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Author Topic: Fire Emblem Fates: Conquest & Birthright (PCs)  (Read 4603 times)

Dark Holy Elf

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Fire Emblem Fates: Conquest & Birthright (PCs)
« on: March 22, 2016, 06:43:09 PM »
Fire Emblem: Fates is a SRPG for the 3DS, and is the fourteenth game in a series you may have heard of. It's outstanding, play it.

The game is divided into three routes, which essentially function as separate games: Birthright, Conquest, and Revelation. Unless one buys the special edition which includes all three routes, players begin with access to either Birthright or Conquest, and then can download the others for about half the price of a standard 3DS game. The routes branch out from the shared first five chapters, and feature different plot, different maps, and largely different PCs. They will be treated separately in this thread.

All the PCs from both Conquest and Birthright are included here; each path has its own post. As Revelation only has one unique PC and in any case is essentially a strictly DLC (or limited edition) route, I probably won't bother with that one.

The game has some new and updated mechanics which you may wish to read about first; the DL-pertinent ones are noted here. Not included is any information on the new Dual Strike and Pair Up systems (which are neat as heck, but only function when you have multiple PCs).

Basic formulas

Atk = Str/Mag + weapon might + weapon rank bonus
Damage = Atk - Def/Res

Hit = (Skl*3 + Luck) / 2 + weapon hit + weapon rank bonus
Avo = (Spd*3 + Luck) / 2
Accuracy = Hit - Avo

Important: Fire Emblem Fates uses a new system to calculate true hit from displayed accuracy. Work is currently underway to determine what it is, but it's all but confirmed that it's some sort of "compromise" between the 2 RN system used by many recent games in the series and more straightforward 1 RN system. So you can still expect accuracy to be closer than 100 than displayed (for values above 50), but not by as much as previous games. One theory is that true hit is based on taking two random numbers A and B, and seeing if (3A + B) / 4 is below the displayed accuracy (if it is, the attack hits). For now, this stat topic will only list displayed hit.

For pure status attacks (staves), the formula is instead as follows:
Hit = Mag + Skl + Base staff hit rate + staff rank bonus
Avo = (Res*3 + Luck) / 2
Accuracy = Hit - Avo
(Note that Res is far less potent than it used to be for warding off status, compared to GBA/Tellius.)

Crit = (Skl - 4) / 2
Dodge = Luck / 2
Critical% = Crit - Dodge
(The formulas for Crit and Dodge are changed from Awakening.)

Note that classes and weapons may modify any of Hit, Avo, Crit, and Dodge. These modifications will be listed on the weapons and classes in question. Skills may modify any of those, as well as damage dealt and received.

Weapon rank bonuses to Atk and Hit are as follows:
For swords and daggers: +1 Atk at C, +2 Atk at B, +3 Atk at A, +4 Atk/+5 Hit at S
For axes: +5 Hit at C, +10 Hit at B, +1 Atk/+10 Hit at A, +2 Atk/+15 Hit at S
For staves: +1 healing at C, +1 healing/+5 Hit at B, +2 healing/+5 Hit at A, +3 healing/+10 Hit at S
Everything else: +1 Atk at C, +1 Atk/+5 Hit at B, +2 Atk/+5 Hit at A, +3 Atk/+10 Hit at S

The weapon triangle has been modified:
Swords and Tomes > Axes and Bows > Lances and Daggers > Swords and Tomes

Weapon triangle advantage nullifies the opponent's weapon rank bonuses to Atk and Hit, and also has the following effects, depending on the weapon rank of the unit with advantage:
D: +5 Hit, +5 Avo
C: +10 Hit, +10 Avo
B: +10 Hit, +10 Avo, +1 damage dealt, -1 damage received
A: +15 Hit, +15 Avo, +1 damage dealt, -1 damage received
S: +20 Hit, +20 Avo, +2 damage dealt, -2 damage received
If using a weapon which reverses the weapon triangle, the effects are doubled.

If the opponent isn't from a game with the weapon triangle you may wish to half these effects, blah blah blah, same as any other FE.


Equipment and Forging

In Fire Emblem Fates, equipment no longer breaks. Forging is back, but works differently (yet again!). To forge weapons, you combine two identical weapons into a single, slightly stronger version. For instance, you can combine two Iron Swords to create an Iron Sword +1, and you can combine two Iron Swords +1 to create an Iron Sword +2 (requires a total of 4 Iron Swords). The single act of forging a +N weapon requires N gems, which are gained over time through a combination of castle features. Each weapon type requires its own type of gem.

Forged weapons have bonuses over the base weapon as follows:
+1 weapon = +2 atk (requires 2 base weapons, 1 gem total)
+2 weapon = +4 atk, +2 hit (requires 4 base weapons, 4 gems total)
+3 weapon = +6 atk, +4 hit, +1 crit (requires 8 base weapons, 11 gems total)
+4 weapon = +8 atk, +6 hit, +3 crit (requires 16 base weapons, 26 gems total)

(Note: weapons which can not critical get their crit bonus applied to hit instead.)

It's possible to go beyond +4, but at that point the returns diminish (in particular, the atk bonus only increases by a further +1 per stage) and the costs get completely exorbitant. The maximum is +7.

In this stat topic, I will list a number of weapons assumed to be +2 or +1. To calculate weaker versions of these weapons, you remove 2 atk per stage, and 2 hit except for the change between base and +1. Calculating stronger versions is basically the reverse, of course.


Skills

Each character has a personal skill, which is unique to them. This skill is permanently set.

Otherwise, the skills each character has is based on gaining levels in classes. In general, characters gain skills at Levels 1 and 10 in unpromoted classes, and 5 and 15 in promoted ones. If a character changes classes, then he or she will gain one skill associated that with that class or its unpromoted version with every level he or she gains, starting with the lowest-levelled skill he or she doesn't yet know, until he or she has all the skills he or she is "supposed" to by that level.

A character can only set a maximum of 5 class skills. If he or she gains a sixth, he or she must unequip one (they can be swapped between fights). The personal skill does not count towards this maximum and is always equipped. Nobody has more than 5 DL-relevant class skills, so this isn't really an issue.


Debuffs

A major new feature of Fates' gameplay is the ability to lower the stats of your enemies (and yourself!). For instance, hitting an enemy with a Silver Dagger lowers their Speed, Defence, and Resist by 4. Using a silver weapon in combat lowers the user's Strength and Skill by 2 after the combat ends.

All debuffs recover by 1 point in each affected stat at the start of the phase of the character affected.

Debuffs do not stack, but they do overlap. If two effects of the same stat are applied, the higher effect to that stat takes precedence. For instance, if a character currently has -2 Str and -6 Def and is hit by a Steel Dagger, which inflicts -3 Str, -4 Def, and -4 Res, their new debuff effects will be: -3 Str, -6 Def, -4 Res.

The exception to the above rule is that self-inflicted debuffs do stack. Attacking with a Silver weapon will add a -2 debuff to whatever existing effect was already present. For instance, if a character attacks an enemy who does not counter once each turn with a Silver weapon, they will lower their Str/Skl by 2 after the first attack, recover to -1 at the start of their next turn, then lower their stats to -3 after attacking on the second turn.

There are a few other weapons which debuff their user by cutting the relevant offensive stat in half after use, but these aren't DL-relevant.


New terms

Fates' skill system tinkers much more heavilly with the battle system, and also uses some new terms to describe some old mechanics. Here's what you need to know:

"Followup attack": This is what the DL typically refers to as doubling. If your speed is 5 more than your opponent's, you get an extra strike, after the initial attack and counter have resolved.
"Followup attack speed +/-X": This means that your speed is treated as +/-X for the purpose of deciding if you get a followup attack. For instance, steel weapons mean have "followup attack speed -3" which means that your speed is considered 3 loewr for the purpose of doubling (i.e. your actual speed needs to beat the opponent's by 8). Hand Axes have "enemy followup attack speed +5" which means that enemies only need to match your speed to double you!
"Battle": This does not refer to the entire battle in the traditional sense, simply to an exchange of attack and optional counterattack. The few multitarget attacks in the game (ballistas, for instance) are not considered battles, and nor are pure status attacks (staves), so you might not want to consider other multiarget or pure status attacks such, either.
"After a battle, X occurs": Some skills activate only after the battle is completed. These occur after ANY battle, whether or not the character with the skill hit the enemy, or even attacked, except where noted. However, the major exception is that if a character is killed in the battle, their skills will not activate. (This is crucial to dealing with some enemy skills in-game.) Skills which deal extra damage after a battle will never be fatal, leaving those affected with at least 1 HP.
"Weapon can not trigger skills": Some weapons can't trigger skills. This refers only to skills which activate on attacks with a percent chance, such as Sol and Luna. Other skills still activate normally.



Assumptions

Most of these are attempts to compromise the views put forward in the discussion thread for this stat topic, found here. If you have any thoughts to add to the discussion, please post there.

-The following enemy stats are assumed:
Conquest: 25 Def, 21 Res, 135 Hit, 40 Avo, 5 Dodge. These are based on Conquest Hard, Chapters 26-27, with some rounding for Hit/Avo. If you're curious, the average Speed is 24 (with a spread of 12-37), though that won't be used directly in this topic. The Hit is juiced about 5 points from the actual average due to placing a heavier emphasis on bosses.
Birthright: 24 Def, 19 Res, 130 Hit, 40 Avo, 5 Dodge. These are from Birthright Hard, Chapter 27 (26 is... kind of a plot fight). Average speed is 21, with a spread of 11 to 30. Same caveat applies about Hit.

