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Cdijk16

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    Thracia 776

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  1. Would applying an Average Stats patch to an FE6 rom that has this patch applied cause any technical issues or major/ game-breaking glitches?
  2. Most of the requirements for the gaiden chapters where the legendary weapons are obtained are really lenient and easy to fulfill if you know about them beforehand, but it is possible to fail some of them if you're playing blind and not resetting for unit deaths. Here are the requirements to unlock the gaiden chapters: 1. Chapter 8x: Keep Lillina alive. 2. Chapter 12x: Beat it in 25 turns or less. 3. Chapter 14x: Beat it in 25 turns or less while keeping Sophia alive. 4. Chapter 16x: Keep Douglas alive. This is the easiest one to miss if playing blind because he is an enemy unit and the game doesn't make it clear you're supposed to keep him alive. I recommend using a Sleep staff on him and then walling him off with a few unarmed units. 5. Chapter 20x Ilia: Beat it in 25 turns while Zelot and Juno are alive. 6. Chapter 20x Sacae: Beat it in 25 turns while Sue, Shin and Dayan are alive. 7. Chapter 21x: Beat it in 30 turns while Melady and Zeiss are alive.
  3. My favorite things about FE6 are as follows: 1. I really like the Secret Shop in Chapter 21 that sells Boots and all other stat-boosters. It really rewards you for managing your finances well and gives you an incentive to save money. I think that Gold management is something that FE6 in general does very well and the Boots shop is a great example of that. 2. I like the fact that Javelins and Hand Axes are worse that in the other 2 GBA games. This way, the meta doesn't turn into Javelin/Hand Axe fest like in FE7 and 8. It takes more thought to clear out enemy formations in FE6 than in those two games(this is also in part due to higher enemy quality), and I like that. 3. I like the game's relatively high enemy quality; it really helps sell the villains as a serious threat.
  4. I couldn't play it directly from browser at time of posting, was getting the same error as Shanty Pete's 1st Mate. That's why I tried to download it. Anyways, it is working now.
  5. How do I view this story? When I attempt to download the webpage linked as file so that I can import it into Twine, I get the error message "couldn't download, no permissions". What am I doing wrong here?
  6. I see. How hard would you say Birthright Lunatic is relative to Conquest?
  7. There wasn't really anything in either of those two posts that you mentioned which could be seen as an insult. Why do you perceive them as insults? I also don't really see any hateful behavior in this thread.
  8. 1. Do units purchased from the Einherjar shop remain in your party permanently or just 1 chapter? 2. How hard is Lunatic mode of Birthright relative to other games in the series?
  9. Mounted units are treated as having 20 Constitution for purpose of Capturing, so enemy mounted units can capture anything with less than 20 Con. That's why the 13 Con Wyvern Rider was able to capture Xavier.
  10. Why didn't you use the Sleep Sword you obtained in Chapter 16B to put the Leonster generals to sleep prior to turning any of them green? That would have stopped them from killing each other and made the process much more consistent. The civilians ignore status effects that prevent them from talking, so they can speak to the generals even if the generals are asleep.
  11. I like the FE5(and FE3 since it uses the same system) support system the most in terms of game mechanics. I like the fact that you don't have to go out of your way to grind supports like in the GBA games. Every support giving 10/20 Hit, Avoid, Crit and Crit Avoid also makes support bonuses much easier to keep track of. I also like how it synergizes with FCM to enable 100% crit setups. (for example with Karin and Fergus during Manster arc). I also like FE9/10 supports because you don't have to go out of your way to grind them, you just get them passively by deploying units on the same map.
