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commonguard

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Everything posted by commonguard

  1. I guess you could say I was cheap and was spawn killing but it’s their own fault. Don’t want to die? Don’t spawn. I tried doing a really elegant dance where Sirius, Catria, Linde and Caeda would just fight the 9 northern DKs out in the open but Caeda and Linde are very prone to dying. In an attempt where I'd given Luke my final Speedwing and had Palla (who is also 3HKO'd) as a Sniper in the north I had actually managed to kill all of the DKs (including the 3 at the southwest) without resorting to using the choke point. The Speedwing is better on Sirius though. [spoiler=C17 4/142 turns -- 1 Rescue, 1 Again] Speedwing -- Sirius Deployed: Paladin!MU, Horseman!Luke, Horseman!Sirius, Paladin!Palla, Sniper!Catria, Sniper!Caeda, SM!Linde, Sage!Malicia, Katarina, Feena RPs (25 Remaining): MU, Luke, Sirius MU has the Starsphere and Geosphere The two selected ranges are that of a warrior to the east and the westmost Sniper on the map. There used to be a warrior 2L of Luke (Horseman) which he ORKO'd, now Luke can kill it from 1D1L except then Linde can't kill the Sniper. Now Palla can KO the sniper after Luke weakens it but then Palla ends up in another Sniper's range and will be targeted due to her low LUK and Linde ends up needing to kill that Sniper, which complicates the issue of killing all of the DKs (which was my secondary goal of this map). Linde doesn't need to KO the warrior on the EP but she probably will. If she doesn't then Caeda can kill it on PP 2. Linde also needs to be able to tank 44-45 Atk. I had to check stats to make sure she could take the hit as she's HP and DEF cursed; I could've taken the RP out of the convoy and used if I had needed it. Actually, I probably should've used it since Linde is also MAG cursed and can't ORKO max HP/RES DKs even if they are weilding axes. Luke needs 27 SPD (after the RP) to double Warriors and also quite a bit of STR. He'll probably need to use Silver or a forged bow to ORKO, and will have 2 opportunities to try to feed Marth kills with regular Steel on this map. MU needs 27 SPD (after the RP and starsphere) and again quite a bit of STR to ORKO warriors with a Silver lance. MU also needs enough durability to tank quite a few attacks near the end but if considering the benchmark for my C16 clear, this is nothing. Pretty much everyone needs 27 SPD actually. I had to give Sirius my final Speedwing before C21 Secretshop and RP so he could double DKs for the DK rout objective I set for myself. Catria also needs enough HP and DEF to be in 3HKO range (not really an insane benchmark). Catria actually needs to go from single digit HP, back into 3HKO range on turn 3. This is done by a Physic from Katarina, Fortify from Malicia and a vulnerary usage by Catria. Sirius also needs to be in 3HKO territory (not for the 4 turn clear, but rather my secondary objective). If I had chosen to field Etzel, I wouldn't need any criticals on this map but screw Etzel. Fun fact about Etzel btw, base Etzel cannot OHKO max HP/RES DKs without the RP. Since I didn't field Etzel and I wanted to kill all of the DKs (12 total) I actually end up needing 3 criticals. 1 by Catria @ 58% to open the map with. Another by Luke on EP 2 @54% after the save point is used. And one by Sirius @ 44% on EP 3. The crit by Sirius is a little different than the other two. Main difference is that this is outside of save points and map saves which I'm generally uncomfortable with. He only needs 1 in four attacks to crit and he has 44% to crit on all of them with 100 displayed hit for 2 attacks and 85 displayed. However, if he only crits the lance DK, he needs to hit both times as one critical will not kill. I cheaped out and didn't want to waste Mastersword charges. This is obviously not the only way to complete the map in 4 turns, and I probably would've had an easier time routing the northern DKs if I had switched Katarina and Malicia's positioning but I want Katarina to get her staff rank up so I went with this. I think I did a decent job selecting the ranges in the video and most of it is pretty clear. The only thing is the DK positioning on EP 1; one of the east DKs doesn't have a target and that DK has always moved south for me (I think it's because it can kill Malicia is unarmed so it has a guaranteed chance of killing her but I'm not entirely sure). The Unlock staff isn't necessary for the 4 turn clear as Palla could've easily opened the door with a door key but it's not like you'll actually run out of Unlock staff uses. I suppose if you wanted to distribute exp differently you could open the door with a key instead of the staff but w/e. Again credit to Nessie for the 4 turn clear, especially the choke point. But the DK rout thing is mine. Just saying.
