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Technoweirdo

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Posts posted by Technoweirdo

  1. Hmm... that's entirely possible. I thought if you started working on Odin x Zero support right away, you'd be able to reclass quite quickly--I believe it's even a "fast" support?--but in the non-grinding Nohr, it might still take more time than I'm expecting.

    If I could grind, I could test it out. Sadly, I can't. ._. Can only go off my Awakening experience where all ranks past C took two battles no matter how many hearts were gathered in a single one, leading me to believe there's a cap per battle. If the same applies to Fates, you're looking at 5 battles to A+ Zero, 7 to S Nyx. With Mozume's Paralogue and the first special My Castle battle, that means it -might- be doable by the start of Ch. 11 for Zero or 14 for Nyx. Whether it's sanely possible without levelling Odin too much to the point that you may as well stay in Dark Mage / Samurai is another question, buuut insanity's the norm in Nohr so what's a little extra challenge?

  2. Has anybody done Adventurer!Odin yet? How did it turn out? It seems like it would work really well: +15% MAG, +20% SPD, +20% RES, and he'd be able to use the Mighty Bow/Shining Bow combo (you'd almost certainly need to use at least one Arms Scroll on him, but might be worth). He loses 3 base MAG compared to Sorcerer, but gains 4 base SPD, and his SPD seems like it's the bigger problem anyway. He can start working on the class basically immediately in Nohr--Zero joins on the same map and Nyx joins the map after, and they both give him Outlaw; plus Nyx is a good mom for Ophelia--so grind the support while leveling in Dark Mage (+10% STR, +20% MAG) to level 10, then Buddy/Marriage Seal into Outlaw, promote to Adventurer, Arms Scroll, and poof, possibly an Odin that doesn't suck?

    It's not the worst idea, having Odin as an Adventurer which takes advantage of his hybrid stats while fixing his massive Speed problem not to mention the Shining Bow being much stronger than most tomes and Bows being strong, period, but being at Ch. 26 Nohr and having only two units married, I'd say the viability of even getting Odin into the Adventurer class is a bit of a problem. >.> Admittedly, I didn't plan for supports until Ch. 10 (Really late edit: Ch. 20! ​How did that get through!? D:), but the prospect of getting him into Outlaw by Lv. 10 or even Lv. 15 so he can start fixing his Speed problem while working on his Bow rank seems...difficult in that light.

    If you want an Odin that doesn't suck, I'd say he's better off as a Samurai -> Trueblade. If you've got 2500G to spare early on, you can make him reclass the very second he joins and work on his Speed + Sword rank, quickly picking up Flowing Strike and Vantage along the way while putting the Dark Mage's Bind to good use. As a Trueblade, Swordfaire will mostly offset the Magic loss from not going Adventurer. Won't really miss staff use as you have enough healers as-is. You'll also get to take greater advantage of his high Skill and Luck.

    If you're really bent on using him as an Adventurer, you can try Samurai -> Adventurer, but that's a lot of re-classing and screws with weapon ranks.

    Just...whatever you do, if you intend to use him, keep him out of Dark Mage. I speak from experience with a Lv. 15 Sorcerer Odin. >.>

  3. Being comparable to Odin is not something in her favor. It's more like a mark against Odin. Your proposition also falls short as it assumes players train Odin in the first place. A better idea is to not bother with either of them, but at least Odin has free deployment in C8 where you're definitely not dropping anyone for Moz. And fliers/ninjas are not prominent enough for her Bow use to be considered special, especially when you have Zero/Eponine/Asyura. Also, C10 can be completed fine without Moz. At least Odin can man the magic turrets or Strike the Oni through the barricade.

    Basically, no. Moz is not viable. She is terrible in Nohr, morseo than in Hosh, because she amounts to nothing after significant investment that other characters accomplish with minimal investment.

    No, it assumes you aren't low-manning Ch. 9 or 10, the latter of which being a -really- bad idea to low-man and, by extension, the two before it. It also assumes you don't support-grind Zero in two chapters for Eponine or hack Asura into Ch. 10.

    How do I put this...

