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Anouleth

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Everything posted by Anouleth

  1. And Orson, and Shinon/Gatrie, and Taur/BK/Nailah? Are they also Jeigans? Nailah is still good at the end of the game, for example. They don't 'fight' straight away though. It's generally not until lategame that they start stomping stuff.
  2. Berserker, for sexy speed bonuses on promotion. Ross doesn't care about Bows or Axes when he can have speed bonuses and +crit. Mage Knight, for move and constitution. MK Ewan has +1 magic, +1 move and +2 constitution over Sage Ewan, and it's not like he ever wants to use Light magic anyway. Paladin. This one is actually a hard decision, since Amelia wants Axes and the +2HP/+1DEF she gets from GK. But being stuck on 6 move is awful, when you have horse move type. (It's pretty much a given that Amelia picks Cavalier instead of Recruit or lolKnight)
  3. Request: Eyvel archetype: - Initially strong unit that eventually leaves your party. Examples include Eyvel, Orson, Shinon/Gatrie, and Tauroneo/BK/Nailah. Nils/Ninian archetype: - Initially joins your party purely as a 'plot character', and will not actually fight, but will be present during dialogue. Will later turn out to be a Dragon. Examples include Nils/Ninian, Myrrh, FE9 Nasir, and FE10 Kurth. Also, splitting of Est archetype is largely unnecessary, since it's not like it's a really large archetype anyway, with maybe 1 or 2 characters per game.
  4. Rexflame. If you are ORKOing generals, what's it matter if you only do ~105% damage compared to 170% damage? Even if they only did 90% damage or something, aside from hammers and some Royals, which units are ORKOing generals 100% anyway? And it is easier to ORKO the other enemies, so if mages double they will probably pull it off. In a way, if magic was any stronger it would be unbalanced if the mages could double. PoR mages had good speed, and they were perfectly balanced, hovering around mid to upper-mid. If only IS hadn't nerfed them...
  5. Yes, since they lack a target. Spells must have a single target to be ignored. The wording as it is is actually incorrect; It should read "Players cannot cast spells that do not target one creature". I imagine Smash was going for "Players cannot cast spells that target more than one creature". Protection from everything is: Can't be damaged Can't be targeted Can't be enchanted Can't be blocked
  6. I assume he used Magic Set Editor. http://magicseteditor.sourceforge.net/
  7. Whoops, forgot Pow/Tough on Izuka. Probably a 2/2 or a 3/3 though. Hardly matters, since it's not like you'll be doing anything other than pumping out Feral Ones. I tried to avoid using the character portraits, since they're fairly dull (just a guy standing around? IT'S VOLUG, HE SHOULD BE SURFING DOWN A ERUPTING VOLCANO ON HIS ABS), and because there's no background, which detracts a lot from the pictures. Sadly, it's hard to find good pictures of characters - the GMs have the cutscene at the end of 2-E, but that's about it. I think the most important part of an MTG card is beautiful artwork, so I didn't really like making other characters. I initially put Ashera as a planeswalker, but I couldn't decide what abilities to give her, so I gave up. She does so many things, it was hard to decide.
  8. STEAL-THREAD POWERS! (Yeah the wording on Lehran's Medallion is super long since I wanted it to do lots of things! It's also a bit overcosted, since originally it pulled out Ashera rather than Judgement (which is also probably overcosted) before I decided that was silly. ) Lehran himself seems super-cool, but why does he have Flash of all things? I also liked the way you made Nasir and Gareth mirror-images of each other! Heh, I think Oliver would be better with Squee's ability. And it should be conditional on having a Heron - after all, why would Oliver come back without such stunning beauty?
  9. I don't really love this game, or at least I don't love it enough to buy a Wii and play it again. I just like the various forums devoted to it and pointless arguments about it.
  10. Generally, I find a good strategy is to feed a character EXP until they're 1 away from a level-up, so you can BEXP abuse it. Jill, Nephenee, Marcia and Titania are considered the best canditates for STR/SPD transfers.
  11. Fair enough. Although Titania is a terrible choice to pit against Muarim for precisely that reason - she's far better than him, and she builds up that lead before he even joins. Muarim/Mak is quite nice since they have identical availability (give or take a desert chapter where Makalov won't do much). Mak has better lategame and Muarim has better midgame.
  12. Seth is only really needed for the Prologue and Chapter 1, and even Chapter 1 he's only needed for the boss because Eirika has such shitty durability and hit. The rest of FE:SS is perfectly doable without him.
