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Ouzyxol

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Posts posted by Ouzyxol

  1. On 9/15/2021 at 2:49 AM, Ice Dragon said:

    Hapi's epithet, Drawn-Out Sigh, is "魔物を呼ぶため息" (mamono o yobu tameiki), "Monster-Calling Sigh".

    Why'd they change that, I wonder?  Because it has a few less letters?

     

    Not going to lie, I though this Trailer was supposed to be out tonight.

    Yuri  -  Omni-Tempest + 3 range Swap...  That's a lot of range.  Is omni-Tempest just going to be a common effect now?  His stat-line is good, as expected.  Has anyone confirmed that Foul Play is Yuri's Prf Assist, or is this inheritable?  Oh, also C Duel Infantry 4.
         *Small side note, but his combat background is... in a burning steampunk ironworks?  So next chapter is going to have us (or that mechanical abomination from the half-way trailer) tearing up Nid-whatever.

    Constance  -  Almost Swift Sparrow 3, the relevant part of NFU and either Lull Spd/Res or Atk/Spd.  Stats are alright for a Flier.  Not bad.  Pretty good fodder, too.

     

    Hapi  -  I was expecting Red/Green tome Cav, given all the previous Dark Magics have been the aforementioned colors.  Aaaand, she summons... WORM!  Ok then.  The stats are what I expected.  Dragon and Beast effectiveness, Slayer, Quickened Pulse and +6 Str/Res.  Yet another Mage-Cav Nuke, I see.


    Muspell  -  Still a thug.  His weapon isn't anything spectacular, just anti-regen-tank.  Domain of Flame is Joint Drive Atk/Def and...  The second part is new.  More damage is more damage, it's never bad.  Overall, he seems less useful than Nifl.


    Balthus  -  He has 45 Def* and uses Axes.  So much for Gauntlets, huh?  And we get a copy free.
         *Deals 83 damage with Ignis, 47 without Special, Ignis is 80% Def, so:  83-47=36, 36 is 80% of 45

     

    And uh...

    Spoiler

    Uh....PNG.a6304a8de56bfb0fe3e72f13ffc8ff1d.PNG

    I see.  I'm guessing he'll be a Beast that morphs into the afore-mentioned Abomination.

     

  2. Lewyn is the demote?  Good, that means that I won't have to blow too many orbs on this banner.

     

    On the characters themselves:

       Larcei seems Ok.  Nothing absurd, but decent.

       Julia's art looks... off to me. Something about it is strange, but IDK what specifically.  She has a little bit of fodder, and...  Is every version of her going to have Light and Dark?  Apparently.

       Lewyn's a demote.  Don't know what else to say.  Infantry Flash is of mild interest.

       Lief/Seliph threw me for a loop at first.  They almost have all L!Lief's skills, just with the Weapon and A Slot swapped.  Bow of the Twelve is not great, it's quite niche.  Thier Duo skill is pretty good, Desperation can have some solid uses.

  3. I'm expecting Otr, Freyr or Fafnir.  More likely the latter two.

    8 hours ago, Florete said:

    Eitri is a girl, though.

    A curious bit of info (and maybe a cryptic Spoiler?):

    Spoiler

    Eitri tell Fafnir that 'The man that summoned you?  That was me.'

    So either Eitri was in disguise as a pseudo-Summoner, or the pseudo-Summoner is in disguise as Eitri or maybe that pseudo-Summoner was corrupted/changed by their attempts to summon and became Eitri.

    So, who knows.

  4. Yeah, the small details definitely help with world/character building.  SoV is the prime example, but the Tellius game do it a bit, too.  Part of the reason I like those games so much.

    5 hours ago, Anathaco said:

    Then you have Tobin.

    Why does Tobin like the taste of alcohol? He’s apparently 17 according to Serenes, is that the legal age in Valentia? Did Gray peer pressure him into trying alcohol, but ended up not really liking it while Tobin secretly loved it? Like what is the backstory behind this?

    Weeell...  Medieval ages mumbo-jumbo incoming...

    Most water supplies where unsafe for human consumption, given the 'sanitary' functions of the time. Booze is prepared in a way that kills germs, thus alcohol being safer than water most of the time...  Meaning that most everyone (children included) would drink booze, even if it was watered down.  There wasn't a 'legal age', given that pretty much everyone would be drinking.  So, given that Valentia has a quasi-medieval setting, it would be more surprising if Tobin - and all other underage characters - hadn't drank booze before.

  5. 17 hours ago, Shadow Mir said:

    It's not about preference so much as it is about the facts, as I see it. The fact is, both of the dark magic users come really late in the game, with one being egregiously underleveled, and the other only being available for the last part of the endgame (also, if you wanted him to use a blessed dark tome, you'd have to bring the other to the tower anyway, which is a hard sell when he doesn't bring anything of note to the table - and even if you did, the ultimate dark tome is underpowered to the point it isn't worth it).

    1)  Ilyana is the primary user of Thunder, with the only serious competition being Soren.  The former isn't worth getting to Archsage (or even just Thunder Sage), while the latter cannot use the Rexbolt.

    2)  Who said anything about blessing the Balberith?  It's anti-mook at best.  It's useless against the last two bosses, and is near useless against the third to last.  Compared to Thunder, which is even worse but is of limited use against half of the enemies in the third to last.

    As I see it, Dark is bad.  It's just that Thunder is worse in my eyes.

    18 hours ago, Shadow Mir said:

    Okay, serious question here. Have you ever seen Fomortiis use Nightmare? Because I haven't. And frankly, "useful if Fomortiis uses Nightmare, pretty much useless otherwise" doesn't sound like the mark of something that is useful, especially when being able to use it comes at the cost of being able to get an S rank that's actually useful. Also, with the healing formula being what it is in the GBA games, I'd generally find one use of Fortify enough if multiple units were seriously injured.