    Your only other early-game option is so bad that using Mozume can't possibly hurt you. Ch. 8? I'll give you that it'll be harder if you drop any units because you'll have to drop someone more useful. Ch. 9 and its semi-stationary Lancers? Not so much as safety's not an issue. You can easily have her replace Odin for those times when you need to sweep enemies. Ch. 10 with its Ninjas, Lancers, and Pegasus Knights? When the Pegasus Knights alone could ORKO half your units, Mozume is a god-send. Simply being on the southern turret (or the eastern one, should the boss not be killed quickly enough -- and I really doubt most of us even attempted killing him) can be a great help as it frees up Zero to out-right kill enemies. Depending on how well you've got things under control, you could have both step off the turrets to kill enemies rather than injure them. Meanwhile, Odin'd be best for replacing Nyx if she needs to get off the western turret. That's...pretty much it.

    Ch. 11 and onward, your options start to expand and you see more variation in enemies that won't work completely in Mozume's favor, though you'll still get the occasional flier that's damn-well worth having a second bow for. If nothing else, by that time, you can safely drop both her and Odin, but her great growths and the experience she'd have gotten by that point should let her stand on her own.

  4. Nohr may have limited EXP, but EXP gains scaling to level should offset that. All that matters is how much you're willing to suffer with a ranged unit worse than Odin for a bit -- and even then not by that much since you'll be seeing lancers and ninjas more often than you will axes and bows, not to mention a mere Bronze Bow being 1Mt stronger and 10 Hit better than a Thunder tome. For fuck's sake, she starts with the same speed as Odin. Her -much- better growths will quickly get her to stop being Odin.

    Her Paralogue comes just after Chapter 7, right? If you really want, you can drop one unit you'd have used in Chapter 8. Alternatively, drop Odin in Chapter 9 and start training Mozume right then and there. I mean, who else could take Odin's spot anyway? There's nobody else on your team! lol Chapter 10 is the same deal as there's just enough space for every unit you have but one. Plus, with fliers around and Chapter 10 being Chapter 10...

    ...Yeah, thanks to circumstance, she's genuinely viable in Nohr. Her rough start is barely a hindrance.

  5. The GBA games had a lot of 1-2 tile wide passageways in maps where that passageway is the only or quickest route through the chapter or the alternative path is on the other side of the map extremely far apart. It meant if you did play slowly the fighting ends up restricted or the passageways get clogged by enemies and ups your turn count as it restricts how much combat you can do per turn and progression through the chapter. The gap can be so big between quick and slow playstyles because playing slow creates more situations where these routes get blocked and adds more and more turns.

    http://www.fireemblemwod.com/fe6/guiafe6/cap8.htm

    http://www.fireemblemwod.com/fe7/guiafe7/capitulo16efe7.htm

    http://www.fireemblemwod.com/fe8/guiafe8/capituloeph9fe8.htm

    http://www.fireemblemwod.com/fe8/guiafe8/capituloeph13fe8.htm

    Take the ones I've linked to for example in the indoor chapters you literally couldn't move them all around the map because of the walls and bottlenecks, every character has to take the same paths with bottlenecks to the end. If an enemy or two gets in the passage and d in 1 or 2 rounds your entire army cannot progress any further(missing an enemy in one of these can be a killer to ranked runs of FE7) even if there were enemies behind it that they could take on, the outdoor chapters are similar with water or mountains instead of walls which is how even the weaker flying units can get rated quite highly. Fates while still having those kind of objects usually has the maps be a bit more open or multiple fronts.

    Yeah, the chokepointing in the GBA games was rather ridiculous as was the whole one-route thing. On some maps, simply getting people through the halls to fight the last few enemies was a slog and nothing really happened during those turns. The more open design in the 3DS games combined with generally more aggressive enemies and the occasional wave of reinforcements meant that you'd be busy even when the turn counts are going higher than they ever were. In the rare hallway case, Pair Up also let more people squeeze through the same area without causing a jam.

    I also feel the 3DS games have faster combat animations.

    Not so much feeling: The ability to outright skip watching the entire enemy turn if you're going through a map for the umpteenth time.

    Makes sense. And I suppose that I'm an aerial player now, thanks to Awakening. Usually an arrowhead formation with Dark Flier (Gale Force) and Wyvern Lord.

    Also, is it me or do Pair up and stacked Rally also push the pace?

    Well, Pair Up certainly gets Knights/Generals to places faster and you can de-pair on the same turn without assistance unlike Rescue which required a third unit.

