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Tactless Tactician

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  1. So at present, the DLC-enabled team seems to be composed of the following: MaMu: +???/-Str @ Wyvern Lord Miracle, Counter, HP+5, Luna, Limit Breaker Olivia!Lucina @ Dark Flier Rightful King, Lethality, Aether, Luna, Limit Breaker Chrom!Inigo @ Dread Fighter Rightful King, Lethality, Luna, Counter, Limit Breaker Ricken!Owain @ Paladin Miracle, Counter, Luna, Aggressor, Limit Breaker Stahl!Gerome @ Paladin Miracle, Counter, Luna, Aggressor, Limit Breaker Donnel!Brady @ Paladin Miracle, Counter, Luna, Aggressor, Limit Breaker Kellam!Laurent @ Assassin Miracle, Counter, Luna, Aggressor, Limit Breaker Libra!Yarne @ Assassin Miracle, Counter, Vengeance, Aggressor, Limit Breaker Nowi!Morgan @ Sorcerer Miracle, Counter, Vantage, Vengeance, Limit Breaker MaMU!Nah @ Sorcerer Miracle, Counter, Vantage, Vengeance, Limit Breaker Questions/Comments: Still torn between a +Luck asset on MaMU to buff Miracle, or +Skill to ensure Morgan and Nah have 100% Vengeance. Also, should MaMU run a Finn's Lance with its +2 Luck? For his fourth skill, should Inigo run Counter as a Miracle-less 'Counter-Bomber', Aggressor for damage, or Vantage for one last possible chance to proc Lethality? Also, if he keeps Counter, should he be classed as a Paladin, or stay as a Dread Fighter for Celica's Gale Lethality procs? Aside from MaMU, should Laurent or Yarne get the second pair of boots? Or should one pair be given to them apiece? For Nah and Morgan, I understand Book of Naga is to be equipped. However, would there be any value in running Celica's Gale as backup weapons?
  2. Good point, I suppose. And interesting take on the philosophical aspect of it... Point... Hypothetically a player unit can have 8 base movement, +2 from boots, +2 from Deliverer, +2 from Rally Movement+Heart, and +1 from select Pair Ups... Resulting in a grand total of 15 movement... Huh... Is there anything we can do to take advantage of this latter point though, with regards to being more likely to die last? Again, point. It would likely be too cumbersome to realistically attempt for all 10 units anyway...
  3. The diversity does have appeal, that is true; and running two of them increases the chances of something occurring.. Besides, a third-gen Morgan has only slightly superior stats, and a unique skillset might just make her more likely to be targeted. Also, after mentally reviewing the strat, HP+5/Counter seems to be uniquely suited for MaMU as they are reasonably predicted to spawn the farthest away from the player, and as such, are most likely to engage the foe on the AI phase, rather than the other way around. Now... would there be any value in attempting to manipulate the RNG such that the units have sub-par def/res for Counter-bombing?
  4. I meant that if another female unit is used instead of MaMU!Nah, (which is where I offered up Counter!Cynthia as a viable alternative) then Morgan can be customized as a third-gen unit with superior mods and the potential to acquire a second male-exclusive skill. Although... this would go back to whether two Vantage/Vengeance units is better than one more Miracle/Counter bomber and one Vantage/Vengeance unit with superior mods (and possibly HP+5)...
