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Found 8 results

  1. In my current run of Conquest, I've just unlocked Ophelia's paralogue, and I noticed that her base stats seemed to be inconsistent with the formula given here: Another way of understanding this formula is this: compare each parent's personal stats (listed stats minus class bases) to whatever the child should have based on his or her personal bases and average growths. For example, if you're getting a child at level 17, the child's "Expected Absolute Base Stat" (EABS, the value called "C" in the formula) is their personal base stat, plus 7 times their growth rate in their starting class, rounded to the nearest integer. 0.5 rounds up, according to my testing. If the father's personal stat is greater than the child's, record the difference between them as the variable F; otherwise, if the father's stat isn't bigger than the child's, count this as a 0. Do the same for the mother, recording this value as M. Then combine these two values. According to the formula, this translates into bonus stats for the child as follows, in descending priority: If F + M is at least 16 and the child's EABS is at least 20, add 4. If F + M is at least 12 and the child's EABS is at least 10, add 3. If F + M is at least 8, add 2. If F + M is at least 4, add 1. Otherwise, add nothing. Here's my situation. I'm recruiting Ophelia after chapter 18, so she is level 20. Without any stat inheritance from her parents, Odin and Elise, I would expect her to have this stat line: Elise!Ophelia level 20, unmodified +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 27 | 5 | 20 | 12 | 16 | 20 | 7 | 15 | +----+-----+-----+-----+-----+-----+-----+-----+ This is accurate—if I edit my save to remove all stat growths from Elise and Odin, those are exactly the stats I see on her when I load up Paralogue 21. If I start the battle and have her use her Offspring Seal, she gets exactly the stats I would expect at Sorcerer level 2: Elise!Ophelia at level 20, unmodified, promoted to Sorcerer level 2 with Offspring Seal +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 28 | 5 | 24 | 13 | 20 | 21 | 9 | 19 | +----+-----+-----+-----+-----+-----+-----+-----+ [An aside: the game rounds twice as it generates these stats—once when it produces Ophelia's stats at level 20, and once again when it computes the stat increases from the Offspring Seal. In Ophelia's case, she expects 19.5 Magic at level 20, so the game rounds this to 20. After promoting to Sorcerer and gaining one level, she would gain 3 Magic from promotion and a further 0.8 Magic from her growth rate, so the game rounds this 3.8 expected value to 4. A naive average stat calculation would give Ophelia 19.5 + 3.8 = 23.3 Magic, but she actually always has at least 24 if you recruit her at this time.] However, in my actual save the parents obviously have gained stats. In my case, the three characters' actual personal stats are the following: +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Father points: | 18 | 15 | 12 | 19 | 14 | 21 | 13 | 8 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Mother points: | 16 | 6 | 22 | 7 | 17 | 21 | 11 | 15 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Ophelia's EABS: | 11 | 5 | 14 | 9 | 13 | 19 | 4 | 10 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | F + M: | 12 | 11 | 8 | 10 | 5 | 4 | 16 | 5 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | EXPECTED BONUS: | 3 | 2 | 2 | 2 | 1 | 1 | 2 | 1 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ But the expected bonus value, according to my interpretation of the formula on the site, wasn't what I actually got in the game. Elise!Ophelia level 20 (after Ch. 18) with inheritance +----------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Expected | 30 | 7 | 22 | 14 | 17 | 21 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Actual | 30 | 7 | 21 | 14 | 16 | 20 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ I only got one extra point of Magic instead of two, and I didn't get any bonus points in Speed or Luck. I thought this was really weird, so I did some more save editing to investigate. In my test file, I have Elise!Ophelia's, Nyx!Nina's, and Selena!Soleil's paralogues unlocked. I removed all stat gains from their mothers, then gave their fathers exactly the amount of growth I would need in each stat to set their personal values to 4 points higher than their daughters' level 20 Expected Absolute Base Stats. Thus the values of F should all be 4 and the values for M should all be 0. [In Soleil's case, her Magic EABS is 1 and Selena's innate Magic base is 3, so I gave Laslow 3 points in Magic to make M + F equal 4.] With this setup, I expect to get 1 bonus point in every stat on all three characters. I did not get that. Ophelia only gained 1 point in HP, STR, SKL, and DEF. Soleil only got MAG, LCK, and RES. Nina got 1 extra point in most stats, but not in MAG or SPD. At first I thought there was some very weird rounding issue going on, but I got suspicious of the fact that these three kids were generally missing the bonus points in their best stats. My guess was that in the inheritance formula, the EABS ("C") was calculated based on the child's stats at their effective level after using their Offspring Seal. For instance, since at this point Ophelia's Offspring Seal would boost her to level 2 promoted, I thought perhaps she counted as level 22 (or maybe 21) for EABS purposes. Since Ophelia has good Magic, Speed, and Luck growths, the extra two levels would make those stats higher, and therefore her parents wouldn't beat Ophelia in those areas by enough anymore. And in my main file, this explains the discrepancy perfectly: if her parents' stats are compared against those of a theoretical level 22 Dark Mage Ophelia, she should get a bonus stat spread of 3-2-1-2-0-0-2-1, which is exactly what I did get. Meanwhile, when I unplay Chapter 18 with the save editor and then load up Ophelia's paralogue, she also joins at level 20, but this time she doesn't get an Offspring Seal. Here, she gets the full 3-2-2-2-1-1-2-1 that I was expecting in the first place. Problem solved, right? But this doesn't work for what I see in the test file with Ophelia, Nina, and Soleil where I rigged up all the parents' stats. The kids were all supposed to inherit +1 in every stat, but they didn't. However, the stats I'm missing don't match the ones I should be missing if the game is comparing against the kids' level 22 stats. For example, Nina did get HP +1 but didn't get MAG +1. According to my computations, Outlaw Nina gains 1 HP going from level 20 to level 22 (8.00 to 8.60) but doesn't gain any Magic (9.50 to 10.40). I would therefore expect her to inherit the one extra point of Magic (Niles still has 4 more Magic points than her) but not HP (since Niles now only beats her by 3). Anyone have any ideas on what could explain this discrepancy?