  13. ...At best, they're going to change it to "Titania gets roflstomped by Muarim who leads by 10 HP/1 def" to "Titania compares defense to Muarim, 10 hp vs 3-4 def". It doesn't matter either way since Muarim is never going to die. edt: Weapons thinks 8 is better for Ti. 8 Titania Silver Axe: 39 HP, 31 atk, 17 AS, 14 def, and again she doesn't have Silver Axe Base Muarim: Base Muarim, Demi band: 45 HP, 29 atk, 17 AS, 14 def not much changed Titania will probably have a B support with either Rhys, Boyd, or Mist, in which case she only loses ATK by 2 with a Steel Axe and wins defense. In addition, Titania will eventually comes out ahead of Muarim. I have no idea how Laguz experience works in FE9, but assuming it's equal to promoted units, they'll gain levels at the same rate - so Muarim will eventually draw ahead with his better growths right? Except that Titania can get KW usage for a few levels and any levels she gains in the base, and that eventually Silver weapons will become available. She can always take a forge as well. Not that it matters that much. Titania isn't on the top of the tier list because she has an amazing lategame.
  14. lolnecroposting ANYWAY Even though I voted for Mickey, I think Bastian doesn't get enough love. OHKOes laguz in 4-5, can Bolting/Meteor/Physic dragon/spirits in Endgame, which is more than Rhys or Oliver or even Lehran is doing.
  15. Well, rolling die is even worse than flipping coins, since while people will generally always have a coin on them, a d4 or a d8 is far less likely. Flipping coins is just annoying; it breaks the flow of the game, it may force people to rummage through their pockets for a coin, and it can take a while. Having to flip 5 coins every time Zihark gets blocked will get old very fast. And in ANY case, flipping coins is what red players do. Not even all red players - only the silly ones.
  16. ARG NOT QUITE Magic Whenever this creature deals combat damage to a creature without Magic, it deals that much damage plus 2 instead. Otherwise, since it's a triggered ability, it will trigger itself, leading to CRAZY SHENANIGANS. In addition, Players cannot have abilities, so a 'player without magic' is redundant! Also, Frail should be an activated ability, but you wrote it as a bizarre hybrid of a triggered and an activated ability that I don't want to try and understand. I think you were going for: Frail X Creatures your opponents control have '(X), (T): this creature deals damage equal to it's power to target creature with Frail X. Alternatively, you could have something EVEN PRETTIER: Frail X - (X), Tap a creature you control: Tapped creature deals damage equal to it's power to [Card_Name]. Any player may play this ability. None of this 'ensconce an activated ability inside a static ability' hogwash. Availability also has super ugly wording. Suspend already exists as a keyword, so it's fine to say 'Suspend with {Parameter1} time counters on it'. Availability X-Y - When [Card_Name] enters the battlefield, if you cast it, it enters the battlefield with Fading X. If [Card_Name] is put into the graveyard from the battlefield with no time counters on it and it was cast, then instead exile it, put Y time counters on it, and it gains Suspend Y. Avoid also makes me unhappy, because it has 'suffer damage'. Instead, it should be 'if damage would be dealt to [Card_Name], since damage isn't suffered, it's dealt. Also, the wording implies that you can counter a spell or ability that doesn't exist! I won't even get into the impracticality of having to flip any number of coins, ever. There's a reason Wizards stopped making those cards. But aside from this absurdly pedantic nitpicking over minor syntax errors, the cards are all superbrokencool and funny!
  17. Ashera was actually fairly interesting, since it forces you to play well, unlike some bosses (Fire Dragon and DK can be taken out really easy with special weapons, Ashnard gets 1-rounded by Ike w/Wrath+Resolve). If you went into Endgame with a bad team, you could actually lose due to Ashera sleeping everyone and just thwacking Ike.
  18. Magic seems like a useless ability to have on a card. Why would you care that a character gets +2/+0 after they deal damage?
  19. I would like to see some numbers behind Mist being 20/01 at chapter 18. C16 is 8 turns, C17 is 30 turns, 5 of which she won't heal in. So 33 turns with Mend is 396 EXP: Mist would be on about level 10. I guess we can give her Barrier and Torch use as well, which are like a level each, so level 12. (Although even level 12 seems generous to me. Mist only has 5 move, so she's unlikely to be able to heal every turn, and using up extra turns for Mist to spam Barrier/Torch costs more BEXP than Mist gains CEXP.) If I've made any mistakes, do point them out. Yeah, that's okay. And it's not so much that Mist's healing>Tormod's pre-promo offense, it's more (Mist's healing+boosting Titania/Jill)>Tormod's offense.