-Physical and magical durability are calculated against an attack which does 60% to average. Yes, this is high! It is that high in-game (at least on Hard)! Going lower causes Benny's pdur to shoot up to near invincible, if you're curious. Both this point and the previous may be amended when I have a chance to look over Birthright's figures.

-All stats and damage are rounded to 1 decimal place, with derived stats rounded to the nearest integer. If you want to round further, feel free.

-No children PCs are listed, for now. Maybe in the future!

-Conquest and Birthright are treated as separate game experiences, with separate averages and legal equipment.

-Endgame level is 20/15, or the level at which the character gains an equivalent amount of Exp per kill. Characters who have non-standard levels due to this will be noted.

-Characters must remain on their primary class tree. They may choose either promotion, if initially unpromoted. If initially promoted, they may change to the other promoted class on the same class tree, if they wish.

-At the moment, no character is treated as using two seals. The main characters who might want to are characters who gain a useful skill at 20/15 itself, but allowing this is questionable.

-The only weapons listed in this stat topic are ones that costs 4000 gold at most, from the primary armoury and vendor of the respective route. If you allow other weapons, consult the effects of forging, above. You may wish to apply a budget limit to characters, the costs of equipment will be listed so you can do this.

-Additionally, weapons are only treated as legal if
(a) they are infinitely storebought
(b) they are storebought in large numbers, such as the Javelin and Hand Axe (10 can be bought per playthrough, not counting any gained from other means). These weapons are limited to +1 forges, though, as it isn't reasonable to get enough +2's to outfit the PCs who might want them on a team.
(c) they are weapons of use only to a very small number of PCs, such as Nosferatu and magical versions of physical weapons. These exist on questionable grounds and you may not wish to allow them; they are marked with a star.

Killer and Brave weapons are not considered, as there generally aren't enough to go around. The case is better for weapon types which have fewer characters that can use them (namely bows on Conquest and clubs/axes in Birthright), particularly for Shura's Killer Bow and Scarlet's Killer Axe (initial equipment on both), but making an exception for one weapon group like that rubs me the wrong way.

There is also a single Beaststone+ in the game and a single Dragonstone+, and two potential users of each (however, one is a child in both cases). On the Birthright route, there is additionally only one Beastrune. Again, these weapons will be marked with a star.

-PCs are assumed to have an A rank in their primary weapon (or the maximum allowed by their class, if lower), and C in any other weapon types.


Equipment (Conquest)

Any weapon without a listed gold price can not be forged or sold (or if they can be sold, fetch no return price).

Swords (1 range, unless noted)
Bronze Sword: E, 4 mt, 100 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Bronze Sword +1: 6 mt, 100 hit (1000 gold)
--Bronze Sword +2: 8 mt, 102 hit (2000 gold)
Iron Sword: D, 6 mt, 90 hit (1000 gold)
--Iron Sword +1: 8 mt, 90 hit (2000 gold)
--Iron Sword +2: 10 mt, 92 hit (4000 gold)
Steel Sword: C, 9 mt, 85 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Sword +1: 11 mt, 85 hit
Silver Sword: B, 12 mt, 90 hit, -5 dodge, debuff self after battle** (4000 gold)
*Levin Sword: C, 11 mt, 80 hit, -20 avo, 1-2 range, magical, can't critical or trigger skills (3300 gold)
Siegfried: 11 mt, 80 hit, +5 crit, +10 dodge, 1-2 range. Raises Xander's Def by 4 if in inventory. [Xander only]
Shadow Yato: 16 mt, 85 hit, +10 crit, +10 avo, +10 dodge, halves the damage reduction of Dragonskin. +1 Spd, -1 Def/Res if equipped. Raises Corrin's Def/Res by 4 if in inventory (net of +3 if equipped). [Corrin only]

Lances (1 range, unless noted)
Bronze Lance: E, 5 mt, 90 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Bronze Lance +1: 7 mt, 90 hit (1000 gold)
--Bronze Lance +2: 9 mt, 92 hit (2000 gold)
Iron Lance: D, 7 mt, 80 hit (1000 gold)
--Iron Lance +1: 9 mt, 80 hit (2000 gold)
--Iron Lance +2: 11 mt, 82 hit (4000 gold)
Steel Lance: C, 10 mt, 75 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Lance +1: 12 mt, 75 hit
Silver Lance: B, 14 mt, 80 hit, -5 dodge, debuff self after battle** (4000 gold)
Javelin: D, 6 mt, 75 hit, 1-2 range, can't followup attack, critical, or trigger skills, enemy followup attack speed +5 (1800 gold)
--Javelin +1: 8 mt, 75 hit (3600 gold)

Axes (1 range, unless noted)
Bronze Axe: E, 6 mt, 80 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Bronze Axe +1: 8 mt, 80 hit (1000 gold)
--Bronze Axe +2: 10 mt, 82 hit (2000 gold)
Iron Axe: D, 8 mt, 70 hit (1000 gold)
--Iron Axe +1: 10 mt, 70 hit (2000 gold)
--Iron Axe +2: 12 mt, 72 hit (4000 gold)
Steel Axe: C, 12 mt, 65 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Axe +1: 14 mt, 65 hit
Silver Axe: B, 16 mt, 70 hit, -5 dodge, debuff self after battle** (4000 gold)
Hand Axe: D, 7 mt, 65 hit, 1-2 range, can't followup attack, critical, or trigger skills, enemy followup attack speed +5 (1800 gold)
--Hand Axe +1: 9 mt, 65 hit (3600 gold)
*Bolt Axe: C, 14 mt, 65 hit, -20 avo, 1-2 range, magical, can't critical or trigger skills (3300 gold)

Daggers (1-2 range)
All daggers debuff their target on a successful hit; the debuff is noted in the entry. The debuff occurs after the battle if the target survives, even if the dagger-user is killed (unlike debuff skills), but only if the dagger hits the target at least once.

Bronze Dagger: E, 2 mt, 100 hit, +10 dodge, can't critical or trigger skills. Debuff: Skl/Spd -1, Def/Res -2. (500 gold)
--Bronze Dagger +1: 4 mt, 100 hit (1000 gold)
--Bronze Dagger +2: 6 mt, 102 hit (2000 gold)
Iron Dagger: D, 4 mt, 90 hit. Debuff: Mag -2, Def/Res -3. (1000 gold)
--Iron Dagger +1: 6 mt, 90 hit (2000 gold)
--Iron Dagger +2: 8 mt, 92 hit (4000 gold)
Steel Dagger: C, 7 mt, 85 hit, -5 avo, followup attack speed -3. Debuff: Str -3, Def/Res -4.  (2000 gold)
--Steel Dagger +1: 9 mt, 85 hit
Silver Dagger: B, 10 mt, 90 hit, -5 dodge, debuff self after battle**. Debuff: Spd/Def/Res -4. (4000 gold)

Bows (2 range, unless noted)
Bronze Bow: E, 6 mt, 90 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Bronze Bow +1: 8 mt, 90 hit (1000 gold)
--Bronze Bow +2: 10 mt, 92 hit (2000 gold)
Iron Bow: D, 8 mt, 80 hit (1000 gold)
--Iron Bow +1: 10 mt, 80 hit (2000 gold)
--Iron Bow +2: 12 mt, 82 hit (4000 gold)
Steel Bow: C, 11 mt, 75 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Bow +1: 12 mt, 75 hit
Silver Bow: B, 15 mt, 80 hit, -5 dodge, debuff self after battle** (4000 gold)
*Mini Bow: D, 7 mt, 75 hit, -10 avo, 1 range (2400 gold)
*Shining Bow: C, 13 mt, 70 hit, -20 avo, 1-2 range, magical, can't critical or trigger skills (3300 gold)
*Killer Bow: C, 7 mt, 75 hit, +25 crit, -10 avo, critical hits deal 4x damage (3000 gold) [Shura initial equipment]

Tomes (1-2 range, magical)
Fire: E, 3 mt, 90 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Fire +1: 5 mt, 90 hit (1000 gold)
--Fire +2: 7 mt, 92 hit (2000 gold)
Thunder: D, 5 mt, 80 hit (1000 gold)
--Thunder +1: 7 mt, 80 hit (2000 gold)
--Thunder +2: 9 mt, 82 hit (4000 gold)
Fimbulvetr: C, 8 mt, 75 hit, -5 avo, followup attack speed -3 (2000 gold)
--Fimbulvetr +1: 10 mt, 75 hit
Ragnarok: B, 11 mt, 80 hit, -5 dodge, debuff self after battle** (4000 gold)
*Nosferatu: D, 7 mt, 70 hit, -20 avo, can't followup attack, critical, or trigger skills, heals user for half of damage dealt (4000 gold) [Dark Mage/Sorcerer only]
Brynhildr: 10 mt, 80 hit, 5 crit, +10 dodge. Skl% chance of halving magic damage received if equipped. [Leo only]


Equipment (Birthright)

Any weapon without a listed gold price can not be forged or sold (or if they can be sold, fetch no return price).

