Espinosa Posted July 10, 2015 Share Posted July 10, 2015 I'm surprised Tiki has lived for as long as she has. I guess it's hard to really consider her a serious threat? Not when you are running out of characters and they struggle to hit her, though. Quote Link to comment Share on other sites More sharing options...
Elieson Posted July 10, 2015 Share Posted July 10, 2015 Brides aren't a very exploitable class. They don't have a defined weakness (except for absolute brute overpowering) since their defenses are respectable and they do possess some weapon control Quote Link to comment Share on other sites More sharing options...
Quintessence Posted July 10, 2015 Share Posted July 10, 2015 I don't really think Brides are a threat as long as they don't carry Luna, Vengeance or such. Tiki's durability is mostly due to +15 Avoid every turn from the Burn skills, +10 from Odd Rhythm (if she has it), Anathema decreasing my Hit rate and Balmung: that's like 23-33 Avo on her (max number if odd rhythm), or 33-43 if you want Anathema. Her role is mostly as dodgebot here. Quote Link to comment Share on other sites More sharing options...
Elieson Posted July 10, 2015 Share Posted July 10, 2015 They're not easy to take down, though. They can offer a chip or two on a counter strike, which can put you in range for another, more threatening unit to capitalize on, without being taken down themselves Quote Link to comment Share on other sites More sharing options...
Espinosa Posted July 10, 2015 Share Posted July 10, 2015 WRT Anathema When did we agree that this one should affect the entirety of the opposing team? The description states "Avoid and Critical Avoid -10 to all enemies within a 3 tile radius". I recall deciphering this as "avoid and cevo -10 to the character fighting the Sorc" a couple weeks ago when we launched this thing, which makes the most IMHO, and nobody really challenged this interpretation as far as I remember. It'd be a huge problem if it were to stack too, but what causes me more worry is the equation between "all enemies within a 3 tile radius" and "everyone on the opposing team". It seems to be the only skill like that. Bond, Charm and Demoiselle all affect allies so it seems naturally to adapt PoR support mechanics (which were also 3-tile radius effect) here, but for enemies? Don't think it should function but the combat unit engaging the Anathema wielder in combat (or vice versa). Quote Link to comment Share on other sites More sharing options...
Elieson Posted July 10, 2015 Share Posted July 10, 2015 (edited) [1] [2] [3] [4] (Range that an Anathema Bot would need to be, for Anathema to take place [enemy] [unit] [anathema bot] or [anathema bot] [enemy] [space (if bows are involved)] [unit] [anathema bot] I don't see the issue here Also since Supports/Charm/Demoiselle are involved, that/those units can be all over the ding dong place, to simulate bonuses towards [unit] without hitch, as FE arenas already allow Edited July 10, 2015 by Elieson Quote Link to comment Share on other sites More sharing options...
Espinosa Posted July 10, 2015 Share Posted July 10, 2015 Choose any unit you wish on this picture and then tell me which enemies are within a 3-tile radius range to them. You won't find a single one. Quote Link to comment Share on other sites More sharing options...
Elieson Posted July 10, 2015 Share Posted July 10, 2015 (edited) I will, if you show me which units are within 3 tiles of eachother, to offer support bonuses For the record; There's a 4 tile gap between top/bottom teams, and a 3 tile gap between the center unit and the opposing team, so if anything, in theory and based on visual aspects alone, supports and bonuses should only account from the center unit Edited July 10, 2015 by Elieson Quote Link to comment Share on other sites More sharing options...
Quintessence Posted July 10, 2015 Share Posted July 10, 2015 But in the end, the units battling in the center get support bonuses despite being far away from their partner/support pair. Quote Link to comment Share on other sites More sharing options...
Espinosa Posted July 10, 2015 Share Posted July 10, 2015 The character is assumed to remain on their place (receiving supports from the allies this way). Letting supports function for all allies regardless of where they are in the formation of five was a simplification so that we didn't have to worry about the order in which we submit our units. I can't see this principle applying to enemy parties at all; only the one you're fighting. I don't really see any justification for Anathema functioning in the way you propose - neither visual, nor logical, nor anything else. There's that whole issue of it affecting the hit/avo relations way too much assuming one is motivated to carry it on all five members of the team at once. ...on that note, isn't having multiple Demoiselles also kind of a problem? Don't really see it as one tbqh, but a game could well prove us wrong. Quote Link to comment Share on other sites More sharing options...
Quintessence Posted July 10, 2015 Share Posted July 10, 2015 (edited) I think the effect of multiple demoiselles aren't added. Edited July 10, 2015 by Quintessence Quote Link to comment Share on other sites More sharing options...
Espinosa Posted July 10, 2015 Share Posted July 10, 2015 Founds some posts on GameFAQs about neither multiple Anathema nor multiple Demoiselles stacking. Still don't see the skill functioning this way though. Quote Link to comment Share on other sites More sharing options...
Elieson Posted July 10, 2015 Share Posted July 10, 2015 (edited) Horace and I confirmed that multiples of the same skill don't stack. The game checks for [iF(AND(SKILL=DEMOISELLE,RANGE=<3,SKILLINSTANCE=>1)),+10HIT&+10AVO,=+0HIT&+0AVO), and for others, replace DEMOISELLE with Charm/Anathema,etc doesn't matter if you have 1 or 10 instances of Anathema, it don't stack Edited July 10, 2015 by Elieson Quote Link to comment Share on other sites More sharing options...
