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Fire Emblem: Shadow Dragon
Character growth rates
(dynamic)
Default growths | All growths | Base
growths | Dynamic growths
Credits: Nitrodon (dynamic growth reduction)
Introduction
Most people would be happy to use the following formula to calculate
the total, effective growth rates for a character:
Total growth rates =
character's personal growth rates + their class growth rates
However, this is not the
complete story.
There have been many reports of Level Up stat increases not conforming
to the rule. For instance, calculated growth rates of, say, 90% have
been reported to yield +2 in a stat. Even more odd, people have seen
growth rates of, apparently, 0% yielding +1 to a stat. Naturally these
occurrences are
impossible if everything is as we believe it is. So where have things
gone wrong?
The first place most people would look at is perhaps
the growth rate values themselves. Maybe the character and/or class
growth
rates are wrong and are actually higher than what we believe?
Yet, that is not
true. As one of the first people to hack the game and obtain the growth
rates for this game, I can assure you that the character and class
growth rates listed on this site are all correct (well, with 99%
certainty at least). This is because the growth rates are very easy to
find and very difficult
to get wrong.
Dynamic growth rates
If the growth rates are correct, the next place to look is the
formula itself. Assuming the parameters aren't multiplied by any weird
numbers (eg. 1.1 × Personal growths + 1 × Class growths), then there
must
be some extra term(s) at the end.
This is where dynamic growth rates come in (if you can think of
a
better name, please tell me).
Total growth rates = character's personal growth rates + their class
growth rates + dynamic growth
rates
Dynamic growth rates are added whenever a Level Up occurs.
If a stat fails to increase during a Level Up, 10% of the stat's total
growth rate [not counting existing dynamic growth rates], at the time
of
failure, is added to the stat's dynamic growth rate. So if the
total growth rate was 30%, the dynamic growth rate added would be 3%.
If any decimals are present, the game rounds them down for Level Ups,
but
keeps a record of them for future dynamic growth rate
addition/subtraction.
Conversely, if a stat successfully increases during a Level Up, 10% of
(100 - the stat's total
growth rate) [not counting existing dynamic growth rates], at the time
of success, is deducted from the stat's dynamic growth rate. However if
the dynamic growth rates are negative, the game will treat them as 0
during Level Ups, but will remember their true value for future dynamic
growth rate addition/subtraction.
As one can see, the existence of dynamic growth rates leads to
character's growth rates subtly changing all the time, hence the term
"dynamic".
Consequences
These extra growths can account for why 0% growth rates
yield stat ups. Dynamic growth rates factor in reclassing- so if a
character Levelled Up in a class with a total non-zero growth rate in a
stat (say, a Res growth of 10%), it would be possible for them to raise
that stat in a class where it is 0% (in this case, the total, effective
growth
rate would be 1%, but it's still more than 0%).
For +2 stat ups, it's slightly trickier. Since you'd usually need to
have many Level Ups with failed stat increases in order to gain a +2 in
the
end.
Examples
To be honest, I don't really know if I made any sense so maybe these
examples will help.
Ex. 1: A simple Level Up
Let's use Marth for this experiment
example. Everyone uses him, he can't reclass. Perfect.
Marth's total growth rates are:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
| 80 |
50 |
0 |
40 |
50 |
70 |
20 |
2 |
Marth Levels Up and his HP, Str and Lck increases.
In that case, these will be his dynamic growth rates:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
-2
|
-5
|
0
|
+4
|
+5
|
-3
|
+2
|
+0.2
|
Which changes his effective growth rates to:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
| 80 |
50 |
0 |
44 |
55 |
70 |
22 |
2 |
For HP, Str and Lck, his dynamic growth rates are negative, so the game
counts them as 0 instead for the time being. His real Res growth is
2.2 (2 + 0.2), but the game rounds down decimals for Level Ups. Skl,
Spd and Def are the interesting stats because they have received
notable dynamic growth additions, eg. 40 + 4 for Skl.
The result of this Level Up means Marth has a slightly higher chance of
increasing Skl, Spd and Def in his next Level Up, thanks to not
increasing them in this Level Up.
Ex. 2: How to get "impossible" stat
ups by reclassing
I'm not feeling very imaginative right now, so I'll use Frey for this
example. Let's reclass Frey to a Curate. His total growth rates as a
Curate are:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
60
|
5
|
15
|
45
|
65
|
45
|
0
|
35
|
Frey Levels Up and his HP and Lck increase.
His dynamic growth rates will therefore become:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
-4
|
+0.5
|
+1.5
|
+4.5
|
+6.5
|
-5.5
|
0
|
+3.5
|
Now let's reclass him to a Cavalier because that was a terrible Level
Up...
His total growth rates [ignoring existing dynamic growth rates] as a
Cavalier are:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
80
|
35
|
0
|
55
|
55
|
45
|
20
|
0
|
If you factor in his dynamic growth rates, that turns his total,
effective growth rates into:
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Res |
80
|
35
|
1
|
59
|
61
|
45
|
20
|
3
|
As you can probably see, if dynamic growth rates didn't exist, it would
be impossible for Frey to increase Mag or Res as a Cavalier. However,
if you do the right things, you can make it possible.
Evidence
Well, I've possibly said a lot of radical things up to now, but...
er... is it all true?
That's actually a hard question to answer, since the dynamic growth
rates I've described are entirely empirical. I haven't looked directly
into the game's code to find out, nor have I looked it all up in a
guidebook. The developers of the game haven't even explained how growth
rates work
in this game, let alone mention dynamic growth rates. So it's up to us
players
to figure out the whole story.
What I have done is hack the actual growth rate values and test how
Level Ups are affected (which is admittedly something the average
player probably cannot do). I noted down which stats rised or not
during each Level Up and then chose a particular Level Up to repeat
dozens of times, to see all the stat increasing possibilites. This
allows a determination of the total growth rate at that point, which in
turn tells you about the dynamic growth rate value. I've tried to be
very thorough and consistent with my tests, but it's still possible
that I've made mistakes or misassumptions.
In any case, a handful (literally) of my results can be found here.
There was more data, but it was lost following a rollback (and I'm too
lazy to re-format it).
Otherwise, before I even knew dynamic growth rates existed, Pikaroom (a
Japanese fansite) performed their own tests, after noticing the total
growth rates were sometimes different to what they believed, whilst
generating Random Number maps by manipulating the DS's internal clock.
Their results formed the basis of my research, although my description
of dynamic growths is slightly different to theirs (mainly the
reduction part).
Conclusions
Just like the case with Path of
Radiance's Fixed Mode, I don't think anybody is
seriously expected to keep track of all the dynamic growth rate changes
all the
time. In fact, I don't even know why they exist. I'm assuming it was
some master plan devised by Intelligent Systems to screw us up or
something.
Anyway, there are still a few more things to look into (such as growth
rates near 100%). However I
suppose the current description of dynamic growth rates will suffice.
For now, I think the most important thing is to let people know that
dynamic growth rates, at the very least, exist.
That way, I won't get
people complaining to me that the growth rates are wrong : )
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