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FE12 Lunatic Incomplete Recruitment LTC in 140 turns


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Rules:

- RP, Growth / Bond Drop, Mixed Reclass and base-buyable boosters are allowed.
- Deaths are allowed and recruitment isn't forced.
- Chapter 24 must be accessed, so that I cannot shave turns just by doing bad ending. I must enter all gaidens. (circumventing them would actually cost turns)
- It's hard to put an exact limit to rigging, but expect that I will rig more stuff than a reliability-based run, but in amounts that can be considered reasonable.
- How's everyone is not allowed, Drill Grounds is allowed.

https://www.youtube.com/watch?v=h5ywAsj_-b0

Units to be used:

Spoiler

 

Short answer: generic LTC team.

Marth,
MU, Cavalier (starting class)/Pirate -> Dracoknight/Berserker/Paladin
Luke, Hunter/ mainly Merc -> Horseman/SM
Catria, Falcoknight
Palla, Dracoknight mainly
Sirius, Dracoknight / Swordmaster
Shiida, Cavalier -> Lances until C15. If her strength turns out well, she'll stay a lance user, otherwise I'll stick with something like SM or Sniper to kill some specific enemies.
Linde for nosferatank and levin and whatever awesome things she does to save turns.
Malicia, no comment
Etzel and Xane are pretty useful and will probably be used
and Feena

 

The run:

Spoiler

 

Prologues 1-7 AOC, 4+3+3+3+4+2+3/22 turns: https://www.youtube.com/watch?v=6DkjWPk0KHY
Prologue 8, 7/29 turns: https://www.youtube.com/watch?v=DSFU2AIPvlQ
Chapter 1, 6/35 turns: https://www.youtube.com/watch?v=8xNNC1UBA9Y
Chapter 2, 6/41 turns: https://www.youtube.com/watch?v=kWpDxDHAQ_M
Chapter 3, 6/47 turns: https://www.youtube.com/watch?v=POjpVZgYdVg
Chapter 3x, 6/53 turns: https://www.youtube.com/watch?v=u3e_IuPCIgY
Chapter 4, 3/56 turns: https://www.youtube.com/watch?v=JmH2LSrdF6o 2 Rescue
Chapter 5, 8/64 turns: https://www.youtube.com/watch?v=bE0blGOT-hg 2 Rescue

Chapter 6, 4/68 turns: https://www.youtube.com/watch?v=qneF5c4BORM 1 Hammerne 2 Rescue

Chapter 6x, 1/69 turns: https://www.youtube.com/watch?v=kSPR_QXKSc 1 Rescue

Chapter 7, 4/73 turns: https://www.youtube.com/watch?v=7mVEtAYyu8U 1 Rescue, 1 Hammerne

Chapter 8, 2/75 turns: https://www.youtube.com/watch?v=QDElsFMPpuE 1 Rescue

Chapter 9, 5/80 turns: https://www.youtube.com/watch?v=yz2QOSuATik 1 Thief, 1 Rescue

Chapter 10, 2/82 turns: https://www.youtube.com/watch?v=UGLxS0iFTSQ 1 Thief

Chaper 10x, 1/83 turns: https://www.youtube.com/watch?v=dHBEe6d7vL8

Chapter 11, 4/87 turns: https://www.youtube.com/watch?v=uTU3hvoxyA4 2 Rescue

Chapter 12, 5/92 turns: https://www.youtube.com/watch?v=E2C_MEw-X88 1 Hammerne 1 Rescue

Chapter 13, 3/95 turns: https://www.youtube.com/watch?v=WaBMRosYULY 1 Rescue

Chapter 13x, 2/97 turns: https://www.youtube.com/watch?v=wJxu9LwxrP4

Chapter 14, 4/101 turns: https://www.youtube.com/watch?v=2trkcfbZFnQ 1 Rescue 1 Thief

Chapter 15, 5/106 turns: https://www.youtube.com/watch?v=DtVN0438wP4 1 Rescue

Chapter 16, 2/108 turns: https://www.youtube.com/watch?v=hZG6FxPfmql 2 Thief

Chapter 16x, 1/109 turns: https://www.youtube.com/watch?v=qrqlEpTfUCE

Chapter 17, 3/112 turns: https://www.youtube.com/watch?v=S3xyAVsamt4 1 Rescue 1 Again

Chapter 18, 2/114 turns: https://www.youtube.com/watch?v=wtjWsa3TmFY 1 Rescue

Chapter 19, 5/119 turns: https://www.youtube.com/watch?v=EJ4eZyzlyFA 1 Rescue 1 Again