  2. Eh, levels really shouldn't matter that much early game anyway. Isn't the clear like 8 turns without a Rescue use? Edit: The wyrmslayers are 1200, the dragonpikes are 1350. The Dragonpike forge is only 5400 though. Sucks you can't forge the bow, it's pretty good for Caeda and Sirius. Forges are for the team, not the unit that specializes in the weapon type.
  3. So yea, the next update might take a bit longer than expected. Here's a video where I gave Luke another Speedwing and he is just annihilates the map. I also just RP everyone because that's usually how I do my initial runs of maps. I messed up with Sheema recruiting Samson. Oh yea, Mercurius!SM!Sirius is pretty legit. The clear I'm eventually going to present and continue with will not involve Luke having this extra Speedwing likely involve Paladin!Palla instead of Paladin!Linde. I also want to avoid fielding Etzel and try to build up Katarina's staff rank, and maybe even try an elegant dance with Horseman!Sirius switching between Silver swords and Steel bows. The core of the strategy was explained by Nessie in his H4 playlog (he went by Redwall during that time).
  4. “Can you guys get your SPD procs already? Especially you Palla, ya dumb bitch.” Is what I would say if these characters were real. But seriously Palla needs a SPD proc before C20. [spoiler=C16x 2/138 turns] Deployed: Sniper!MU, Sniper!Luke, SM!Palla, SM!Linde, Paladin!Catria, Feena RPs (28 Remaining): Palla Luke has the Starsphere I was considering Devil!SM!Caeda or Sirius instead of Palla but getting Palla some more exp couldn’t hurt. I tried to feed Marth a kill at the beginning by having MU use an Iron bow but he crit. Really easy map if all of your units can ORKO without the starsphere. Pretty easy if most can ORKO with the starsphere since you can conveniently trade it between people. I think this map starts to get tricky if you don’t have someone who can ORKO the rightmost SM but Linde should be able to ORKO anything on this map when holding the starsphere or having a RP boost. Didn’t bother with Geosphere but I suppose one could try to just try to go for multiple crits on this map with a weaker team.
  5. Rigged a crit. I thought about it for a while and even asked PKL what he would do and he was like forge a Javelin to get the crit up so it’s justified. I was considering +6 crit and keeping the starsphere on Catria when actually killing the Geosphere!Thief for a 24% crit chance but it costs like 1500 G and that would make my net profit for this map like 300 G (since I intend to actually use the Fortify). I mean I would’ve forged a Javelin but I’m trying to raise funds to eventually forge a +9 Mt Dragonpike to OHKO late game dragons with and I want to get Feena to KO something with Mercurius. I got dreams too. And these dreams total to like 40K G. Basically: Didn’t forge, didn’t Rescue, rigged the crit, dropped efficiency tag for this topic, and sorry to disappoint. [spoiler=Mostly nonsense.]Seriously, the Geosphere!Thief position is such a troll move. I rigged a cheap crit (@16 crit no less – would’ve been at 21% had I the foresight to forge +3 crit onto my initial Javelin forge and opted to keep the starsphere on Catria) to save a Rescue burn. I used RPs on Linde and Malicia instead of Luke and Sirius to satisfy my own nonsensical whims. I also dropped 20 Heal staff, again to satisfy my whims. It doesn’t make any difference to viewers what the critical chance is on the Geosphere!Thief (since I would`ve just cut out the failed attempts - of which there were none luckily) but sending the starsphere to the convoy, retrieving it, trading it Sirius (who would eventually be in position to allow Luke to use it as well) and then saving with Marth just looks so cool. Everything other than the crit is immaculate with the lowest hit rate being Marth’s armourslayer forge hits against the general at 90 displayed hit (like 98 or something true hit). I’ve been using Kngt_Of_Titania’s 165 turn completion of Lunatic as a reference for what turn counts are achievable and where to use Rescue/Agains. With my current knowledge of maps, his turncounts and also his Rescue and Again uses I’m pretty sure I can save more turns by Hammerning Again (instead of Rescue) at