Katanas (1 range, unless noted)
(All katanas count as swords and give +1 Spd, -1 Def/Res if equipped)
Brass Katana: E, 4 mt, 100 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Brass Katana +1: 6 mt, 100 hit (1000 gold)
--Brass Katana +2: 8 mt, 102 hit (2000 gold)
Iron Katana: D, 6 mt, 90 hit (1000 gold)
--Iron Katana +1: 8 mt, 90 hit (2000 gold)
--Iron Katana +2: 10 mt, 92 hit (4000 gold)
Steel Katana: C, 9 mt, 85 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Katana +1: 11 mt, 85 hit
Silver Katana: B, 12 mt, 90 hit, -5 dodge, debuff self after battle** (4000 gold)
Kodachi: 5 mt, 85 hit, 1-2 range, can't followup attack, critical, or trigger skills, enemy followup attack speed +5 (1800 gold)
--Kodachi +1: 7 mt, 85 hit (3600 gold)
Raijinto: 11 mt, 80 hit, +5 crit, +10 avo, 1-2 range. Raises Ryoma's Str by 4 if in inventory. [Ryoma only]
Blazing Yato: 16 mt, 85 hit, +10 crit, +10 avo, +10 dodge, halves the damage reduction of Dragonskin. Raises Corrin's Str/Spd by 4 if in inventory. [Corrin only]

Naginatas (1 range, unless noted)
(All naginatas count as lances and give +1 Def/Res if equipped)
Brass Naginata: E, 4 mt, 90 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Brass Naginata +1: 6 mt, 90 hit (1000 gold)
--Brass Naginata +2: 8 mt, 92 hit (2000 gold)
Iron Naginata: D, 6 mt, 80 hit (1000 gold)
--Iron Naginata +1: 8 mt, 80 hit (2000 gold)
--Iron Naginata +2: 10 mt, 82 hit (4000 gold)
Steel Naginata: C, 9 mt, 75 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Naginata +1: 11 mt, 75 hit
Silver Naginata: B, 13 mt, 80 hit, -5 dodge, debuff self after battle** (4000 gold)
*Bolt Naginata: C, 11 mt, 70 hit, -20 avo, 1-2 range, magical, can't critical or trigger skills (3300 gold)
*Guard Naginata: C, 5 mt, 75 hit, -10 avo. +5 Def/Res if equipped (instead of +1). (2700 gold) [Hinoka initial equipment]

Clubs (1 range, unless noted)
(All clubs count as axes)
Brass Club: E, 5 mt, 85 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Brass Club +1: 7 mt, 85 hit (1000 gold)
--Brass Club +2: 9 mt, 87 hit (2000 gold)
Iron Club: D, 6 mt, 75 hit, +5 crit (1000 gold)
--Iron Club +1: 8 mt, 75 hit (2000 gold)
--Iron Club +2: 10 mt, 77 hit (4000 gold)
Steel Club: C, 10 mt, 70 hit, +5 crit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Club +1: 12 mt, 70 hit
Silver Club: B, 14 mt, 75 hit, +5 crit, -5 dodge, debuff self after battle** (4000 gold)
Throwing Club: D, 6 mt, 70 hit, 1-2 range, can't followup attack, critical, or trigger skills, enemy followup attack speed +5 (1800 gold)
--Throwing Club +1: 8 mt, 70 hit (3600 gold)
*Killer Axe: C, 8 mt, 65 hit, +25 crit, -10 avo, critical hits deal 4x damage (3000 gold) [Scarlet initial equipment]

Shuriken (1-2 range)
All shuriken debuff their target on a successful hit; the debuff is noted in the entry. The debuff occurs after the battle if the target survives, even if the dagger-user is killed (unlike debuff skills), but only if the dagger hits the target at least once.

(All shuriken count as daggers and give +2 Spd if equipped)
Brass Shuriken: E, 2 mt, 95 hit, +10 dodge, can't critical or trigger skills. Debuff: Skl/Spd -1, Def/Res -2. (500 gold)
--Brass Shuriken +1: 4 mt, 95 hit (1000 gold)
--Brass Shuriken +2: 6 mt, 97 hit (2000 gold)
Iron Shuriken: D, 4 mt, 85 hit. Debuff: Mag -2, Def/Res -3. (1000 gold)
--Iron Shuriken +1: 6 mt, 85 hit (2000 gold)
--Iron Shuriken +2: 8 mt, 97 hit (4000 gold)
Steel Shuriken: C, 7 mt, 80 hit, -5 avo, followup attack speed -3. Debuff: Str -3, Def/Res -4.  (2000 gold)
--Steel Shuriken +1: 9 mt, 80 hit
Silver Shuriken: B, 10 mt, 85 hit, -5 dodge, debuff self after battle**. Debuff: Spd/Def/Res -4. (4000 gold)
*Flame Shuriken: C, 9 mt, 75 hit, -20 avo, magical, can't critical or trigger skills. Debuff: Mag/Def/Res -4. (3300 gold)

Yumi (2 range, unless noted)
(All yumi count as bows and give +2 res if equipped)
Brass Yumi: E, 7 mt, 80 hit, +10 dodge, can't critical or trigger skills (500 gold)
--Brass Yumi +1: 9 mt, 80 hit (1000 gold)
--Brass Yumi +2: 11 mt, 82 hit (2000 gold)
Iron Yumi: D, 9 mt, 70 hit (1000 gold)
--Iron Yumi +1: 11 mt, 70 hit (2000 gold)
--Iron Yumi +2: 13 mt, 72 hit (4000 gold)
Steel Yumi: C, 12 mt, 65 hit, -5 avo, followup attack speed -3 (2000 gold)
--Steel Yumi +1: 14 mt, 65 hit
Silver Yumi: B, 16 mt, 70 hit, -5 dodge, debuff self after battle** (4000 gold)
Fujin Yumi: 14 mt, 70 hit, +5 crit, +10 avo [Takumi only]
*Spy's Yumi: A, 5 mt, 55 hit, -20 avo, range 3, can't followup attack (8000 gold) [Shura initial equipment]

Scrolls (1-2 range, magical)
(All scrolls count as tomes)
Rat Spirit: E, 3 mt, 85 hit, +10 dodge, can't critical or trigger skills. +1 Skl if equipped. (500 gold)
--Rat Spirit +1: 5 mt, 85 hit (1000 gold)
--Rat Spirit +2: 7 mt, 87 hit (2000 gold)
Ox Spirit: D, 5 mt, 75 hit. +1 Def if equipped. (1000 gold)
--Ox Spirit +1: 7 mt, 75 hit (2000 gold)
--Ox Spirit +2: 9 mt, 77 hit (4000 gold)
Tiger Spirit: C, 8 mt, 70 hit, -5 avo, followup attack speed -3. +1 Spd if equipped. (2000 gold)
--Tiger Spirit +1: 10 mt, 70 hit
Rabbit Spirit: B, 11 mt, 75 hit, -5 dodge, debuff self after battle**. +1 Res if equipped. (4000 gold)


Equipment (both routes)

Dragonstones (1 range, magical, can't followup attack)
Dragonstone: E, 14 mt, 85 hit, -10 avo, +10 dodge. -3 Skl, -2 Spd, +4 Def, +3 Res if equipped.
*Dragonstone+: C, 25 mt, 75 hit, -10 avo, +10 dodge, debuffs self after battle**. -5 Skl, -4 Spd, +9 Def, +7 Res if equipped.

Beaststones (1 range)
Beaststone: E, 6 mt, 90 hit, +5 crit, +10 avo, +10 dodge. +5 Skl, +3 Spd, -2 Def if equipped.
Beastrune: C, 9 mt, 80 hit, +10 dodge. -2 Skl, -1 Spd, +4 Def, +5 Res if equipped.
*Beaststone+: B, 12 mt, 90 hit, +5 crit, +10 avo, +10 dodge, debuffs self after battle**. +8 Skl, +6 Spd, -5 Def, -3 Res if equipped.

**All weapons which are listed as "debuffs self after battle" have the following effect: after any battle in which they successfully hit an enemy, the user's Str and Skl are debuffed by -2, stacking with any previous debuffs. In the case of Ragnarok, Rabbit Spirit, and Dragonstone+, Mag is debuffed instead of Str. The number of hits does not matter, only that there is at least one (so units who double don't get debuffed any faster).
« Last Edit: April 24, 2016, 06:25:26 PM by Dark Holy Elf »

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Dark Holy Elf

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #1 on: March 22, 2016, 06:47:54 PM »
Characters (Conquest)

Some notes before we dive in:
-Not all weapons are listed. You can check the list earlier in the thread to see other options, and extrapolate from there.
-All skills are listed, but only DL-relevant skills will have descrptions here. Check out Serenes Forest for the rest. Stat-boosting skills (e.g. HP+5) are already factored into the character's listed stats.
-Weapons marked with a star are on at least somewhat shaky grounds in terms of legality. You should consider them case-by-case and decide which ones you will allow. They will never be treated as default for averages.
-If a character is using a silver weapon (or Ragnarok) as his or her default, his or her contribution to the damage average is reduced by 1 and Hit by 1.5, to reflect the three-turn stat decay if the PC attacks with the weapon each turn and counters are not involved.


