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[Battle: FE13] Espinosa vs Elieson


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TURN 8

Henry @Aversa's Night+ attacks Kellam @Titania's Axe+!

271050_henry_zpsrgglurv4.jpgVS271104_kellam_zpskdynvdhy.jpg

32 damage, 88% hit, 0% crit

(57)

(80)

(68, 36)

Kellam takes 32 damage! (48/80)

Kellam counters!

26 damage, 100% hit, 0% crit

(65)

Henry takes 26 damage! (54/80)

Kellam's attack bounces off Henry and does 26 damage in return! (22/80)

Henry attacks again!

32 damage, 88% hit, 0% crit

(34)

(12)

Henry's VENGEANCE activates!

(1, 85)

Kellam takes 22 damage until...

(5)

Until Miracle activates that is! (1/80)

Henry heals 10 HP. (64/80)

Elie's turn.

      Espinosa                     Elieson
Say'ri     80/80            Libra        80/80
Henry      64/80            Lon'qu       80/80
Gaius      80/80            Kellam       01/80
Espinosa   00/80            Vaike        00/80
Tiki       00/80            Robin        80/80
Edited by General Horace
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the problem with the current implementation of odd/even rhythm (and to a lesser extent, quick/slow burn and lucky seven) is that its usefulness is dependent on turn order. for example, if espinosa's team primarily features odd rhythm and he goes first, then he gets to choose whom to attack with on his odd rhythm turns, whereas if elieson's team also primarily features odd rhythm and he goes second, then he doesn't get to choose whom to attack with on his odd rhythm turns.

quick/slow burn is a trivial difference because it increments so slowly, but lucky seven makes a difference on the seventh turn. the team that goes first gets an extra attacking phase with lucky seven.

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quick/slow burn is a trivial difference because it increments so slowly, but lucky seven makes a difference on the seventh turn. the team that goes first gets an extra attacking phase with lucky seven.

That's probably my biggest concern with Lucky Seven's functionality in this setup.

thinking

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quick/slow burn is a trivial difference because it increments so slowly, but lucky seven makes a difference on the seventh turn. the team that goes first gets an extra attacking phase with lucky seven.

Lucky Seven could be useful on the turn defending too! But yeah, you don't get to choose to be attacked on this turn.

I had Quick Burn on Tiki... Didn't help her a lot.

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actually, according to the site it says "up to turn 7" so I think that only means turns 1-6?

TURN 9

Kellam heals 24 HP with RENEWAL (25/80)

Lon'qu @Superior Edge attacks Say'ri @Balmung!

lonqu_zpsalzfjjnc.jpg VS sayri_zpsva1quyj3.png

32 damage, 100 hit, 0% crit

Say'ri takes 32 damage! (48/80)

Say'ri counters!

33 damage, 33% hit, 0% crit

(1)

Say'ri"s LETHALITY activates!

(77, 58)

Say'ri misses!

Say'ri attacks again!

(43)

(51, 30)

Say'ri misses again!

      Espinosa                     Elieson
Say'ri     48/80            Libra        80/80
Henry      64/80            Lon'qu       80/80
Gaius      80/80            Kellam       25/80
Espinosa   00/80            Vaike        00/80
Tiki       00/80            Robin        80/80

Espinosa's turn. going to cut the lawn quickly, next turn might be slightly longer

Edited by General Horace
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TURN 10

Henry @Aversa's Night+ attacks Kellam @Titania's Axe+!

271050_henry_zpsrgglurv4.jpgVS271104_kellam_zpskdynvdhy.jpg

32 damage, 88% hit, 0% crit

(31)

(34)

(39, 47)

Kellem takes...

(71)

25 damage and falls.

Henry heals 12 HP (76/80)

Henry's LIFETAKER activates and Henry heals 4HP (80/80)

      Espinosa                     Elieson
Say'ri     48/80            Libra        80/80
Henry      80/80            Lon'qu       80/80
Gaius      80/80            Kellam       00/80
Espinosa   00/80            Vaike        00/80
Tiki       00/80            Robin        80/80
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Dread Knight's Resistance+10 might come in handy, too...

Or maybe Sorcs need another nerf (besides the one to Celica's Gale)? We can't find out until we finish this battle (though I imagine Henry wouldn't be nearly as strong without Counter).

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Sorcs also aren't very big fans of initiating a round of combat due to getting countered by everything. They just sit there quietly most of the time. Good candidates for Slow Burn? Unless somebody with Tomebreaker gets you early.

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TURN 11

Robin @Superior Jolt attacks Henry @Aversa's Night!

271351_mum_zpspeqbsrbe.png VS 271050_henry_zpsrgglurv4.jpg

26 damage, 77% hit, 0% crit

(38)

(18,43)

Henry takes 26 damage! (52/80)

Henry returns 26 damage to Robin! (52/80)

Henry counters!

23 damage, 80% hit, 0% crit

(58)

(50)

(6, 3)

Robin takes 23 damage! (29/80)

Henry heals 11 HP (63/80)

Henry takes 23 damage from COUNTER! (41/80)

Espinosa's turn.

      Espinosa                     Elieson
Say'ri     48/80            Libra        80/80
Henry      41/80            Lon'qu       80/80
Gaius      80/80            Kellam       00/80
Espinosa   00/80            Vaike        00/80
Tiki       00/80            Robin        29/80

it didn't matter in this scenerio, but what happens first, Nosferatu/Aversa's Night/Sol healing or counter damage?

EDIT: looked it up, healing happens before counter damage.

Edited by General Horace
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I think you see the recovery immediately upon attacking, so Counter should go afterwards.

Say'ri will attack Robin with Alm's Blade! I'm calculating a clean KO with the A sword rank bonus here.

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TURN 12

Say'ri @Alm's Blade+ attacks Robin @Superior Jolt+!

sayri_zpsva1quyj3.pngVS271351_mum_zpspeqbsrbe.png

29 damage, 96% hit, 0% crit

(88)

(47, 41)

Say'ri does

(61)

29 damage?

(29)

but Robin activates MIRACLE!

and survives with 1HP (1/80)

Say'ri takes 28 damage from counter! (20/80)

Robin counters!

33 damage, 69% hit, 0% hit

(85)

(55, 95)

Robin misses!

Say'ri attacks again!

29 damage, 96% hit, 0% crit

(45)

(15, 65)

Robin is KO'd!

Say'ri's GALEFORCE activates! Espinosa may take another action!

A question about Galeforce, you aren't forced to take another action if you don't want to, correct? Since sometimes having a turn is detrimental.

 Espinosa                     Elieson
Say'ri     20/80            Libra        80/80
Henry      41/80            Lon'qu       80/80
Gaius      80/80            Kellam       00/80
Espinosa   00/80            Vaike        00/80
Tiki       00/80            Robin        00/80
Edited by General Horace
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I shouldn't be taking damage from Counter when KOing (but who cares about 1 HP, most probably...).

And yeah, I suppose Galeforce can be foregone if its user pleases so, which... I guess I'll do and let Elieson act.

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