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Vykan12

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Posts posted by Vykan12

  1. You did load it thorugh the Homebrew channel right?

    Yes.

    (You do have the U Version of the game, right?)

    I live in Canada, but the game version is the same (NA).

    Anyway, the hacking changes I need to make are pretty mild, maybe someone would be generous enough to do it for me.

    Here I have a 3-E savestate, but it has Nolan and Laura as third tier, and all my other DB units are unarmed. I just need Nolan and Laura to be nerfed (probably just make them second tier would suffice), and all the remaining DB units to have a 1-2 range weapon. I also need a 3-12 save with third tier Jill, Tauroneo, and someone else (Nolan would work), as well as celerity, pass, and boots all available. Finally, a 3-13 save with a third tier Leo, and celerity + boots available, as this allows Leo to deadeye Ike as a 1 turn alternative to the Laura purge kill.

  2. Now I'm looking for the following:

    3-12 save, Jill is third tier (or at least capped out in second tier and can be crowned), enough BEXP to promote Tauroneo, celerity and boots are available, maybe Nolan or someone else trained.

    3-13 save, enough BEXP to raise Leo to 20/10/1, at least 1 energy drop, celerity and boots.

    3-E save, a lot of high move units are trained, all enemy DBs have weapons and aren't overly powerful (ie nobody with 28+ spd). Also enough money to forge a few hand axes, and a decent amount of BEXP.

    I know it's a longshot, but I need these things for my last 3 low turn count videos, otherwise I need to do another PT, which just isn't happening any time soon. I don't mind if the save file is hacked so long as there isn't anything illegitimate going on (eg/ messing with caps).

  3. The low turn count IL run is pretty much finished now. The remaining videos I have left (3-12 1 turn, 3-13 Leo kill, 3-E 3 turn) require another playthrough, so it'll be a while before I get to that.

    Now for some analysis:

    Playlist 1 (low turn count IL run)

    Playlist 2 (speedrun)

    Without regard to continuity, this is (to my knowledge) the lowest possible turn count in the game:

    1-P (4 turns)

    1-1 (3 turns)

    1-2 (4 turns)

    1-3 (4 turns)

    1-4 (4 turns)

    1-5 (7 turns)

    1-6-1 (3 turns)

    1-6-2 (2 turns)

    1-7 (4 turns)

    1-8 (2 turns)

    1-9 (4 turns)

    1-E (4 turns)

    2-P (9 turns)

    2-1 (2 turns)

    2-2 (3 turns)

    2-3 (5 turns)

    2-E (1 turn)

    3-P (6 turns)

    3-1 (3 turns)

    3-2 (2 turns)

    3-3 (4 turns)

    3-4 (5 turns)

    3-5 (1 turn)

    3-6 (7 turns)

    3-7 (13 turns)

    3-8 (3 turns)

    3-9 (2 turns)

    3-10 (3 turns)

    3-11 (4 turns)

    3-12 (1 turn)

    3-13 (1 turn)

    3-E (3 turns)

    4-P (1 turn)

    4-1 (1 turn)

    4-2 (2 turns)

    4-3 (3 turns)

    4-4 (3 turns)

    4-5 (1 turn)

    4-E-1 (1 turn)

    4-E-2 (1 turn)

    4-E-3 (1 turn)

    4-E-4 (1 turn)

    4-E-5 (1 turn)

    Total: 139 turns

    Places where I’d expect turns to be lost:

    1-9: The 4 turn strategy requires that Micaiah can fight reasonably well. This is difficult even when given resolve (she needs at least 14 AS IIRC) and a lot of battle save abuse, though it’s probably possible anyway.

    1-E: The 4 turn requires that Nailah takes celerity and pass, which are way too valuable in part 3 to give up until 4-1 when Nailah returns. 5 turning is therefore the minimum.

    3-12: I haven’t even done the 1 turn yet, though I highly doubt it can be done without the DB having celerity.

    3-13: There’s no way Laura or Leo will be 3rd tier yet.

    4-P to 4-4: All of these are very tight low turns that require archsages, a lot of rescue staff usage, and a lot of important units lumped into 1 army. Realistically, each chapter will have +1 turn.

    4-E-1: The 1 turn is insanely demanding. Just training Sanaki to double a general with a siege tome is asking for too much.

    Assuming 1-9 doesn’t cause any problems, the actual minimum turn count is 148. This is just 8 turns lower than Rsteube’s run, so props to him for making such a well optimized run.

    Also, in light of all this low turning knowledge I now have, I decided to look back on my speedrun for possible strategic improvements (turn count only).

    1-1: To my knowledge the 3 turn requires that Micaiah doubles, which isn’t happening given that my 4 turn of 1-P is practically an Edward solo.

    1-2: If Nolan doesn’t double, the 4 turn is only possible if Laura dodges 2 consecutive soldier attacks. That would cost an extra battle save right there, so probably not worth it in realtime.

    1-3: Micaiah needs to be exposed for 1 turn, which is suicide.

    1-4: The 4 turn strat is only ideal if Nolan doubles, otherwise you have to rely on him critting from a crit forge bonus. The manipulation is not really worth it. I could probably go from 6 turning to 5 though.

    1-7: Again, Micaiah needs to be exposed for 1 turn to pull this off. The enemy in question is an archer who doubles her, so the manipulation might not even be possible.

