General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) TURN 8 Henry @Aversa's Night+ attacks Kellam @Titania's Axe+! VS 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 June 6, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 Don't forget about Counter, Horace! Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) god this is hard editing FIXEDElie take your action. Edited June 6, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 6, 2015 Share Posted June 6, 2015 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. Quote Link to comment Share on other sites More sharing options...
Elieson Posted June 6, 2015 Share Posted June 6, 2015 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 Quote Link to comment Share on other sites More sharing options...
Elieson Posted June 6, 2015 Share Posted June 6, 2015 (edited) Lon'qu Superior Edge+ Say'ri Edited June 6, 2015 by Elieson Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 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. Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) 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! VS 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 June 6, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 It wouldn't be called Lucky Seven if it were 'up to 7 exclusive' though, would it? Yeah, I suppose it's not too hard to check with Anna in-game. Henry, finish Kellam off (same tome)! Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 TURN 10 Henry @Aversa's Night+ attacks Kellam @Titania's Axe+! VS 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 Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 Galeforce has done nothing for me in this match, but at least Lifetaker got Henry 4 HP! Now I can rest happy. Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 i actually don't think henry can die Quote Link to comment Share on other sites More sharing options...
Elieson Posted June 6, 2015 Share Posted June 6, 2015 (edited) .... Edited June 6, 2015 by Elieson Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 Wait, is Elieson giving up? I think his Robin can still overpower Henry (and he has other units besides that, too, better ones than my Assassins). Quote Link to comment Share on other sites More sharing options...
X-Naut Posted June 6, 2015 Share Posted June 6, 2015 Better run physical Tomebreakers next time Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 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). Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) i dont think they need a nerf, tomebreaker totally destroys them, they're locked to one weapon type. Edited June 6, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
Elieson Posted June 6, 2015 Share Posted June 6, 2015 Robin!M Superior Jolt+ Henry Go get him tiger Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 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. Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) TURN 11 Robin @Superior Jolt attacks Henry @Aversa's Night! VS 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 June 6, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 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. Quote Link to comment Share on other sites More sharing options...
Elieson Posted June 6, 2015 Share Posted June 6, 2015 If you land the hit! Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 Don't tell me you're running Swordbreaker! Quote Link to comment Share on other sites More sharing options...
General Horace Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) TURN 12 Say'ri @Alm's Blade+ attacks Robin @Superior Jolt+! VS 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 June 6, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 6, 2015 Share Posted June 6, 2015 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. Quote Link to comment Share on other sites More sharing options...
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