    1)  It depends on how many units are within its' range.  From what I recall, he'll use it if A. he can't kill someone and B. you have 8 or more units that would be hit by it.

    2)  I never said it was the be all, end all of staves, just that it had its' uses.

    3)  It's still strictly better than Fortify.  If not for healing, then for an AoE Restore and infinite range.

    13 hours ago, NinjaMonkey said:

    I think that out of all the games I've played, Radiant Dawn handled it best.

    Aside from Thunder's case, I'd agree with that.

  6. On 8/31/2021 at 1:18 AM, XRay said:

    You said she was more underwhelming than strong, which is what I disagree with. She is relatively boring as a nuke, but most nukes out there all ultimately revolve around hitting twice with some form of Desperation in between anyways. Even Blazing nukes at its most basic level essentially boils down to hitting twice with "Desperation" between the Blazing hit and the in combat hit.

    If a unit is not Meta-Breaking, they are underwhelming, considering what the comparison is.  Maybe not for you, but it is for me.

    16 hours ago, Ice Dragon said:

    You know, this game can go fuck itself or something to that effect.

    JiACouR.png

    ... yikes...  That hurts a bit. It's about as bad as I had it with the L!Byleth banner.  13.50% with 0 Orbs left on the last day. I'm still slightly wroth over that one.

  7. 11 hours ago, Shadow Mir said:

    There are cover tiles nearby, which make that survivable (because they give a whopping 10 defense). Also, this IS Radiant Dawn we're talking about, which means capping stats is not only possible, but expected... Anyways, I already admitted that mages were pretty much at their worst in Radiant Dawn. This being said, I'd still consider Thunder better than Dark, because aside from Dark being a second run only thing (and its only users coming really late, with one of those coming in the very last part of endgame - and even if you wanted to have him use the SS dark tome, you'd have to bring the other, who starts underleveled, to the tower), it at least has a niche, as opposed to Dark doing nothing of note (also, the SS rank dark tome is really inaccurate compared to the other SS tomes, and not nearly strong enough to make up for it; 3 might over Rexaura is nowhere near enough to justify a rather severe 35 accuracy drop, especially when the only things you're using it on have 135 avoid).

    It's personal preference at this point.  I prefer Dark, and you Thunder.  We both have our reasons for that. Mine are as follows:

    All magics (excluding staves and maybe Siege tomes) are worth nil for the Endgame parts 2-5 (especially 4 & 5) of RD.  Thunder is just bad, as it's only uses are vs Wyverns and Red Dragons, the former you don't see a whole lot of and you don't get the high-tier Thunders in time to fight, and the latter only appear in one chapter and are dealt with almost as easily with any other magic type.  At least Dark has a bit of power behind it compared to Thunder, which got nerfed into being the second weakest and inaccurate magic in exchange for keeping a small amount of Crit.

    11 hours ago, Shadow Mir said:

    The Saint's Staff in Binding Blade is S rank (and comes with someone who can use it off the bat). As Fortify is limited to trial maps in that game, this makes it the only method of ranged healing that isn't Physic. Latona, on the other hand, I never saw as worth it, because status effects are pretty rare by the time it's relevant, and when Fortify is also available, it's hard to justify its use.

    Forgot about the Saint's Staff, thanks.

    Latona is of some usage, an infinite range full heal and status clear (as opposed to Fortify's limited range & healing), for Fomortiis' Nightmare and the Creature Campaign's Stone Gorgons.

  8. 14 hours ago, XRay said:

    She got guaranteed follow-up, Desperation, colorless, and range, and if you want to keep her exclusive B skill, she also got a pretty safe way to enter Desperation and Wings of Mercy range. Maybe you are not used to using player phase units, but that is not underwhelming at all nor anything to scoff at.

    Decent does not mean bad.  Shoot, it doesn't even mean average!  If a unit is not Meta-breaking, it's the definition of 'Decent'.  Definitions of Decent:

    1)  Conforming to the recognized standard of propriety, good taste, modesty, etc.
    2)  Respectable, Worthy
    3)  adequate, fair, passable
    4)  king, obliging, generous
    5)  suitable, appropriate
    6)  of fairly attractive appearance

    Definitions 2, 3, and 5 specifically.

     

    L!Micaiah is decently good by definition.

  9. On 8/29/2021 at 12:41 AM, Shadow Mir said:

    I would switch Thunder and Dark, because dark magic has nothing going for it. At least Rexbolt is useful against one of the hardest bosses in the game.

    Ah yes, Rexbolt, Ilyana's prf SS-Rank weapon.  Good joke friend!

    But seriously, you are aware she gets one-shot by Dheginsea while having capped HP and Def (75 Atk vs 69 Physical bulk), right?  And that she only deals 29 damage to him (12*3 Weapon Might + 39 Capped Magic = 75 Atk.  75 Atk - 46 Res = 29 Damage), out of his 100 HP?  And that she will not double (30 Spd Cap vs 30 Spd), and is in danger of being doubled if she falls more than 2 points shy of her 29 Spd average at 20/20/20?

    Mages in RD are not an offensive threat.  Also, I apologize if I come off as hyper-aggressive.

    On 8/29/2021 at 12:41 AM, Shadow Mir said:

    I would disagree with Dark > Fire, because while fire is pretty bad, it can't be worse than having your lightest tome having 12 weight...

    Shoot!  I forgot about that.  You can tell it's been a while since I played Thracia last.