Chapter 20, 5/124 turns: https://www.youtube.com/watch?v=ZGifGkXl3hw

Chapter 20x, 4/128 turns: https://www.youtube.com/watch?v=u2BZgzl8tVk

Chapter 21, 5/133 turns: https://www.youtube.com/watch?v=xnzWP60N7ls 1 Rescue 1 Again

Chapter 22, 3/136 turns: https://www.youtube.com/watch?v=7lcKL7qeVbM 2 Again

Chapter 23, 2/138 turns: https://www.youtube.com/watch?v=tVslv7kM6XE 2 Rescue 1 Again

Chapter 24, 2/140 turns: https://www.youtube.com/watch?v=h5ywAsj_-b0

Forges:

Spoiler

 

Chapter 3, 8 (+2) Mt Iron Axe: allows MU to ORKO Dracoknights on C3 and helps meeting the bosskilling benchmark.

Chapter 4, 4 (+4) Crt Javelin: Intended to use it on Arran to critblick the Hunter in the boss area on turn 2 with a crit, although I turned out not to need it due to doing a different Soldier placement on turn 1. The critforge came in handy to blick the C16 and C17 thieves, and the C22 throne room Swordmaster.

Chapter 9, 6 (+2) Mt Hand Axe: Soldier consistently OHKOes a Mage. Came in handy to collect droppable stuff on C15 and on C11 and C12 to ORKO Wyverns.

Chapter 11, 10 (+2) Mt Dragonpike: Soldier OHKOes the C11 boss, Palla OHKOes C12 generic Wyverns, Caeda 2HKOes C13 and C14 Ice Dragons, Catria 2HKOes the C13 boss.

Chapter 16x, 6 (+2) Mt Hand Axe: The older +2 Mt Hand Axe forge was too low on uses for MU to 1-turn C16x, so I opted to forge another one which allowed Soldier to consistently ORKO C16x enemies.

Chapter 19, 12 (+3) Mt Poleax: Soldier OHKOes Horsemen on EP and OHKOes or heavily damages Paladins depending on their rolls.

Chapter 20, 9 (+2) Mt Armorslayer: Added a bit of reliability for Sirius to kill the General in the treasury instead of rigging a non-map save 75% CoS crit. I assumed my team can 3-turn C20x with it, but I missed out on a detail so it turned out not to matter in that regard.

Chapter 20x, 11 (+3) Mt Brave Lance: Soldier OHKOes the C20x boss as a Paladin, a C21 Wyvern and Swordmaster as a Dracoknight and RP!Dracoknight!Palla could use it to OHKO Swordmasters and Sorcerers on C22.

Chapter 21, 13 (+1) Mt Master Sword: Marth can OHKO the C22 boss; this is not necessary if Marth is given another Arms Scroll, which costs less aswell, to simply OHKO him with A Swords and an MS crit. Did the forge on C21 because I predicted I might want to do another forge on C22.

 

Edited by Gradivus.
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Posted (edited) · Hidden by Florete, February 19, 2015 - No reason given
Hidden by Florete, February 19, 2015 - No reason given

old and irrelevant
 

Spoiler

 

thanks and whoops.

Prologue 6, completed in 2 turns: https://www.youtube.com/watch?v=TAY4RZ29wuE

btw, I can see a possibility of a Prologue 4 3-turn with Cav!MU. MU only waited on Turn 3, he could have ORKOed the Merc in that time. Luke and Rody gang Athena, both with Iron Lance, with rody getting forced to retreat. I don't recall Athena's defense though, and she sat at 16 HP. I think if she has 5 Def, the strat is doable, if her def is higher, not.

 

 

Edited by Gradivus.
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Posted (edited) · Hidden by Florete, February 19, 2015 - No reason given
Hidden by Florete, February 19, 2015 - No reason given

old and irrelevant

Spoiler

 

Chapter 1, 6/36 turns: https://www.youtube.com/watch?v=EqaELfaX_Lo

6-turned with minimized RP usage:

76/77: Arran, to survive Lorenz and it maybe helped surviving the pirates, given that he's 4HKOed, not 3HKOed.

75/77: LolUnit, to survive two Pirate assaults after a certain resource that I bought and to double Lorenz.

74/77: Luke, to ORKO Pirates and get fed the Lorenz kill successfully.

