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Found 4 results

  1. So, we all know Raven, right? Mercenary, redhead, kinda weird, but a really good unit. Well, I was playing recently, grinding arenas with him, and when he hit level 20 I thought his defense was rather low. Sitting at a 6 (see picture) and starting at a 5 at level 5, I thought he must surely have bad odds for gaining it, but never thought this bad. He has a 25% chance at a defense gain each level, and across 15 levels, that would be (1/4)^15 chance for only one point to be gained. That's a 0.0000000093% chance of happening! Literally lower odds than winning the lottery. Am I that unlucky or has anyone else gotten super stat screwed?
  2. Hi, Like the title says, I wonder what is the general preference of players and your individual preference between defense stacking units without good HP and units with less but still decent def who can be called HP bags? As an example, we could compare Rinkah, Hinata, Effie and Arhtur and the value of stat boosters on them to patch their weak trait and make them your most valuable early frontliners (Silas seems out of this league since he has neither good HP nohr good defense at base and stays middling in both unless RNG blessed or Revelations!Silas but he's a completely different unit with stats nearly comparable with royal heirs so he's out). Votes have already started so I add this: it would really be nice if you commented on the reasoning behind your choice (strategy, tactics, use of the units, how good is def/res vs hp and why you would prefer one over the other, especially in Fates where HP is a very limited ressource, damage is high and seraph robe is shit but made up for with tonics, meanwhile dragonshield stays the same and can be topped with tonics too).
  3. Working on some new ideas for skills. Here's my first one: Ward Type: Command Target: Self Effect: When activated, physical attacks (Swords, Lances, Axes, Bows, Daggers, and non-magical Monster Weapons etc.) target Resistance instead of Defense for 3 turns. Once the effect ends, the user can not use Ward again for 3 turns.
  4. Okay, I don't have the time or the patience to do this, but some people out there might. I want to know what happens when you rout the "overpowered" knights in the prologue when you're supposed to sacrifice one of your units. You may say to yourself "That's impossible!", but I assure you, it's not. You just need to grind a lot, or use an emulator. Here's how you do it:
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