    1-8: I had rejected a 3 turn strategy because switching celerity from Tormod to Sothe and giving Tormod a forged fire tome cost too much realtime. The 2 turn also requires that Zihark lands a wind edge crit on at least 1 brigand. I’d probably still go with the 4 turn.

    1-9: I made a major goof here as apparently this chapter can be 8 turned without Micaiah ever being attacked. The mistake I made was thinking all enemies had to be killed when it was just reinforcements that had to be taken out.

    1-E: Micaiah gets one rounded by the meteor tome guy, so I doubt I could shave a turn here.

    2-1: While 3 turning is possible, it is complete hell without transfers. I am perfectly happy with the approach I took in the speedrun.

    2-2: The Lethe crit is far less reliable than the Nealuchi crit. Otherwise the 3 turn does seem better.

    3-P: 6 turning requires some ballista crits, and I already had to adept/crit on almost every enemy I faced. Probably not worth it.

    3-1: The 3 turn saves a good deal of time in facing less reinforcements, but I also have to have someone other than Titania handle the armors in the south part of the map. They would probably get 2 rounded by Oscar/Boyd, which costs about as much realtime.

    3-3: I definitely could’ve shaved a turn or two by having Titania go for some convoys earlier than the last turn, but that also means fighting more enemies. I’d have to test the lower turn prospect against the pacifist one I used.

    3-8: I simply don’t have enough attackers for the 3 turn strat.

    3-9: I recall rejecting Marcia 3 turning the boss with a killer lance because it took too much manipulation for her to just get there.

    3-10: Same as 3-8. Haar has to carry someone with awesome 1-2 range, and the only person I have is Ike. If he had adept and the storm sword, then maybe, but I highly doubt there’d be any realtime saved.

    3-11: I purposely lost 1 turn by giving Haar pass instead of celerity. The pacifist strategy is easily faster than practically routing the map.

    3-E: The 3 turn demands a higher amount of powerful mounted units than I have available.

    4-P to 4-4: My units are spread very thin throughout each army, so I doubt I could match Rsteube’s turn count on any of these. The only place where I lost more than 1 turn relative to him was 4-2, but I don’t see any way to beat 6 turns without BEXP raising Tanith or something.

    4-5: Had I acquired the rescue staff, Elincia could rescue Tibarn while Bastian meteors a tiger, so the 1 turn is probably possible. That probably beats the amount of time lost to acquire the staff, watch its animation, put it into Bastian’s inventory, etc.

    So there you have it. The only major regret was 1-9, but there’s no way I would’ve figured out the 8 turn without knowing that thing about the reinforcements.

  4. Every time you close the movement gap by 1, staff accuracy goes up by 2. Also, increasing the user's mag by 1 increases the staff accuracy by 5.

    Thus, the formula will include the following components: 5(mag-res) - 2(distance)

    Actually, I just tested out the POR formula and it gave the correct result. So the formula is {30 + [(Magic - enemy's Resistance) x 5] + Skill} - (Distance between units x 2)

  5. Oof... that sounds like a lot of work given that I'm trying to make a balance hack of the game. I ordered a USB Gecko, so I'll eventually be able to use Wiird.

    Edit: Oh this is great. I just got this e-mail. "Hi the usb gecko's are discontinued. We will be removing that item from our website."

  6. That's pretty easy. Lethe and Mordecai don't stand a chance against beastfoe. In 3-7, the BK is reasonably easy to kill with Haar through hammer usage. In fact, you can 1 turn him thanks to Reyson vigoring. Tanith, Sigrun and Kieran have weakenesses to crossbow/horseslayer, and even if they didn't, they're easy to kill anyway. So that leaves 3-13 and maybe 3-E to worry about. Though even if you have a superpowered unit in both armies, you can still dispatch them with masteries, particularly luna.

  7. The normal mode strategy you posted here. If Heather's in the position on your diagram, Mist cannot rescue her. For some reason, the rescue range goes around the chest room, not through it. This also means that Mist needs way more than 20 mag for the rescue. I'm not sure, but I think Mist needs capped mag.

  8. I couldn't find any information on this on the site, so let me report some findings of mine (and Nitrodon's):

    Vanguards- 4

    Seraph Knights- 3

    Saints- 4

    Arch Sages- 4

    Untransformed Hawk- 1

    Transformed Hawk- 0

    Whisper- 5

    Reavers- 4

    Gold Knights- 3

    Silver Knights- 3

    Marksmen- 4

    Valkyries- 3

    Untransformed Wolf/Wolf Queen- 4

    Transformed Wolf/Wolf Queen- 5

    Trueblade- 4

    Untransformed Heron- 1

    Transformed Heron- 0

    Bishop- 3

    Marshall- 3

    Sentinel- 3

    Untransformed Tiger- 4

    Transformed Tiger- 5

    Halberdier- 2

    Lance Paladin- 2

    Warrior- 3

    Sniper- 3

    Lance Gen- 2

    Note that I didn't put this in any particular order, and the data collection wasn't thorough. For example, I didn't check both male and female gold knights, but from what I've seen, they should always match up (male/female of same class).

    There are some general predictions I can make from this, which can later be confirmed. Tier 3 classes have tier 2 class vision + 1. Flying laguz always have 1 vision untransformed and 0 transformed. Ground laguz always have 4 untransformed and 5 transformed. Sentinels, marshalls, mounts and flying beorc classes other than wyverns have below average vision.

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