  5. Hmm... Well seeing as this team seems to be utilizing two female units (aside from Lucina), why not make one of those units Henry/Gaius!Cynthia instead of a MaMU!Nah? This in turn would open up possibilities for a third-gen Morgan. For example, a Lon'qu!Nah!Morgan would have the tankiness from Nah's mods, with Lon'qu's speed mitigating the otherwise negative mods to that stat. Just messing around with Nah's available fathers (Gaius, Lon'qu, Vaike, etc), I've provided a list below. She interestingly enough has all positive mods with Lon'qu as a father. Lon'qu!Nah: +2 Str/ +2 Mag/ +3 Skll/ +2 Spd/ +2 Luk/ +2 Def/ +1 Res | No negative mods. That's somewhat surprising and quite welcome. Seems to be rather versatile too. Vaike!Nah: +5 Str/ +0 Mag/ +1 Skll/ +1 Spd/ +1 Luk/ +4 Def/ +1 Res | Stronger physically, weaker magically. Can potentially result in a Morgan with two male-exclusive skills. Gaius!Nah: +3 Str/ +1 Mag/ +2 Skll/ +1 Spd/ +0 Luk/ +3 Def/ +3 Res | Slightly better strength and defenses compared to Lon'qu!Nah. Less luck, skill, and speed though. Again, has the potential to produce a Morgan with two male-exclusive skills. Frederick!Nah: +4 Str/ +0 Mag/ +2 Skll/ -3 Spd/ +2 Luk/ +6 Def/ +3 Res | Good strength, and incredible defenses, rivaling Kellam!Nah's. Speed issues abound, however. Gregor!Nah: +4 Str/ +1 Mag/ +2 Skll/ -1 Spd/ +1 Luk/ +5 Def/ +1 Res | Good strength, and decent defenses, with a less of a speed penalty than Frederick!Nah. Can also produce a Morgan with two male-exclusive skills if so desired. Honestly though, I'm unsure of whether the additional utility of having a Morgan with two male-exclusive skills is worth much. Besides Counter, what else would she benefit from? Nothing is really coming to mind aside from HP+5, which would basically make her skillset a clone of MaMU's but with better stats. From the aforementioned fathers: Lon'qu is notable for his balanced mods and high skill and speed. Gaius is almost comparable to Lon'qu in those departments and apparently provides a little more defensively. Frederick produces a notable tank, and may be among the best of the group, if the lack of speed isn't much of an issue. And that's everything of note, I should think. Does a semi-tanky Morgan (possibly running HP+5 with Counter) seem to be a decent prospect? Or would such a Morgan just become more likely to be targeted by the player because of this?
  6. Yes, and that's something we did in the first half of the topic, with an emphasis on forgoing DLC, no less. Understandable. And while 5% is still a little too low for my liking, it is something after all. I'll keep contemplating in an attempt to come up with something more efficient stat/mod/skill wise, although the more I think about it, the more I approve of this tactic... Some things are worth repeating, particularly if it seems that one is straying from the original premise of the topic. Thank you for that.
  7. I understand what you're saying, but the fact that the probability is so low makes this strat somewhat less appealing for me. Even a 12% or 13% Lethality proc would occur with a greater degree of frequency and more direct in execution. I'm still pondering the implications of this tactic, and as such am not completely opposed to it. For the record, I'm still weighing the pros and cons of a +Luck or a +Skill MaMU...
  8. I'm guessing that this is only a rough approximation rather than a solid statistic? Even so, does a mere 5% chance for survivability through the first Player Phase truly warrant the use of Vantage?
  9. The jury's still out on this one, mostly seeing as our current DLC male-centric approach to crafting a team leaves Vaike in comparatively low demand, especially when compared to fathers like Henry or Gaius that offer more beneficial skills (and in some cases, mods). Again, it all comes down to whether we really want to hit 62% Miracle, or whether 58% is sufficient. I'm more inclined to go with Donnel in this instance. Another person might prefer an additional 2% Luna though. What I'm taking away from this is that Vengeance with Aggressor is perceived to be more favorable than Luna without Aggressor. If such is the case, then why not have Yarne and Laurent both run Miracle/Counter/Vengeance/Aggressor, or is there something I'm missing here? Alternatively, Counter!Cynthia could run Miracle/Counter/Vengeance/-faire as a Falcon Knight or Dark Flier with Henry as her father. Also, with regards to your Sorcerer tanks, the only reason they're running Vantage is that the Book of Naga def/res bonus enables them to hit approximately 60 def/res, correct? Well, a +Luk/-Str Ma!MU causes Morgan and Nah to hit only 47 skill as Sorcerers. +Luk/-Mag only gets them up to 48. In order to guarantee Vengeance, a Skill asset would be needed. Even with a Strength flaw, Nah or Morgan will still hit 51 Skill in such an instance. Just thought that was worth mentioning.