this point. [spoiler=C16 2/136 turns -- 2 Thief charges] Sold 20 Silver axe, 36 Elfire, 15 Vulnerary Dropped 20 Heal 3998 G Remaining Deployed: SM!MU, Horseman!Luke, SM!Sirius, Sage!Malicia, Paladin!Caeda, Bishop!Linde, Feena, Palla, Catria, Jeorge RPs (29 Remaining): Malicia, Linde; MU used a MAG bond Catria has the Starsphere Luke has the Lightsphere MU needs to tank 115 damage (over 3 hits) so MU needs 50 HP and 22 DEF or equivalent The DEF requirement is pretty easy to meet for Knight!MUs with 2 Dracoshields and RP. The HP on the other hand isn’t. I went through what classes my MU leveled up as and I counted 9 Knight (@ 80), 3 Cav (@ 70), 2 Pirate (@ 100), 9 DK (@ 60), 1 Hero (@80), 2 Paladin (@ 70) and 1 Berserker (@100). MU should have 50.9 HP (after the Angelic robe I gave him) which if we take the floor, 50, is enough to survive the attacks even if all three enemies flux up in STR with 1 HP remaining. My MU currently has 53 HP. If this map were done with a Rescue usage, one would not need to meet such demanding benchmarks as General!Jeorge could be used to draw the Longbow!Sniper and survive at roughly 77.5% if given a LUK bond. And of course if MU had access to the starsphere the HP benchmark would not be as demanding either. Marth needs 21 SPD and a forged Armourslayer to ORKO the general. Sirius (who is ORKOing the Sniper) needs 37 Atk and Luke (who is killing the boss) needs 26 SPD. Having Marth ORKO the general frees a combat unit to acquire the Fortify staff. Feena needs to be at the save point tile or equivalent to dance Marth. The soldier blocking the entrance and the Sniper are the toughest units in the throne room. 24 SPD is needed to double the soldier and pretty high Atk too (like Caeda needed Silver to ORKO). Near the end I have Jeorge, Astram and MU all use ranged attacks to kill a hero for a Silver axe. MU needs 5 MAG and a MAG bond or RP to do this with Jeorge just using the +5 Mt bow forge. You could of course just have Astram use Mercurius (to finish) or Jeorge use Parthia (to open and still get MU the kill) if you don’t have a 5 MAG MU. I only needed the crit to acquire the Geosphere but MU also crit once on the EP saving me 1 Swordslayer charge, Sirius also first attack crit’d saving me 1 Silver sword charge, and even Luke crit’d once saving me 1 Iron bow charge.
  6. It's the same screenshot I have in my H3 LTC topic. It's a triple B supported (Marth, MU, Palla) Catria vs a 20 SPD boss on a gate. She's technically using a +5 Hit forge but still, 100% hit rates vs bosses shouldn't exist without Lightsphere.
  7. Well, I'd congratulate you but I get the feeling it's a faux pas to congratulate someone before they have completed the entire run. How's C4 coming along? Thinking of feeding Castor and Yubello to the wolves?
  8. dondon151's playthrough was the only one where I ever saw Cecille actually pulling weight, but he needed forges for her to ORKO dragons and he had difficulty with her durability. Draug is nice a fast temp, but his HP growth kind of low and bad LUK as well. The reasons why I like Linde, Sirius and even Palla (I know I bash her constantly but I do like her) is because they have decent enough HP and DEF/LUK (but not both) to very precisely control EPs. Basically with these units you can make the EP into the PP. Linde for instance has a sign on her back that says "hit me" whenever she's a mage and another sign that says "don't even think about it" when she's a SM. Sirius and Palla also attract enemies on the EP due to their LUK, but unlike Draug the units I like can actually take those hits (Linde needing Nosferatu ofcourse). Draug is low HP, low LUK, low DEF. How do you make it work? Edit: I think dondon151 was using Draug but later decided to drop him either because he was having difficulty using him or because he got bad levels or something. Either way, I've never seen Draug realize whatever potential he has (and I doubt it's much).
  9. My apologies if I sound bitter. But come on Catria > Palla earlier than late game. I have roughly the same amount of favouritism for Linde that you do for Ryan. Honestly, I don't think I'm exaggerating claims about Cecille and Drauge. Luke is the easiest to argue as being the best. Check your PM.
