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  1. Video Playlist [spoiler=Chapters] Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 8x Chapter 9 Chapters 8, 8x, 9 v2 Chapter 10 Chapter 11 Chapter 12 Chapter 12x Chapter 13 Chapters 14, 14x Chapter 15 Chapter 16 (includes commentary) Chapter 16x Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 20x Chapter 21 Chapters 21x, 22 Chapters 23, 24 and Final + Epilogue [spoiler=Turns/Staff uses] 01 - 4 turns 02 - 5 turns 03 - 5 turns 04 - 7 turns 05 - 3 turns 06 - 7 turns 07 - 4 turns 08 - 13 turns 08x - 5 turns 09 - 5 turns 10L - 7 turns 11L - 9 turns 12 - 8 turns 12x - 4 turns 13 - 5 turns 14 - 3 turns 14x - 1 turn 2 warp 15 - 4 turns 16 - 4 turns 3 warp 16x - 2 turns 1 warp 17S - 2 turns 2 warp 18S - 2 turns 1 rescue 19S - 2 turns 1 warp 20S - 3 turns 1 warp 20xS - 1 turn 1 warp 21 - 3 turns 2 warp 1 rescue 21x - 2 turns 1 warp 22 - 3 turns 2 warp 1 rescue 23 - 2 turns 24 - 7 turns 1 warp 1 rescue F - 1 turn [spoiler=Original OP of totally wrong things] So I've been thinking about this for a while, and now feel confident in making a thread about it. This is going to be a complete recruitment and no deaths (except Merlinus) run. dondon has laid a lot of good groundwork, but there's quite a few things that can only be achieved in a playthrough with growths, most notable of which is that a Roy with enough defensive parameters can save turns and warp uses in many chapters. If Roy is bulky enough he won't need to be warped in on the turn he needs to seize, or the boss area doesn't need to be cleared, meaning he could be warped in with the bosskiller and dropped safely. Extra warp uses could be allocated to secure extra treasure and the like for potentially more money for boots too. A Roy with enough hp/def/avo can definitely save a turn on 20x, and likely save a turn on 16x. Whilst this run will rig, rigging continous extremely low odds on enemy phase (like having Roy dodge 90%'s repeatedly) is far more taxing than rigging growths, hits or crits on player phase, so the bulk is appreciated. There's also the potential for a 3rd competant Warper/Status Staff user in Saul. Buff Roy + Saul with at least 17 Mag can save a turn in 20x if Saul Berserks the Swordmaster and Roy has good enough stats to make the SM attack a Shaman on EP, causing him to get out of the way of the throne. More warp range on Saul can also save turns on 16x. If I can save enough warp uses, I may be able to afford using Warp in chapters such as 17 or 18 to save turns. Lastly, there's the additional component of Bolting, which can allow for bosskills at 10 range, again either saving Warp uses or saving a turn (I think it mostly saves Warp which translates into turns saved elsewhere though). Unfortunately, Bolting has 10 Wt, only 5 uses, and only shows up in Chapter 16. The only Bolting user who has any chance of achieving a bosskill by themselves in one round of combat is Lilina, since although there are a couple of bosses that can be doubled by Bolting, they're all 3HKO's or worse, meaning we need a crit. (damn you+ 5 throne resistance!). Enemies have an actual luck stat in this game so even capped skill Lugh is unable to pull crit on any post Ch16 boss, but Lilina can get some extra points of crit via her C Support with Roy, which only needs 1 turn to reach. (in fact, Lilina is probably the only non Swordmaster/Berserker unit capable of pulling crit on most bosses without a crit weapon in LTC). Unfortunately, Lilina joins 5 chapters after Lugh, and Lugh is force deployed for 2 maps anyway, making training him far easier than Lilina. Additionally, since I don't actually care about growths (I'm rigging) Lugh and Liina's bases are effectively identical for mag and speed when taking into account their different promotional bonuses. Obviously, critting saves Bolting uses too though. Theoretically Lugh can get exactly one bosskill if he gets danced or has 2 turns to get the kill, but then unless you Hammerne Bolting (lol) or buy it at the Secret Shop he won't be able to actually kill another boss with it. But since I'm still doing planning there is a possibility that I may only need him to actually kill one boss, and