    21 hours ago, FailWood said:

    No, I did mention status spells at the start.  I guess I didn't make it clear enough to make sure it along with healing and other support magic were included in this topic.  My bad.

    Ah, I see.  Well, lets see if I can get through this without the storm dropping my power or internet.

     

    FE 1-3:  again, no experience, so I've got nothing.

    FE 4:  Some decent utility.  All ranged staves have 1-10 range, and the list of ranged staves:  Physic, Fortify, Restore, Rescue, Sleep, Silence, and Berserk.  Status staves always hit, but require a target to have less Res than the wielder has Mag.  Silence has 3 uses and costs 10K per use, and the other two have use and cost 30K a pop. Berserk is also locked to a Substitute unit.  The S-rank staff - Valkyrie - is a repairable Resurrection staff...  You judge for yourself how good/bad that is.

    FE 5:  was Kaga on drugs when he got to Thracia's Staves?  Infinite range staves, Warp, Rescue and (shudder) Rewarp, and you can get multiple copies of each!?  The prf staves are also pretty good, Hammerne is great as always, Thief has some real potential, Unlock can swipe chests from across the map and you can get more copies, and Kia is pretty necessary vs Veld.

    FE 6-8:  Got to be real honest, the GBA staves are mostly undifferentiated.  Ranges vary from 1 - Mag to 1 - Mag/2.  FE 6 & 7 don't have S-rank staves, and FE 8 has Latona, which is an map-wide full heal and restore with 3 uses, which is quite good.

    FE 9:  Also same-y.  Interestingly Torch in PoR functions like the Torch item and not the Torch staff.  Curiously, the Warp and Berserk staves exist in the game's code, but are unused in game.  The Ashera Staff is a headache to get in PoR, but is still good.

    FE 10:  Berserk doesn't exist, Sleep and Silence got El- versions with higher accuracy and 30 range, and RD has two SS-rank staves:  Matrona (3 use Single target full heal and maxes Biorhythm) and the Ashera Staff (locked to a second playthrough's last map, 3 use map-wide full heal and restore).  ...  But staves in RD aren't great, because to use them, you have to equip them, precluding any chance of enemy-phase, unless you want to spend another unit's turn to trade a tome around.  Add in the fact that Magic users aren't good in RD, and the result isn't pretty.

    FE 11:  not 1, not 2, but 4 Warps each with 7 uses and a 12 use Hammerne.  Do I really need to explain?

    FE 12:  Hammerne got nerfed down to 3 uses, Rescue and Thief are back with 2 copies each, Warp is down to 2 copies but retains its' absurd 7 uses, and a new staff:  Anew.  3 use, infinite range, 2 copies.  It's a long ranged Dance.  I need go no further.

    FE 13:  Staves are extremely barebones in Awakening.  Healing, Rescue, Ward and Hammerne. That's it.

    FE 14:  Healing staves got nerfed for no reason in Fates, going from healing (X + Mag/2) to healing (X + Mag/3).  Rods (Hoshidian Staves) have higher range (+1 basic, +3 to ranged), Rescue, Silence, and the accursed Hexing Rod, while Staves have better healing abilities, Freeze, Enfeeble, Entrap, and the too limited Bifrost.  All the Status staves are very limited, and the targets you'd like to use them on are often immune to their effects...  So neither side has an advantage between Hoshido and Nohr.  I also still wonder why there is no Restore in Fates.

    FE 15:  White Magic is not great in SoV.  Apart from Summons, you have the usual healing spell, Warp, Rescue, Rewarp, Expel, Ward, Renew, Restore, Freeze, Entrap, and Silence.  I'm not going to list out who learns what, SF already has pages for that.

    Restore, Freeze, Entrap, & Silence has 1 - Mag/4 range, so they're quite limited.  Restore is also AoE, so it's pretty decent.  Warp & Rescue have 1 - Mag/2 range, so that's not great in a game with such low stats.  Expel has been nerfed from Gaiden:  instead of insta-killing all but 2 monsters on the map, it has a 65% chance to banish non-promoted monsters with Mag/2 tiles of the caster.  So yeah, it's fallen dramatically, even to the point of being obsolete when the Mogalls show up.

    FE 16:  White Magic now has two categories, Damaging and supportive.  Nosferatu is to heavy to be of offensive use, Seraphim is Ok, while Aura and Abraxas are lame.  Fortify and Restore are 1 - Mag/4 AoE, which is better here than in SoV, because stats are far higher.  Rescue and Warp are also 1 - Mag/4 range, and are useful as ever.  Silence has a fixed 3 - 10 range and is brutally accurate.  And Ward is free Exp.

    Small note:  I've seen Ward proc Constance's Crest of Noa, which should only work on Reason magic.  Not sure why, and haven't tested it with other character/crests.

  10. We're excluding Staves?  Ok.

     

    FE 1-3:  I have no experience with these, so I got nothing.

     

    FE 4:  Wind = Light > Thunder > Fire.  Unbalanced as all hell.  Fire is the worst, Thunder is average, and Wind/Light are great, Wind due to weighing at least 5 less than the other types whiles having the same Might, and Light due to owning the Magic Trinity.

     

    FE 5:  Wind = Light > Thunder > Dark > Fire.  Outside of Personal tomes, nothing is absurd.  Fire is still bad, Thunder is slightly better, Wind is even better given its' Might got buffed, Dark is near useless, and Light now has Nosferatu, so...  Light and Wind are again the best.

    On the Magic Weapon front, only Swords exist.  The Anima Magic-Swords are identical except for a +5 Buff to Mag (Fire), Skl (Thunder) and Spd (Wind), thus Wind >= Fire > Thunder.  The other 2 Magic-Swords are Personal Weapons, the Light Brand (+10 Luc, use as an Item to heal all HP) and the Earth Sword (Nosferatu).

