Jump to content

Czar_Yoshi

Member
  • Posts

    5,327
  • Joined

  • Last visited

Everything posted by Czar_Yoshi

  1. I dunno, I did calcs for every single version of every single child while making my 100% DS team. If there's something I've overlooked, mind pointing it out? Remember, I'm talking about maximum possible, not just mods. Class selection plays a pretty big role here, and this Nah's best is just Sage at 43.
  2. Duuude. Sumia is one of the best units in the game, what are you talking about? If you can get to it in time to give it to Morgan without delaying his recruitment, then it's probably a good idea. You'll need to play it safe in Cht.12, though, because there are lots of Bows and Beastkillers there.
  3. Libra!Nah isn't very interesting, no. Though she does have the somewhat dubious distinction of having the lowest maximum possible Skl in the game (not counting 1st gen units)...
  4. Did I not just say that I'm not talking about rules and restrictions? If it's something you need to consistently hold yourself to (aka anything that can be described as a rule or restriction), it's not what I'm talking about. Yes, you can do challenge runs of Awakening as well, but that's not the point.
  5. In the case of KEY, you're holding yourself to a set of rigid rules for the duration of an entire playthrough- I'm not really seeing how that counts as "fluid difficulty". As for Warp, that's a completely all-or-nothing affair with no middle ground- also not really fluid. I never said anything about banning Pairup or Second Seals or any of that, either. See, those are challenge runs, and they're all based around you holding yourself to either doing or not doing something, and if you stop holding yourself to that rule, the difficulty snaps right back where it was before. Awakening would more or less do the same if you banned pairup at first, then decided not to later and started allowing it- and that's not what I'm talking about. I'm talking about being able to make decisions throughout the game, and having to make them regularly, that aren't reversible, have a small impact, and add up over time. Make decisions that make the game too hard? You don't make it easier by breaking off from those decisions and no longer following them, you do so by making different decisions later. All of these decisions are choices, and most of them are between several positive things- promote Chrom or Lissa, train Miriel or save the exp for someone else, etc. Contrast that with things like use Warp or don't use Warp- on one side, you get a sequence break, on the other side, you get... No sequence break. And it's a decision you can change at any point in the game; eg not what I'm talking about. I'm inclined to agree with your last statement on the basis of Pokemon *coughPrimalGroudoncough*, but I think it needs amending to say the majority of the competitive playerbase, because high learning curves also aren't that great.
  6. Morgan is the same overall, so she's not a factor. DSt+ vs Faire is thus the main difference between the sisters, and since Robin isn't the best hard support in the game (he's good, but not as good as Yarne), it's not hard to argue that one should give Lucina the best. It's not closed for debate, but Cynthia can at the very least hold her own against her sister as a Robin candidate, if not cleanly beat her.
  7. From those who ask for screenshots, I say: we won't help just for nothing. It takes a good deal of motivation to work on someone else's project, and you're not really providing much.
  8. Once you get the children, you won't care too much about the parents' classes because you won't have room to deploy most of them. Those last four are a little hard to pair off because there's not enough Vaikes and Gaiuses to go around (you really want to either have Henry or a Bowfaire dad on hand- maybe give Cynthia Fred so Henry is free). None of those kids want Fred, Libra or Kellam, so your best bet is freeing someone else up.
  9. This is more or less the entire point of Awakening. You have so much space for making tactical decisions that affect the difficulty of the game that it has one of the most customizable difficulties I've ever seen- not to mention the greatest difference between easiest possible and hardest possible (neither of which have likely been discovered yet). All it takes to take advantage of that is enough knowledge of the game to know whether doing something will make it easier or harder.
  10. In that case, he can pass whatever he wants. Despoil might be fun for training, though.
  11. Ingame, they'll work well. Postgame, you'll want to change some classes around: Paladin/Wyvern for Kjelle, Paladin/Sniper for Cynthia, and possibly Sage for Owain. Can't comment on Morgan without Asset/Flaw. Stahl really is the best way to go if you don't want to be pure magical. After GF/DSp+, Panne should pass down a Wyvern skill (probably Swordbreaker, Str+2 or Deliverer), Vaike/Robin should pass Axefaire, Gaius should pass Sol, and Donnel can pass any of his Villager/Fighter skills (all are unique, none are particularly good).
