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Found 6 results

  1. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  2. Hey guys, tired of the constant Edelgard, Rhea, Dimitri, Claude arguments about X and Y? Good, so am I. So let's talk about something that I think is WAY more fun, or rather, present a theory of mine that I started to make about Fodlan that ISN'T about the story and who's right and wrong. Namely, in regards to magic. How does magic in Fódlan work? Unlike most FE games, where magic is from tomes and staves, Fódlan forgoes the use of such things, and can cast them on their own. So does magic in Fodlan simply work differently? In a Fire Emblem interview, Kaga actually explains exactly how magic works in Archanea, and it's very interesting. Now, the part where I bolded is where I think holds the key to the question. I believe that the principles of magic in Fódlan works the same way as it does in Archanea, but simply done differently. Or perhaps is more advanced than Arcahnea's. In every FE game, magic at times tends to always form glyphs and magic circles at times when being used. With tomes and staves, the energy is stored inside them, and thus the chants and such releases the magic. And the energy is overall diminished from its storage, hence how tomes and staves "break" in games. I won't go into how Fates doesn't do that, cause that's something different I can explain another way. But there's also Gaiden/Echoes, which actually has similar functions to 3H's magic, which does not use tomes or staves. Instead, use of magic consumes HP, which I theorize is harnessing the energy within one's own body rather than the natural energy that surrounds them. I think Fódlan's magic is a more step up from that. I want to point people to an aesthetic that has always appeared in Fire Emblem. Whenever mages cast spells, there's generally a a circle of glyphs and symbols that surround them, or appear as magic circles in front of or underneath them. My belief is that these glyphs represent are the very thing that is storing the energy of the magic and you are now releasing that energy. So these glyphs and symbols also appear in Three Houses, and actually seem a lot more intricate and complex when you look at them. With that, I wish to point to something in Annette and Sylvain's support that caught my eye: What's interesting here is how Annette and Sylvain are talking about magic "formulas" which is very interesting. If you watch how whenever people try to explain magic, they try to "explain" it by making the magic be something that is similar to things like computer programs and such, like they do in the Dr. Strange movie. Well, this is the similar case. A formula basically means that the the symbols and characters are formed to allow the spell to do what it is meant to do. Now things start to become a bit clearer. Basically, Fódlan's magic is based on memorizing and utilizing magical formulas that for what tomes and staves do. It's more intricate and difficult overall because it's more advanced. This is because Fódlan's magical formulas has you immediately have the natural energy be drawn into the magical seal, and then immediately discharged, without the need tomes to act as the storage. However, I also theorize that the drawback is that magic formulas act as a way of limited use, because of the intricate design of the formulas. So that is why units cannot use spells only a limited amount of times per battle, unlike tomes, which can store a lot more energy. And only more advanced classes are able to attain abilities to use spells more, since the class is meant to represent that you have attained a level of knowledge that lets you adjust the formulas that allow you to use a bit more often. And Crests that let you save spell from being consumed is basically the Crests providing the energy for the magic formula that basically acts as a variable that can avoid disrupting the formula. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- And that has been my theory on how magic in Fódlan works. Do you have any ideas on how it could work? Obviously I may very well be overthinking this, but it's interesting to consider how things work at times, and at least this is one of those discussions about 3H that won't have to get into the the typical kinds of arguments, so it should be more enjoyable. Hope to have a discussion that could be momentarily enjoyable if anyone is interested.