  10. Okay, I guess since you're the only one awake at this hour reading this topic I'll just do as you suggest me to regarding the matter. There is a pretty easy and more or less convenient way to save a Rescue usage in C16. The Geosphere!Thief must be killed to satisfy the conditions of my run. I have 2 options. A) I can kill this thief either by way of a 2HKO across two turns or have a really strong unit just outright OHKO it if the unit is either danced or rescued to extend its attack range. Whether it is danced or rescued the strategy requires one rescue. OR B) I could use a max SPD Falcoknight to ORKO a thief in way (this isn't the crit I need), exposing the Geosphere!Thief to an attack on turn 2. The thief cannot be attacked at melee range so I need to toss a javelin. The crit on the javelin toss is 15 or 16%. There is a map save that can be used on turn 1 to reload from to rig this critical on turn 2. What should I do? If you're referring to my C7 clear, I had him crit one of the thieves (the hostile one with the Iron sword drop). The other was just weakened.
  11. I was thinking more along the lines of rig a crit to kill a boss right after a save point or something similar. As in the turn count would not be possible without the crit.
  12. What criticals are acceptable? I think 25% chance criticals (after accounting for hit rate using true hit) is acceptable by most people assuming a reset can be done from either a chapter save or a map save. But what about say, 15% chance criticals after a save? What's the lowest the critical can be while still being considered 'reliable'/'efficient'?
  13. Just FYI, this strategy sucks. It doesn't meet my standards for hit-rates (multiple sub 90-hit rates in a long sequence and without save point usage no less). However, I completed all the objectives I wanted to do; I got all the thieves' items, farmed the reinforcements for exp and visited the shop; though I ended up not buying anything since there is a mage with a doorkey who was kind enough to die on the last turn and I realized I could get a purewater for free in the next chapter. If I really need more purewaters I'll buy one from C19's shop. I won't need to purchase door keys as one of the C17 snipers will drop the final one I might need. Took the near-rout of the boss area idea from PKL's playthrough, though there is a method that involves a bit more finesse that could be applied if Luke was given an Angelic robe right now involving pulling the sniper to attack someone from the starting position and having the mage just suicide on the EP. However, the method limits the fliers' ability to run around the map. I'm continuing from the screenshot clear, not the video clear... because I didn't save the video clear and that was mostly for quality testing anyway. [spoiler=C15 5/134 turns -- 1 Again]Sold Master seal, Bullion (L), 55 Steel sword Bought Spirit dust Forged +5 Mt, +5 Hit on Ridersbane (10200 G) 1038 G Remaining Spirit dust -- Linde Deployed: Berserker!MU, Berserker!Luke, DK!Sirius, Sage!Malicia, Bishop!Etzel, Palla, Caeda, Catria, Linde, Feena, Xane RPs (31 Remaining): MU, Catria, Linde, Sirius Palla has Iote's shield and Starsphere MU has Lightsphere The strategy is a lot cleaner if you have everyone stay on the island to really just maul it to death but I'm not a big fan of fielding 4 fliers and then have them just roosting on an island for 3 turns. Could probably be cleaned up a bit by fielding MU as a DK instead of a berserker but then I wouldn't be able to easily handle the horseman reinforcements which is what causes all the accuracy issues. Also, didn't exactly have enough Javelins to pass around. That being said, this strategy is IMO cleaner than the 5 turn with 1 Rescue and 1 Again I've seen on PKL's thread (mainly due to the positioning of Marth especially when if you don't bother with the secondary objectives) but I did get the near full rout idea from it so credit where it's due. If you really wanted you can avoid all of the reinforcements. Like literally all of them; you can plug up all the central forts before any reinforcements spawn and you don't have to trigger any reinforcements until turn 4 so you can avoid the northwest spawns entirely and Marth never has to take more than 1 hit per EP. Very clean if you don't care about the exp gains (which are nothing to write home about); crappy strategy if you want all the secondary objectives completed. I'm mostly happy with this clear but the sequence of sub-90 hits is so long it leaves a bad taste in my mouth. Etzel barriers Marth on turn 1 so that on turn 3 the Bishop will attack Sirius (who would then have the lowest RES of the prison group). Etzel is getting dropped. Katarina's staff rank lead is way too much for me to not bring her into the fold. Due to fielding Julian during C13 and C14 I didn't even