    Can you give some examples from fates? Cause there's so many things in fates that discourages rambo units. Pair-Up bonuses are stupid low this time around and pairup partners don't attack, skills like galeforce only works if the unit is solo with no allies near it. Rallies got nerfed, they give only +2 instead of +4 like in Awakening, strong weapons like Silvers puts a -2 debuff on both STR and SKL everytime you attack with it, and it stacks, effectively if used a ton of times on enemy phase, will put you at 1 str and skill. Not to mention enemies will debuff the crap out of you too.

    Actually, that's just Rally Spectrum which would pretty much break the game otherwise. :P

  6. Reverse Nagingata, but also, using the skill in a different class.

    Breaking Sky on a Trueblade?

    If you don't particularly care for for Flamboyant, for mid-game purposes (I really can't stress that enough since post-game can get complicated for both you and the enemy), I suppose you could re-class from Basara to Trueblade at Lv.5 to give you something that'll pretty much murder Berserkers. Think about it though: Putting Breaking Sky on a Trueblade doesn't make them a hard counter to Berserkers since they were already one in the first place. :P They just...counter harder. Besides, by switching classes, you're not covering weaknesses, only swapping them for new ones. Breaking Sky can't help with that which is the impression I got from the thread.

    Now, reverse weapons on the other hand...Well, I forgot about those. haha Much simpler and much more temporary than a re-class. Doubt you'd see Berserkers with their own reverse weapon often.

    And Trueblades could also double Berserkers on the player phase (assuming maxed stats) with the use of a Swallow Strike….

    Swallow Strike's unnecessary. Quick-draw Katana would suffice and would work on both phases, not to mention require less re-classing. :P

  7. At least for mid-to-late game, assuming you don't grind, I'd say Breaking Sky's not as great as you think for one reason: Basaras can only use lances and magic. Trying to take advantage of a Berserker's strength stat with a lance would put a Basara at severe risk of receiving an axe to face. Magic would work out better risk-wise as the Basara would have triangle advantage, but chances are that the Berserker's magic stat is pathetic, so it wouldn't be as helpful damage-wise. Every bit helps though and you'd be able to out-range a Berserker which would be the safest option.

    Post-game where you'll be facing other players' maxed-out units though, yes, Breaking Sky's as great an offensive skill as you think as it can be put on just about any class. If you're interested in that, by all means, go for Breaking Sky. If not, its effectiveness and viability become very situational.

  8. Before we even discuss where the children come from, we have to know where the amiibo characters are coming from. :V

    But seriously now, eh, it really felt like an Awakening thing, being a 'love letter' to previous games. Was absolutely acceptant of children as a mechanic and the time-travel shenanigans that brought them there. Fates is more of a horrible, horrible divorce of sorts, forcing you to sever ties with your own family. Still, I might see a story reason for them coming again if neither Birthright nor Conquest are not the 'correct' path, perhaps even being bad paths. They might do a little foreshadowing of events that aren't directly related to the war between Nohr and Hoshido in each of the 'bad' paths, perhaps said events are far away from happening but will be happening, perhaps they may even try things counter to what you're doing in each path (to no avail as things are already too far gone), but on the third path these events get blown up far earlier than they should and they'll be the ones you work with as you try to stop both Nohr and Hoshido while dealing with this other threat.

    But this is the mere speculation of a hopeful fanboy and I have no idea how the plot will turn out. Still, I feel the children got the short-end of the stick in Awakening, being something of a footnote. Maybe done like this, they'd get a more proper story arc.

  9. Ryouma and Takumi are dead to me. It's only fair when they're trying to kill me in the Nohr route. Hinoka'll likely die too. Mikoto, by virtue of being queen, will likely die no matter what. :| Sakura, I want to spare, but I realize I'm already bent on killing off her entire family and will make her life miserable.

    And now I feel bad. ._.

  10. Thanks for the quick coverage once again:)

    I'm assuming it's not 3x total damage since that would be stupid, and I don't really like this change. It makes effective weapons considerably worse as the target gets more resilient, while they'll decimate weaker units. That's already what crits did, I liked how effective weapons were different.

    Also, I'm wondering about that water effect on Kamui's dragon form... maybe that's just its damaged animation though, since the transformation kind of has that too.