     

    FE 6:  Anima > Dark > Light.  Light is pretty bad, Dark has Nosferatu and basically nothing else, and Anima is... existent, I guess.  Oh, and the Light Brand.  It's pretty bad.

     

    FE 7:  Anima >= Dark > Light.  Anima is pretty standard, Dark has Luna (Null Res + Killer) and Nosferatu (which was nerfed), Light is still bad.  The Light Brand is slightly better, but it halves your Str when fighting at range.

     

    FE 8:  Anima > Light > Dark.  Anima still exists, Dark has lost OP Luna (-45 Hit, -10 Crt), and Light is still bad... except now Bishop has Slayer, which makes Light very strong latter in the game.

    Sacred Stones is the only GBA game to have more than 1 Magic-Sword:  Runesword > Wind Sword > Light Brand.  Runesword has Nosferatu, Wind Sword is effective vs Flyers, and Light Brand is still Vanilla as ever.

     

    FE 9:  Thunder > Wind > Fire > Light.  The Anima Magics are quite same-y, but I guess that Thunder is the best?  It's the strongest and the only one to have a usable S-Rank tome.  Light is near useless, as only Bishop can use it, and you only get Rhys to use them, and he's... not good.

    Path of Radiance also has more than one Magic Sword:  Runesword and Sonic Sword.  Neither are great, given most Swordies have negligible magic.  I'd say the Runesword is better, but it's also extremely heavy.  The Sonic Sword is effective vs Flyers, but effective damage is only Might x2, so...

     

    FE 10:  Fire > Wind > Light > Dark > Thunder.  Thunder is strictly bad, Fire and Wind are merely Ok, Light is also Ok but it's wielders are worse, and Dark is too limited to be anything but existent.  Also, there are no Magic Weapons.  ...  ...  What are you talking about, cards?  You mean glorified bullions?

     

    FE 11 & 12:  All magic is under 1 category and the Levin Sword is merely there, so there's not to much to talk about.

     

    FE 13:  Dark > Wind > Anima.  Wind is effective vs Flyers, Fire and Thunder are the same, Dark has Nosferatu, and Light is only 1 tome (albeit a good one).  The Levin Sword, Shock Stick and Bolt Axe are of niche use.

     

    FE 14:  Fates had a thing for 'balance' so Magic is very same-y.  I'd say that Hoshidian Magic (Scrolls) is generally better than Nohr's variant (Tomes), if only due to their more varied effects.  Magic Weapons are jokes in Fates.

     

    FE 15:  Outside of Seraphim and Excalibur, none of Echoes'  Magics are better than the others.  The Levin Sword is the only Jagen Weapon in the series.

     

    FE 16:  Only Siege and Dark Magic is of note in TH.  Kind of hard to judge what's good or not given the amount of variety involved between the character's spell lists and stats.

  11. 8 hours ago, Clear World said:

    Hehee. I personally don't think 'Many Worlds' theory exist, or, at least in the manner you attempt to explain where 'any' choice spawns many new worlds since it can be argued that 'choices' don't exist in the first place. Let's use your example of a possible Breakfast, if we were somehow given that same option while keeping the all conditions the exact same, then there is no reason to believe another outcome would happen. The person will always choose the same breakfast in every instance since the conditions (internal reasons + external reasons) is always the same. The person & humankind may not know 'why' they made their decision (at the moment or in the future), but it's safe to assume there was a process. Even if the person wanted to be random like roll a dice, it is technically possible to determine the outcome if we were aware of the all conditions being applied to roll the dice, and those conditions were always the same when rolling the dice, the results would always be the same. 

    This bit more or less depends on if you believe that humans are capable of true randomness.  If not, then yeah, humans are more or less just very complex equations. …  Which on further thought, is depressing.

    8 hours ago, Clear World said:

    Let's pretend we look at 4 points of time, that I will be label as time moment A, B, C, & D, and let us just assume that moment A will cause moment B to happen, moment B will cause moment C to happen, and moment C will cause moment D to happen. If moment A always has the exact same conditions (from people's thoughts and knowledge, from the smallest particles that even human still can't detect/obverse, and to largest substance that exist in our interactive universe) and we kept reverting back to moment A, what would cause moment B to be different? Wouldn't it be exactly the same as before, since moment A is always the same. And if moment B is the exact same, then why would moment C be different? This process will keep on happening, meaning if the past is the exact same, then there is no reason to think the present/future will change.

    This argument requires more of a grasp on quantum physics than just the MWT.  For example, the Uncertainty Principle which basically guaranties randomness at the quantum level.  Hence the "whether a radioactive atom will decay at any given moment".  How Quantum Physics translates to Macro Physics is a whole different topic.

    And also whether or not reality is pre-determined.  Is randomness truly random, or will it (as per you example) cause A to lead to B, then to C and so on?  Or will A maybe lead to Z, which leads to B, then X, etc.?

    We (humans) just don't have enough knowledge to argue it either way.

    8 hours ago, Clear World said:

    I would argue that the 'Many Worlds' theory is hard to comprehend is because its "actual internal logic" doesn't make sense. For it to exist, the ability to make a different choice in the exact same situation must exist, and I don't think that is possible. A person may have the capacity to have internal thoughts to reach a conclusion & decision, but due to everything (internal + external) that came before the decision, it is theoretically possible to claim that a person was always going to reach that conclusion & decision.

    Again, the 'random or not' problem.