  12. Chapter 11A/10B Speedwing: Speed is one of the most important stats for combat units in this game, and doubling reliably is hard for most units in FE6. These two factors make the Speedwing one of the most contested statboosters. Alan: An average Alan can have doubling issues on hard mode, Speedwings help in remedying this. 15/1 Alan averages 14 speed, which fails to double most of the faster Cavaliers in Chapter 13 for example, but he can double nearly all of them with Speedwings. There are many more examples of enemies he can double with +2 speed but cannot otherwise. Notably, he becomes more consistent at doubling some of the Wyvern Riders and Cavaliers in the route-split chapters. Dieck: Same principle as Alan applies here. 10/1 Dieck averages 13.5 Speed(Rounded down here to 13 speed), which is just shy of doubling a lot of enemies. +2 Speed is enough to push him into doubling territory on Chapter 13 Cavaliers for example. Noah: Same principle as Alan above. This is lower on my list because Noah is usually weaker than Alan overall. Zeiss: Same principle as Alan above. 10/1 Zeiss averages 14 Speed(assuming he rolls 11 base speed), which gives him the same benchmarks as Alan. +2 Speed makes him more consistent at doubling the Cavaliers and Wyvern Riders in the Ilia route chapters and Chapter 21(the unpromoted ones). Resource for enemy stats:
  13. Chapter 11A/10B Orion's Bolt(2): It sells for 5000G, which is equivalent to 1.25 Boots. I recommend using the first on Shin and selling the second one. If you're using Sue in the long term, she can use the second one as well, but Sue is not very good in long term due to her poor strength growth and middling stats overall. Shin: He has no competition for his promotion item, which is a rarity in FE6. The +50 WEXP from his promotion lets him use Killer Bows, which lets him reliably one round Wyvern Riders and gives him a ~60% chance to ORKO almost any generic enemy with a hit + crit. He also gains Iron Swords upon promotion, which can help him in dealing with the Chapter 14 bandit reinforcements but are mostly useless otherwise. It also gets him to B rank for Brave Bows much faster. I recommend promoting him around Chapter 13 as he can one round the Chapter 13 Cavaliers and Paladins with a Killer Bow Hit + Crit once promoted, can one round them somewhat reliably if using a Brave Bow, and Brave Bows make him more reliable against the Chapter 13 and 14 Wyverns. Sell: If you're not using a 2nd unpromoted bow user, which I would recommend, you can Sell the 2nd Orion's Bolt in exchange for 5000G (1.25 Boots) with no downside. Chapter 11A/10 Dracoshield: This one is hard to decide on. +2 Defense is a boost that pretty much all physical combat units appreciate, but it is fairly hard to decide who benefits you the most by gaining it. Alan/Lance(whichever is promoted): These two are both strong combat units with high movement and benefit a lot from being able to be positioned more aggressively and requiring healing less often. Bulk of 16/1 Alan + Dracoshield: 36HP/13.75 Defense(Rounded to 14), Bulk of 16/1 Lance + Dracoshield: 35HP/13 Defense, Defensive Benchmarks in spoiler below. Numbers are not completely reliable due to stat variance in Hard mode. Miredy: Level 10 Miredy + Dracoshield has 38HP/17Defense. Once promoted, 10/1 Miredy + Dracoshield has 43HP/19 Defense, both of which can be slightly higher depending on growths. Just to put into perspective how massive this is, promoted Miredy + Dracoshield is only 11HKOed by 23 attack Cavaliers in Chapter 13. Dracoshield takes her already huge durability to massive heights. Defensive benchmarks in spoiler below comparing Dracoshield and non-Dracoshield promoted Miredy
  14. The reason I considered Goddess Icon on Rutger is that a lot of enemies have 1 or 2 % crit on him due to his very low base luck of 3. +2 Luck from Goddess Icon helps eliminate these. I think selling the Goddess Icon is better overall, but Goddess Icon on Rutger may have some merit in an ironman context.