  3. Good Morning I am new to this forum and I am trying to learn to use Photoshop. I have designed a weapon system for fire emblem I hope you like it and I wish to get some feed back on what people think about it and how it will affect class composition and game play etc Weapons Swords will cover all variants on traditional blades: Rapiers, Broad Swords, Sweihandlers and also oriental blades such as katakana and masamune etc Axes are covering blunt weapons such as clubs, scythes and magi-stars. Lances cover piked weapons such a tridents and poles etc Magic Arcane is the new replacement for "dark" magic. I found the term quite archaic so I replaced it with the study of the arcane mostly dealing with space and time. practitioners can use spells such as warp, re-warp, teleport and worm. They will also be able to build nexus's, powerful areas on empty times that serve a variety of functions, for example similar to the light rune from FE-7 and the effects of the barrier staff. These concepts are still a work in progress. Tomes represent the contemporary studies of magic and are concerned with the manipulation of energy in it's terrestrial forms, Fire, Wind, Ice and Thunder. These will all be lumped into a Anima and fall under the Weapon Type of tomes. Not all mages will wield every type, for balancing issues. I am still playing with this concept. Users of Scepters specialize in light magic which can be used to vanquish otherworldly creatures, bestow powerful buffs and deal damaged with excellent accuracy. Projectiles All projectiles have a max range of two from the get-go, some classes many have attributes that modify this to their specialization. Kunai still work as de-buffers but will also receive a new feature, the "set trap" command which can be used on various surfaces to incapacitate, debilitate or eliminate foes. Guns are a new weapon that will be in early stage of development in the story line. Not many classes will wield this weapon as it will be specifically implemented as a siege weapon; Cannons. The application of airships is also something to consider. Considering allowing it's range to be in cardinal directions, only impeded by trees, walls, etc. Bows will have more variety between those that have a 1-2 and a 1-3 range which I hope will redeem archers. Otherwise no changes. Magic Effects Primal: All characters will have access to this in some form or the other whether it be a mount or a beast stone to transform into a creature, dragon, taguel etc. There will not be many major stat boost when it comes to mounts as i feel the extra move and weaknesses will be enough of a trade off. This will require more discussion. Mounts I have in mind are: Alicorns, Griffins, Dire Wolfs, Horse (of-course) and Rolling Calfs(Dark knight Only). Staves have been nerfed and buffed, many of the effects they used to have, have been handed off to wands, however they will retain their healing and status relieving function (heal, physic, fortify, etc) and as a design choice will be mostly composed of wood and other living-esque materials to differentiate them from scepters. Range of most spells are not 1-2 except Recover. Staff users will have some attacks, mostly endgame and boss only magic, based on the earth and water to manipulate terrain. Still researching this. Wands, impose your will upon the flesh using blood magic. Use of wands drain the users health upon casting. Users will have access to spells such as: Warg(Control an enemy, cannot move during this), death(causes instant death, low accuracy, bosses immune), sacrifice(heal an ally using your hp (conversion from hp lost to hp gained will be 1/2 higher.) etc. Please leave comments and feedback, thank you. *This is my first time using Photoshop pls excuse the choppy work.
  4. So, in the original Gaiden, Mages/Clerics learned spells at certain levels with different attributes. Additionally, different characters learned spells at different rates, and some were only available to certain characters. Do you think that they'll keep it mostly the same, just update it with modern sensibilities, or they'll change it to the Tomes/Staves we use today?
  5. In most FE games you only have access to one sleep, silence, berserk, warp stave. (I think two sleeps in 6) FE5 gives you tons of them thanks to the capturing feature. Furthermore it forces you to make to good use of the staves. For example in chapter 24 you've to silence quite a lot in the first turn to prevent "stave chains" (enemy dark bishops have silence, sleep, restore and fenrir). I also used the combo warp + rescue combination quite a lot. Tbh I like stave battles. A good alternative to weapon fights, which requires good strategical thought too. FE14 introduces lots of new status staves (I think there's no restore stave, if I remember correctly). Do you like it?
  6. I started a thread about staves a couple of months ago. At that time I asked you, which staves should return and which new staves should be added. In this topic I would like to ask you which experience gain model is the best for stave users: constant experience gain as in FE6-10: Stave users get always same exprerience independent on the level. In the GBA games promoted units get 50% less experience. degressive model as in FE11-13: A level 1 cleric gets more experience than the clerics in FE6-10. Though as the name implies: So higher the level of the unit, so less the gain of experience. In general I have problems to train clerics, because they get very low experience for healing in 6-10. 10 heals require a level up. Since the earlygame chapters are pretty short, it's almost impossible to give them a level up. It's known that clerics and monks are very fragile. In some situations you can't even heal, because an enemy with a range weapon can oneshot the healer. Another problem is that some healers like L'Arachel and Mist join late with low level. Other new suggestions: The healed points will be multiplied with a certain factor (x2). If an unit heals 10 points, it will gain 20 experience. A basic number of experience (10) + 1 point of each healed point. If an units heals 10 points, it will get 20 experience points (10 basic exp. + 10 exp. for 10 healed HP). FE13 is pretty much the opposite: The experience gain of a level 1 cleric or troubadour is almost doubled compared to FE6-10: 4 / 5 heals = level up. After a few levels the experience gain will be less. By this model Lissa is the first unit, who reaches level 20 operated I added three more question about the mechanics of staves in previous FE games: Should staves be able to miss? Should double healing return? Should staves be equipped to counterattck?
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