Averages up top

HP: 39.6
Str: 24.5
Mag: 11.6
Skl: 25.6
Spd: 25.6
Lck: 21.1
Def: 22.0
Res: 20.0
Hit: 135.5 raw, 95.5% against assumed 40 avo
Avo: 50.9 raw, 15.9% against assumed 135 hit
Damage: 21.0 (kill point: 52.5)
Damage with accuracy factored in: 19.5 (kill point: 48.6)
Threat range: 7.89



Corrin - Nohr Noble L17 (6 move, A swords, C dragonstones, C tomes)
41.0 HP, 28.2 Str, 21.8 Mag, 23.7 Skl, 29.1 Spd, 23.5 Luck, 25.0 Def, 21.1 Res
30% Avo, 1.18 PDur, 1.08 MDur
(with Levin Sword) 28.1 Spd, 26.0 Def, 22.1 Res, 0% Avo, 1.24 PDur, 1.13 MDur
(with Dragonstone) 26.1 Spd, 30.0 Def, 25.1 Res, 6% Avo, 1.54 Pdur, 1.30 MDur
(with *Dragonstone+) 24.1 Spd, 35.0 Def, 29.1 Res, 3% Avo, 2.21 PDur, 1.64 MDur
Skills: Supportive, Nobility, Dragon Fang, Draconic Hex, Nohrian Trust
-Corrin gains 20% more Exp (factored in)
-Corrin has a 18% chance to do +23 damage (+18 with Dragonstone)
-After a battle, all of enemy's stats are debuffed by -4
(The effects on Spd/Def/Res are obvious. Since enemies will usually be attacking Corrin at -3 Str/Mag, her PDur/MDur will rise by approximately 16%.)

Shadow Yato: 22.2 physical, 92% hit, 15% crit
Dragonstone: 15.8 magic, 88% hit, 3% crit [no followup]
*Levin Sword: 14.8 magic, 87% hit, 1-2 range [no crits/skills]
*Dragonstone+: 26.8 magic, 74% hit, 2% crit; Mag/Skl -2 after battle [no followup]


Felicia - Strategist L35 (8 move, C tomes, staves)
30.6 HP, 5.8 Str, 27.3 Mag, 20.3 Skl, 26.7 Spd, 33 Luck, 7.8 Def, 30.3 Res
22% Avo, 0.48 PDur, 1.36 MDur
Skills: Devoted Partner, Resistance+2, Demoiselle, Live to Serve, Tomebreaker, Rally Resistance, Inspiration
-Felicia has +50 hit/avo if her opponent has a tome equipped

Thunder +2: 16.3 magic, 89% hit, 3% crit
Fire +2: 14.3 magic, 99% hit [no crits/skills]


Jakob - Butler L35 (6 move, A daggers, staves)
38.0 HP, 21.6 Str, 14.5 Mag, 30.7 Skl, 26.0 Spd, 28.7 Luck, 17.2 Def, 19.9 Res
18% Avo (-5 with steel), 0.80 PDur, 0.95 MDur
Skills: Evasive Partner, Resistance+2, Gentilhomme, Live to Serve, Tomebreaker
-Jakob has +50 hit/avo if his opponent has a tome equipped

Silver Dagger: 9.6 physical, 110% hit, 8% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Dagger +1: 8.6 physical, 105% hit, 8% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Dagger +2: 7.6 physical, 112% hit, 8% crit; target Mag -2, Def/Res -3

Note: For every point of Str/Mag his enemy is debuffed, Jakob's durability rises by approximately 0.03/0.04.


Elise - Strategist L15 (8 move, C tomes, staves)
28.7 HP, 3.5 Str, 36 Mag, 15.0 Skl, 30.9 Spd, 34 Luck, 9.4 Def, 32.0 Res
28% Avo, 0.47 PDur, 1.45 MDur
Skills: Lily's Poise, Resistance+2, Demoiselle, Rally Resistance, Inspiration

Thunder +2: 25.0 magic, 81% hit, 0% crit
Fire +2: 23.0 magic, 91% hit [no crits/skills]


Silas - Great Knight L15 (7 move, B swords, C lances, C axes)
41.4 HP, 32.5 Str, 1.4 Mag, 26.8 Skl, 22.3 Spd, 21.0 Luck, 30.4 Def, 11.7 Res
9% Avo, 1.62 PDur, 0.77 MDur
Skills: Vow of Friendship, Elbow Room, Shelter, Luna, Armoured Blow
-Silas has +3 damage when fighting in terrain with no special effects (factored in)
-Silas has a 27% chance to ignore half the target's defence (+12 damage)
-Silas takes 10 less damage from physical counterattacks

Silver Sword: 24.5 physical, 101% hit, 6% crit; Str/Skl -2 after battle
Javelin +1: 19.5 physical, 86% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 22.5 physical, 103% hit, 6% crit


Arthur - Berserker L15 (6 move, A axes, +20 crit, -5 dodge)
54.3 HP, 35.3 Str, 0 Mag, 29.9 Skl, 24.5 Spd, 1.0 Luck, 22.8 Def, 8.4 Res
2% Avo, 1.42 PDur, 0.92 MDur
Skills: Misfortunate, HP+5, Rally Strength, Axefaire
-Arthur's Dodge -5 (caps at 0), enemy Dodge -15 (a net effect of -5 with assumed enemy stats; this effect is factored into Arthur's listed Crit)
-Arthur deals +5 damage with axes (factored in)
Optional skill: Gamble (passively grants Arthur Hit -10, Crit +10; not assumed)

Silver Axe: 32.3 physical, 85% hit, 33% crit; Str/Skl -2 after battle
Hand Axe +1: 25.3 physical, 80% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Axe +2: 28.3 physical, 87% hit, 33% crit


Effie - General L15 (5 move, A lances, C axes)
42.1 HP, 38.4 Str, 0 Mag, 24.0 Skl, 19.7 Spd, 27.8 Luck, 33.4 Def, 15.1 Res
9% Avo, 2.04 PDur, 0.88 MDur
Skills: Puissance, Defence+2, Natural Cover, Wary Fighter, Pavise
-When Effie's Str is 5 or more higher than the enemy's, she deals +3 damage (this applies to about 80% of the cast, and a similar proportion of enemies; its effect is noted optionally in her damage)
-Effie can neither make nor receive followup attacks
-Effie has a 24% chance to take half damage from weapon classes which are USUALLY range 1 only and physical (even if the individual weapon in question isn't, e.g. the Levin Sword or Hand Axe count)

Silver Lance: 29.4 (+3) physical, 95% hit, 5% crit; Str/Skl -2 after battle
Javelin +1: 23.4 (+3) physical, 90% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Lance +2: 26.4 (+3) physical, 97% hit, 5% crit


Mozu - Master of Arms L15 (6 move, B lances, C swords, C axes)
36.9 HP, 29.5 Str, 5.0 Mag, 30.1 Skl, 31 Spd, 26.4 Luck, 25.2 Def, 17.2 Res
25% Avo, 1.07 PDur, 0.83 MDur (with Life or Death: 0.73, 0.61)
Skills: Forager, Aptitude, Underdog, Seal Strength
-Mozu has +15 hit/avo against higher-level units. You could hype this, as many enemies are higher-level... but I'm really not inclined to, especially since Aptitude results in her being quite overrated in the DL as is.
-After a battle, enemy's Str is debuffed by -6
(If an enemy at -5 Str attacks Mozu, her effective physical durability is 1.41, or 0.87 with Life or Death)
Optional skill: Life or Death (damage dealt by and to Mozu is increased by 10 per hit)

Silver Lance: 19.5 physical, 103% hit, 8% crit; Str/Skl -2 after battle
Javelin +1: 13.5 physical, 98% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Lance +2: 16.5 physical, 105% hit, 5% crit


Odin - Sorcerer L15 (6 move, A tomes, +5 hit, +10 crit, +5 dodge)
38.0 HP, 16.7 Str, 26.2 Mag, 27.0 Skl, 23.1 Spd, 26.4 Luck, 21.1 Def, 19.4 Res
13% Avo (-20 with Nosferatu), 0.92 PDur, 0.93 MDur
Skills: Aching Blood, Heartseeker, Malefic Aura, Vengeance, Bowbreaker
-Odin has +10 crit when using a forged weapon (provided that the forged weapon's name is at least 12 characters long, because Odin)
-Enemies adjacent to Odin get -20 avo
-Enemies within 2 tiles take 2 extra damage from magic (always active for Odin's damage, so is factored in)
-Odin has a 40% chance to add half his missing HP to his damage
-Odin has +50 hit/avo if his opponent has a bow equipped

Ragnarok: 20.2 magic, 104% (+20) hit, 16% crit; Mag/Skl -2 after battle
*Nosferatu: 16.2 magic, 94% (+20) hit, heals Odin by half of damage dealt [no followups/crits/skills]
Thunder +2 with epic custom name: 18.2 magic, 106% (+20) hit, 26% crit


Niles - Adventurer L15 (7 move, A bows, staves)
33.4 HP, 21.0 Str, 17.9 Mag, 23.3 Skl, 35.2 Spd, 14.8 Luck, 15.8 Def, 31.6 Res
45% Avo (-10 with Mini Bow, -20 with Shining Bow, -20 after turn 7)
0.67 PDur, 1.64 MDur
Skills: Kidnap, Locktouch, Move+1, Lucky Seven, Pass
-Niles has +20 hit/avo for the first 7 turns (factored in)

Silver Bow: 13.0 physical, 107% hit, 5% crit; Str/Skl -2 after battle
*Mini Bow: 6.0 physical, 102% hit, 5% crit, 1 range
*Shining Bow: 11.9 magic, 97% hit, 1-2 range [no crits/skills]


Azura - Songstress L35 (5 move, C lances)
24.5 HP, 25.4 Str, 10.5 Mag, 32 Skl, 34 Spd, 30.4 Luck, 9.1 Def, 18.9 Res
31% Avo, 0.40 PDur, 0.59 MDur (0.42/0.64 if Voice of Peace active)
Skills: Healing Descant, Luck+4, Inspiring Song, Voice of Peace, Foreign Princess
-Enemies within 2 tiles of Azura deal 2 less damage

Iron Lance +2: 12.4 physical, 105% hit, 9% crit
Javelin +1: 9.4 physical, 98% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]

Sing: Azura gives an ally who has already acted extra turn this round, and gives them +3 Skl/Spd/Luck until the start of the next allied phase.