  20. Mist is almost certainly going to need her own Seal. I calculated that if in C9-15, if Mist heals on every single turn except for the first (when it is often impossible to heal), and the BEXP turn limit is met (so, moderately fast), then Mist will be level 6.78 in Chapter 16. So she will need 300 BEXP and a Master Seal. In addition, it should be pointed out that hanging around in chapters after the turn limit is reached so Mist can spam staves is massively inefficient - each turn costs 20-30BEXP, while Mist would be gaining 11 or 12 EXP a turn from her healing. C9 - 8 turns, Mist Heals 7 times (1.77) C10 - 12 turns, Mist Heals 3 times, Mends 8 (2.06) C11 - 7 turns, Mist Mends 6 times (2.78) C12 - 9 turns, Mist Mends 8 times (3.74) C13 - 8 turns, Mist Mends 7 times (4.58) C14 - 5 turns, Mist Mends 4 times (5.06) C15 - 7 turns, Mist Mends 6 times (5.78) Not only is Mist nowhere near promotion when Tormod joins, since she's healing and he's attacking, he will quickly establish a level lead over her. If anything, Tormod needs a Seal less than Mist - he's perfectly happy to gain levels 12 through 20 naturally, since he gets important stats, but Mist wants to promote quickly so she can get her pony and no longer be stuck on 5 move. Mist doesn't care about skipping 10 levels, since her offense is beyond salvage. (I compare Mist to Tormod since they both want BEXP + Master Seal in midgame, both healers, both have 8 move post-promo)
  21. This. I wrote up an analysis of Tormod vs Mist vs Rhys in C15 in more detail: Since Tormod is gaining four levels in the base, he can take the Mage Band without penalty. Tormod 11/01 26HP 5STR 13MAG 13SKL 13SPD 9LUK 7DEF 13RES MT ranges from 16 (Fire) to 22(forged thunder). Mist 13/01 (probably a bit generous, depending on your turn count and general love for BEXP) 25HP 7STR 14MAG 8SKL 15SPD 13LUK 7DEF 14RES Will probably use an Iron Sword, since she can't really get away with Steel (heavy, inaccurate). Gets at most, +2 attack and +4 defense from supports. So 14mt, up to 19 with a forge. Rhys 18/01 28HP 1/2STR 19MAG 16SKL 12SPD 13LUK 5/6DEF 23RES(lol) May have B Mia, which is +2 atk, and B Titania, which is +1ATK/+1DEF - let's say he gets +2 overall. A Light Tome gives him 23MT/10AS, Shine gives him 25mt/8AS. Can forge Light for 28MT/12AS... but it's pretty damn expensive. They all heal enough. Tormod is only healing for 23 with heal, but he only needs 10 heals to rank up, so it doesn't matter that much. 23 is more than enough right now, anyway. Offense: Tormod is 1-rounding the Soldiers, a single Myrmidon, the Knights, and can stretch to kill the Fighters too with a Thunder forge. Mist doesn't 1-round anything, even the Priests which are easy pickings for all your physical units. She tinks the knights, and barely hits a 4HKO against the Mages. Rhys is only doubling the Knights and a lonely Myrmidon - he 1-rounds them, but fails to repeat this with any other units. So Tormod Durability: Based on raw stats, Mist appears most durable. 25HP/11DEF is handily beating anything Tormod and Rhys can take, and only the boss is looking at 2HKOing her. Tormod and Rhys are getting 2HKOed by the Halberdier, the Sniper, both Fighters, a Myrm, a Knight and the boss. However, Tormod and Rhys can attack at range, so they can avoid counter-attacks. They will all spend most of their time healing anyway, so whatever. Sheer usefulness: Depending on how Paladin-heavy your team is, Rhys may have serious difficulty keeping up with the crowd. And not keeping up with the team means no offense and needing to use the C15 Physic, which is bad since Mist and Tormod can use their offense and don't need the Physic. So Rhys is probably losing. As for Mist vs. Tormod, it's fairly close. Tormod doesn't have Canto, and isn't contributing supports, and is healing for less, but has better offense against 90% of the map, and the few enemies Mist is winning against (Mages and Priests), she isn't 1-rounding. Since she can't counter-attack Mages or Priests either, she needs to use two Player Phases just to kill one, while Tormod can attack a Myrm or something he doesn't 1-round in the knowledge that his counter-attack on enemy phase will kill. It's fairly close between Tormod and Mist, but I think Mist is probably slightly better. However, as the game continues, Tormod will eventually develop a lead on Mist. He can almost certainly get one or both Spirit Dusts, may be able to grab a speed band, and with Reyson and Calill/Devdan supports, will start 1-rounding more consistently. Their mobility is always equal - Mist's magic lead is largely wasted, and she's probably never going to get a B rank for the Sonic Sword.
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