get Etzel to C staves as a Bishop until AFTER turn 1. I had to give Dolph the accuracy forged Javelin because he kept missing the Ridersbane!Paladin who is apparently in love with Marth or something. He refuses to suicide onto Linde no matter what I do. I had Marth equip a killing edge (it won't kill if it crits but it'll put the Paladin into 1HKO range for Luke who is using the +10 Hit handaxe). Linde does ~75% of the work to help Marth actually enter the prison. Marth opens the door himself and on the EP can ORKO the general with the armourslayer forge I had. The armourslayer forge isn't necessary since Feena can dance Linde far enough for her to clear the rest of the path towards the other door which a flier will open. Oh yea, I did a lot of theory-crafting about how to handle the reinforcement spawns. I was so pissed off when the reinforcements didn't spawn when I expected them too. But then I remembered this. So I did. Turn 3 Catria moves into the trigger area. Catria is responsible for eliminating 3 targets on this map. The sniper on the boss's island, the sniper on the fort blocking the way to the prison and a Paladin that attacks Marth in the likely event Marth doesn't crit-kill it with his Rapier (yea my Marth so amazing he can actually crit-kill things with effective weaponry -- it only took like 10 dragon kills for him to get there but he got there... hurray?) Palla eliminates the thieves holding a Rapier, a Silver axe and a Silver sword (~2500 G when sold); I had her use the +5 Mt Riders bane forge because it's basically Silver except I only need like 10-12 uses from it at most. Xane helps control Abel before Est can recruit him and gets me an Elfire tome (600 G sell price) and Caeda gets me a door key that I may or may not need. I tried to show relevant ranges but I don't think I did a good job, sorry. I also did some square counting though I'm not sure people would understand why. Near the end I situated MU in range and equipped a 65 Hit handaxe in order to try and feed Marth a kill but MU landed both hits. I had initially thought that Marth would never hit B swords, but it could happen in this playthrough. Actually, I'll be trying to tailor maps enough so that I could avoid giving Marth boosters to be ready for Medeus altogether. I had Etzel and Malicia move to draw the NW spawns east so I could feed Linde some more exp since Palla wouldn't be able to take out the horseman and the thief on the same turn. Gave MU most of the central reinforcement spawns; he's and Luke are actually the only one's with benchmarks to reach. Final note, my Linde is like really cursed in HP and MAG. Like half an Angelic Robe and an entire Spirit dust. Basically, Linde is a beast or she's just a really high level for this point in the game, IDK. If you see Linde get HP procs on maps, just assume I'm rigging them is basically what I'm saying. The MAG won't be rigged, I can afford to buy her more Spirit dusts from the C21 Secretshop but the Angelic robes kind of need to go onto more traditional combat units first. Changed the height/width for this video. Lemme know if it makes any difference. Also, is the play speed okay? Edit:[spoiler=Boosters up to this point]MU - Angelic robe, Speedwing, Dracoshield x2 Luke - Speedwing, Armscroll x2 Linde - Angelic robe, Spirit dust x5 (lol) Palla - Speedwing Catria - Energy drop Sirius - Energy drop, Angelic robe, Speedwing Caeda - Energy drop x2, Angelic robe Edit 2: [spoiler=Additional notes] On turn 3, if Palla crits the thief, the other thieves won't become aggressive because the village is still intact and they attempt to destroy it instead of becoming hostile and suiciding onto Palla; in this case Palla must then the other two thieves on PP 4 and PP 5 for the items, it doesn't change anything really. Sirius needs to avoid being crit'd on EP 1 (14% chance to die) and Marth needs to avoid being crit'd on EP 2 (7% chance to die). The knight on turn 2 (who suicides to EP magnet Linde because of her horrible DEF) should move before the general. I'm not sure if the general would move and attack Marth before the knight if say he had a 10% or greater chance to crit. I can't test whether or not this would work but the rescue-less 5 turn still exists; you just might have forfeit some of the loot on the map. On turn 3 if Catria doesn't move, the reinforcements won't spawn because no one would enter the reinforcement trigger tiles (Marth is just barely out of the trigger range). And thus all of the reinforcements can be avoided if the central forts are plugged up on turn 4. Of the paladins, I'm not sure how many will attack Marth if given the chance but the positioning I used should only allow one to hit him while all remaining cavalry would suicide onto Linde. Edit 3: Updated OP. Edit 4: Give me ideas for where to use Rescue. Please. I'm so lost.