  2. Hey, all! I'm sure this has been asked before, but I couldn't find an answer by searching the forums, so I thought I'd ask here. In FE7's class table, there are three classes directly after eliwood, hector, and Lyn's lord classes, but before their promoted classes. These classes use the map animations from the unpromoted, but use the names of the promoted. Is this extra data (and thus safe to overwrite with other classes), or does this serve some extra function in the game? Thanks!
  3. So, I just started painstakingly recording all of the rewards I get for feeding these animals: Spreadsheet here As you can see, this would take forever to fill out with enough info to be statistically significant. My progress alone will be incredibly slow. If you want to help, feel free to make your own copy of my "Template" sheet for your own records. Then, link it here so that I can copy it from time to time. I'd be grateful. If the way this system works is known, I would very much appreciate an explanation or a link to one. Even if it's just a theory.
  4. Hi! Blurb I have been working on providing more useful growth rate information, specifically the deviations of each character's growth rates to the average growth rates in the respective Fire Emblem title they appear in since that type of information truly demonstrates how useful a character is in proportion to other characters. This means that you no longer have to manually compare all the growth rates to one another and judge what you think is best. I am open to criticism as I would like this information to be as accessible and useful to the Fire Emblem community as possible! Furthermore, if you would like to help with the project and get access to the spreadsheets, just join the Discord server and we can discuss further from there! Links Discord: https://discord.gg/HpfK7EP If you are interested in providing input and working on this project together, simply click the above link and tag @Prospect#6861 once in the server, to get started! Spreadsheet: https://1drv.ms/x/s!AiqDxSufSqcggssD_Io1RZAWs_ip3w If you are just interested in seeing the spreadsheet click the drv link above. You are allowed to copy the spreadsheet and edit it yourself how you see fit! Roadmap Add all expanded growth rates for the 3DS and Virtual Console Fire Emblem titles. Provide interactable graphs to visualise data effectively. Include character profile pictures for easier glancing and analysis. Fix and finalise personal formatting for data. Changelogs 18/06/2018: Addition of Basic Graphs Open Release Format Adjustments General clarity Fixes Removal of Unnecessary Information Base growth rates have been included The base version of Awakening is complete. Aptitude was added to Mozu.
  5. Hello guys! I found a lot of information regarding the raw growth rate stats but had trouble finding any comparative data, thus decided to try to form my own charts. I have thus far inputted all the growth rates and then formed an average and compared each character's growth rates to the average. I totalled them all up and this allows some really good comparisons: I will work on a proper document with even more info like this including charts and graphs, so stay tuned! If you would like to help just DM me :) I have many plans and will probs do this for each game! The excel document should be ready soon with ordering too! If this all exists already please tell me, but thus far I haven't found anything like it! Name HP Atk Skl Spd Lck Def Res Total Alm 16 8 13 7 2 15 1 63 Lukas 6 -12 -2 -13 -3 10 0 -13 Gray 1 -2 -12 -8 -8 -10 -2 -40 Tobin -4 -12 8 -13 -3 -5 -2 -30 Kliff -9 -12 3 22 -13 5 -2 -5 Silque 1 -2 -7 -8 27 5 0 17 Clair -9 -2 13 32 17 -5 0 47 Clive 11 -2 -7 -13 -8 -5 0 -23 Forsyth -4 -2 -12 2 7 -5 1 -12 Python 1 -2 -17 17 -13 -10 2 -21 Luthier 6 -12 33 2 17 0 0 47 Mathilda -4 8 3 17 12 5 2 44 Delthea -14 28 -7 17 7 -15 2 19 Tatiana -14 8 3 2 2 -5 2 -1 Zeke 16 3 13 17 7 10 -1 66 Mycen -24 -32 -32 -28 -28 -25 1 -167 Faye -4 -2 -12 -8 -3 5 1 -22 Celica 6 18 8 12 12 0 2 59 Mae -9 18 -7 2 7 -5 0 7 Boey 11 3 13 -8 -8 10 -1 21 Genny -14 18 8 -8 2 -15 3 -5 Saber 16 -7 -12 -3 -8 10 -2 -5 Valbar 16 -2 -2 -8 -8 15 -1 11 Kamui 6 -2 -12 2 -8 -5 -2 -20 Leon 1 -12 8 -8 -3 -5 2 -16 Palla 6 18 8 -8 -8 10 -1 26 Catria -4 -2 3 17 -3 0 0 12 Atlas 1 8 -12 -13 -8 -10 -2 -35 Jesse -4 -7 -2 7 22 -5 -2 10 Sonya -4 3 8 -3 -3 5 2 9 Deen 16 3 -7 2 -18 5 -2 0 Est -9 13 8 2 22 15 1 53 Nomah -29 -22 -17 -23 -23 -25 -1 -139 Conrad 6 -12 18 7 7 15 6 48