    I quite like it myself. In the same way they're making throwing weapons back-up weapons for melee attackers against ranged attackers, I figure this change makes slayer weapons a back-up for sword users versus armored and wyvern-riding units. It shouldn't put you on even ground, but it should make units not completely helpless in their bad match-ups. Edit: As for good match-ups, well, your target was pretty much dead already if they'd take a lot of damage from a normal weapon. :p

    If not for this change, I'd just give Kazahana a now-infinite armorslayer and let her solo the Hoshido campaign. lol

  11. To quote myself:

    Feel free to correct me, but I recall Awakening barracks working identically to Awakening shiny tiles: you get something completely random. Sometimes it's a token amount of experience, sometimes it's a small support bump, sometimes it's a random weapon or item.

    This system is completely different. You can now reliably increase support points, and with multiple units at a time. You must now go mining if you want to forge weapons. You can now get significant, wide-scale stat bumps by having units talk and eat (and maybe face-rubbing, this is still unclear).

    It's more reliable than Awakening, yes. That says nothing about needing to rely on it though. Also, given how that steak turned out -- +1's to str/mag for most units, +2's for others but with -1's in other stats -- I'm thinking other foods will have similar effects and won't be a gamebreaker. It helps, but it's +1. Really not a big deal. Until we know how much of a support boost face-rubbing is, I'm just going assume it's not that big a deal either. I mean, other units have their own supports and I can't imagine theirs being built slowly. Why would it be slower for Kamui?

    Fair point on forging. We need to know more about that as forging's powerful but costly and the costs are related to My Castle this time.

  12. You cannot look at "tone" or "attitude" and infer all sorts of things I did not say. I was specific in what I argued and what I did not argue.

    No. I welcome disagreement -- it's why I spend time writing criticisms in the first place! Many of your posts (and others, it's not personal) simply misunderstood my claims, and it's impossible to have a productive conversation when your interlocutors aren't reading your arguments carefully enough to understand them.

    @Red: Yes, I am complaining that getting the full experience out of the game, including relevant strategical advantages, demands I slog through Harvest Moon mining, cooking, bathing, and rubbing. This is not something I enjoy. I could simply ignore those features, but that would be limiting myself to avoid bad optional content. And optional bad content is still bad content.

    You are still stuck up on a semantics debate that never happened. The problem with My Castle is not that it's required. The problem is that it's a surprisingly major addition that confers sizable bonuses. This is not the Hubba Tester. This is a fairly large slice of the If pie, and it tastes rotten. When evaluating the quality of the pie, I'm not going to ignore a rotten slice -- especially when it's infected other parts.

    You also misunderstood the "must-play" comment. Please re-read that quote in its entirety; I explain it's must-play if you want X, Y, and Z.

    I could stomach My Castle if it was a small inclusion, conferred no major strategic benefits, and wasn't full of creepy fanservice. It's failed on all three counts.

    You seem really hung over the stat boosting thing, so I have to ask: How'd you feel about stat boosts from the barracks in Awakening? To anyone who beat Awakening on Lunatic/Lunatic+, I ask: Were the stat boosts, experience gains, and support gains instrumental to your strategy? I ask because I haven't beat Awakening on Lunatic myself, but knowing the random nature of the barracks' bonus effects and how tiny they were, I'm having incredible difficulty thinking they made or broke a playthrough.

    Onto IF, from what we've seen so far, the stat boosts from the cafeteria are just as tiny. They're just more controllable. Also amusing, at least to me, but I digress. Additional boosts by talking with people you have a high support with also tiny and what's boosted isn't as controllable. Would the game be balanced around this? I don't know, but I'm thinking not likely. It'll help for sure, but I don't think you should rely on it.

    As for the infamous face-rubbing feature, yes, it boosts supports, but it's not like they were particularly hard to boost in Awakening. It's also limited to Kamui x _____ supports. Extra nice for you, I suppose, but units will be around others more often than you most of the time. You aren't an omni-present dragon god (yet).

    -

    You and everyone else have every right to be concerned about balance, but as of right now, the only truly mandatory thing I see is building an armory and a vendor. Far as I know, the resource required can only be gained through story progression. If that's all you really need, it's the equivalent of shopping between battles; nothing to be really up in arms about.