  14. 17 is the minimum with all recruits and the fastest route in that case is all the way around while skipping the bridge key village. I think SDS and grandjackal have both taken the bridge route. I believe SDS has a playlog where he mentioned it and thanked grandjackal for the idea but I don't think he was stupid bold enough to skip Julian.
  15. First line wins award for "Understatement of the Year". A more accurate statement is, Catria as a Falcoknight will outclass Palla starting C12 and continue to demolish Palla in virtually every facet of combat performance except OHKO power, but whatever Catria can't OHKO she'll probably be doubling and ORKOing. PKL is known to have favouritism for Ryan so take that with a grain of salt. Like he's the easiest to train in the prologue and he's got the best bow rank but IMO, his SPD (which is important in this game) is unstable and sucks. Also, can't wait to see this myrm!Ryan I keep hearing about. Seriously, it's not that I don't believe you but come on... E swords...? Cecille and Draug suck. Low HP, shit DEF (and the latter also having shit LUK) and nothing inherently special about them unlike for instance Caeda and her Wing spear. If you want my opinion, just train Luke (he's got the best bases and pretty much the best growth spread to handle this game on harder difficulties) out of your prologue units and pick up Caeda once she rejoins. No one else in prologue is anything special (except Myunit/Avatar character). Rody can be good if you have mixed male sets but you have to build his weapon ranks up from scratch.
  16. Yea, trying to avoid fielding him in SPD capped classes. Luke is pretty much primed to annihilate C17 (with RP), however he's off average in STR by -0.5 to + 1 STR and +0.5 to + 1.5 SPD (only gave him one Speedwing so far). Everyone other than Luke and MU are set to clear C17 in 4 turns without RP uses; the blessings and curses for Catria (insanely on mark with her averages), Sirius (STR and DEF blessed but SPD cursed), and Palla (SPD cursed) affect the clear. MU needs a SPD proc, a stat he's cursed in by roughly 2 points after accounting for the Speedwing I gave him, and Luke just needs the levels for me not to have to take advantage his current offensive blessings; they'll both need RPs. I don't see either of them meeting the benchmarks for C17 without the RP, blessings or more stat-boosters. I thought I did a good job getting Luke enough exp in the valley but apparently not. The next map with stupid hard benchmarks is C19 which I think MU and Luke will hit in time; again they'll both need RPs and MU will very likely need a 3rd Dracoshield (since he's DEF cursed by ~1.5 points) but I can afford it; actually I still have the C11 Dracoshield on hand. After that I think I'll be sitting pretty with a ton of cash for the Secret shop and forges. Edit: Actually MU is above his average DEF by 0.45 after the 2 Dracoshields. He'll still need a third Dracoshield even with an RP use.
  17. 5 turning isn't the problem. It's 5 turning with just the Again (no rescue), which does not allow Feena to dance Xane on turn 1, since she has to be placed so she can dance Marth 1U of the Est's prison's door for turn 2. It doesn't seem like it will present that many problems but I have some additional objectives I want to complete (I want those Silver weapons the thieves are carrying) and I also want to field Luke as a Horseman instead of a DK so he can continue to gain SPD and have better all-around offensive growth. I would also like to visit the shops to purchase some Purewaters (I didn't get a chance to buy them in C9 although if this proves too difficult I might just wait for C19 - I think C21 sells them too) and maybe a extra door key just in case. There's a lot to do on this map and it isn't simple to get the most out of it.
  18. Now be cool like me 6-turn without full deployment. Yea, I guess turn 1 is as Nessie stated. Just trial and error. Never had an issue with the east sword cavalier if I only sent Marth, the axe guy the joins and Draug along the RHS though.
