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LukeB

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Posts posted by LukeB

  1. I feel like armored knights are actually in a pretty good spot in this game, given they have lost their old movement drawbacks since all infantry base classes have the same amount of move. -- And then they have the highest Defense by A LOT (They are + 8 over second place!), and then 2nd highest HP and 2nd highest Strength. 

    They take no damage and they hit hard in return. 

    On the other hand, I have not used any generals because that move penalty comes back, and you they only have 1 defense over a great knight. I think that generals getting the "immune to chain attack damage" as their class skill, instead of it being an Emblem skill would have given then a niche, but as it stands I don't see the need to ever run one

  2. 9 hours ago, Scaramuccia said:

    Dire thunder is a bit different story - it has huge advantage of 1-3 range, but stat wise it will also be worse than arts.

    For thoroughness, lets also see what he can do as a sage with Dire Thunder. 

    Sage with Dire Thunder

    He now has 27 Magic [and 21 Speed and 11 build]

    Using Dire Thunder, at max upgrades, he will do [(27+10) or 37] x 2 damage, with an attack speed of 21 (note, this option cannot double, so while the speed is higher, that only matters for not getting doubled here).

    Admittably, this option is much less of a one to one that the brave vs arts was, because it locks you both locks you out of using an emblem ring but is also ranged. So a bit harder to compare.

    But, we found a mixed stat unit, and he did more damage with BOTH alternative options lol

  3. 9 hours ago, Scaramuccia said:

    You won't. Let's take your example - 18 str and 14 mag. If you use brave weapons you get 18 atk if you use arts you get 16 atk. But arts are much better stat wise. Braves are 4,5,6 mt with +5 max forging, silver art is 8 mt with +6 forging. So even axe will be slightly lower damage at max forging. On top of that other stats are much better for art user - silver art has sword level accuracy, better economy(it is cheaper to forge than braves) and much lower weight (7->5 fully forge vs  13,14,16) And I am not even talking about A and S arts. Dire thunder is a bit different story - it has huge advantage of 1-3 range, but stat wise it will also be worse than arts.

    If you want to use a concrete example, lets take the unit who is statistically one of the best at dealing damage with Arts - Mauvier. When he joins, his stats if we remove class bonuses are 14 Str and 18 Magic. So he starts with mixed bases and growths, and his bases lean more to magic then to strength.  Which feels like The Unit that would maximize Arts, and to be fair he will do more damage with arts then anyone else at a comparable level. Now lets choose between reclassing him to take advantage of Arts or to take advantage of a brave weapon. 


    Martial Master with Silver Arts
    Mauvier will have 20 Strength and 23 Magic [and 19 Speed and 12 build]

    Using Silver Arts, at max upgrades, he will do [(21+14) or 35] x 2 physical damage, with an attack speed of 19.

    Now, lets take that same guy. They guy with mixed stats that lean more towards magic, and make him a Warrior.

    Warrior with a Brave Axe
    He now has 26 Strength [and 21 Speed and 14 build]

    Using the brave axe, at max upgrades, he will do [(26+11) or 37] x 2 physical damage, with an attack speed of 19. 


    The guy who uses arts better then anyone else, with stats leaning towards magic over strength, would do more damage trying to capitalize on the Brave Axe then trying to capitalize on Silver Arts. 

    And this is before you even consider the diminishing returns of stat increases. For the Brave Axe every single point of Strength you can stack on him, it translates to +2 damage. But with the Arts, it is just +1

    Brave Axe user gets an energy drop? 4 damage
    Arts user gets an energy drop or a spirit dust? 2 damage 

    You give them Roy, since he has the highest + Strength bonus of any emblem ring, and the brave axe gets +12 damage, while the arts user gets +6. 


     

  4. To be clear, I like Arts. I think that they fulfil a useful niche, giving a magic unit (high priest) an option to target defense instead of Resistance, and they have good breaking potential. But the math is never in your favor to use that as your primary offensive weapon of choice over other options, because the averaging formula is inherently limiting. 

  5. On 2/3/2023 at 7:02 PM, Shanty Pete's 1st Mate said:

    This would only be true if we were comparing "average of the two offensive stats" to "better of the two offensive stats". Obviously, someone with 18 Str and 2 Mag would prefer calcing by Str alone, rather than the average. But a unit with 2 Str and 18 Mag would be in a far worse spot if Arts damage were based on Str alone.