  10. I'd honestly prefer to go +Luck MaMU x Maribelle for the best luck mods a second-gen unit can produce. But barring that, why not Donnel!Brady? The aforementioned set for Brady doesn't use anything from Vaike's Barbarian or Thief lines, he still gets Counter, and he hits 62 luck with LB. To be fair, here's a side-by-side comparison of their mods. Donnel!Brady: -1 Str / +2 Mag / +1 Skll / +0 Spd / +7 Luk / -1 Def / +2 Res Vaike!Brady: +1 Str / +1 Mag / +3 Skll / +2 Spd / +3 Luk / -2 Def / +1 Res As it turns out, Vaike!Brady has +2 strength, skill, and speed over Donnel!Brady. But the latter has +4 luck and +1 def/res over the former. Both defensive and raw offensive stats are negligible to an extent; the latter of which is being supplemented with Aggressor anyway. So it comes down to +2 skill/speed or +4 luck. The skillset would remain virtually unchanged. Which seems like the smarter option? With regards to the team as a whole, we have: MaMU - Auto-deployed. Lucina - RK Procstacker Inigo - RK Procstacker Owain - Has everything inherently, save for Luna. Gerome - Same as Gerome Brady - Akin to the other two aforementioned males, he has almost everything he needs, lacking Counter. Laurent - Needs Miracle, and would appreciate Luna. Kellam provides both. Otherwise, he could run Vengeance, I suppose. Yarne - In the exact same boat as Laurent; however, there's only one Kellam, and MaMU is likely better off bringing two daughters with Counter+everything else into existence. Cynthia - Despite lacking Aggressor, hers may be more viable than Yarne's 'incomplete' set due to being able to run Miracle/Counter/Luna/Lethality with Gaius or Henry as a father. My rationale is this: If the player engages Yarne/Cynthia, first they must be able to trigger Miracle at which they have a 54% chance of doing. This Miracle trigger must occur in a situation where they're able to attack immediately after. Otherwise, a Dual Strike or second attack from a Brave weapon finishes them off, and it's all for naught. So, after an event that has a 54% chance to occur (which is further reduced significantly due to game mechanics and irl probability) procs, Yarne would be the superior option due to being able to guarantee a Vengeance proc for at least 39 damage, provided he can hit. Cynthia, meanwhile has an approximately 50%-ish chance to proc Luna to do anything meaningful. Alternatively, if the AI unit happens to engage the player, assuming no contact has occurred, Yarne won't do anything aside from Counter-damage, whereas Cynthia again has a 50%-ish chance to do 'something'. It all depends on how we want to hedge our bets, I suppose. Cynthia is 'safer' (with the minor potential for an OHKO), but Yarne has the potential to reliably hit a higher damage threshold. Between MaMu, Lucina, Inigo, Gerome, Owain, Brady, and Kellam!Laurent/Yarne, and the 'Morgan siblings', we have nine units. Will Libra!Yarne/Laurent be the final unit, or does Counter!Cynthia have potential? And with regards to the Morgan siblings, who should we pair MaMU with? Strictly speaking, our choices for a 'second-Morgan' pairing resulting in two Counter daughters would involve: Sully, Sumia (assuming Cynthia isn't being used already), Cordelia, Nowi, and Tharja. Now, assuming +Luck for maximum Miracle, the resultant flaw will hit either speed or skill with a -1 mod. We'll need to establish which is less critical. Aside from that, let's see the mods of the potential mothers: Sully: -1 Str / -1 Mag / +2 Skll / +2 Spd / +0Luk / -1 Def / +0 Res | Not bad. The skill and speed are nice, if nothing else. Sumia: -2 Str / +0 Mag / +2 Skll / +3 Spd / +0Luk / -2 Def / +1 Res | A little weaker on the physical end of the spectrum, a little stronger magically, and an extra point of speed. Cordelia: +1 Str / -1 Mag / +2 Skll / +2 Spd / -1Luk / +0 Def / -1 Res | Good skill and speed, but that -1 to Luck is a minor red flag. Nowi: +1 Str / +1 Mag / -1 Skll / -2 Spd / +1Luk / +3 Def / +2 Res | Good defensive mods, and a nice +1 to Luck. The -1 to skill is of minor concern with Vengeance usage. But the -2 speed is unfortunate. Tharja: +0 Str / +3 Mag / -1 Skll / +1 Spd / -3Luk / +1 Def / +0 Res | A negative three luck mod? Kill it with fire!!! So, in my opinion, Sumia (if not already paired with Gaius or Henry), seems to barely edge out Sully, who in turn beats out Cordelia. Meanwhile, Nowi is in a tricky 'grey area' for being jailbait due to having both beneficial and detrimental mods in various areas. And Tharja, I can safely say, will not be used save for spawning Noire in-game... What's your take on this?