Said resource is a Dracoshield. MU was slightly HP-screwed, so he would have taken 13/26 damage after the RP. That way, he only takes 11 damage. Of course, there is no way I could have killed the first initial group on PP1. Marth could have gotten overwhelmed by the bandits, but I had Fighter!Draug and Cav!Ryan around that distract them, while also dealing okay damage. I rigged Ryan a Spd Level on P4, presuming that P5 requires that (turns out not), but it comes handy to save an RP use. Skip from the first savepoint to 5:45, otherwise you'll just see bad levels that I rig away. The defense level was not necessary to tank the hunter because MU would have survived with 1 HP. I lack a clue why I didn't weaken the hunter on the fort with Arran first, so Luke can kill safely. I had to buy an Iron Axe for Draug, so I had 5140G after the preparations, and 10140G after selling the bullion. I really dislike MU's HP screwage (Humane is Def not HP.. should have known that PKL isn't good at memorizing MU builds looked up and not copied), but I'll feed him an angel robe eventually.

 

EDIT: Athena can be 3-turned, she has 4 Defense. Either I'm gonna redo or not, you'll see.

EDIT 2: I redid up to P4 now, and if I'd be using Rody for longterm instead of Luke (or just both) I'd be able to 3-turn P4 while maintaining 10000 base gold by swapping roles between Luke and Rody on Turn 1, and having fulll HP Lance!Luke soften Athena, then feed to Rody. I'm not sure if I'd be able to do exp distribution well enough to use both in such strict LTC environment (unless I'd use Rody only, which I guess is viable too). I guess I'll stick with the exp on Luke at the cost of 1000G over Bow Forge!Rody which probably costs more. I also have to explore a Rody-less P5 4-turn atm, but I don't expect it to be too hard. I'll also keep Cain alive due to knowing how and start off with 9k gold.

Edited by Gradivus.
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Can't wait to see more. Good luck beating PKL in turn counts!

Also, P6 got skipped in the video.

If there's something I've learned, it's that it's actually pretty easy to improve an old run. I myself have been theorizing a lot of turn shaves but am kinda tired of full LTC'ing FE12 so I haven't redone my playthrough. It'll come eventually. First I'll play (and record) Fire Emblem 5 blind though.

Chapter 1, 6/36 turns: https://www.youtube.com/watch?v=EqaELfaX_Lo

6-turned with minimized RP usage:

76/77: Arran, to survive Lorenz and it maybe helped surviving the pirates, given that he's 4HKOed, not 3HKOed.

75/77: LolUnit, to survive two Pirate assaults after a certain resource that I bought and to double Lorenz.

74/77: Luke, to ORKO Pirates and get fed the Lorenz kill successfully.

Said resource is a Dracoshield. MU was slightly HP-screwed, so he would have taken 13/26 damage after the RP. That way, he only takes 11 damage. Of course, there is no way I could have killed the first initial group on PP1. Marth could have gotten overwhelmed by the bandits, but I had Fighter!Draug and Cav!Ryan around that distract them, while also dealing okay damage. I rigged Ryan a Spd Level on P4, presuming that P5 requires that (turns out not), but it comes handy to save an RP use. Skip from the first savepoint to 5:45, otherwise you'll just see bad levels that I rig away. The defense level was not necessary to tank the hunter because MU would have survived with 1 HP. I lack a clue why I didn't weaken the hunter on the fort with Arran first, so Luke can kill safely. I had to buy an Iron Axe for Draug, so I had 5140G after the preparations, and 10140G after selling the bullion. I really dislike MU's HP screwage (Humane is Def not HP.. should have known that PKL isn't good at memorizing MU builds looked up and not copied), but I'll feed him an angel robe eventually.

EDIT: Athena can be 3-turned, she has 4 Defense. Either I'm gonna redo or not, you'll see.

EDIT 2: I redid up to P4 now, and if I'd be using Rody for longterm instead of Luke (or just both) I'd be able to 3-turn P4 while maintaining 10000 base gold by swapping roles between Luke and Rody on Turn 1, and having fulll HP Lance!Luke soften Athena, then feed to Rody. I'm not sure if I'd be able to do exp distribution well enough to use both in such strict LTC environment (unless I'd use Rody only, which I guess is viable too). I guess I'll stick with the exp on Luke at the cost of 1000G over Bow Forge!Rody which probably costs more. I also have to explore a Rody-less P5 4-turn atm, but I don't expect it to be too hard. I'll also keep Cain alive due to knowing how and start off with 9k gold.