Nyx - Sorcerer L15 (6 move, A tomes, +5 hit, +10 crit, +5 dodge)
28.5 HP, 3.4 Str, 33.2 Mag, 14.8 Skl, 29.0 Spd, 8.0 Luck, 11.0 Def, 21.7 Res
13% Avo (-20 with Nosferatu), 0.49 PDur, 0.77 MDur
Skills: Countercurse, Heartseeker, Malefic Aura, Vengeance, Bowbreaker
-If an enemy hits Nyx with magic damage on its own turn, it takes half the same damage; does not work against fatal hits
-Enemies adjacent to Nyx get -20 avo
-Enemies within 2 tiles take 2 extra damage from magic (always active for Nyx's damage, so is factored in)
-Nyx has a 22% chance to add half her missing HP to her damage
-Nyx has +50 hit/avo if her opponent has a bow equipped

Ragnarok: 27.2 magic, 76% (+20) hit, 10% crit; Mag/Skl -2 after battle
*Nosferatu: 23.2 magic, 66% (+20) hit, heals Nyx by half of damage dealt [no followups/crits/skills]
Thunder +2: 25.2 magic, 78% (+20) hit, 10% crit


Camilla - Wyvern Lord L20 (8 move, A axes, C lances)
39.1 HP, 34.4 Str, 11.9 Mag, 29.7 Skl, 30 Spd, 20.0 Luck, 29.1 Def, 20.7 Res
20% Avo (-20 with Bolt Axe), 1.40 PDur, 1.01 MDur
Skills: Rose's Thorns, Strength+2, Lunge, Savage Blow, Trample, Rally Defence, Swordbreaker
-After a battle on her own turn, all enemies within 2 tiles of Camilla (including her target) take 20% MHP damage
-Camilla deals +5 damage against unmounted targets (includes non-human enemies; factored in)
-Camilla has +50 hit/avo if her opponent has a sword equipped

Silver Axe: 31.4 physical, 95% hit, 8% crit; Str/Skl -2 after battle
Hand Axe +1: 24.4 physical, 90% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Lance +2: 26.4 physical, 97% hit, 8% crit
*Bolt Axe: 10.9 magic, 90% hit, 1-2 range [no crits/skills]


Beruka - Malig Knight L15 (8 move, A axes, C tomes)
36.4 HP, 27.3 Str, 11.2 Mag, 30 Skl, 19.3 Spd, 19.8 Luck, 28.6 Def, 21.4 Res
4% Avo, 1.27 PDur, 0.97 MDur
Skills: Opportunist, Strength+2, Lunge, Savage Blow, Trample
-Beruka deals +4 damage when attacking targets who can not counter. I'd probably only consider this if she has a range advantage, but YMMV.
-After a battle on her own turn, all enemies within 2 tiles of Beruka (including her target) take 20% MHP damage
-Beruka deals +5 damage against unmounted targets (includes non-human enemies; factored in)

Silver Axe: 24.3 physical, 95% hit, 8% crit; Str/Skl -2 after battle
Hand Axe +1: 17.3 physical, 90% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
*Bolt Axe: 10.2 magic, 90% hit, 1-2 range [no crits/skills]


Selena - Hero L15 (6 move, A swords, C axes)
40.4 HP, 25.8 Str, 4.2 Mag, 25.8 Skl, 31.4 Spd, 18.4 Luck, 26.2 Def, 15.7 Res
21% Avo, 1.24 PDur, 0.86 MDur
Skills: Fierce Rival, Good Fortune, Strong Riposte, Sol, Axebreaker
-Selena has a 18% chance to heal 20% of her HP at the start of her turn
-Selena deals +3 damage with counterattacks
-Selena has a 26% chance to heal herself equal to half the damage she deals, per swing
-Selena has +50 hit/avo if her opponent has an axe equipped

Silver Sword: 15.8 (+3) physical, 98% hit, 6% crit; Str/Skl -2 after battle
Hand Axe +1: 9.8 (+3) physical, 78% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 13.8 (+3) physical, 100% hit, 6% crit


Kaze - Master Ninja L15 (6 move, A daggers, C swords, +5 hit/crit/avo/dodge)
38.0 HP, 22.3 Str, 0 Mag, 30.3 Skl, 38 Spd, 12.0 Luck, 14.3 Def, 31.2 Res
33% Avo (-5 with steel), 0.72 PDur, 1.81 MDur
Skills: Miraculous Save, Locktouch, Poison Strike, Lethality, Shurikenfaire
-After a battle on his own turn, Kaze's target takes 20% MHP damage
-Kaze has a 7.5% chance to inflict instant death on a hit
-Kaze deals +5 damage with daggers (factored in)

Silver Dagger: 15.3 physical, 106% hit, 13% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Dagger +1: 14.3 physical, 101% hit, 13% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Dagger +2: 13.3 physical, 108% hit, 13% crit; target Mag -2, Def/Res -3

Note: For every point of Str/Mag his enemy is debuffed, Kaze's durability rises by approximately 0.03/0.15.


Laslow - Hero L15 (6 move, A swords, C axes)
45.6 HP, 31.2 Str, 0 Mag, 33.3 Skl, 24.9 Spd, 28.2 Luck, 21.9 Def, 12.9 Res
17% Avo, 1.15 PDur, 0.89 MDur
Skills: Fancy Footwork, Good Fortune, Strong Riposte, Sol, Axebreaker
-Laslow has a 28% chance to heal 20% of his HP at the start of his turn
-Laslow deals +3 damage with counterattacks
-Laslow has a 33% chance to heal himself equal to half the damage he deals, per swing
-Laslow has +50 hit/avo if his opponent has an axe equipped

Silver Sword: 21.2 (+3) physical, 114% hit, 10% crit; Str/Skl -2 after battle
Hand Axe +1: 15.2 (+3) physical, 94% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 19.2 (+3) physical, 116% hit, 10% crit


Peri - Great Knight L15 (7 move, A lances, C swords, C axes)
40.0 HP, 33.3 Str, 1.2 Mag, 19.6 Skl, 27.7 Spd, 19.6 Luck, 24.8 Def, 20.3 Res
16% Avo, 1.15 PDur, 1.02 MDur
Skills: Bloodthirst, Elbow Room, Shelter, Luna, Armoured Blow
-Peri has +3 damage when fighting in terrain with no special effects (factored in)
-Peri has a 20% chance to ignore half the target's defence (+12 damage)
-Peri takes 10 less damage from physical counterattacks

Silver Lance: 27.3 physical, 84% hit, 3% crit; Str/Skl -2 after battle
Javelin +1: 21.3 physical, 79% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 22.3 physical, 91% hit, 3% crit


Benny - General L15 (5 move, A lances, C axes)
48.0 HP, 29.4 Str, 0 Mag, 29.4 Skl, 8.2 Spd, 21.6 Luck, 39.3 Def, 21.3 Res
-12% Avo, 4.43 PDur, 1.28 MDur
Skills: Fierce Mien, Defence+2, Natural Cover, Wary Fighter, Pavise
-Enemies within 2 tiles of Benny have -10 avo (factored into Benny's hit)
-Benny can neither make nor receive followup attacks
-Benny has a 29% chance to take half damage from weapon classes which are USUALLY range 1 only and physical (even if the individual weapon in question isn't, e.g. the Levin Sword or Hand Axe count)

Silver Lance: 20.4 physical, 110% hit, 8% crit; Str/Skl -2 after battle
Javelin +1: 14.4 physical, 105% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Lance +2: 17.4 physical, 112% hit, 8% crit


Charlotte - Berserker L15 (6 move, A axes, +20 crit, -5 dodge)
59.8 HP, 38.7 Str, 0 Mag, 24.0 Skl, 31.6 Spd, 18.3 Luck, 14.3 Def, 2.2 Res
22% Avo, 1.14 PDur, 0.86 MDur
Skills: Unmask, HP+5, Rally Strength, Axefaire
-Charlotte deals +4 damage and has +20 crit against female enemies
-Charlotte deals +5 damage with axes (factored in)
Optional skill: Gamble (passively grants Charlotte Hit -10, Crit +10; not assumed)

Silver Axe: 35.7 (+4) physical, 85% hit, 25% (+20) crit; Str/Skl -2 after battle
Hand Axe +1: 28.7 (+4) physical, 80% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Axe +2: 31.7 (+4) physical, 87% hit, 25% (+20) crit