    My point was that even with a mixed unit, Lets say 18 Strength and 14 Magic, even with mixed stats, you are never reaching that 18 Strength with the Arts Calculation. You are reaching 16 Mixed. If you flip that around to 14 Strength and 18 Magic, you get the same thing. 16 Mixed, which is worse then the units best stat. 

    Even if you stats are perfectly even in Martial Master, to be truly Zen with the Arts calculation, then your Strength and your magic would be better in different classes, and therefore you can achieve a higher offense score else where. 

    Even on a mixed growth unit, a pure stat will always be better then the Arts calculation. If all you want is the double hit, you will do more with a brave weapon (if Str is higher) or with Dire Thunder (if Magic is higher). 

  6. Certain S rank bond rings give you skills in addition to stats. The ones that I wanted were:

    Owlen, a Leif Bond Ring. At S rank, it give you Dire Thunder : When unit initiates combat with Thunder equipped, unit attacks twice

    And Claude, from Byleth. At S Rank, it gives you Wind God : If unit's HP=100%, grants range +1 with bows.


    Dire Thunder makes your strongest magic unit an immensely stronger, and safer. Wind God is very nice on a Warrior weilding a long bow, as they will chain attack on every unit within 4 tiles of them. 

    There are other bond rings with skills you might like, but those are the two I went for. 

     

    Dire Thunder is arguably better for a mage then anything that any of the actual Emblem Rings give you, and you can totally run it even after you have all of the rings

  7. The Gatcha Order in which you will roll bond rings are set within your save file, but we can manipulate it! Each time that you watch the cut scenes at the beginning of a chapter, the Order will move forward a set amount based on which chapter’s cutscenes you just watched. 

    I saw a guide suggesting you pull 10, then reload, then pull 10, then reload, but that is very inefficient with your time, and that is why I am writing this!

    The key to maximizing your time investment is to know how far your chapter is going to push the Gatcha Order forward. I used Chapter 10 to get Dire Thunder and Chapter 15 to get Wind God. Chapter 10 pushes you forward 31 rings, and chapter 15 pushes you forward 39 rings. You can test this yourself if you are pulling on any other chapter, or just pull on one of these.

    So here is what to do to minimize the amount of time you need to pull looking for the ring you want:

    At the start of the game, create just enough bond rings to give each active unit a ring so they can gain SP. Then HOARD up bond fragments until you get the Emblem associated with your desired bond ring. The more fragments you have, the more time efficient this will be!

    Once you have the Emblem needed for your bond ring, determine how many rings the next chapter will roll you forward. (Ease of use: Chapter 10 rolls it forward 31 rings, and Chapter 15 rolls it forward 39 rings.)

    Go to the world map, and put yourself over top of the next chapter, and save your game. 

    Return to the Somniel and then spend ALL of your bond fragments. Make a note of how many pulls you made, and if you see the ring you want, make a note of which pull it was on. 

    If you did not see the bond ring that you wanted, calculate how far you need to push the Gatcha Order forward to see new rings.  **** If you only roll it forward once, you will be seeing almost all of the same rings, which we KNOW don’t have the ring you want, and you will  waste a LOT of time. **** 

    Example: You pulled 11 times on Chapter 10, so you saw 110 rings. Each time you start the chapter, it will push forward 31 rings (only true for chapter 10!), so you need to push it forward 4 times in order to actually see new rings.

    Now load your save file we made earlier. 

    Hit Begin Chapter, skip all of the cut scenes, then back out to the World Map, and then immediately Begin Chapter again. You are going to keep repeating this until you have moved the Gotcha forward enough that you will get all new rings. In the example earlier, you need to do this 4 times. SAVE YOUR GAME. 

    Now return to the Somniel and spend all of your bond fragments once again. (still counting pulls). Repeat as necessary. 

    You now have the ring you wanted!

    Optional: If the ring came on a later pull,  we can refund most of the wasted bond fragments- Load your save, then enter the chapter enough times to roll the Gatch Order as far forward as you can without skipping over the desired ring  You now have the ring you wanted at a discount!


    I got both dire thunder and wind god in under 10 mins. During chapter 10, I was able to pull 11 times each run, and I found it on the 3rd run. For chapter 15 I was able to pull 18 times each run, and I found it on the 2nd run. 

     

  8. 3 hours ago, Scaramuccia said:

    I really like this option as before a 30/30 growth character felt really bad. Now they have a role for which their stats are good. 