    Also, you appear to be discounting all 'choices' that don't require human input (Radioactive decay, other random quantum effects, etc.) and also the possible actions of non-rational individuals (Aka, Insanity).

    8 hours ago, Clear World said:

    TL;DR, unless something is added to a prior moment that did not exist before, it is not possible to have a multiverse created by the choices a person may have

    So you believe humans to be completely non-random, while also discounting all the effects of non-human possibilities or mental instability on humans, then?

     

    And even discounting the human part, the non-human parts can still cause the same differences between two worlds in a multiverse.  We're talking about infinity here:  it's all inclusive by definition.

     

    Bottom line is, applying quantum physics to macro physics is not only problematic, but also illogical, a la Schrödinger's cat and other 'paradoxes'.  One or the other (of quantum or macro) physics is perfectly fine on its' own, but together?  It causes some major problems, which we still haven't solved, despite the decades spent on said problems.

    And IDK about you, but I'm not arrogant enough to say that it is one way or the other with absolute certainty, when there are others who are trying to figure it out, that are both better qualified and far more intelligent than me.

  12. Eh...  I am of several opinions on this one.  I assume we are talking in terms of IRL Time Travel...  If we are, then we're cracking open quite the can of worms.  Not just because of the Paradoxes that may arise from the action, but from the possibiliy of a Multiverse.  If we are in a singular Time-line, it is either that

    A)  everything is predetermined.  If you travel to the past to prevent, say, the rise of Nazi Germany, then it is you actions either caused what you tried to stop or had no impact overall.

    B)  we see what Paradoxes can do.  By using the above example of stopping Nazi Germany, say you achieve you goal. The 1930s ~ 40s come and go without World War 2.  But this in turn causes events to change in such a way that you where never born.  This means that you do not exist, thus you couldn't have traveled to the past to stop the Nazis, thus leading to the world where you did exist, and did go back, etc., etc., etc.  Thus the Paradox.

     

    And then on the flip side, Multiverses.  Time Travel in a Multiverse is less 'go backwards in time' as it is 'travel to an alternant plain of existence' due to the fact that you cannot differentiate between your past and another world that just so happens to be identical to your past.  This has... consequences.

    This next bit is a slightly off-topic rant about Multiverses, so... Open the following for a little bit of insanity about Time Traveling/Reality Hopping in a Multiverse!

    Spoiler

    First, a bit of context.  A Multiverse implies that the 'Many Worlds' theory of Quantum Physics is correct.  The theory states that any choice (from deciding to eat for Breakfast to whether a radioactive atom will decay at any given moment) will spawn as many worlds as there are options.  For example, it is possible that you may eat cereal for Breakfast, or maybe bacon and toast or some of that leftover pizza from last night.  There will be a world for each of those.  And then all the diverging choices from there.

     

    On one hand, there are worlds quite similar to ours.  Like say, one where you end up as a serial killer.  Or one where the USSR survived while the USA and NATO perished.  Or one where Nazi Germany and the Axis Powers won World War 2.  Or where the CSA won the American Civil War.  Or where the Ottomans conquered the whole of Europe.  Or where the Muslim world is the leading power while the West is little more than a backwater.  Or where the Roman Empire never fell. Or where Alexander the Great's Hellenistic Empire survived his death.  Or where the Israelites became a Empire that conquered Persia. Or where the Sub-Saharan Africans conquered an under developed Europe.  Or one where there are more modern human species than Homo Sapiens. Or one where modern humans Time Traveled and colonized the world over half a billion years ago.  Or where the Dinosaurs never went extinct.  Or where Earth never formed.  Or where Earth was settled by advanced, spacefaring Aliens shortly after the oceans formed. ... ... ... Do you get the point?

     

    And then we reach the even more trippy side. Yeah, the prior was the less trippy bit!  The 'Many Worlds' theory could be applied to the early universe.  As far as we (humans) understand, the basic laws of reality where set early on, from Planc time (the smallest possible measurement of time) to several minutes after the 'Big Bang'.  Assuming there was chance involved in those laws being set, you may have a set of worlds where Gravity didn't disentangle from the other Fundamental Forces.  Or one where Electromagnetism split, giving 5+ Fundamental Forces.  This will result is vastly different divergent worlds.

    And that will eventually lead to 'Impossible' worlds.  Because, according to the Many Worlds theory of Quantum Physics, anything can and, in fact, MUST exist, you end up with infinite universes where the universe of the Fire Emblem series is the 'real' universe, or another infinite set where the Halo series' setting is IRL life, or the infinite set where the setting of 'insert favorite fiction here' is real...

    After that, there are the untold infinites more worlds where our day-to-day, standard Baryonic matter cannot physically exist, thus we cannot visit them to confirm or deny their existence, because doing so would cause whatever was sent into that world to become non-existent. Or even worse, worlds filled with not but music, or is a constantly fluctuating gel of random sub-atomic particles.  Or worlds where time travels backwards, from the end of Time to the begining.  Or a world with more than 1 Temporal Dimension (Aka, multiple Times compared to our singular Time) or with more or less than 3 Spatial Dimensions.  Or a 1-Dimensional World, where all of infinity lies squashed up in a Primordial Singularity. Or a higher dimensional world where a 4-D 'world' like ours is used for entertainment, like we use the 2-D 'worlds' Books, Comics, etc.

     

    I could keep going, but I'm sure you get the point by now.  Time Travel/Reality Hopping in a MWT Multiverse is... well, it's trying to move to a specific fiber within the tappestry of infinity.  Good luck predicting how, what, why, when, and where you are... or are not if you hop over into a non-Baryonic World, or somewhere else that a human cannot even contemplate, etc., etc.

    Rant over.