Leo - Sorcerer L17 (6 move, A tomes, +5 hit, +10 crit, +5 dodge)
39.7 HP, 10.6 Str, 35.4 Mag, 17.8 Skl, 24.7 Spd, 20.4 Luck, 18.9 Def, 31.3 Res
12% Avo (-20 with Nosferatu), 0.89 PDur, 1.90 MDur (12% Avo with non-Nosferatu weapons)
(if his opponent is injured) 0.92 PDur, 2.06 MDur
Skills: Pragmatic, Heartseeker, Malefic Aura, Seal Magic, Vengeance, Bowbreaker
-Leo gets +3 damage dealt and -1 damage received in a battle where his opponent begins below full HP
-Enemies adjacent to Leo get -20 avo
-Enemies within 2 tiles take 2 extra damage from magic (always active for Leo's damage, so is factored in)
-After a battle, enemy's Mag is debuffed by -6
(If an enemy at -5 Mag attacks Leo, his effective magical durability is 3.09, or 3.53 if they aren't at full HP)
-Leo has a 27% chance to add half his missing HP to his damage
-Leo has +50 hit/avo if his opponent has a bow equipped

Ragnarok: 29.4 (+3) magic, 87% (+20) hit, 12% crit; Mag/Skl -2 after battle
*Nosferatu: 25.4 (+3) magic, 77% (+20) hit, heals Leo by half of damage dealt [no followups/crits/skills]
Brynhildr: 28.4 (+3) magic, 87% (+20) hit, 17% crit; 18% chance of halving magic damage received


Keaton - Wolfssegner L15 (6 move, A beaststoes, +10 hit, +5 crit, +10 dodge)
53.2 HP, 37.2 Str, 0 Mag, 14.8 Skl, 22.5 Spd, 16.7 Luck, 34.4 Def, 17.8 Res
7% Avo, 2.81 PDur, 1.22 MDur
(with Beaststone) 26.5 Spd, 28.4 Def, 12.8 Res, 23% Avo, 1.86 PDur, 1.04 MDur
(with *Beaststone+): 29.5 Spd, 25.4 Def, 9.8 Res, 28% Avo, 1.59 PDur, 0.95 MDur
Skills: Collector, Odd Shaped, Beastbane, Better Odds, Grisly Wound
-Keaton deals +4 damage during odd-numbered turns
-Keaton does +18 damage against beasts or targets mounted on beasts (+12 with Beaststone)
-Keaton recovers 40% MHP at the start of odd-numbered turns
-After a battle, the unit Keaton attacked or was attacked by takes 20% MHP damage

Beastrune: 23.2 physical, 86% hit, 5% crit
Beaststone: 20.2 physical, 106% hit, 14% crit
*Beaststone+: 26.2 physical, 111% hit, 15% crit


Gunter - Great Knight L30 (7 move, A lances, C swords, C axes)
41.0 HP, 22.0 Str, 0 Mag, 27.0 Skl, 11.0 Spd, 17.0 Luck, 25.0 Def, 7.0 Res
-10% Avo, 1.19 PDur, 0.67 MDur
Skills: Forceful Partner, Elbow Room, Shelter, Luna, Armoured Blow
-Gunter has +3 damage when fighting in terrain with no special effects (factored in)
-Gunter has a 27% chance to ignore half the target's defence (+12 damage)
-Gunter takes 10 less damage from physical counterattacks

Silver Lance: 16.0 physical, 94% hit, 7% crit; Str/Skl -2 after battle
Javelin +1: 10.0 physical, 89% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 11.0 physical, 101% hit, 7% crit


Xander - Great Knight L15 (7 move, B swords, C lances, C axes)
47.1 HP, 32.7 Str, 3.5 Mag, 22.5 Skl, 18.5 Spd, 26.3 Luck, 36.5 Def, 8.8 Res
6% Avo, 3.05 PDur, 0.81 MDur
(if his opponent is at full HP) 3.85 PDur, 0.85 MDur
Skills: Chivalry, Elbow Room, Shelter, Defender, Luna, Armoured Blow
-Xander gets +2 damage dealt and -2 damage received in a battle where his opponent begins at full HP
-Xander has +3 damage when fighting in terrain with no special effects (factored in)
-Xander has a 23% chance to ignore half the target's defence (+12 damage)
-Xander takes 10 less damage from physical counterattacks

Silver Sword: 24.7 (+2) physical, 97% hit, 4% crit; Str/Skl -2 after battle
Siegfried: 23.7 (+2) physical, 87% hit, 9% crit, 1-2 range
Iron Sword +2: 22.7 (+2) physical, 99% hit, 4% crit


Shura - Bow Knight L15 (9 move, A bows, C swords)
36.9 HP, 24.4 Str, 5.8 Mag, 27.3 Skl, 29.7 Spd, 18.9 Luck, 17.0 Def, 25.2 Res
39% Avo (-10 with Killer Bow, -20 after turn 7)
0.77 PDur, 1.19 MDur (0.83 pdur if opponent attacks at Str-2)
Skills: Highwayman, Locktouch, Move+1, Lucky Seven, Rally Skill, Shurikenbreaker
-After a battle on Shura's turn where the opponent doesn't counterattack, that opponent's Str and Spd are debuffed by -3. I'd probably only consider this if he has a range advantage, but YMMV.
-Shura has +20 hit/avo for the first 7 turns (factored in)
-Shura has +50 hit/avo if his opponent has a dagger/shuriken equipped

Silver Bow: 16.4 physical, 115% hit, 7% crit; Str/Skl -2 after battle
Iron Sword +2: 10.4 physical, 122% hit, 7% crit
*Killer Bow: 8.4, 110% hit, 32% crit; criticals deal 4x


Flora - Maid L15 (6 move, A daggers, staves)
32.5 HP, 23.0 Str, 19.0 Mag, 31.0 Skl, 19.5 Spd, 15.5 Luck, 17.5 Def, 29.0 Res
2% Avo (-5 with steel), 0.69 PDur, 1.32 MDur
Skills: Icy Blood, Resistance+2, Demoiselle, Live to Serve, Tomebreaker
-If a nonadjacent enemy hits Flora in a battle where she did not begin at full HP, it takes half the same damage, and after the battle its Skl/Spd are debuffed by -3; does not work against fatal hits
-Flora has +50 hit/avo if her opponent has a tome equipped

Silver Dagger: 11.0 physical, 104% hit, 9% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Dagger +1: 10.0 physical, 99% hit, 9% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Dagger +2: 9.0 physical, 106% hit, 9% crit; target Mag -2, Def/Res -3

Note: For every point of Str/Mag her enemy is debuffed, Flora's durability rises by approximately 0.03/0.09.


Izana - Onmyoji L15 (6 move, A tomes)
35.5 HP, 9.5 Str, 28.5 Mag, 31.5 Skl, 22.5 Spd, 21.5 Luck, 17.5 Def, 29.0 Res
10% Avo, 0.75 PDur, 1.44 MDur (0.81/1.65 if Peacebringer active)
Skills: Peacebringer, Miracle, Rally Luck, Rally Magic, Tomefaire
-Enemies and allies within 2 tiles of Izana deal 2 less damage
-Izana has a 22% chance to survive a fatal hit with 1 HP if his HP is above 1
-Izana deals +5 damage with tomes (factored in)

Ragnarok: 25.5 magic, 103% hit, 9% crit; Mag/Skl -2 after battle
Thunder +2: 23.5 magic, 105% hit, 9% crit


Averages at the bottom, too

HP: 39.6
Str: 24.5
Mag: 11.6
Skl: 25.6
Spd: 25.6
Lck: 21.1
Def: 22.0
Res: 20.0
Hit: 135.5 raw, 95.5% against assumed 40 avo
Avo: 50.9 raw, 15.9% against assumed 135 hit
Damage: 21.0 (kill point: 52.5)
Damage with accuracy factored in: 19.5 (kill point: 48.6)
Threat range: 7.89
« Last Edit: April 24, 2016, 06:26:11 PM by Dark Holy Elf »

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dark Holy Elf

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Re: Fire Emblem Fates: Birthright (PCs)
« Reply #2 on: March 22, 2016, 06:48:41 PM »
Characters (Birthright)

All the same disclaimers as for the Conquest notes apply here, too.


Averages up top

HP: 36.6
Str: 24.2
Mag: 11.6
Skl: 27.2
Spd: 29.5
Lck: 22.9
Def: 20.3
Res: 21.1
Hit: 139.1 raw, 99.1% against assumed 40 avo
Avo: 58.8 raw, 28.8% against assumed 130 hit
Damage: 20.8 (kill point: 52.0)
Damage with accuracy factored in: 19.6 (kill point: 48.9)
Threat range: 7.93



Corrin - Hoshido Noble L17 (6 move, A swords, C dragonstones, staves)
42.0 HP, 35.0 Str, 19.0 Mag, 25.5 Skl, 31.3 Spd, 26.3 Luck, 23.6 Def, 11.7 Res
40% Avo, 1.35 PDur, 0.80 MDur
(with Dragonstone) 28.3 Spd, 28.6 Def, 15.7 Res, 16% Avo, 1.83 Pdur, 0.91 MDur
(with *Dragonstone+) 26.3 Spd, 33.6 Def, 19.7 Res, 13% Res, 2.81 PDur, 1.06 MDur
Skills: Supportive, Nobility, Dragon Fang, Dragon Ward, Hoshidan Unity
-Corrin gains 20% more Exp (factored in)
-Corrin has a 29% chance to do +27 damage (+17 with Dragonstone)
-Corrin's chance of activating attack skills is raised by 10% (already factored into listed Dragon Fang rate)

Blazing Yato: 30.0 physical, 96% hit, 16% crit
Kodachi +1: 21.0 physical, 96% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Dragonstone: 15.0 magic, 92% hit, 4% crit [no followup]
*Dragonstone+: 26.0 magic, 79% hit, 3% crit; Mag/Skl -2 after battle [no followup]


Felicia - Maid L35 (6 move, A daggers, staves)
32.6 HP, 11.8 Str, 24.3 Mag, 25.3 Skl, 30.7 Spd, 32 Luck, 11.8 Def, 26.3 Res
12% Avo, 0.64 PDur, 1.16 MDur (32% Avo without Flame Shuriken, 27% with steel)
Skills: Devoted Partner, Resistance+2, Demoiselle, Live to Serve, Tomebreaker
-Felicia has +50 hit/avo if her opponent has a tome equipped

*Flame Shuriken: 17.3 magic, 89% hit; target Mag/Def/Res -4 [no crits/skills]
Silver Shuriken: 0.8 physical, 99% hit, 6% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Shuriken +1: -0.2 physical, 94% hit, 6% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4

Note: For every point of Str/Mag his enemy is debuffed, Felicia's durability rises by approximately 0.02/0.08. If you don't allow the Flame Shuriken, she does not want this form and it should not be in the averages; hence the assumption of Flame Shuriken as this form's default weapon.