  19. I'm stuck, and probably will be for a while. I'm still theory-crafting some straight-up/seemingly impossible strategies. But here's what I've been thinking about. A theoretical 1 turn without Rescue and Again uses. Step 1: Figure out how to hack the game. Step 2: Hack the game. Step 3: Profit. A theoretical 4-turn with 1 Rescue and 1 Again. Step 1: Dance rescuer on turn 1 so they can rescue Marth 1U of the north door of Est's prison on turn 2. They need to be standing on the fort to rescue Marth to the correct square. This actually can be accomplished by having a Palidan full move and OHKO the enemy Paladin with a +5 Mt Ridersbane forge. Step 2: Both doors magically open. Don't ask questions. Step 3: After being rescued, Marth full moves every move and receives an Again use at some point to reach the gate in 4 full movements starting from turn 2. Assume enemies including the boss step aside, because... reasons! Step 4: Abel recruits himself, because... just hope, it's all I got. The problems? Oh not much, just steps 2-4. It's not so bad I swear. Let's just forget about the arrowspate ballistas on this map, the fact that we only have 1 Iote's shield, Abel needing to be recruited to satisfy the conditions of my run, the boss area needing to be routed at a much later date due to needing forces to stay back and protect Feena, Linde not having the Nos charges to tank all of the enemies that will attack her (the 5 turn only needs 12 but this stupid impossible 4 turn requires she tank many more enemies) and the list goes on... Theoretical 5 turn with 1 Again use. (This is actually what I'm working on.) Step 1: Rout as much of the boss area without the help of Xane since Feena won't be able to help Xane partake in PP 1 combat. Thus at least one enemy (on top of the normal Abel-boss-killer!General would be left alive and need to be tanked on the EP). Probably is manageable. Step 2: Marth needs to be danced on turn 1 and turn 2 to reach 1U of the door to Est's prison and then open it himself. He'll have the armourslayer forge equiped and can ORKO the general on the EP where he will have to avoid being crit'd. Step 3: Someone will have to open the other door as Marth needs to use his full movement. There may be some complications that arise from both the bishop and the reinforcement being alive on the same turn. I'll figure this out when I actually start playing the map. Step 4. Marth needs to receive an Again use to help protect Abel/Est from the reinforcement? Maybe, not quite sure how this will pan out exactly. And I need enough units to clear Marth's path to the gate. I might need a unit to occupy the fort as well. I forget what the spawns are and what weapons they possess. If it's something like a Ridersbane!Paladin followed by a Bow!Horseman I'll be in a bit of a bind. Step 5: Kill boss, recruit Abel, etc, etc, and finally seize. Seems possible... maybe? I should probably start playing instead of continuing to theory-craft but this map is scaring the hell out of me.
  20. Pressed start too many times and have accidentally skipped the entire enemy phase doing that. I'll work on my execution a bit I guess.
  21. The benchmarks for C17 and C20 clears are ridiculous. I guess we'll see how well you rout maps. Edit: Just noticed, you wouldn't need to buy any physics in C13 (as long as you have enough for C15) since the other non-boss bishop in the throne room of C16 drops one. Guess you wouldn't be that tight on the money.
  22. Slowing down a bit to save some money and meet some benchmarks for difficult clears later on, like 6 turn of C13 (no rescue), 4 turn of C17 (one rescue one again), possibly even 5 turn of C20, etc might be worth it. Lose 3 turns now and gain A LOT of gold (due to Thief staffing bullions) and eventually get those turns back. In the future you have the same turn count with more resources at your disposal, but your call.
  23. Video version of C13 and C14. There are statistical discrepancies because I had to replay from C12 and also the play is pretty sloppy because I was playing with cold fingers, I was worried about the time limit/file size, and I had kind of forgotten the strategies and other convenient excuses for terrible execution; the screenshots show more precise actions. There were some contingencies in C13 that I had failed to account in the write-up for the screenshots but they don't change the strategy. C14 is really sloppy because I left the room for EP 1 and I was confused because one of the dragons was missing. After watching the video I realized I got a bunch of unnecessary crits. Both of these were like the second recording (although I got lucky for C14 considering Palla needs to avoid being crit'd on EP 1). Anyway, considering I had to split up the screenshots for C14 (and also seeing that PKL's videos are actually watchable even with all the lag) I'm considering changing the run to video format. Maybe commentary to go along, who knows. Probably no commentary and just a quick write-up though. Please vote in the poll... please. PLEASE! Poll-lease? And any tips to get the file size down while maintaining this level of quality would be helpful. I currently have like 175-195 MB (down from lol2.5-3.5 GB #videocaptureisridiculous). Umm.. 720 width by 480 height and 1750 bit rate at 30 FPS. Using windows live movie maker because screw professionalism.
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