  11. Without Limit Breaker, Miracle is less likely to proc, by 10%, meaning it would likely be even more of a challenge for Vengeance to trigger for effective damage. I think I'll go with Acrobat in this instance. Alright, so it's effectively confirmed that any attempts at a crit build will get us nowhere. I didn't have a terribly high opinion of Shadowgift to begin with. For starters, the only way to get it on a unit would be Aversa or Aversa!Morgan. As a unit, she has a negative Luck mod, which would hinder Morgan's effectiveness as a faux-'Invinci-Sorc'. And Aversa's mods aren't anything special either, unlike Emmeryn who has a +4 magic mod, +1 speed, or Anna who provides +1 skill and +3 luck. Mods comparable or superior to these could likely be obtained through a decent 3rd-gen Morgan anyway. It feels like I'm going back in circles with regards to either two second-gen Morgan siblings or one third-gen Morgan. I'd say that two second-gens would be better for skill distribution, with comparable stats. The only exceptions to this, in my opinion would be: Lon'qu!Yarne!Morgan: Maximum skill and speed (stats vary depending on whether we're attempting a skill or speed asset) Chrom!Inigo!Morgan: 71% Miracle activation with RK, a luck asset, and a non-hindering flaw. Technically Chrom!Brady!Morgan's superior luck mods would lead to 74% activation, but the Chrom x Olivia pairing is better all-around for StreetPass in my opinion. Kellam!Nah!Morgan: As a Sorcerer with LB, she hits 58 Magic, 48 Skill, 47 Speed, 59 Luck, 57 Defense, and 57 Resistance. With the Book of Naga's Def/Res boosts, this would lead to 62 Def/Res. Quite tanky, but her skill and speed are deplorable. Perhaps a father like Lon'qu or Gaius would help in this regard. Actually, Lon'qu!Nah!Morgan has 58 Magic, 50 Skill, 52 Speed, 61 Luck, 52 Defense, and 55 Resistance. Basically, it's a trade-off of 5 Defense and 2 Resistance for +2 Skill, +5 Speed, and +2 Luck. That seems like a potentially worthwhile compromise. What are your thoughts on this? Also, as a side-note, since you were going through Apotheosis 'bosses', I was wondering whether reconstructing a pseudo-'Nightmare Sniper' would be of any benefit. The idea would be to take that 71% Miracle Chrom!Inigo!Morgan, and class him as a sniper with Nidhogg equipped and a skillset of Miracle, Counter, HP+5, Limit Breaker, and some proc, probably Luna. He'd effectively have an 81% chance of activating Miracle with the ability to deal 84 points of Counter damage. As Nidhogg only needs to be equipped, Brave Bows or a forged Longbow can be kept in reserve, should this Morgan survive.
  12. After completing Yarne's paralogue, I noticed that I had inadvertently passed Swordbreaker instead of Quick Burn. As this is the no-DLC team, what would be a suitable alternative? The prior skillset was for an Assassin!Yarne Counter, Lucky7, Quick Burn, Lethality, Miracle In lieu of that, perhaps one of the following might suffice: Acrobat, Vengeance, Move+1 or something else? Also, did you happen to draw any conclusions regarding the DLC-enabled set?
  13. Pavgis may seem annoying, but seldom influences the survivability of a unit. Vantage/Vengeance at least has some potential for synergy when used with Miracle and may appear intimidating at first glance. 100% activation if the AI has a fighting chance is nice too. So, that's two RK/Lethality/Luna units (three if Inigo!Morgan is considered) Three Miracle/Counter/Luna/Aggressor units (Ricken!Owain, Fred/Stahl!Gerome, Vaike!Brady) A MaMU fathering two daughters would allow for two Miracle/Counter/Vantage/Vengeance units. Nowi, Cordelia, or Sully would be best in this regard. Meanwhile, as the MaMU is going to spawn furthest away, I was thinking of bringing back the Miracle/Counter/HP+5/Acrobatics set as a Paladin with a Luck asset. But that's only eight units, assuming everything above seems decent. I suppose the group could be rounded out by Kellam and Libra fathering Laurent and Yarne.