Jakob - Butler L35 (6 move, A daggers, staves)
38.0 HP, 21.6 Str, 14.5 Mag, 30.7 Skl, 28.0 Spd, 28.7 Luck, 17.2 Def, 19.9 Res
26% Avo (-5 with steel, -20 with flame), 0.91 PDur, 0.98 MDur
Skills: Evasive Partner, Resistance+2, Gentilhomme, Live to Serve, Tomebreaker
-Jakob has +50 hit/avo if his opponent has a tome equipped

Silver Shuriken: 10.6 physical, 105% hit, 8% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Shuriken +1: 9.6 physical, 100% hit, 8% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Shuriken +2: 8.6 physical, 107% hit, 8% crit; target Mag -2, Def/Res -3
*Flame Shuriken: 6.5 magic, 100% hit; target Mag/Def/Res -4 [no crits/skills]

Note: For every point of Str/Mag his enemy is debuffed, Jakob's durability rises by approximately 0.04/0.05.


Kaze - Master Ninja L15 (6 move, A daggers, C swords, +5 hit/crit/avo/dodge)
38.6 HP, 23.0 Str, 0 Mag, 31.2 Skl, 40 Spd, 11.2 Luck, 13.8 Def, 31.2 Res
41% Avo (-5 with steel), 0.81 PDur, 1.95 MDur
Skills: Miraculous Save, Locktouch, Poison Strike, Lethality, Shurikenfaire
-After a battle on his own turn, Kaze's target takes 20% MHP damage
-Kaze has a 7.5% chance to inflict instant death on a hit
-Kaze deals +5 damage with daggers (factored in)

Silver Shuriken: 17.0 physical, 102% hit, 14% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Shuriken +1: 16.0 physical, 97% hit, 14% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Shuriken +2: 15.0 physical, 104% hit, 14% crit; target Mag -2, Def/Res -3

Note: For every point of Str/Mag his enemy is debuffed, Kaze's durability rises by approximately 0.03/0.18.


Rinkah - Oni Chieftain L15 (6 move, A axes, C tomes)
31.6 HP, 24.5 Str, 14.2 Mag, 21.0 Skl, 26.5 Spd, 15.5 Luck, 32.5 Def, 13.7 Res
18% Avo, 1.95 PDur, 0.64 MDur
(with Ox Spirit) 33.5 Def, 2.12 PDur
Skills: Fiery Blood, Seal Resistance, Shove, Death Blow, Counter
-Rinkah deals +4 damage if she begins a battle not at full HP
-After a battle, enemy's Res is debuffed by -6 (raises Rinkah's magic damage by 6, or 5 if the enemy didn't attack her on its previous turn)
-Rinkah has +20 crit, except when countering
-If an adjacent enemy triggers a battle and hits Rinkah, it takes the same damage it deals; does not work against fatal hits

Silver Club: 15.5 (+4) physical, 84% hit, 9% (+20) crit; Str/Skl -2 after battle
Throwing Club +1: 7.5 (+4) physical, 79% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Club +2: 11.5 (+4) physical, 86% hit, 9% (+20) crit
Ox Spirit +2: 5.2 (+4) (+5~6) magic, 76% hit, 4% (+20) crit 1-2 range


Azura - Songstress L35 (5 move, C lances)
24.5 HP, 25.4 Str, 10.5 Mag, 32 Skl, 34 Spd, 30.4 Luck, 9.1 Def, 18.9 Res
36% Avo (-20 with Bolt Naginata), 0.46 PDur, 0.63 MDur (0.49/0.69 if Voice of Peace active)
Skills: Healing Descant, Luck+4, Inspiring Song, Voice of Peace, Foreign Princess
-Enemies within 2 tiles of Azura deal 2 less damage

Iron Naginata +2: 12.4 physical, 105% hit, 9% crit
*Bolt Naginata: 3.5 magic, 93% hit, 1-2 range [no crits/skills]

Sing: Azura gives an ally who has already acted extra turn this round, and gives them +3 Skl/Spd/Luck until the start of the next allied phase.


Sakura - Onmyoji L15 (6 move, C tomes, staves)
30.9 HP, 13.9 Str, 31.2 Mag, 22.5 Skl, 27.2 Spd, 28.0 Luck, 16.9 Def, 20.5 Res
25% Avo, 0.73 PDur, 0.82 MDur
(with Rat Spirit) 15.9 Def, 0.70 PDur
(with Tiger Spirit) 28.2 Spd, 15.9 Def, 21% Avo, 0.70 PDur
Skills: Quiet Strength, Miracle, Rally Luck, Rally Magic, Tomefaire
-Sakura has a 28% chance to survive a fatal hit with 1 HP if her HP is above 1
-Sakura deals +5 damage with tomes (factored in)

Ox Spirit +2: 27.2 magic, 85% hit, 4% crit
Tiger Spirit +1: 28.2 magic, 78% hit, 4% crit; -5 avo, -3 followup AS
Rat Spirit +2: 25.2 magic, 96% hit [no crits/skills]


Hana - Swordmaster L15 (6 move, A swords, +10 crit/avo)
31.5 HP, 30.5 Str, 5.7 Mag, 31.0 Skl, 37.5 Spd, 18.0 Luck, 13.0 Def, 22.0 Res
45% Avo, 0.65 PDur, 0.90 MDur
Skills: Fearsome Blow, Duelist's Blow, Vantage, Astra, Swordfaire
-Hana has +30 avo against counterattacks
-When below half HP, the non-followup portion of Hana's counterattack occurs before the opponent's attack
-Hana has a 15.5% chance to attack five times at half damage, per normal swing. Each of these five attacks can miss or critical independently.
-Hana deals +5 damage with swords (factored in)

Silver Katana: 26.5 physical, 106% hit, 19% crit; Str/Skl -2 after battle
Kodachi +1: 21.5 physical, 101% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Katana +2: 24.5 physical, 108% hit, 19% crit


Subaki - Falcon Knight L15 (8 move, A lances, staves)
40.0 HP, 21.6 Str, 11.2 Mag, 31.4 Skl, 23.2 Spd, 21.1 Luck, 26.1 Def, 21.3 Res
15% Avo (+15 at full HP, -20 with Bolt Naginata), 1.48 PDur, 1.10 MDur
Skills: Perfectionist, Darting Blow, Camaraderie, Rally Speed, Warding Blow
-Subaki has +15 hit/avo if he begins a battle at full HP
-Subaki has +5 followup attack speed on his own turn
-Subaki takes 20 less damage from magical counterattacks

Silver Naginata: 12.6 physical, 103% (+15) hit, 9% crit; Str/Skl -2 after battle
Iron Naginata +2: 9.6 physical, 105% (+15) hit, 9% crit
*Bolt Naginata: 5.2 magic, 93% (+15) hit, 1-2 range [no crits/skills]


Orochi - Onmyoji L15 (6 move, A tomes, staves)
31.2 HP, 2.2 Str, 37.9 Mag, 29.4 Skl, 16.7 Spd, 17.9 Luck, 14.3 Def, 30.7 Res
4% Avo, 0.67 PDur, 1.50 MDur
(with Tiger Spirit) 17.7 Spd, 29.7 Res, 1% Avo, 1.40 MDur
(with Ox Spirit) 15.3 Def, 29.7 Res, 0.69 PDur, 1.40 MDur
Skills: Capture, Magic+2, Future Sight, Rally Magic, Tomefaire
-Orochi deals +5 damage with tomes (factored in)

Rabbit Spirit: 36.9 magic, 93% hit, 8% crit; Mag/Skl -2 after battle
Tiger Spirit +1: 35.9 magic, 88% hit, 8% crit; -5 avo, -3 followup AS
Ox Spirit +2: 34.9 magic, 95% hit, 8% crit


Saizo - Master Ninja L15 (6 move, A daggers, C swords, +5 hit/crit/avo/dodge)
36.2 HP, 27.9 Str, 15.2 Mag, 37.6 Skl, 29.5 Spd, 24.9 Luck, 23.5 Def, 19.5 Res
32% Avo (-5 with steel, -20 with flame), 1.16 PDur, 0.92 MDur
Skills: Pyrotechnics, Locktouch, Poison Strike, Lethality, Shurikenfaire
-After a battle on his own turn, if Saizo finishes at below half HP, both he and any enemies within 2 tiles (including his target) take 20% MHP damage, stacks with Poison Strike.
-After a battle on his own turn, Saizo's target takes 20% MHP damage
-Saizo has a 9% chance to inflict instant death on a hit
-Saizo deals +5 damage with daggers (factored in)

Silver Shuriken: 21.9 physical, 119% hit, 17% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Shuriken +1: 20.9 physical, 114% hit, 17% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Shuriken +2: 19.9 physical, 121% hit, 17% crit; target Mag -2, Def/Res -3
*Flame Shuriken: 13.2 magic, 109% hit; target Mag/Def/Res -4 [no crits/skills]

Note: For every point of Str/Mag his enemy is debuffed, Saizo's durability rises by approximately 0.06/0.04.