Yeah, I suspected back in my old run that P4 could be 3 turned but the details escaped me. Good stuff for figuring it out :). I haven't been able to watch the vids yet but you make it sound like you're going for Rody over Luke?

Edited by PJSalt
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I probably won't; I theorized about how to maintain the 10000 base Gold while 3-turning P4. I meant that I'll still use Luke because Rody is likely to need a bow forge for a better start, whereas Luke can double things with a plain steel sword, and having Sword rank from the get-go saves arms scrolls. I think that using Luke in that case saves money despite the lower base money. Also, I'll re-record but the strats will stay similar. Though I'm at P6 now.

Edited by Gradivus.
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Videos are up.


Prologues 1-7, AOC routes, are completed in 22 turns altogether

I needed for an optimal MU level from the first two maps (or at least Str HP Spd, but I'd better intercept potential def screwage now). Crediting PKL for the general strats on P2, 3, 4, and 6, except I had to do some adjustments to use Luke and to 3-turn P4. P7 was Cain due to me being unsure about the possibility of routing Est route in 3 turns without 6 Spd Ryan. There is still a way to get him to Est within 3 turns, without any exposure to archers, but I predicted the execution to be more difficult because I was unsure whether I can kill all generics in 3 turns.


Prologue 8 is completed in 7/29 turns.

MU needed a str level to OHKO a Mage with 24 atk. Marth had to Rapier crit Katarina. That chapter was pretty annoying, as always.

Edited by Gradivus.
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Iron Axe forge is pretty useful earlygame just for making stuff more reliable, and is helpful for units in Dracoknight later on who want to use an axe that isn't awful, but if you're essentially throwing pretenses of reliability out the window then you may as well just keep rigging str instead.

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Iron Axe forge is pretty useful earlygame just for making stuff more reliable, and is helpful for units in Dracoknight later on who want to use an axe that isn't awful, but if you're essentially throwing pretenses of reliability out the window then you may as well just keep rigging str instead.

you're right, I'm LTCing, not doing efficiency, so I should remove the rigging rule completely.

On topic: MU is pretty much my only dracoknight that will need any axe rank, and he's only 1 point short of ORKOing C2 and C3 Dracoknights as a Pirate. I think I might actually forge an Iron Axe, because MU's exp gain vs C2 units is horrendous and he sits at level 9.19 after C1, so I doubt that he can get a level prior to the DKs. Another option would be staying Cavalier and going up the left hand side, to pull a Lance!Draco (ORKOed, barely) and an Axe!Draco (survives) with a plain steel Lance, which helps pursuing the Lady Sword!Thief too. I guess someone random with low def can pull the RHS Lance!Draco away from Marth, like Draug. Arran probably has to stand 1L of Marth as an RP!General to survive the boss and another DK. I guess Sirius and Palla will use an Iron Axe here and there because Steel Lances sell for more, but lol.

Chapter 1 is completed in 6/35 turns.

This time, I decided to exploit the Bond Drop, which makes Luke get the experience, instead of non-longterm units. Luke must get hit by the Bandit on Turn 1, otherwise he won't face CoD from the other ones to attract them. Ryan having proc'd Spd in the Prologue allows for another Luke kill without blowing an RP use; otherwise, Gordin would have had to guard Rody, and Draug would have had to get the kill, to prevent Ryan from getting ORKOed. I actually planned to do the bosskill with Silver!Arran (14), Iron!MU (11x2) and Steel!Luke (6), but it worked out with that odd MU crit + miss in combo with that Arran miss + iron lance improvisation.

Growth Drop went to Marth, Bond Drop to Luke.

RP uses were:

76/77: Luke is able to ORKO Pirates and to get fed Lorenz.

75/77: MU can double Lorenz.

74/77: Arran avoids doubling from lorenz, he actually got exposed to about zero bandits here. 74/77

Edited by Gradivus.
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Alright, nice. I would reccomend in the future you stick to a format where it is clearly shown that you loaded a map save between segments though, just cut from the map save save screen to the loading screen for the successful reload.

Edited by Irysa
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you literally posted this directly after I rendered my C2 video, so I'm gonna start doing that from C3 on.

Chapter 2 is completed in 6/41 turns.

