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MAttSTER

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Everything posted by MAttSTER

  1. Version 1.0 is now live. http://bit.do/FireEmblemFatesChildren Thanks for all the help.
  2. Alrighty, thanks for clearing all that up. Your changes have been made.
  3. Thanks to everyone for catching the mistakes. I corrected everything in this topic so far. I have now added in every pairing for every version, so I think I'm done. Can someone double check Crimson, Anna, and Fuugiri's overlap classes for Kanna F?
  4. I'm actually using that doc already. I've made a reference to it in the title sheet. I'm done with every character except Kanna (F) and Revelation pairings. Spotcheck away!
  5. I definitely plan on adding Revelation pairs. Including them isn't that big of a deal. What's annoying is how many parent combinations Kanna and Shigure have.
  6. Oh right! I forgot to ask for localized names. Thanks and definitely keep those coming.
  7. I'm working on an Inheritance reference guide for Fates. The idea is to present a reference similar to the one for Awakening: http://serenesforest.net/awakening/characters/children/owain/ But since Vincent is too busy to make one for Fates, I decided to make one myself. While I'm working on it, I could use some spot checkers. There's a lot of important that could be typo'd. Read it here: https://docs.google.com/spreadsheets/d/1cttHRbIlJNgoaa3QqelNmETfRxCYeHCIDvfFMnAFLTk/edit?usp=sharing
  8. I would like to know if there will be a "Children & Inheritance" set of pages for Fates, similar to the one for Awakening. Example: http://serenesforest.net/awakening/characters/children/owain/ Playing through Awakening, I found this set of pages to be very useful as a pairing reference because it points out stat max mods, unique inheritables, skills, and redundancies. I'm disappointed that there is no equivalent in the Fates section. Are there plans for such a resource to be available?
  9. The reason why the Berserkers take different damage is because the first Berserker is on a throne, which gives a damage reduction bonus.
  10. Hello, I am MAttSTER. I have been a theorist for many metagaming communities. I specialize in game mechanic optimization. I know this topic is just to throw out suggestions, but there are dangers to this. 1. What you are doing is known as armchair thinking - you are proposing a way to play the PvP feature without experiencing the feature yourself and with limited knowledge. In this case, you can easily overestimate or underestimate some elements. 1a. For an example, you fear Brave weapons. But the fact is that Celica's Gale was not all that useful in Awakening StreetPass. Its damage did not compare to the raw power of Valflame. 1b. You fear Copycat. Copycat implies you give up your first turn doing nothing else. But, that first turn is the most important. In Awakening StreetPass, the first turn decided who won or lost. Can you really give up that advantage just to make more units? 1c. I predict there are other strategies more unfair. Like, how broken is Freeze!? 2. Some rules are random and questionable. If you decided Boots and forge are unfair, why allow one pair and +1 Forge? 3. If online needs to be moderated, data needs to be collected first to determine exactly what is unfair. Let chaos run first.
  11. coughpowersavecheatersonwificough
  12. "Make it -10 MT and the heaviest weapon in the game!" Nerfing the stats does nothing. Waste, with its 45 Hit, would have been the best weapon in the game if it wasn't for Celica's Gale. Celica's Gale's MT is pathetic. As long as you can still attack 6 times before the enemy has a chance to do anything (Brave effect + Dual Strike), Brave weapons will always have a place. How do you balance Brave weapons? Disable Dual Strike when it is equipped.
  13. Normal Apotheosis can be beaten in 5 turns, dear. You're over-thinking Secret Apotheosis. Hint: Rescue Staff.
  14. I don't bother planning or making 2nd gen S ranks in most games. They don't make as much of an impact as 1st gen pairings, and the game is easy enough where that level of optimization doesn't matter. If you plan to play under extreme restrictions, then 2nd gen pairings matter. I would plan Lucian+Morgan ahead of time. But, that's really the only pairing you need.
  15. Counter is the best skill for non-in-game play. It limits player options in StreetPass and is absolutely amazing in Double Duel. Just because you can't see its utility does not mean it is bad.