  15. This topic is for discussing the optimal recipients of limited resources in FE6 in the context of an efficient playthrough of the game. Efficiency is defined here as completing the game as quickly and reliably as possible, measured in ETC (Expected Turn Count). Note that I assume the game is played on Hard mode unless otherwise stated. An interesting thing about FE6 is that Boots are buyable in the Chapter 21 Secret Shop, meaning that any sold stat-boosters can effectively be exchanged for Boots in Chapter 21. Any suggestions are greatly appreciated. Chapter 4 Angelic Robe: Rutger: Base Rutger with the Angelic Robe has a physical durability of 32HP/5Def. This enables him to hit the following defensive benchmarks in the upcoming chapters and greatly improves his survivability and reliability overall. 1. Chapter 4: Lets him take 2 hits from Erik. 2. Chapter 5: Lets him take 2 hits from Iron Axes users in greatly improving reliability unless they roll high on attack. Takes 3 hits from the Iron Sword Mercenaries and 2 hits from the Steel Sword Mercenaries. 3. Chapter 6: Takes 2 hits from Iron/Steel Lance Soldiers and Iron Lance Knights. Roy: All maps in this game are seize maps, meaning that Roy needs to get to the Seize Point in order to complete a chapter. +7 HP helps him survive more enemies and be positioned more aggressively, making it easier to get him to the Seize Point. It also lets him survive a few siege tomes here and there. It also makes him easier to train in the early game, which helps you in the long term especially after his promotion. A strong promoted Roy is especially helpful in Chapter 22-Final. Alan/Lance: They're both good combat units and are likely to be fighting multiple enemies on the frontlines thanks to high move, so they appreciate +7 HP greatly. I don't have the numbers on me, but this improves them significantly. Chapter 6 Goddess Icon: Sell: +2 Luck isn't usually very significant, and this item gives 4000G upon being sold, enough to afford a whole pair of Boots later on. I recommend this in a non-ironman playthrough. Rutger: A lot of enemies have low % crit rates on him, which really adds up over the course of a chapter. +2 Luck mitigates the chance of him dying to a low % crit significantly. I would recommend this in an ironman setting. Chapter 7 Hero Crest: Rutger: Rutger practically has a monopoly on this. Rutger's +30 Crit on promotion makes him the most reliable boss-killer in the game by far. I recommend promoting him ASAP and by Chapter 8 at the latest as the Chapter 8 and 8x bosses are hard to reliably kill without a promoted Rutger. Rutger is a strong candidate for early promotion as gets a big boost to his offense, durability and +1 movement, meaning he will only have 1 less movement than a cavalier. Chapter 8 Elysian Whip: Use on Shanna, who is the only candidate for this. I strongly recommend early promoting her by the start of Chapter 9 as gaining access to Swords greatly improves her combat in the Axe-filled Western Isles Arc. Chapter 8 Guiding Ring: Saul: He has a high base staff rank of C, which lets him reach the prestigious A rank to use Warp staves by the time Chapter 14x comes around with a +50 Staff exp which can be obtained through normal healing + some barrier spam and an early promotion. If you're interested in having an Aureola user, you can early promote him and grind his light Magic rank, although the slow rate of weapon rank increase makes this hard to do in an efficient context. Chapter 8 Knight Crest: The cavaliers pretty much have a monopoly on this one as they are much better units than any of the Armor Knights. Giving these to one of the Armors is not reccomended as this will result in your not having a promoted Cavalier during Western Isles. Alan/Lance: I recommend promoting either one of these during the Western Isles arc. Which one you promote depends on who was favored more by the RNG. +2 Speed from promotion helps Alan in particular to hit doubling benchmarks on enemies in Western Isles, while Lance appreciates +2 strength to hit 1RKOing benchmarks. Noah: Alan/Lance would both get you more mileage out of a promotion unless they are stat screwed, but if they are, then Noah is also a good user of this item. Pretty much the same principle as Alan/Lance applies to Noah. Chapter 8 Secret Book: +2 skill only translates to 4 hit and 1 crit, which is not very valuable. Sell: Gives 4000G, which is enough to afford a pair of Boots in Chapter 21. Feel free to give your opinions on the above resources. I will discuss the other resources at a later date. Explanation of what ETC is and how to calculate it by Irysa:
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