  6. I recently finally got around to play the game on Normal Mode for a change and was rather surprised by just how much slower my units leveled. This made me curious about how different the enemy forces are between the modes. So I played through Chapter 1 side by side in both modes to collect a bit of data about the enemy's army composition and strength: Considering that it seems like there is no EXP reduction on Hard Mode and enemies of the same level will be equally strong, this makes me wonder how much harder Hard mode actually is. Facing more and higher leveled enemies means more EXP, which means faster access to promotions and spells.
  7. So I've compiled some information on the game, including - Playable Unit Data: character name, origin, weapon type, movement type, equippable weapons and skills (Complete) - Weapons: name, might, range, unlocked/defaulted star levels, upgrade cost, effect (99% Complete) - Commands: name, range, unlocked/defaulted star levels, upgrade cost, effect (90% Complete) - Triggers: name, range, turns, unlocked/defaulted star levels, upgrade cost, effect (In Progress) - Passives: name, skill-slot, upgrade cost, effect (99% Complete) The Google Sheet link is here: https://docs.google.com/spreadsheets/d/1mdSdiBaT5btVGNg_TZSn9jXDl9xd3oWzhyomOrfPb9I/edit#gid=0 Maybe this can contribute to a future meta? Possible Additions for the future (though no guarantees: I'm actually hoping that someone else does this) - Story Map Data (map layout, starting locations, enemy stats and skill set for each difficulty) - Adding character-specific info on which star-levels they have passive skills - Detailed info on prerequisite weapons/command skills/special skills/passive skills Some Tidbits - As far as I can tell, all Rally commands seem to be unlocked at 3-stars and defaulted at 4-stars. The one exception is the player's starting Sharena (2-star) who has Rally Attack at base. - Michalis, Camus and Sheena has the Iote's Shield, Grani's Shield and Svalinn Shield passive skills, respectively, all of which negate effective damage dealt to said units. These three seem to be the only units in the game to have these particular passives. - Thoron+, Rexcalibur+, Blárwolf, Blárwolf+ are enemy-only. I'm pretty sure that Gronnwolf and Gronnwolf+ are as well, though I have yet to confirm enemies have this. (They are, however, included for the sake of completeness) - The same passive skill progressions (e.g. HP +3, HP +4, HP +5) may be unlocked at different star-levels for different units. This is the reason why I haven't added unlocked star-levels for Passives. However, an overwhelming number (all?) of them are available at 1 star-2 stars-4 stars OR 3 stars-4 stars-5 stars, apart from a few exceptions (e.g. Close Counter, Lunge) which don't progress in three. Note that no units come with Passive skills at base. - No playable unit so far has the Ward Flier or Goad Cavalry passive skills.
  8. Copied and pasted from here, in attempt to solve a mystery about Fates' gameplay mechanics: https://www.reddit.com/r/fireemblem/comments/53yqqc/lets_attempt_to_derive_the_avatars_attack_stance/ Resources are out there for his growth rates, his mods, even his personal pair-up bonuses. But as far as I know, no such compilation is out there for the attack stance support bonuses in Hit, Avoid, Critical, and Evade. And I know that Serenes' postings cannot be the complete story here, as my Avatar gives different bonuses than they do. (On that note, Serenes also only shows the pattern of personal pair-up bonuses for Luck flaws at the currently time). Let's try to crack this mystery. What bonuses does your Avatar give to someone when they are standing next to to them, at what support ranks, and what is your boon/bane/talent. I have a +MAG/-LCK Dark Mage Male Avatar. He gives +15 Hit, +5 Avoid, and +9 Crit when standing next to his wife (S-rank). This contrasts with what Serenes thinks the answer is, which claims +15 Hit, +5 Avoid, +6 Crit, +5 Evade. If we build up a sufficiently large sample size of our boons/banes/talents and our attack stance bonuses, we can solve this mystery and figure out how it works. So post away so we can gather the data and figure out how it works.
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