    Yes, a mixed growth unit is likely the best user of arts, but the issue is that the math on averaging your strength and magic does not work out in your favor.

    Every point you gain in strength or magic is half a point added to the damage of your weapon, so your combined strength and magic score would need to be double your best individual score in order to break even, and based on how that math works, your combined damage score will never out scale which ever is your best damage score. So, a perfectly balanced stat spread would break even in the growth -> damage department, but anything else and you scale the damage more with a brave weapon. 

    It is still good to carry arts on your unit to break enemies, and they also give you a physical damage option on magic unit if you run up against something with high res low def, but the way it calculates damage is interesting, but not really beneficial - and on maddening you are gonna see a lot of 0x2 damage

    I really wanted arts to be good 😞

  9. 5 hours ago, Shadow Mir said:

    This makes me ask, what if the game you're playing requires being beaten beforehand to unlock the hardest difficulty? Also, personally, if a game DOESN'T make me want to replay it, something's wrong.

    That is honestly one of my least favorite game design decisions in video games 😭

    Most of the time, I will play it on the hardest difficulty that I can access right away, and never play the hardest difficulty. When me and my brother lived together, I would occasionally let him beat a game to unlock it, then play it after lol

  10. 34 minutes ago, Hasechi said:

    @LukeB thank man! I understand now.

    I really like that you blind playthrough in hardest difficulty. I have a friend that always do that too. And I really admire player like you:

    - Patiently & calmly solve the problem on your own.

    - Very smart & brave to able to do that and become much more. 

    - Train the spirit that never give up on hard situations

    No problem!

    I have to admit, that while I have been starting each game on the hardest difficulty, I have not been doing blind play throughs. I spend a good amount of time looking at character stats here on Serenes, and looking at class suggestions/tier lists on here / reddit / occasionally youtube. I don't look up guides on how to beat levels, but I am also not going in blind haha.

     

    I mainly  don't enjoy replaying games (which is why I did not end up doing the other houses in Three Houses, the second run I started was too much like same run that I had just beaten), but do like beating difficult games, so I play on the most difficult setting after looking up enough information to think I have a shot at doing it. 

  11. 8 hours ago, Hasechi said:


    "OP admits to doing research beforehand." 

    why after "to" is "doing"?  I thought after to always be a bare verb

    The work "to" has two common uses in English. It can be the start of an infinitive verb, which is written as "to" + a verb (to run, to do, ect), but it can also be a preposition, which is written as "to" + noun (he went to the store)

    In this sentence, they were not making an infinite verb, they were making  prepositional phrase. The verb of the sentence is "admits"  and "to doing" is a prepositional phrase/direct object of the sentence. Prepositional phrases require a noun, and "doing" is the noun form of to do.

  12. 3 hours ago, Sooks said:

    I mean it is her best bet, but imo that’s kind of a waste of a dread scroll, a trained up Mozu destroys anything either way.

    Who would it be better to use the dread scroll on? I am playing birthright. I have heard that Azama does well with one, but I have two, and I did not have a plan for it to go to anyone else anyways haha

  13. 3 hours ago, Sooks said:

    I’m sorry, what?? Your first ever play through was Three Houses maddening? And you didn’t get softlocked at 13 and made it to the end? Is that the implication here..?

    That’s not an easy feat. Oh and I didn’t mean to sound accusatory here, good job. 3H was my second game and I had to lower the difficulty from hard. I mean, I didn’t research into who’s good and how to use them, but still.

    Yeah, I really thought I was soft locked on that chapter for a while. It took many, many attempts to find a way out of the starting position. It actually ended up being Annette that saved me. I tried every thing I could think of to get out of the starting positions using Byleth+Dimitri, but could not find a way to keep them alive.

    I finally gave up on them, and decided to give Mercedes+Annette an attempt at making any progress.  I was running Annette as a bolt axe/lighting axe unit on a horse (not sure right now what class she was in at the time, but at the end  of the game she was a great knight lol) and Mercedes happened to have Stride on her. So I was able to use stride on Annette, send her out to one shot a single enemy using lightning axe, and then retreat back to her starting position thanks to canto/the extra move from stride. Then I repeated that again the following turn. Then, with 2 enemies down, Byleth and Dimitri were able to safely start moving forward without getting overwhelmed. Once the four of them (and my dancer Ashe+Gilbert) were able to join up, the rest of the level was pretty easy. But I definitely tried moving Byleth and Dimitri on to every combination of tiles I could think of before I found a way out lol

    I did not know to properly prepare for that chapter, but I think I was lucky that I was mainly using Blue Lions Characters / minimal recruits (because I originally planned to play all of the houses, but ended up on Echoes instead). And I am lucky that some random reddit user raved over how good lightning axe Annette was lol

  14. I am a fairly new Fire Emblem player. FE3H was the first fire emblem I've ever beaten, and now I am working my way back through the catalog. I beat Echoes, and now I just started Fates.

