled I wanted to Gaiden, so brought meatshields w/ me to kill off No treasure, but good stats abound. Also Cord critted twice in a row with a crit % of 3. And Marth crit killed the bos with the dangerously low rapier Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 10.91 27 10 0 5 14 14 8 0 Frey Myrmidon 14.31 27 10 0 19 17 8 5 0 Jagen Bishop 4.73 22 1 6 9 6 2 4 11 Norne Myrmidon 6.13 20 3 0 11 14 4 4 0 Cord Knight 7.93 21 9 0 8 5 7 13 0 Julian Thief 6.61 19 7 0 8 14 9 4 0 Wolf Hero 4.54 26 7 0 11 13 6 8 1 Chap 6x If it matters, 9 turned. Since Jagen is at C staves, reclassed him to Sage, so he can have better stat growths while still being able to mend. Grabbed Athena for the free weapon, Norne's Str and Jagen's Mag keep going up! Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 11.32 28 11 0 5 14 14 8 0 Frey Myrmidon 15.12 28 10 0 20 18 9 5 0 Jagen Sage 5.16 22 3 8 9 6 2 4 9 Norne Myrmidon 7.30 21 4 0 11 15 4 4 0 Cord Knight 8.25 22 10 0 9 6 7 14 0 Julian Thief 7.91 20 7 0 8 15 10 4 0 Wolf Hero 5.22 28 8 0 12 14 6 9 1 Chap 7 16 turned Ignored Bantu, Peg riders Boss was tough as hell to kill when rapier ran out Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 12.64 29 11 0 6 15 14 9 0 Frey Myrmidon 16.38 29 10 0 20 19 9 6 0 Jagen Sage 6.77 22 3 8 9 6 2 4 9 Norne Myrmidon 8.57 22 4 0 11 15 5 4 0 Cord Knight 9.36 23 10 0 9 7 8 15 0 Julian Thief 9.03 22 8 0 10 16 12 5 0 Wolf Hero 5.92 28 8 0 12 14 6 9 1 Chap 8 11 turned Caesar get! let Vyland, Navarre, Bord, and Barst meatshield because I have too many units. Roger killed off. Also made sure I no longer have any horses on by bench. Beyond that, Radd shopped, and the boss was annoyingly tough. Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 13.97 30 12 0 6 16 15 9 0 Frey Myrmidon 17.12 30 10 0 20 20 10 6 0 Jagen Sage 7.66 22 3 8 10 6 2 4 9 Norne Myrmidon 9.22 23 4 0 11 15 5 4 0 Cord Knight 10.08 23 11 0 9 7 8 16 0 Julian Thief 9.51 22 8 0 10 16 12 5 0 Wolf Hero 6.42 30 9 0 13 15 6 9 1 Caesar Mercenary 4.38 18 5 0 8 13 7 7 0 Chap 9 8 turned Reclassed Caesar to Pirate Pretty straightforward, rush to the boss. Frey killed the boss. Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 14.18 31 13 0 6 16 16 9 0 Frey Myrmidon 17.92 30 10 0 20 20 10 6 0 Jagen Sage 8.18 23 3 8 10 6 3 4 10 Norne Myrmidon 9.91 23 4 0 11 15 5 4 0 Cord Knight 10.36 23 11 0 9 7 8 16 0 Julian Thief 10.14 23 9 0 11 17 12 6 0 Wolf Hero 6.81 30 9 0 13 15 6 9 1 Caesar Pirate 5.68 24 6 0 1 10 7 7 0 Chap 10 16 turned reclassed Frey to archer to keep gaining skill and speed forced to use the physic I picked up several times to keep units from dying. Left Cord behind to tank reinhorsements, Caesar and Frey for exp. Minerva+Hauteclere is a boss Frey is 5 exp from lvl 20 promotion! Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 14.78 31 13 0 6 16 16 9 0 Frey Archer 19.95 32 13 0 16 14 10 9 0 Jagen Sage 9.73 24 3 9 11 7 3 4 11 Norne Myrmidon 10.23 24 5 0 11 16 5 4 0 Cord Knight 13.15 25 11 0 9 7 9 17 0 Julian Thief 10.83 23 9 0 11 17 12 6 0 Wolf Hero 7.68 32 10 0 14 16 7 10 1 Caesar Pirate 8.91 29 9 0 2 10 8 8 0 Minerva Dracoknght1.96 24 9 0 6 12 6 12 3 Chap 11 11 turned/14 turned (2nd is actual TC) reclassed Minerva to Swordmaster, Frey given Master Seal to promote ASAP nothing really noteworthy other than great lvl ups for Julian and Marth Oh shit I forgot Linde... Thank god for save states, back to try again. No big changes aside from Frey having a slightly better level up and Jagen having a worthless level up Name Class Level HP Str Mag Skl Spd Lck Def Res Marth Lord 15.75 32 14 0 7 17 16 9 0 Frey Sniper 1.39 40 16 1 21 20 11 10 3 Jagen Sage 10.24 24 3 9 11 7 3 4 11 Norne Myrmidon 11.16 25 5 0 12 16 6 5 0 Cord Knight 13.56 25 11 0 9 7 9 17 0 Julian Thief 11.85 24 10 0 11 18 13 6 0 Wolf Hero 7.92 32 10 0 14 16 7 10 1 Caesar Pirate 10.35 32 11 0 2 11 8 8 0 Minerva Swdmaster 2.33 26 6 0 13 18 6 9 3 Linde Mage 1.47 18 0 2 4 7 7 3 4
  12. Fairly correct, although actually a junior (but in the process of transferring to another college, so close enough). Engineering is far too practical for my taste, I'd rather sink into abstract algebra or, at worst, probability. The last part depends on my mood; when I get frustrated, you'd mistake me for a sailor.