    TL;DR, the human mind cannot comprehend the entirety of a 'Many Worlds' theory Multiverse, because it is infinite.

  13. 17 hours ago, SnowFire said:

    Yes, but also no.  *All* classes have enemy-only versions, but they don't have personal base stats or base growths like PCs do.  It's like saying "Pegasus Knight Ingrid has +8 Str, +6 Magic, +6 Skill, " etc. Yeah, that's true, but that's just Ingrid's bases.  (Fair point that there's two different sets for enemy Pegasus Knights though, the enemy 10-19 and enemy 20-29.)

    It is true that enemy flyers got dealt unusually good growths (most notable in the quirk wherein late-recruiting Ingrid gets her unusually good defenses, since she'll have leveled in enemy Pegasus Knight instead which is notably tankier than PC Pegasus Knight).

    #1  Well, the enemy only Advanced-tier Pegasus Knight is different than what you're saying, at least as far as I can tell.  Please, do correct me if I am reading you wrong.

    According to this (Bases) and this (Skills), the Enemy Only Pegasi that are at Advanced-tier Levels (20+) are of a completely different class than the Playable Pegasus Knight, with better Bases, Move and Lancefaire, hence my stating of there being a separate class entirely.

    Small side note, but Prolog Jeralt and Chapter 5 Gilbert also have 'unique' classes, in that they are the mostly the same, but have lower bases due to them being in early chapters.  And on the opposite side of the spectrum is Judith's 'Lord' class, which is significantly stronger than base Lord.

    #2  Very true.

    14 hours ago, Dark Holy Elf said:

    Ignatz (B authority and a trivial stat requirement) is probably the easiest non-Sylvain student in the game to recruit, although you're still looking at well into part 1 under these rules. Dorothea has the same skill requirement but also needs 25 charm. Authority is the easiest skill to level because every action Byleth takes does it, and it starts pretty high + as a boon. Felix is a bit tougher because B+ is a lot higher than B and also requires you use swords a lot.

    Well, you have more time to train Swords before you get your first Battalion, and even then, someone else may want one of the 3 you have before the Guild becomes available.  Also, out of curiosity, what other Weapons do you train Byleth in aside from Swords?

    But yeah, Ignatz and Dorothea are also the likely recruits in that Challenge Run.

  14. On 8/23/2021 at 12:36 AM, lenticular said:

    Chess pieces team: Your team is your houseleader and Byleth in their unique classes (king and queen), two fortress knights (rooks), two paladins (knights), two bishops (guess), and eight commoners (pawns). No other restrictions.

    Beautiful and unique snowflakes: All aspects of all builds must be unique. Nobody may duplicate another unit's class, abilities, combat arts, or off-hand item. Class duplication is obviously allowed early on when there aren't enough classes to go around, but is strictly prohibited by endgame. For abilities, each ability can be used on only one unit. So, only one unit with Death Blow, only one with Hit +20, only one with Magic +2, etc. Optionally, it might be more fun to allow everyone to equip their prowess skill of choice, since those are fairly integral to game balance, but leave all other skills unique. Keeping combat arts and off-hand items unique shouldn't be too much of a challenge, I wouldn't think. Although combat arts might be a bit rough in the early game. Unique weapons might also be viable, though I'm not sure how much that would restrict available weapon swaps. The goal here is to discourage over-reliance on dominant strategies and force usage of some more niche options.

    These sound like fun. I may do those latter.

    16 hours ago, Dark Holy Elf said:

    Yeah, you're basically stuck with your in-house team plus staff members, Ashen Wolves (if available), and Sylvain if playing as FByleth on non-Lions. That's enough to assemble a perfectly competent team on any route, but it does lack the variety. Obviously, it was a proof of concept, and I would suggest that if recruitment is important to you, that you relax the restrictions in some way such that it becomes easier. The lategame wasn't as rough as you might think (at least my version, banning seminars as lenticular did would certainly take a bite out of your skill gains).

    Well, you can rarely get some recruits be achieving their unsupported recruitment requirements.  Problem is that the most likely candidate is Felix, who requires 15 Spd & B+ Swords...  Good luck getting B+ before Time-Skip in that type of Challenge run.

    13 hours ago, Shadow Mir said:

    Yeesh...  That reminds me, I always feel that enemy pegasus knights in this game seem to be stronger - and way more aggravating -  relative to other enemy units. A far cry from the GBA games where they were pretty much fodder, to be certain.

    This begs the question, do pegasi and wyverns ever appear on a map at the same time?

    #1 Fun fact!  All Lv20~29 'Pegasus Knights' on the opponent's side are actually a Enemy-only class masquerading under the name!  They get the following bonus stats to their bases:  +5 Hp, +9(!) Str, +2 Mg, +5 Skl, +6 Spd, +2 Luc, +7(!) Def, +6 Res, +1 Move.  Oh, and Lancefaire, too, just to rub the salt into the wound.

    #2 I don't think they do?  But then, I do have vague recollections of there being Pegasi on the last map of Part 1, and Ladislava is there.

    17 minutes ago, whase said:

    One of the first challenges I always give myself for a second playthrough when a new game comes out, is the AI only run. Only for the avatar (or lord for games without avatar) you can choose movement, all your other units must simply walk towards the enemy they can deal most damage, and do just that. This was pretty easy on normal mode, except for Caspar's chapter, where I sort of cheated by giving Caspar no weapons. Might try again in hard mode, but this one obviously requires little strategy and more luck.

    Ah, jeez.  Reminds me of the time I did a Auto-only run of Awakening Hard-mode.  So much death... so much suffering... ... and the horrible parings, too...