  12. It is fairly restrictive, just a lot of the restrictions can be mitigated or overcome through good tactics, exp distribution, foresight etc.
  13. It's certainly not something GaleNoire ever gets to play with, and the fact that it's both unique and very solid makes it worthy of mention. What other set are you going to run on her that takes advantage of Tharja's Mag?
  14. Ricken stands out as bad, none of the prepromotes should be trained long-term (except Anna and Libra with staff exp), most of the units from Cht.1-3 bar Miriel and Sumia have trouble getting going, and Tharja's bases aren't too nice. Everyone else, including some of those, is either in a gray zone or pretty good.
  15. Vaike and Ricken both make pretty good non-GF Noires. You'll need to bench either Noire or Nah, though, so it might not even matter.
  16. Gaius!Kjelle uses Paladin or Wyvern. You might want to give Yarne Stahl and Brady Virion, who else is left?
  17. I dunno, I'm running into the deployment cap on my current Lunatic+/nogrind run and have exp to spare...
  18. Seriously, why does everyone call Lunatic+ random? All the skills are set before you even choose your team/weapons/tonics, so you have all the time in the world to react to that. The skills themselves, once set, actually subtract from randomness- each and every one of them will either always activate or never activate, depending on how you approach it- 100% tactics, right there. If it threw in skills like Breakers, Wrath and Miracle, then it would be random, but it doesn't (and that's not a coincidence). If you play it like Hard/Lunatic, you'll get stomped, because that's not how you properly deal with those skills. But that's Hard/Lunatic's faults for drilling bad strategies into the player.
  19. Yeah but Def doesn't do anything in Apo and that's what he's optimizing for. It's a great asset for the main game, just not the main thing people care about.
  20. It's not a spinoff, but what does that have to do with the topic title?
  21. Unfortunately, a lot of what you read about how effective VV is in Apo is wrong. Basically a long time ago when everyone was really bad at the game and tried to fight everything by tanking on enemy phase, some smart people figured out that with very careful manipulation of Atk and Hit, it's possible to use VV to kill stuff, still in enemy phase, with a perfect chance of success. The community got owned hard enough that memory of the runs more or less got burned into everyone's minds (VV being a strategy that was used ingame with Nos and Wrath at the time didn't help much, this is why people often assume that Wrath is part of the Apo build). VV gets passed down through word of mouth, and most people assume it's either the optimal or at least a good way of doing things. It's not. The only reason why VV works is through doing a ton of number crunching beforehand to ensure you can kill anything and everything reliably, since even one failure means a Game Over. It's not a strategy you can just slap on someone and expect to work off the bat, and even if you do do everything right and set up the VV perfectly, VV units are horrible team players and will generally either do nothing, or leave the rest of your team with nothing to do. Now, once you've done all those calculations, VV units are fairly low maintenance, since you can just drop them into a pile of enemies and let them do their thing. But since then, people have realized that there's a better way of ding things: stacking as much offense on a unit as possible, killing enemies on player phase and then running away with Rescue/Galeforce to sit out of range on enemy phase and be healed by staffbots. No calculations need to be done beforehand to assure that it's safe (aside from a small handful of enemies that can be attacked in very stupid ways that mean almost guaranteed death), no skillslots need to be wasted on self-healing, and most every unit has or can have what it takes to do that. VV should only be used if: -You know what you're doing enough to keep them away from potentially lethal damage at all times, -You know why using it will be more effective than just charging in and out. There's also a 100% critical VV build that has a guaranteed OHKO on any 55 Lck non-Aegis+ enemy, but the requirements for it are extremely tight and only variants of Laurent can/should do it. As for using Sol in Apo, every enemy has Dragonskin which cuts incoming damage by 50%, which tends to make Sol recover extremely small amounts of health (usually 5-10). When enemies do 20-40 damage per hit, that's not going to keep you alive.
  22. Abnormality like that is normal, actually. If everyone was always average in every way, then the RNG wouldn't be very random, would it?
  23. Of course, things get even funner when your hack takes place over a large enough period of time for nations to be founded/destroyed...
×
×
  • Create New...