  13. inb4 anyone else hates on my saying that drafting should be a math project. What I meant was that drafting should be whatever the hell you want it to be. In my case, I happen to be a math major in college, so of course I would approach FE drafting from a mathematical perspective. Someone like Cam (being a computer hacker/programmer), on the other hand, might want to put forward a draft of an FE hack, or set up some type of code to determine the best units to pick based on some code he'd written up. (No offense, Cam, you were the easiest example) Also, keep in mind that aside from turncounts, serenesforest chapter guides and the game keeps track of all the variables for you, so you only need to run most of the numbers at the end (aside from enemies on map, which is kept track of with a combo of chapter guides and the turn count). You could keep track of that stuff as you go, but none of it (aside from turn count) is necessary until the end.
  14. Wheeeeeee feedback! After reading through the responses, I've decided to clarify my ideas as much as possible, so as to not be interpreted incorrectly. First off, I will host a draft like this in the future, I'm just trying to keep my backlog to a minimum of one draft/FE game right now, which currently quite full given the games I'm familiar with. This thread was created more to generate interest and see if other people were interested in the concept of a draft that was not limited to LTC play. Next, Grrrrrr nitpicking. Jeigans are typically fine characters in their own right, I'll admit that. It just annoys me to see the majority of drafts relying upon jeigan to speed through chapters while weaker characters are left behind to stagnate. Now as for the arguments against "what the creators intended," I agree that the argument is a poor one. Yet I (perhaps completely incorrectly) continue to see an unusual reliance upon jeigans in LTC drafting. That is one issue I wish to address. Onto the rescues, a headache in itself. Yes, I concede it's not a mindless mechanic, but it still annoys me no end that you can use rescue as a transport mechanic to clear a chapter in three turns that would have taken 10-11 turns without rescuing. Granted, I'm probably just being nostalgic for blind playthroughs, but IMO rescue shouldn't be a subgame within each chapter, to figure out how to cart your lord across the map the most quickly, which is what LTC seems to demand. Rescuing then also gives an unfair bias towards cavaliers/fliers, which is definitely an issue. After all, there are only so many of said units, such that the people that are left without lag far behind. Regarding strategy, I stand behind my choices for an attempt at quantifying strategy. Turns already have a place in our formula, so why not try to use efficiency (wins/battles, or enemies killed/total enemies) as a method for measuring strategy? Now, the "needlessly complicated bullshit" with "too many factors". First, I'm doing this because LTC strategy is IMO "needlessly complicated bullshit," so to each his own. TBH, the game keeps track of a good amount of the stats for you, so you don't have to have to be diligent in tracking what stats your character has until the end. Basically, I'm trying to "even out" the weight of each factor for the total score while making an easy-to-gauge cap on score, so players can see how well they're doing as they go, if they so wish. I also threw in two new ideas of keeping track of weapon level and comparison of turn counts instead of the turn counts themselves (which shouldn't be all that difficult to understand, just a lot of info at one time). Why did I throw them in? Weapon level seems to gauge the idea of a well-rounded character, so your social knight isn't just a mercenary on a horse. Also, the idea of turn count comparison would reduce the lead that seems to develop very early on between old and new drafters, who are forced to learn LTC as they go, yet receive no reward for demonstrating better technique later on in the draft. Finally, Drafting should be a math project, just as it should be a creative or competitive project. One man's garbage is another's potpourri, so do be nice and appreciate the thought that went into developing a new draft. I do not expect others to conform to my ideas, I just want to see whether drafters actually like LTC or put up with it because there's nothing better to gauge with.