  15. I've done a couple, both on Maddening & No NG+. #1 was Azure Moon with No Dinning Hall, Seminar Training only run.

    #2 was Crimson Flower No Forge or Battalion run.  On one hand, you can't spam your Relics, but on the other, you can sell all your Ores for even more $$$.

    9 hours ago, Dark Holy Elf said:

    1. Almost no monastery: This wasn't really a formal challenge run, just trying out a concept of what the game is like if I reduce time-consuming activities to a minimum. I banned fishing, meals, choir, comment box, tea time, gifts/lost items, faculty training (with an exception to reach D armour/riding/flying to unlock classes), sauna, quests (except ones I deemed very important, i.e. shops/saint statue/dancer), repeat arenas (i.e. I could do it once per chapter, if forced to explore), non-quest aux battles, and manual instruction.

    This made for a very streamlined playthrough; lots of seminars, and nothing that could act as a big timesink, meaning almost all time was spent in battles (or watching story/supports). It was harder, of course, but not by as much as I was expecting, and I sometimes trot out this playthrough when people complain about how much the monastery wastes your time. It only does if you choose to have it do so!

    Sounds like it may be a bit rough late-game.  Also, I assume that means you cannot actively recruit people, given little to no Monastery?

    9 hours ago, Dark Holy Elf said:

    2. Mages only: I did this one on Crimson Flower due to their three natural mages and (relatively) most mage-like lord. I defined a "mage" as someone in a class that uses magic (except War Monk/Cleric, which feels clearly like a physical class to me) OR as someone in a "non-mage" class who attacks exclusively with magic damage, e.g. a Paladin Hubert who does nothing but use Frozen Lance. I let my mages use physical attacks but did not allow myself to invest/build for them, e.g. no Death Blow or strength-boosting of any sort, so even for people like Byleth and Edelgard magic was the dominant part of their game. This was hardly even a challenge; it was a bit of an eye-opener just how crazy dominant range strats are in this game. The only things I remember giving me much pause are pegasus knights (who I had to either reserve Luna for or hit them with incidental Steel Bows from my mages with actual str stats). Monsters with magic-immune barriers were also annoying but they're few in number and gambits deal with them fine.

    3. Swords only. I did this one on Crimson Flower as well. The rule for this one was that I couldn't use offensive magic or any weapon that wasn't a sword (although I still let myself use gambits and support magic). Did you know that the best sword-using class is Wyvern Lord? Because this playthrough proved that to me without a shadow of a doubt. Probably my favourite thing about this challenge was the synergy between Wyvern Lords and Assassins; by using Canto of the former you can very easily govern how many enemies can notice and hit the latter, which is very neat for abusing who enemies target. I also used a few mages with Levin Swords and magic sword combat arts for their offence, either Valkyrie->Mortal Savant or Dark Flier for mobility; worked pretty well. I also gained appreciation for Windsweep. Meanwhile I somehow lost appreciation for Swordmaster/Hero, not even this run could make them feel useful compared to other class options.

    This was harder than Mages Only because of the lacking ranged options; the early maps were tricky when I could only attack at range 1, but Sword of the Creator and Levin Sword were certainly helpful once I got them. Also, amusingly for a weapon type which on paper is supposed to be accurate, this is the only playthrough where I ever felt like accuracy was a significant concern, mostly against falcon knights who have well over 100 avoid against swords.

    Not... horrible, I guess.  There are worse challenges.

    Also, the main take-away I got from this:  Enemy Pegasi too strong, plz nerf!?

    2 hours ago, Barren said:

    No master classes: Basically it is as it implies. No master classes allowed. So this creates a situation where you’re only two options for a flier are either pegasus knight or wyvern rider. This also gives Paladins the edge they needed for being the best lance user and best class for movement. Also this would make Warriors or Swordmasters or Assassins more viable. Snipers are still good but will lack the movement of Bow Knights. Unique classes are still allowed since we should place a special restriction on Byleth, Edelgard, Dimitri and Claude. That can be a separate challenge if you want. Also while optional you can run with DLC.

    Honestly very easy.  Um, no offense.  War Master, W. Lord, and sometimes Dark or Bow Knight are the only Masters that I find myself using.

    2 hours ago, Barren said:

    No master classes and DLC: Same as above except no DLC classes.

    The only difference is loss of Valkyrie, at least for me.

    2 hours ago, Barren said:

    Budding talent class only run: You must use units that has their budding talent. And their budding talent with it. I.E: Felix as a Mortal Savant, Warlock, Dark Knight. Ferdinand as a Fortress Knight or Great Knight. This allows you try something different than what you would normally do with said unit. That said it might not change for you all too much. Like Bernadetta is normally a a Paladin or Bow Knight for your run anyways. But you might have not considered Ignatz to be a Dark Knight or Mercedes as a Sniper or Edelgard as a Mortal Savant and so forth.

    Sounds like quite a bit of fun, really.  Just glancing over the BT units, Fist-Fighting Constance and  Ninjutsu Edelgard sound ridiculous.

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

    I like the notion of something that builds off a unit's proficiencies list, like either of these. Hm... what about a boon/bane playthrough, where you have to train a unit in a boon area (or budding talent), and a bane area? So Annette could go Fortress Knight (Axe boon, Armor bane), while Dimitri might go Mortal Savant (Sword boon, Reason bane). And if a unit doesn't have any banes, then they must train in neutral areas instead (Sniper Ingrid, anyone?).

    Also sounds like fun.  