  16. I can't believe there's a discussion for this. Tier list goes: Use: Avatar (F) Avatar (M) Chrom Don't Use: Everyone else You can beat Hard Mode in under an hour by abusing Veteran. This is the most efficient and quickest method.
  17. "Strategies against the toughest opponents must surely work on weaker opponents!" is what you are thinking. This is not true, and it is not optimal. I. This is not true. a. What you consider to be the toughest enemies is not the toughest enemies in every situation. For an example in your case, the hardest set of enemies against your team is not the 6x attack strategy. To your team, Assassin Tomebreaker/Bowbreaker/Lucky Seven/Quick Burn/Limit Breaker on a Throne equipped with the Underdog Bow is nigh invincible. But, the average casual StreetPass could rip apart this in seconds. II. It is not optimal. a. You try so hard to attempt even just one Lethality that you even sacrifice actual damage and any sort of real aggression. The fact is that you definitely won't have all 10 units still alive by the first Enemy Phase, so chances of activating Lethality averages probably once every other battle. Even a whole team of Lethality may not activate Lethality. So against the average casual player, it does not matter how many Lethality attempts you make (not that they care; they are playing Casual Mode). What will pressure them is seeing their HP in single digits. So against the most common average casual, dealing damage is more optimal.
  18. Did you not read my post? Most players aren't going to optimize. They won't use Brave weapons. And, they certain don't know how to surpass 71 Speed. You have to design your team to beat the majority of players, not the theoretical best because you will never meet it. What good is preparing for the worst if you never meet it?
  19. Has Lord Class, passes down Lord Class. Dual Strike+ is the best skill in the game. 10/10
  20. Because you somehow thought Galeforce wasn't the best skill in the game. Fun fact: It is actually faster to clear Hard Mode than Normal Mode because you don't have to go into options and enable Pair Ups. The stat and scaling differences between Hard and Normal don't mean much when you have Pair Up and Veteran.
  21. Let's back up a bit and consider this question: What is your StreetPass team's goal? My answer would be "to be unbeatable to as many players as possible". Now, consider most players: they aren't optimized for StreetPass or they have no sense in metagaming. Basically, they aren't going to 6x Brave Attack or any of the scary strategies you know. The most they will have is all the children (naively thinking children all the best) or their favorites (Donnel, harem, etc.). They will use strategies that work in-game but not optimal for StreetPass (e.g. Aversa's Night, Pavise/Aegis). This means that you don't have to assume that all of your units are going to be 6x attack'd and OK'd before they get a chance to attack. Therefore, you are allowed to use strategies that take advantage of this ignorance.
  22. Dread Fighter > Dark Knight That +1 Spd advantage is actually important. Otherwise, Assassin Lon'qu's Severa and Gaius's Cynthia can double Morgan. Counter is really important in StreetPass. It limits the player's movement options because a unit in the Counterer's range is a dead unit during the Enemy Phase. Elixir is just bad. Grind Goddess Staves instead, but it's probably better just to let an injured unit attempt a Lethality because no one is lasting long. Eirika's vs Brave Sword is debatable. Miracle is really useful. Thus, Lethality vs. Astra needs to be investigated. Because, a Astra activation is likely a KO anyway.
  23. Yes, Apotheosis is quite easy when you are over-prepared and have had two countries figure out all sorts of neat tricks beforehand (Rescue chains are boss). Even no Limit Breaker runs are pretty trivial since Aggressor is almost just as good. Why did you think we kept on making up challenges and new restrictions?
  24. 1. No. You are factoring the entire support bonus instead of just Dual Support+'s bonus. Instead, compare before and after Dual Support+ equip. It is assumed that Lucina already has at least A support. In which case, that +4 support level just translates to +5 Hit/Dodge/Crit/Avoid or less. 2. The +10 to Hit/Dodge/Crit/Avoid that Logbook units get is still a waste of a skill slot, especially when they have a much larger skill pool.
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