    My general approach has been to do good amount of looking into units, and then having my first playthrough be on the hardest difficulty. I beat FE3H Maddening with Blue Lions, then I beat Echoes Hard mode. Now I have started a Lunatic Fates run. After reading up on the units, I decided that I wanted to have Mozu on my team, despite the plentiful posts saying you should just bench her.  (I liked the villagers training up to be on par with knights from Echoes.  Kliff and Faye were two of my best units on that run). I read that making her a dread fighter was her best bet, but even on those posts I saw multiple people commenting that you should just bench her. 

    I just finished her Paralogue, and I must say that she caught up way faster then the internet led me to believe.  Looking over her stats, I think that she is already my best unit?

    • She is tied for the highest strength in my army (with Corrin)
    • She has the second highest speed in my army (1 less then Kaze, but higher then every other unit)
    • She is in a 4 way tie for first place in Defense
    • She has the highest Res in my army

    And with Aptitude, I think she has the highest growths in all of those stats as well, so she should out pace everyone moving forward. I babied her for like half of 1 paralogue, and that was all it took for her to become my best unit. 

    Why do people still say bench her? (I guess I have not seen how long it takes for her to come off the ground if you immediately make her an archer as opposed to dread fighter, but I was seeing people advise benching her on posts specifically about making her a dread fighter. 

  15. 6 hours ago, Sooks said:

    Have her C support Gilbert so you can go do her paralogue, she will get a magic axe relic that can OHKO most enemies with lightning axe.

    Yeah, I'm actually using Gilbert as a Guard Adjutant for her. She is doubled by everything, so that is a big part of her being able to take a hit lol. Although, I have found the Crusher less useful then her Bolt Axe+ and her Silver Axe+. Bolt Axe for range, and Lightning Axe on the Silver Axe+ for extra damage. I have only used the crusher if I was not sure if she was going to get hit once on enemy phase, so that she could retaliate. 

     

     

    And I think that I am leaning towards having a Sniper Hanneman on my next play through. Hunter's Volley Magic bow sounds sick.

  16. I just want to say, I love my tiny axe girl. She almost single handedly kept me from being locked out of Reunion at Dawn. I tried every thing I could think of to make any progress using Byleth and Dimitri, but it did not seem to matter where I put them, they ended up overwhelmed. I honestly thought I was going to have to go back to chapter 12 to give Byleth White Magic Avoid+20 to try and try and dodge my way out. But I decided to give Annette a shot. After a stride from Mercedes, Annette was able to run out, one shot an enemy with lightning axe, then canto back to safety. They repeated the strategy the following turn. And that was enough that Dimitri and Byleth were able to safely emerge from their starting positions. Thanks to Annette, I was not going to have to repeat Chapter 12!

    She was a Valkyrie at the time (working towards Uncanny Blow) but none of her spells were cutting it. I have read a lot of posts saying that magic weapons are not very good, but I have to say that my Annette feels like a much better unit after I handed her an axe!

    Before I made the change, her best offensive option was Excalibur, with 11 might, 1-3 range (she had the Caduceus Staff on her), and that was limited to just 4 uses. By comparison, now that she has a Bolt Axe+ and a Magic Staff she gets 16 might, still with 1-3 range, and she can use it more then 4 times. And the bolt axe is actually her weaker axe option! If the bolt axe doesn't cut it, then she can use Lightning Axe / Silver Axe+ for whooping 23 plus res. scaling damage! That is higher then any offensive spell in the game! And now that she is in Great Knight it boosted her defense to the point that she can occasionally take a hit, although I still try to avoid it lol.

    Offensively and defensively, it feels like Axe Annette is strictly better then mage Annette. I think the only downside was losing her healing spells, but I have healing more then covered with my other units. 

    I am loving the feel of the bolt axe, and I am curious if there are any other units that can make good use out of the magic weapons?

     

     

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