  16. Some really interesting stuff here!  I'll just drop a couple of my own:

     

    Young Minerva

    +10 Merge, +10 DF, Atk Boon, Res Bane

    Weapon-   Dragoon Axe, Assist-   Reposition, Special-  Noontime

    A-   Dragoon Shield, B-   Guard Bearing 3, C-   Atk/Def Rein 3  , S-   Steady Breath

     

    Pirate Brigid

    +4 Merge, +10 DF, Spd Boon, Res Bane

    Weapon-   Spendthrift Bow (+Spd), Assist-   Reposition, Special-   Noontime

    A-   Close Foil, B-   Null Follow-up 3, C-   Pulse Smoke 3, S-   Steady Breath

  17. 6 hours ago, Shanty Pete's 1st Mate said:

    So the Outrealm Gate doesn't take you to those people and places, but just recreates them? A la Star Trek's holodeck? Then what enables the Einherjar versions of characters to continue existing in the "real world" of Ylisse?

    6 hours ago, Acacia Sgt said:

    No, it does take you to other worlds, with real people inhabiting them. Einherjars are a separate thing, summoned from cards which are very real too. Hence why you can summon them into Ylisse as map skirmishes or shops, and "recruit" them, getting the cards to use for yourself.

    Think Fire Emblem's version of the Yugioh Anime's Monster Card's Spirits (say that five times fast), and you have the general idea.

    In a little more detail:  an Einherjar is basically a magical simulation of the person in question being ran from a specific snapshot of them in time, thus why you can see both normal and variants (Bride Eirika, Dread Fighter Alm, Dark Mage Micaiah, etc.). This also explains why they don't realize that they are simulations.

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

    Huh, I didn't know that about the Cipher characters. Very interesting. Any idea whether they world-leapt before of after the events of Fates?

    You know what?  I'm a bit curious about that, too.  I think I'll do a bit of digging about that. I may make a thread on that at a latter point (i.e. in a few days).

    6 hours ago, Acacia Sgt said:

    That said, Awakening itself stablishes that time travel is its own thing separate from the Outrealm, and not something that can be done willy nilly.

    Shady, that bit is.  Theoretically, you could jump from World A to World B, and then use a gate in that world to jump into the past of World A, which would effectively be the same as time travel...  But given that FE operates on in a Multiverse, both would then cause a divergence, so that past is no longer World A's past, but the past a new World C.  This is why I dislike the whole 'I will time travel/world hop to the past and change it!' schtick that various franchises use.  Not only is it pointless to differentiate the two, it is also incompatible with Multiverses, because the World A you left will still exist, even if you change the past to 'prevent' that future.

    6 hours ago, Acacia Sgt said:

    Naga has the power, which is how Lucina and the other kids are sent back, and how the other Naga in the Outrealms send you to the future in the Future Past maps (and Tiki sending them back if I recall). Anankos also engages in time travel to send Inigo, Owain, and Severa to Fates, while in awe about what Naga did since it's not something that commonly happens.

    Perhaps this is of interest:

    Quote

    Anankos: Listen well. When your work is done, if you wish to return to your true home...use this, and you may do so.

    Inigo: What?!

    Anankos: That crystal has the power to transport you through space and time. After you complete your mission, you can use it to return here. Or, if you truly desire it, you can return to your own time and world. However, know that it can only be used once.

    Severa: So if we decide to return to the future, we can never come back here again?

    Anankos: Yes. It is taboo for humans to travel through time as it is. Even I do not have the power to break this rule anymore than I already have. That the god of this world had the power to transport so many of you... leaves me in awe.

                   -  Hidden Truths 1

    The Time Travel that Anankos did is the 'go back to Ylisse' crystals he gave the trio, not him sending them to Valla.

    Side note, it can be inferred from this that Anankos is barely able to send three people through time, given the whole 'leaves me in awe' part is about Naga's time-ritual-thing (for lack of an actual name) that allowed Lucina & co. to go back in time.

  18. At least 2 Universes.  Given that 1 of the continent's mythos (Tellius) is incompatible with the rest...

     

    Tellius is a Creationist world:  Ashunera made the world and all therein, with the exception of the Zunanma (Beorc & Laguz).

     

    Then we have Zenith.  Which is a bit curious, given it has gates to all the other FE worlds and at least has some fleeting connection to our world (Maybe?  The Summoner is from a IRL-like Earth at the very least).

     

    All the other worlds (Archanea + Valentia + Jugdral, Magvel, Elibe, Fateslandia, Fodlan) have no mention of a creator deity, or even any real deity (mostly just Dragon- and Ancestor-worship).  Thus they are compatible with one another.

  19. Hm, some of this was unexpected, for me at least.

    • Marth   -   Sword-Infantry, again. His skills are great!... on paper.  I guess with Ashera on a team with him, he's great.
    • Eirika   -   As some people already mentioned, she looks quite a bit like Lyn with slightly bluer hair.  As a unit, she will spam out all the specials.  Also, why does Moonlight Bangle gives Canto 2 and not 3? She is mounted, so...?
    • Marianne   -   I was expecting either Blutgang-Holy Knight or Dancer, so nothing unexpected there.  I don't have a problem with her art.  What I do have a (Small) problem with is that she doesn't have the standard Dance skill.  To be fair, she seams to be fairly capable of proccing Requiem Dance, but it doesn't have any effects other than refreshing, and that Gravity debuff isn't great.  Aside from that, very good fodder.
    • Memekeeper   -   Pretty good art, all things considered.  Support + Area Denial. I imagine this will shake up AR some.

     

    • Overall   -   So now every CYL unit will get a unique skill?  Takes away some of the heat to get someone voted to #1, but also good for the fans of those who only get to #2.  Also, everyone has good fodder.  No to sure about Distant Pressure, though, given it's DC + less than half of a Push skill.
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