  15. Looking through all past drafts, I've found a total of 3 different ways by which we compare how well a player does in drafts. By far, LTC is the most popular parameter, with good reason. After all, it's easy to count and compare the number of turns taken, and encourages people to play quickly, which is generally more fun. On the downside, LTC tends to encourage rescue shenanigans (IMO, rescue was designed to rescue units from dying, not ferry them to the boss to end the chapter quickly), Jeigan characters (which we all know are intended to be a crutch for beginning characters, not the backbone of your LTC team), and, worst of all, RNG abuse (since certain TCs require multiple crit kills, level ups, enemies missing, etc.). This is no doubt why Elieson (if I'm wrong, correct me please) initiated the first EXP draft, which focused on leveling up your units, with a slight offset for TCs, so as to keep people from arena/boss abusing to the same score. Nevertheless, if we focus solely on the parameter of experience, we gain a little more insight as to what a good draft parameter would be. Once again, experience/levels are easy to count up and compare, and encourages people to use units they normally would not deign to use in LTC (a la Nino, Marisa, Ewan, etc.), which is challenging in and of itself. The obvious downside to experience is slow play (since players are far more likely to arena and boss abuse than they would in LTC). The fix for experience drafting appears to be to include an offset of LTC, but this still introduces the problem of rescue abuse. Now General Banzai has recently added his own idea for a parameter, the Reset count. I recognize that there was at least one draft before Banzai's that included a reset parameter, but he was the first (once again, correct me if I'm incorrect) to suggest a reset count only draft, which appears to be very useful. Now, the good side of the reset approach is that the parameter is somewhat easy to compare and completely eradicates the notion of RNG abuse. The problems that occur include keeping track of resets (which I don't believe is tracked by the game); slow, cautious play (which is of course fine for very difficult modes, but in general is clunky); and problems with scaling to non-hard difficulties (since in easier modes, it can be nearly trivial to finish the game with no resets [assuming experience with more difficult settings]). Now onto the grit of this topic. What parameter (or combination) would best represent a "normal" FE run? (I recognize that normal is in itself nearly impossible to define, but stay with me.) What about trying parameters based on what makes FE fun? Well, it's a turn-based game, so we ought to fit turn count somewhere in there. We of course can't ignore the RPG element of the game so levels/experience ought to be accounted for. There is of course the conversational element (supports, recruitment) of fire emblem, which seems to be mostly ignored in drafts, yet remains a very unique quality of the FE series. Finally, we approach the strategy portion of the game, which is assumed to occur, but is very difficult to gauge. To make this simpler, we'll split up the counting into two parts: per (drafted) character and per chapter. Character Clearly, we need to account for the levels gained by our units, so we'll add this factor in. To cover conversation, we'll add a factor to count unit supports. Weapon experience ought to be rewarded in some way, since versatility of certain units makes the game rather interesting. Finally, we need to account for strategy. I suggest a factor of battles won/total battles, which is normally recorded in the character description. Chapter Turn counts immediately step forward as a factor, since they are tracked per chapter, anyway. To add a bit more of the conversational element, I propose a factor designated to characters recruited. Finally, we add a bit more of the strategy element by keeping track of the enemies killed/total enemies. To keep certain elements of the game from getting out of hand, we'll add a reset penalty as well as one for letting undrafted characters get killed. (to keep us from meatshielding and the like) To keep the numbers relatively small, and easy to analyze how much each part is participating in