General Horace Posted July 10, 2015 Author Share Posted July 10, 2015 (edited) Anathema should absolutely affect the enemy team if Demoiselle and Charm and Bond and etc do. It's an aura skill. Makes things more interesting anyway, and it's not like its gamebreaking Edited July 10, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted July 10, 2015 Share Posted July 10, 2015 If Anathema doesn't stack, I see no issue with it working on all enemies. It will be more consistent with how things normally work here and it wouldn't be game breaking. Now, that's not to say it won't be useful or on a majority of teams, but it won't be game breaking. Anyway, yeah, Brides. Proving to be a good class, aren't they? Decent speed, decent defenses, good stuff. Tiki apparently makes pretty good one. Anyway, I have made my decision. Tiki will attack Vaike, with her Blessed Lance. This may suck, but what ever. Healing. Quote Link to comment Share on other sites More sharing options...
General Horace Posted July 10, 2015 Author Share Posted July 10, 2015 whoops, didn't actually notice this until now. TURN 16 VS Tiki @Blessed Lance attacks Vaike @Balmung! 19 damage, 100% hit, 0% crit Vaike takes 19 damage! (37/80) Vaike counters! 15 damage, 14% hit, 0% crit (11)Vaike's SOL activates! (22, 28) Vaike misses! Vaike attacks again! (79)(62, 93) Vaike misses again! Quint's turn. Quint Frederick 00/80 Stahl 00/80 Vaike 37/80 Miriel 80/80 Tharja 00/80 -------------------------------------------------------- Anon Gangrel 80/80 Walhart 00/80 Yen'fay 00/80 Cookie 00/80 Tiki 59/80 Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted July 10, 2015 Share Posted July 10, 2015 whoops, didn't actually notice this until now. Heh, well, such is life, at least you remembered in one day. Alright Tiki, you just gotta live a bit longer and it will all be in teh bag. Quote Link to comment Share on other sites More sharing options...
Quintessence Posted July 10, 2015 Share Posted July 10, 2015 Vaike Brave Axe KitiTiki Quote Link to comment Share on other sites More sharing options...
General Horace Posted July 10, 2015 Author Share Posted July 10, 2015 (edited) TURN 17 Miriel's BOND activates! Vaike heals 10 HP (47/80) VS Vaike @Brave Axe attacks Tiki @Blessed Lance! 22x2 damage, 64% hit, 0% crit (79) (19, 22) Tiki takes 22 damage! (37/80) Vaike attacks again! (21) Vaike's SOL activates! (91, 46) Vaike misses! Tiki counters! 15 damage, 95% hit. 0% crit (61, 21) Vaike takes 15 damage! (32/80) Anon's turn. Quint Frederick 00/80 Stahl 00/80 Vaike 32/80 Miriel 80/80 Tharja 00/80 -------------------------------------------------------- Anon Gangrel 80/80 Walhart 00/80 Yen'fay 00/80 Cookie 00/80 Tiki 37/80 Edited July 10, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted July 10, 2015 Share Posted July 10, 2015 Procs Sol on the hit he misses. Brilliant. Tiki, the time has come! Yewfelle Vaike, the one who procs Sol and misses! Quote Link to comment Share on other sites More sharing options...
General Horace Posted July 10, 2015 Author Share Posted July 10, 2015 (edited) TURN 18 Tiki's Blessed Lance heals 10HP (69/80) VS Tiki @Yewfelle attacks Vaike @Brave Axe! 17 damage, 100% hit, 0% crit Vaike takes 17 damage! (15/80) Tiki attacks again! Vaike dies! Quint's turn. Quint Frederick 00/80 Stahl 00/80 Vaike 00/80 Miriel 80/80 Tharja 00/80 -------------------------------------------------------- Anon Gangrel 80/80 Walhart 00/80 Yen'fay 00/80 Cookie 00/80 Tiki 37/80 Edited July 10, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted July 10, 2015 Share Posted July 10, 2015 Waifu Power! Quote Link to comment Share on other sites More sharing options...
Quintessence Posted July 10, 2015 Share Posted July 10, 2015 Tiki should have 47hp Miriel Aversa Gangrel Dat trio Quote Link to comment Share on other sites More sharing options...
General Horace Posted July 10, 2015 Author Share Posted July 10, 2015 (edited) Yeah, you're right about TIki's HP, the copy past too strong. TURN 19 VS Miriel @Aversa's Night attacks Gangrel @Superior Jolt! 30 damage, 90% hit, 0% crit (29) Miriel's VENGEANCE activates! (49, 45) Gangrel takes 30 damage! (50/80) Gangrel counters! 21 damage, 100% hit, 0% crit (83) Miriel takes 21 damage! (59/80) Anon's turn. Quint Frederick 00/80 Stahl 00/80 Vaike 00/80 Miriel 59/80 Tharja 00/80 -------------------------------------------------------- Anon Gangrel 50/80 Walhart 00/80 Yen'fay 00/80 Cookie 00/80 Tiki 47/80 Edited July 11, 2015 by General Horace Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted July 11, 2015 Share Posted July 11, 2015 Tiki 37/80 Copy so strong. Hm...tricky, tricky. You never want to initiate the offense against a sorcerer, especially one with Aversa's Night. With Miriel having Tome Breaker, this will be pretty tricky. Lucky Seven turned out to be so, so helpful. Hm...such a hard question...um...Gangrel, if you'd so kindly use your own Aversa's Night on Miriel please. Quote Link to comment Share on other sites More sharing options...
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