  14. So then Gaius and Vaike are still preferential as fathers for Brady due to passing both Fighter for Counter and Thief for Lucky 7. It would seem the most likely pairings at this point are: Olivia!Lucina: RK+Lethality+Aether+Luna. Most likely running her as a Dark Flier for both tome and lance access. Chrom!Inigo: RK+Lethality+Luna+Aggressor. Will probably see use as a Dread Fighter for tome access. Ricken!Owain: Miracle+Counter+Luna+Aggressor. Should probably be used in some melee class, like a Paladin. Gerome: Fathered by either Frederick or Stahl. Should run a similar set to Owain. Brady: Fathered by either Gaius or Vaike, for Miracle+Counter+Luna+Aggressor. Either Laurent or Yarne should be fathered by Kellam to get Luna and Miracle along with Counter. The other could run an inferior setup with Miracle+Counter+Vengeance, courtesy of Libra, or be the father of a third-gen-Morgan Come to think of it, the M/C/Luna/Aggressor strat seems a little repetitious. What's your thoughts on the matter?
  15. I'm in agreement with only units that have RK, using Lethality. And sorry for the confusion. I just thought a Manakete with Lethality, proc-stacking with Luna, would be interesting. I kind of drew inspiration from the SpotPass Tiki in the video on post 81. But instead of the breakers, I'd be more inclined to run Luna and Quick Burn instead. Anyway, speaking of 'special' classes, I wonder how a Donnel!Brady as a lvl 1 Dread Fighter would function with Miracle, Counter, Luna, and Underdog, or whether Aggressor would still be better on a unit such as that. To recap, only Lucina (and Inigo if her sibling) are running RK+Lethality. The other units will be predominately male children, and running some setup involving Miracle, Counter, Aggressor, and/or Luna. Possibly a few 'aura' skills as well.
  16. Well, I was agreeing with your potential emphasis on Aggressor+Luna, hence why I shifted the focus of the team, primarily to male units. I was also under the impression that x10 Lethality would not be fun to play against I'm alright with using Lethality selectively, particularly for units that can execute it well. This would basically encompass Lucina, (and presumably Inigo) and possibly Morgan, depending on parentage.
  17. Luna+Aggressor, possibly mixed in with some Counter use seems to make sense. But the next point of inquiry is MaMU versus FeMU. Since we have to deploy them, and Morgan is going to be of the opposite gender, either way, we get at least one Luna+Aggressor unit out of the deal. For MaMU, I'm still favoring a Miracle/Counter/HP+5/Luna strat, as it has the potential to surpass Luna/Aggressor in terms of raw damage. The interesting thing for a third-gen MaMorgan though is, depending on the parents, he can inherit a second Female-exclusive skill from the father. This gives him reliable access to Demoiselle, if we're still considering aura skills such as this, a viable tactic. As far as unit deployment is concerned: MU: forced deployment. The main issue is FeMU vs. MaMU and in the case of the latter, whether second or a third-gen pairing would be better. Lucina: RK+Aether+Luna Lucina's sibling: Either Aether+Luna or RK+Luna. Most likely option seems to be Inigo. Morgan: Regardless of gender, they have the most innate versatility out of any of the children units. Other likely units: Gerome: Has full access to Counter bombing utilities. Only needs a Luna father. Best options are Frederick, Stahl, and Kellam. Frederick or Stahl are preferential in this instance. Owain: Like Gerome, he has full access to Counter-bombing skills, lacking only Luna. The best option would likely be the oft-touted Ricken!Owain. Brady: Has Miracle and Luna, needing only Counter. Donnel might be a good idea in this instance. Provides Counter, and possibly Underdog for some lvl 1 Dread Fighter shenanigans. Laurent: Have potential for Counter-bombing, although lacking Counter. Potentially results in a good third-gen Morgan. Libra or Kellam would be good as an offensive unit. Yarne: Akin to Laurent in that he can run Miracle/Counter, but needs Libra or Yarne for Miracle. Or he can run a Luna set with any of Frederick, Stahl, or Kellam. The latter gives him Miracle too. Lon'qu is also a consideration, if only for a third-gen Morgan with high speed and skill. While this comes out to ten potential units with only Lucina and either FeMU or Morgan lacking Aggressor, it would be good to see what female units could also be made viable: Cynthia: Henry or Gaius would make excellent fathers like usual, with a preference for the former. Severa: Vaike would be excellent for providing both Counter and Luna. Nah: With Vaike, mod-wise, she's an inferior Vaike!Severa, however she does have potential for Luna/Lethality proc-stacking as a Manakete. Counter and Lucky 7 would likely round-out the set. Kjelle: Has innate Luna, and would hypothetically just want a father who provides Counter. Gaius or Gregor would probably be good choices in such an instance. Noire: Also has innate Luna, but has a less-versatile skillset. Another Counter father would suffice, but it's unlikely that she'd be used anyway.