the result, I let every factor (except the penalties and turn points) be held out of the total possible of that factor. Then per character, we have (unit levels gained)/(possible levels gained)+(supports gained)/(possible supports the character can hold)+(weapon level)/(weapon level possible)+(wins)/(battles) NOTE: Weapon level is kept track of by assigning E=0, D=1, C=2, etc. and adds all possible weapon types the character can use. Per chapter, we have (turn points)+(recruited units)/(units possible to recruit)+(killed enemies)/(total enemies)-resets-(# undrafted characters died). NOTE: turn points are assigned as follows, least TC for the chapter gets 3 points, next least gets 2, third gets 1, and the rest get zero. Ties result in average of points. Also, total enemies only counts the enemies that were on the map before you finished the chapter. Now, we notice that the per character result has a lower maximum result than the per chapter maximal result, so we'll multiply the per character factors by 5/4. From here, if we average the characters together and the chapters together, and add them together, we get a total maximal sum of 10 points. If we want to see what factors dominate this result, we can find their fractional part of the sum, which tells us that Turns=3/10 result Conversations=9/40 result Levels/Experience=1/4 result Strategy=9/40 result. This can easily be fixed to a strict 1/4,1/4,1/4,1/4 partition if we enter some multiplicative factors, which makes our resulting parameter per character: 5/4[(unit levels gained)/(possible levels gained)+(supports gained)/(possible supports the character can hold)+(weapon level)/(weapon level possible)+(wins)/(battles)] per chapter: 5/6(turn points)+5/4(recruited units)/(units possible to recruit)+5/4(killed enemies)/(total enemies)-resets-(# undrafted characters died). Now, you may ask, when all is said and done with, what is the point to all this fiddling with math and fire emblem mechanics? Doesn't LTC work just fine? Well, for most drafters, sure. I simply wanted to try my own hand at composing a draft that tried to emphasize the "real" (relative to my FE experience, of course) fun of FE while keeping the experience competitive. This topic didn't really fit anywhere else on serenesforest, so I stuck it here, where the people who'd (hopefully) experience it would be able to give feedback on the idea. So, what do you think? Too complicated? Stupid? Is my view of drafting completely wrong? Reply here. (don't answer TL;DR, I'm looking for actual opinions here)
  16. Yes.... that... I've been slowly cranking through my FE11 atm. However, I will get around to it before I start any other FE7 draft.

  17. [FE11] Infantry Draft #30886 finally finished drafting! PKL: Barst, Navarre, Caeda, Hardin, Radd, Gordin, Elice, Vyland, Xane,Est, Lorenz Iron Champion: Sedgar, Merric, Draug, Palla, Matthis, Darros, Maria, Astram, Tiki, Bantu, Samson The Spanish Inquisition: Wolf, Frey, Cord, Julian, Caesar, Linde, Dolph, Norne, Catria, Ymir, Minerva 13th: Cain, Wendell, Bord, Wrys, Horace, Etzel, Roger, Roshea, Tomas, Boah, Arran CrashGordon94: Abel, Ogma, Lena, Athena, Jake, Beck, Castor, Rickard, Midia, Macellan, Jeorge
  18. Ack, forgot about this since I started spring break. Since I choose Minerva, 13th gets Arran, CrashGordon gets Jeorge. Sorry about disappearing for a while.
  19. I don't think he knows about Generic background person #378... I'm a fan of the Oliphaunt, myself
  20. Just as I thought your theory was that your life is the exact same as everyone else's, no matter their environment? Unless, of course, I was fully mistaken. I make no claim as to anything beyond reality; rather I claimed that reality was a subset of the dream category, which of course encompasses everything. Please enlighten me if I am correct in interpreting your opinion.

  21. Sorry, ran out of character limit. He appears to apply evidence (and silly evidence at that), which I demonstrated would be invalid from the viewpoint of perspectivism. Perspectivism also allows for relative viewpoints to be false as well. Finally, Icke appears to be the sort of fellow that profits from fear-mongering and conspiracy-building, which I happen to dislike myself.

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