there's always that obnoxious Priest on C18 who could be bolting'd to allow a 4 turn. Also, Lilina's ability to pull existant crit on bosses thanks to the Roy support means that theoretically, if both she and Roy are ferried to the throne, or Roy rescues Lilina and is Warped and drops Lilina in range of boss (Boots to Roy might actually happen lol), she might be able to keep up a steady stream of bosskill EXP even without Bolting, which can start a positive feedback loop. Note that Lilina also is extremely likely to draw enemy AI compared to other units due to her pitiful hp and def so her getting EXP is not as hard as it initially seems. Bosses that can be killed via Bolting and the required mag to crit kill them are as follows. The +1 Mt from Roy's support factored into the calculation, without it everything needs +1. Lilina's mag cap is 30. BOSS&CHAPTER MAG REQUIRED MAG INCREASES narshen-C16 18 mag OHKO 10 windam-C16x 20 mag OHKO 12 alucard-C17 18 mag OHKO 10 martel-C18 26 mag OHKO 18 sigune-C19 22 mag OHKO 14 roartz-C20 25 mag OHKO 17 tick-C20X 29 mag OHKO 21 murdoch-C21 30 mag ORKO (1 crit 1 hit) 22 pereth-C21X 30 mag OHKO 22 zephiel-C22 29 mag ORKO (2 crits) 21 brunya-C23 28 mag OHKO 20 jahn-C24 30 mag ORKO (1 crit 1 hit) 22 There are 10 total bosses that can be potentially doubled with Bolting, and the requirements range from 22 Speed to 25. Lilina's speed cap is 25. BOSS&CHAPTER ATTACK SPEED SPEED REQUIRED SPEED INCREASES windam-C16x 14 23 16 alucard-C17 15 24 17 martel-C18 14 23 16 roartz-C20 13 22 15 tick-C20x 13 22 15 murdoch-C21 13 22 15 pereth-C21x 15 24 17 zephiel-C22 14 23 16 jahn-C23 15 24 17 iden-FINAL 16 25 18 Obviously this information is mostly superflous (Iden especially, Roy is killing her) since we're going to rig crits but I worked it out anyway. These requirements are all very steep, but become slightly less steep when you consider I have to get at least 9 levels to promote on Lilina anyway and if she manages to keep getting bosskills, the downside of promoted exp gain shouldn't be an issue and she can just about manage to reach some benchmarks. In theory anyway. The first third of the game tends to have Rutger ferried to preform bosskills so an infantry unit that can attack at 2 range like Lilina should be able to replicate many strategies. Martel is the only boss that I think Lilina can save turns via killing, (I'm not entirely sure though because I don't know how the enemies are going to move and stuff) but being able to kill particular enemies in the way at 10 range, or saving Warp should translate into more turns shaved elsewhere anyway. Lastly is the prospective of either Alan or Lance getting raised and rigged like crazy, but I don't really think them being particularly strong can actually save any turns except maybe in C7, C8x and C22. They might save some money on statboosters compared to Percival with enough levels, but Percival's base speed and str are so incredibly good that I have my doubts. To put it into perspective, either of them without statboosters need at to be 13/1 with perfect levels on str and speed non stop to match Percival, and Percival has Silver Swords, Lances and Killer Axes at base, and I can just rig his levels after he joins anyway, plus he's probaby the only realistic candidate for Durandal in the endgame. Alan has a slight edge on Lance beacuse multiple Speedwings exist before Percival joins (C11 and 14), but the only Energy Ring is in C19. Bartre's route gives an extra Energy Ring, but it costs more turns no matter what because Tate spawns on Turn 10 instead of 7. Also, if Lilina is actually going to be bosskilling and stuff, there won't nearly be as much exp for them to get anyway. (There's also super Thany/Shanna but aside from being able to potentially sponge a hit or two sometimes when carrying someone, I'm really not convinced she can save any turns when trained extensively) Anyway if you guys have any thoughts or ideas, please contribute. This run is a 133 turn clear in a complete recruitment setting of FE6 Hard Mode. EDIT: lol I put 7 instead of 8 for Chapter 12 for ages so thats where the old 132 number comes from. Go me.
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