  18. Well, I thought we'd be rolling with a MaMU for this second idea, however, I looked into the 'raw stats' for a potential 3rd-gen Morgan and got the following: Chrom!Brady!Morgan (+luk). With a non-hindering flaw, Morgan hits 64 speed with LB, leading to 74% Miracle. Kellam!Nah!Morgan (+def/-mag) hits: 53 str/ 44 mag / 46 skll / 41 spd / 57 luk / 61 def / 54 res | (with LB) 11 / 6 / 5 / 4 / 0 / 13 / 9 | (with Dragonstone+ bonuses) 64 str/ 50 mag / 51 skll / 45 spd / 57 luk / 74 def / 63 res | (total) However, what if we want to overcome the manakete-classes' negative speed mods? Lon'qu!Nah!Morgan (+spd/-luk). The following takes into account LB and Ds+ bonuses) 62 str/ 52 mag / 55 skll / 55 spd / 56 luk / 65 def / 60 res The end result, is that this build sacrifices 2 points of strength, 1 point of luck, 9 points of defense, and 3 points of resistance, to gain 2 points of magic (which means little), 4 points of skill, and 10 points of speed. Alternatively Gaius!Nah!Mogan (+spd/-luk) has comparable stats. Morgan also has the potential to inherit two male-only stats (opening the possibility for HP+5/Counter). Meanwhile, Nah gets Galeforce, making her a somewhat usable lead with MaMU supporting, in-game. Anyway, here's these stats: 63 str/ 51 mag / 54 skll / 54 spd / 54 luk / 66 def / 62 res Stat-wise, she gets +1 strength and defense, and +2 res, at the cost of 1 point of skill and speed, and 2 of luck. Then, there's also Lon'qu!Yarne!Morgan that's notable for superior skill and speed. I'll post the stats for a +Speed MU, and a +Skill MU, both classing Morgan as an Assassin. +Speed/-Luck: 52 str/ 39 mag / 66 skll / 67 spd / 54 luk / 41 def / 38 res +Skill/-Defense: 55 str/ 40 mag / 68 skll / 63 spd / 54 luk / 40 def / 37 res So what do you think? Are there other builds that are worth investigating?
  19. Yeah. Halving damage and possibly hitting five times is pointless if the damage is reduced into the single digits or zero altogether. Eh, this was just for passing DS+ for possible utility in-game for Apo or something. Either way, DS+ usually contributes little. But the point was that I'm currently working on the FeMU x Inigo / Hit&Avoid-stacking/Miracle+Counter+Lethality file. Not the 'aura'/variety file yet. Mostly. I think that leading with 'Superior' weapons equipped is still a good idea, and there may be a few niche Regalia/legendary weapons such as Ragnell or Innes' Bow that may still be usable. Sounds logical. Oh, no, that's not what I was getting at, at all. I was actually considering what second-gen units might benefit from having MaMU parentage, for optimal class spreading. You raise some good points though. I'll be looking into these. Heh. True, but since being able to display crit is highly unlikely, this avenue should likely just be dropped altogether. I'll be looking into the aforementioned 3rd-gen Morgans, as well as Lon'qu!Yarne!Morgan due to his high skill and speed (not necessarily for crit potential). It appears that the most-likely 'established' pairings include: Frederick!Gerome Henry!Cynthia Vaike!Severa Ricken!Owain (see above post) I'll be looking into Chrom!Brady!Morgan, however I think the 'default' Chrom!Inigo and Olivia!Lucina will be better for this endeavor in contrast to Brady's superior luck.