 

Draug got sacraficed unfortunately, apparently he can ORKO an Archer on 3x while having 9 mov. His C3 contribution is replicable by Steel!Rody though. Generally I had MU handle the left hand side here, which also is an easy way to obtain the Lady Sword; The main part of my army goes up the RHS, with Cord (con)trolling the AI so Catria only has to deal with the generic and the recruitable hunter. Cord also proves himself useful for baiting the 2 Soldiers afterwards. The Cav movement can generally turn out inconvenient but w/e. The Soldier and Hunter pulls are pretty consistent. If you look exactly at the things that happened after the 2nd map save, you'll see that I can barely handle the DK swarm without all that coincidence that happened. MU got 1 point less Lance rank than he was supposed to and Luke one more level. Draug should have been an RP!Cav on this map, so he could have ganged the RHS Sword!Cav with an EP + Iron Lance!Cecille next PP. At least I saved an RP use. (lol)

Edited by Gradivus.
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Managed to 6-turn C3. Basically PKL's strat with Rody > Draug and Luke > Ryan; I'm trying to upload it atm, but YouTube has a hellish lag atm. For Rody to replicate Draug's task, the Cavalier that attacks Arran from the top mustn't have 6 Def, so he wouldn't die to Arran's Silver and Rody's subsequent steel. I forgot to use a vulnerary on Turn 4, disallowing Arran from tanking 3 Cavaliers and the boss' Javelin, so he had to do the final blow, which sucks. Luke was somewhat SPD blessed I guess, so he only needed a Str Bond from the bond drop to 3HKO every Dracoknight. Marth didn't need an RP because he has enough Spd to ORKO Matthis. Palla accidentally crit the Masterseal!DK, so I didn't have to rig a Spd Level and a Linde Mag Level and a bosskill from the same save, sparing myself from a bit of boredom.

RP usage:
69/77: Catria, to ensure she 3HKOes every DK.
68/77: Arran, to avoid 3HKOes throughout the chapter, meet the bosskill benchmark along with MU + Gordin and to ORKO the ballista.
67/77: MU, to hit 29 Atk after a proc with the forge for the bosskill; allowed him to ORKO a DK prior to his level up because he was barely short of that without RP.

I bought 2 things before the map:

- Iron Axe +2 Mt forge: allows MU to hit the bosskill and dracoknight kill benchmark
- Angelic Robe: allows Linde to survive Dracoknights and is pretty much necessary for longterm!linde.

Current Money: 10860G

Chapter 3 is completed in 6/47 turns.

Edited by Gradivus.
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Arran bosskill fuck year

I'm surprised you didn't just rerecord after you made the mistake with Arran's vulnerary though, but I suppose this game throws EXP at you in the midgame and MU doesn't really need more exp.

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tbh, I had a Str proc on Catria, the right rolls on Cavaliers, a Str proc on MU, some nice procs on Luke, and Palla got that random crit so I wouldn't need to deal with a bad level, and Luke didn't crit any dracoknights, so I decided to keep it. I guess MU could get a def level next map due to more exp (he must be a pretty bulky DK for the C4 strat, maybe General can work out).

Edited by Gradivus.
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Ah I see. Tbh, is there really a need to conserve RP so much? You have quite a generous amount of uses, so I would have imagined just RPing Rody would take a load off for having to rig the setup so much.

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I honestly just didn't do it because Draug is awesome and his sacrafice would have been in vain. otherwise, it would have been better to do it. surprisingly though, Luke 7% EP crits and MU 65% str non-procs were bigger issues.

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Chapter 3x is completed in 6/53 turns.

The video description says everything: lol. There are some Knights on Turn 1 that had to roll low def low hp, but it's such an easy chapter; literally reset for 4 stat rolls and a good level and the chapter is done. Quite a breather map that provided some exp for free. 6-turning took 1 RP on Palla to ORKO that AK.

As for C4: commonguard's 3-turn shaves 2 turns each rescue use, so I'll do that one. I must get creative with General!MU though because Dracoknight can't survive as MUch as he MUst (feel free to kill me), even if I buy a Dracoshield, a downside to going Cavalier over Knight. No disadvantage TC-wise though. I'm pretty close to a General 3-turn.

Edited by Gradivus.
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Chapter 4 is completed in 3/56 turns with 2 Rescue uses.