  13. If any 'personal scenes' feel sudden or feel completely out of character, it becomes gratuitous and the creep factor really shoots up for me. It's been a problem in most of the few eroge I've played. On first reveal, I got that feeling and so I can kinda sympathize with anyone here who recoils at the very inclusion of the feature. The reveal certainly was sudden which took me for a shock. On second thought though, it wouldn't be contextually sudden as, far as I know, supports are required and it has to be initiated by you. I just wonder what additional restrictions there are, if any. If none other than your own morality, it'd speak poorly of character integrity to me. Not as bad as having sex with everything that so much as moved, but I can't imagine the characters themselves would be okay with you doing this to everyone. It'd be an off-putting design decision.

    Unfortunately, as of right now, I don't know of any additional restrictions.

  14. To add to this, despite the nerfs, unless map design really works to make them unfeasible, I expect to still be largely using Javelins and Hand Axes where I can. The 1~2 is still just too versatile for getting counterattacks against all enemies (not to mention the potential player phase safety). Depending on early game stats, though, I may or may not attempt to incorporate a bow-locked class into my team (if it's another Virion, forget it). And while bows are starting to look a bit more attractive, I'd like to see them get a direct buff to set them even further above Javelins/Hand Axes, as well as keeping pace with tomes. Of course, depending on how concealed weapons play out, those may end up seeing mass deploy (IS certainly seems to be encouraging it, anyway, given that the player will have at least three concealed weapon users regardless of side chosen).

    Yep, if I'm expecting a rain of fireballs and arrows, you can bet on me bringing them to a fight.

    Did you actually play Awakening? In that game, the only things that Javelins could kill are sages because of how little might they had. How the hell is that "ridiculous"?

    Lemme crunch some numbers for you:

    Sniper Max Strength: 41

    Berserker Max Strength: 50

    General Max Strength: 50

    Silver Bow Might: 13

    Tomahawk Might: 10

    Spear Might: 8

    Sniper Total: 54

    Berserker Total: 60

    General Total: 58

    In an end-game case, they are completely out-classed damage-wise by units that are supposed to be attacking up-close. You'd have to give them hand axes (3 Mt) and javelins (2 Mt) for them to be out-classed by a Silver Bow -- and even then only slightly. To put it another way, it would take a highly expensive weapon that can only be used from range for a bow-dedicated unit to match an axe-dedicated unit that's wielding a hatchet from your local hardware store. That, my friend, is the definition of bad balance.

    Of course, by end-game, Brave weapons are also available, so they could greatly out-damage a berserker from range. Again though, that hatchet is hella versatile and it's not like there aren't other Brave weapons.

    If we're gonna argue early-to-mid-game instead, things only get more stacked in favour of throwing weapons as your average fighter is gonna have better strength growths than your average archer. The one thing archers get over others is accuracy at range, but it's not as if everyone but them miss half their attacks.

    ------

    Bows are supposed to be the best at ranged physical damage. Javelins/hand axes are supposed to give axe/lance-wielders some form of defense against archers/mages until they get close. Letting javelins/hand axes attack twice fits neither ideal.

  15. Did javelins and hand axes warranted such a nerf?

    In light of the durability change? Absolutely. Without it? Even then, I'd still say it's warranted. Throwables made some classes far too versatile.

    Why add a sniper to your team for ranged physical damage when you can just funnel experience they would've taken into a berserker for melee and ranged physical damage -- damage that'd probably be greater regardless of bow strength simply due to a berserker's sheer strength? Javelins, hand axes, etc. left snipers with two rather niche use cases: Against fliers and against anyone your berserker (or general) have issues hitting due to triangle disadvantage. In all other cases, if you have throwable weapons to spare, it'd be best to use them instead of a bow.

  16. That's weird. Weirder than Pegasus Knights now being unisex.

    Hell of a change, being able to snipe from mountains and other hard-to-reach terrain, though the image of pegasus warriors one-shotting each other amuses me to no end. lol

    Sure, Dark Fliers could already do that, but magic being where it is on the new triangle would let them easily dodge axe users which they're traditionally weak against. They also probably nerfed Galeforce by making Dark Fliers no longer exist.

    Apparently Javelins and similar ranged weapons cannot double attack. Presumably this only affects swords, axes and lances, not naturally ranged weapons (like tomes or hidden weapons).

    :o

    Guess that makes bows the best source of raw ranged physical damage now.

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