  20. Currently grinding up parent units on my FeMU x Inigor StreetPass file. As far as Gerome is concerned, should Cherche pass Demoiselle, DS+, or does it not even matter? With regards to the other team utilizing DLC, I'm considering: Chrom!Inigo: His role would be as a RK+Luna Aggressor. Lethality is up for debate) Olivia!Lucina: Her role is a proc-stacker with RK+Aether+Luna. Considering Swordfaire/Lancefaire for her fourth skill Stahl!Yarne: His role is to focus on pure damage with Axefaire, Aggressor, and Luna. Quick Burn from Panne, or Lucky 7 from his Thief line. Has two less strength than a Vaike!Gerome, but three more skill and speed. Henry!Cynthia: Could likely reprise her original role as a Miracle+Counter user, with the somewhat-notable considerations of Demoiselle and Anathema. Ricken!Owain: Has Miracle/Counter/Lethality/Luna and high luck. Could fill a number of roles. Other considerations: Vaike/Lon'qu!Severa: The former givers Severa access to Luna as well as +5 strength and +4 skill and speed. The latter trades 3 strength for 2 skill and speed apiece. Virion!Severa could also be used, if both Vaike and Lon'qu are used on other relevant units. Vaike/Gregor/Frederick!Gerome: The first option allows Gerome to run as an Axefaire Berserker, akin to Stahl!Yarne, but minus Luna. Gregor provides somewhat better stats, and Astra in exchange for Lucky 7. Frederick hurts Gerome's speed, but gives him Luna, and the skill mods to use it with. He lacks the option to go Berserker though. As far as who to pair MaMU with, I'm most strongly considering either Brady, Laurent, or Nah. The first two have a notably high stat (luck or magic respectively), but have little to offer skill-wise in terms of a StreetPass setting, without resorting to certain (oftentimes 'niche') fathers. Nah has virtually nothing of note for StreetPass, save for possibly Quick Burn, Tomefaire, and a couple breakers. Throwing a pair of manaketes into the mix would certainly be interesting. Also, I'm half-tempted to attempt a crit-stacking unit just for novelty's sake. While this goes against the plan of using a MaMU, a hypothetical +skill FeMU and a Lon'qu!Yarne result in a Morgan with +10 skill and +7 speed mods. As an Assassin with LB, that comes out to 68 skill, or 34 base crit. A maximally forged 'killer' weapon (+15 Hit/+15 Crit) has 45 innate Crit. But 79 crit isn't going to suffice if you have a unit with LB, S-Ranked with a Great Lord (+9 Luck), one can estimate that the paired-up unit has luck in the mid 60s. Meaning that in all likelihood, the unit has around 10% to 15% crit. In an attempt to compensate for this, Zeal provides a flat-out +5 Crit and Focus provides +10 Crit, provided no allies are within a 3-tile radius. But Wrath, which only works when the unit's HP is half or less, is unlikely to be effective. And Gamble, which adds a flat 10 crit at the expense of 5 Hit, is discouraged, especially if some Hit is foregone to buff the weapon's Crit rate to begin with. ...Nevermind. I guess I'll save my crit-stacking dreams for the maingame, where running a Swordmaster/Assassin with Astra and a forged Killing Edge is strangely satisfying... Thoughts?