Credits to commonguard. My MU wasn't bulky enough as a Dracoknight though, with 20 Def after RP and Dracoshield, he'd still be 4HKOed, so he sticked to General, which class allows him to tank 5 axes at WTD. Yumina was sacked to rescue Marth to 2 turns from the gate. Yubello was sacked to make Ogma survive, who is crucial for the clear because he gives Sirius, necessary to finish the boss off, and Yumina a path towards the gate. The lower group things were rather odd. I sacked Ryan vs a Bandit (which class always attacks before other generics) to make Linde not die to a Hunter + Bandit combo. I presumed that it's necessary to have Catria use the map save on turn 2, so that Arran can critblick the Hunter with a +4 Javelin critforge, since I thought he wouldn't aggro. Had Marth been exposed to 2 silvers, he'd probably have died, and the spot Arran started on allows him to barely reach the Hunter from 22 tiles distance. I could have used RP!Taurus!Silver!Arran to OHKO the thief, but my misconception on the boss area aggro made me rely on Catria to 2HKO him after getting healed by Wrys. I decided to improvise with meatshields and get some exp off the reinforcements. It's too bad that I couldn't afford to deploy DK!MU because that Axe WEXP passes away.

This clear took 4 rainbow potion uses:

65/77 Linde: avoids getting OHKOed by Bandits.
64/77 MU: 5HKO becomes 6HKO and the boss must be doubled for Sirius to kill.
63/77 Luke: to double Bandits as a Hunter, and avoiding counters was important. plus his bow rank improved!
62/77 Ogma, to double the Hunter.

Bought:

+4 Crt Javelin forge for 1000G

I guess why not keep the critforge? Comes in handy on C16 and maybe 22!

Also drill grounds-rigged a +2 HP +1 Def level on MU, as a General for 1000G. Can't hurt given that he sat at 33 HP as DK, one of his main classes and the money expended is lower now than later. 13860G leftover after the bullion got sold.

Edited by Gradivus.
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Posted (edited) · Hidden by Florete, February 19, 2015 - No reason given
Hidden by Florete, February 19, 2015 - No reason given

old, ignore

Chapter 5, 8/64 turns, 2 Rescue: https://www.youtube.com/watch?v=QudLYBT8Nek

Basically commonguard's clear with a different opening; MU can't afford to do the turn 1 knight pull though. I did a drill grounds round with Arran for Str because I thought he needs to ORKO a Ballista as an RP!Silver!DK, turns out not. Sirius got a +1 Javelin forge and an Angelic Robe because I'm stupid and thought he needs it right now, bombing my cash a bit; I'm pretty sure I could've waited for the C7 one in retrospect. It's a good longterm thing on him regardless, and I could manipulate both of his first 2 levels, so that's probably not too big of an issue. I rigged all Cavs to have 11 Spd, so they get doubled by RP!Sirius, so that MU doesn't have to help out in the bottom part of the map on turn 3, as the thief to be pursued by him escapes on 4. Sirius can legitly reach level 3 on this map on LTC!

Also, sorry for that dumb double 74 hit dodge reliance, I could have tradechained the pure water to shiida so she isn't OHKOed, and Ogma would have been low-resistance targetted by the Mage, and picked off by the Cav. I'd have killed Barst in that event and bought a hand axe. My money is around 7000 atm, but I've still got many irons in the bank that can be sold, and a Secret Book comes next map.

This map was cleared with 5 Rainbow Potion uses, distributed to:

- Marth, to ORKO that Armor.

- Sirius, to ORKO the boss with Silver + Taurus, and to ORKO all LHS Cavs with a +1 Javelin.

- Arran, ORKOes a knight.

- Catria, ORKOes Mages and has existent resistance which would have helped had I not played retardedly.

- Luke, doubles Cavs as a Hunter and can ORKO dependent on their rolls.

Edited by Gradivus.
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Yeah the chance of Palla not dying on turn 3 seems horribly low, but given that you're rigging stats as much as you are just do what you need to. Although it does look less elegant I suppose.

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If I had failed too often on C5 I guess I could have exposed Sirius to the stonehoist, and then rig a Def level off a savepoint after doing a round in the drill grounds to reach the exp level that allows me to get a level off the boss; Sirius would have barely survived, by 2 HP to be accurate, and I could've done a mage double pull because Palla wouldn't be needed for the ballista distraction. That thing with palla actually just was a first-try gamble, I'd have looked for a consistent strat otherwise because of the likelihood.

Edited by Gradivus.
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you know what, I'll redo C5. I'm not fine with relying on 2 subsequent 80 true hit misses after the Sirius 4-statter that has a likelihood of 17,2% (which is a 0.8% total CoS when there's a completely consistent further strat, aside from some javelins that get chucked at 85 true hit or something) when I have no clue of clock abuse. I'll update C5 and C6 together once I've finished them.

Edited by Gradivus.
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