  21. Personally, I'm more inclined toward the latter of those two options.
  22. I'm honestly unsure as to how the AI interprets 'aura' skills, therefore Charm doesn't seem to be terribly valuable with Chrom's potential as a StreetPass unit decreasing somewhat because of it. As for the rest, units like Gerome and Laurent, can inherit Demoiselle whilst missing out only on Dual Support+ as 'standard' inheritance from their mothers. Units like Brady and Owain can also acquire Demoiselle, but at the cost of missing out on Galeforce. Also, Henry!Cynthia which is seemingly a go-to pairing in this kind of situation gets the Troubadour class in addition to a possible Miracle/Counter/Vengeance kit. No Vantage though. A daughter fathered by Donnel or Gregor can inherit Counter, while also gaining access to the Troubadour class. Gregor's Myrmidon class makes him more valuable than Donnel, though. With regards to MU, a MaMU siring two daughters might be best, for 'optimal' distribution of Miracle/(Counter)/Vantage/Vengeance or Demoiselle. Toward this end a MaMU pairing with either Cordelia, Sully, or Nowi might be effective. Maribelle due to high resultant luck mods, and since Brady only naturally gets Miracle. Due to a host of variables we can't control, among the first of these being AI positioning which you already partially addressed, a non-MU rallybot could potentially be frontlined, making it even easier-than-normal prey for the player. A MU rallybot would most likely be a FeMU due to access to Rally Bond in addition to Rally Spectrum, Speed, Magic etc. From my viewpoint, such a tactic is a high-risk/resource endeavor with a medium-value reward at best. In that case, assuming 'equal movement' is all but necessary for 'wave' control, we should attempt to have most of our units be either in 8-movement classes, or be in standard 6-movement classes and with Boots. Also, with regards to AI distribution, won't we have to put 'aura' skills on up to half the team just for potential consistency? Even though the AI is stupid, I believe this can be mitigated to an extent with the ideas I just mentioned. And your hypothetical unit sounds 'sturdy', but is Res+10 even all that useful? At the very least, with a 70-hit Ragnell equipped, it'll need Hit+20 or Lucky 7 to use it effectively. Among the most accurate of 1-2 physical weapons usable by a Hero would be a forged Orsin's Hatchet which. with a base accuracy of 85% could be forged to have 110 hit. I don't think it's quite 'good enough', but it certainly is a good starting point. Operating under the assumption that a player would be convinced by an entreaty not to pair-up would provide more maneuverability, but is probably unreliable at best. I suppose the potential goal is to take out a solitary 'optimal' pair up unit, most likely using second gen units. I think we ran the calcs on both physical and magical pair-ups (though without LB I think) earlier in this topic.
  23. Its design vaguely reminds me of a monochrome Brave Lance. But that could be just me...
  24. Perhaps two 'waves' as it were, one with a series of 'standard' 6 or 8-movement units (non-fliers), and another with 8 or 10 movement units? Boots would definitely be useful in this regard. Each 'wave' could have their own set of aura skills, perhaps a unit with Charm like Lucina (maybe Chrom does have a use?), or Anathema, increasing the prevalence of the Dark Mage class. Speaking of Dark Mages, perhaps Vengeance might be useful on a unit or two, provided said unit has Miracle... I'd say Aura skills would be better than rallies, because while the reward is lower, it's a lot less cumbersome to set up. A StreetPass rallybot ought to have a weapon, so they attempt to engage the player, but low movement (i.e. General) so they can't actually reach the player, but still be in range to rally their allies. Meanwhile, a unit or two with 'aura' skills such as Charm, Anathema, and Demoiselle would still have better combat viability, without as much of a sacrifice. As far as getting them to stick together, the best we can do is manipulate their position by the amount of total movement they possess. I don't think the AI is cognizant of their own 'aura' skills when making a move, though this is strictly conjecture. And speaking of such skills, would Bond have any value? The 'free' +10 HP every turn is minimal, but could make things a little more interesting for the player to deal with. This would prove detrimental to a Vengeance user, so ideally, they would be in different 'squads'. Anyone who uses Chrom or Lucina will have enhanced DS potency, meaning that if they're equipped with the Exalted or Parallel Falchion as a support, a General-class unit might have some benefits over the Manakete class. Aside from that, Heros and Manaketes do seem to be the best.
  25. That's probably going to be a bit of a challenge. Most unit/skill combinations have been analyzed thoroughly by this point. Perhaps, we could attempt to go for a thematic team? If so, I'd definitely be willing to take remove the restriction against logbook MUs. Just as long as they don't have the same exact spread or spreads five or ten times over. Again, a themed team might work in this regard. Variety with procs is also encouraged. If Lethality is used, it should probably be kept to a bare minimum. While high-movement classes were a staple of the last part of the thread, how about we go for a little more class diversity this time around? Possibly something like Vaike!Nah for a somewhat tanky Manakete with Luna and Lethality. Or maybe a MU x Nowi for two incredibly versatile Manakete offspring? Switching it up to include one or two more Hero-class units, or possibly a General or two in the absence of Manaketes might work well. I'm of course open to suggestions.
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