Silas - Great Knight L15 (7 move, A lances, B swords, C axes)
41.4 HP, 32.5 Str, 1.4 Mag, 26.8 Skl, 22.3 Spd, 21.0 Luck, 31.4 Def, 12.7 Res
14% Avo, 2.29 PDur, 0.82 MDur
(with a katana) 23.3 Spd, 29.4 Def, 10.7 Res, 16% Avo, 1.94 PDur, 0.77 MDur
Skills: Vow of Friendship, Elbow Room, Shelter, Luna, Armoured Blow
-Silas has +3 damage when fighting in terrain with no special effects (factored in)
-Silas has a 27% chance to ignore half the target's defence (+12 damage)
-Silas takes 10 less damage from physical counterattacks

Silver Naginata: 26.5 physical, 96% hit, 6% crit; Str/Skl -2 after battle
Iron Naginata +2: 23.5 physical, 98% hit, 6% crit
Iron Katana +2: 23.5 physical, 103% hit, 6% crit
Kodachi +1: 20.5 physical, 96% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]

Note: Silas' initial weapon ranks of C/D are unusually high for his point in the game (most PCs at that point just have a single D rank, with the odd C), so he is given A/B ranks.


Mozu - Master of Arms L15 (6 move, B lances, C swords, C axes)
36.9 HP, 29.5 Str, 5.0 Mag, 30.1 Skl, 31 Spd, 26.4 Luck, 26.2 Def, 18.2 Res
30% Avo, 1.38 PDur, 0.89 MDur (with Life or Death: 0.86, 0.64)
(with a katana) 32 Spd, 24.2 Def, 16.2 Res, 31% Avo, 1.23 PDur, 0.82 MDur
(with a katana and Life or Death) 0.80 PDur, 0.61 MDur
Skills: Forager, Aptitude, Underdog, Seal Strength
-Mozu has +15 hit/avo against higher-level units. You could hype this, as many enemies are higher-level... but I'm really not inclined to, especially since Aptitude results in her being quite overrated in the DL as is.
-After a battle, enemy's Str is debuffed by -6
(If an enemy at -5 Str attacks Mozu, her effective physical durability is 1.97, or 1.06 with Life or Death... these figures are 1.68/0.97 with a katana)
Optional skill: Life or Death (damage dealt by and to Mozu is increased by 10 per hit)

Silver Naginata: 19.5 physical, 103% hit, 8% crit; Str/Skl -2 after battle
Iron Naginata +2: 16.5 physical, 105% hit, 8% crit
Iron Katana +2: 16.5 physical, 110% hit, 8% crit
Kodachi +1: 13.5 physical, 103% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]


Hinoka - Falcon Knight L15 (8 move, A lances, staves)
36.7 HP, 25.3 Str, 13.3 Mag, 27.0 Skl, 34.6 Spd, 28.6 Luck, 22.1 Def, 34.6 Res
36% Avo (-20 with Bolt Naginata), 1.09 PDur, 2.60 MDur
(with Guard Naginata) 26% Avo, 1.35 PDur, 4.77 MDur
Skills: Rallying Cry, Darting Blow, Camaraderie, Rally Speed, Warding Blow
-Hinoka has +5 followup attack speed on her own turn
-Hinoka takes 20 less damage from magical counterattacks

Silver Naginata: 16.3 physical, 100% hit, 7% crit; Str/Skl -2 after battle
Iron Naginata +2: 13.3 physical, 102% hit, 7% crit
*Guard Naginata: 8.3 physical, 95% hit, 7% crit
*Bolt Naginata: 7.3 magic, 90% hit, 1-2 range [no crits/skills]


Azama - Great Master L15 (6 move, C lances, staves)
43.3 HP, 33.3 Str, 17.4 Mag, 22.8 Skl, 29.2 Spd, 27.9 Luck, 27.2 Def, 20.4 Res
28% Avo (-20 with Bolt Naginata), 1.72 PDur, 1.14 MDur
Skills: Divine Retribution, Miracle, Rally Luck, Renewal, Countermagic
-If an adjacent enemy hits Azama while he does not have a weapon equipped, it takes half the damage it deals; does not work against fatal hits
-Azama has a 28% chance to survive a fatal hit with 1 HP if his HP is above 1
-Azama recovers 30% MHP at the start each turn
-If an enemy triggers a battle and hits Azama with magic, it takes the same damage it deals; does not work against fatal hits

Iron Naginata +2: 20.3 physical, 90% hit, 4% crit
*Bolt Naginata: 10.4 magic, 78% hit, 1-2 range [no crits/skills]


Setsuna - Sniper L15 (6 move, A bows, +10 hit/crit)
33.4 HP, 20.9 Str, 0 Mag, 28.7 Skl, 36 Spd, 17.9 Luck, 14.8 Def, 18.4 Res
33% Avo, 0.73 PDur, 0.81 MDur
Skills: Optimist, Skill+2, Quick Draw, Certain Blow, Bowfaire
-Setsuna has +4 damage when initiating a battle (factored in, so lower her damage by 4 if she is countering)
-Setsuna has +40 hit when initiating a battle (factored in, as above)
-Setsuna deals +5 damage with bows (factored in)

Silver Yumi: 23.9 physical, 137% hit, 17% crit; Str/Skl -2 after battle
Iron Yumi +2: 20.9 physical, 139% hit, 17% crit


Hayato - Onmyoji L15 (6 move, A tomes, staves)
33.5 HP, 11.9 Str, 27.9 Mag, 19.2 Skl, 27.8 Spd, 28 Luck, 19.2 Def, 19.6 Res
26% Avo, 0.87 PDur, 0.86 MDur
(with Tiger Spirit) 28.8 Spd, 18.6 Res, 22% Avo, 0.82 MDur
(with Ox Spirit) 20.2 Def, 18.6 Res, 0.90 PDur, 0.82 MDur
Skills: Pride, Magic+2, Future Sight, Rally Magic, Tomefaire
-Hayato has +3 damage against higher-level units. You could hype this, as many enemies are higher-level... but I'm really not inclined to.
-Hayato deals +5 damage with tomes (factored in)

Rabbit Spirit: 26.9 magic, 83% hit, 3% crit; Mag/Skl -2 after battle
Tiger Spirit +1: 25.9 magic, 78% hit, 3% crit; -5 avo, -3 followup AS
Ox Spirit +2: 24.9 magic, 85% hit, 3% crit


Oboro - Spear Master L15 (6 move, A lances, +10 crit/dodge)
36.8 HP, 29.2 Str, 4.8 Mag, 26.2 Skl, 27.2 Spd, 22.8 Luck, 28.0 Def, 18.4 Res
22% Avo (-20 with Bolt Naginata), 1.55 PDur, 0.89 MDur
Skills: Nohr Enmity, Seal Defence, Swap, Seal Speed, Lancefaire
-Oboro has +3 damage against Nohrians
-After a battle, enemy's Def and Spd are debuffed by -6 (raises Oboro's physical damage by 6 and Hit by 9, or 5/7.5 if the enemy didn't attack her on its previous turn; also affects doubling of course)
-Oboro deals +5 damage with lances (factored in)

Silver Naginata: 25.2 physical, 96% hit, 16% crit; Str/Skl -2 after battle
Iron Naginata +2: 16.3 physical, 98% hit, 16% crit
*Bolt Naginata: 3.8 magic, 86% hit, 1-2 range [no crits/skills]


Hinata - Swordmaster L15 (6 move, A swords, +10 crit/avo)
42.6 HP, 23.8 Str, 2.7 Mag, 20.6 Skl, 26.4 Spd, 25.4 Luck, 23.8 Def, 11.0 Res
32% Avo, 1.39 PDur, 0.80 MDur
Skills: Triple Threat, Duelist's Blow, Vantage, Astra, Swordfaire
-If an enemy triggers a battle and hits Hinata with a sword, lance, or axe, and Hinata is under 50% HP after the damage is dealt, the enemy takes half the same damage it deals; does not work against fatal hits
-Hinata has +30 avo against counterattacks
-When below half HP, the non-followup portion of Hinata's counterattack occurs before the opponent's attack
-Hinata has a 10% chance to attack five times at half damage, per normal swing. Each of these five attacks can miss or critical independently.
-Hinata deals +5 damage with swords (factored in)

Silver Katana: 19.8 physical, 94% hit, 13% crit; Str/Skl -2 after battle
Kodachi +1: 14.8 physical, 89% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Katana +2: 17.8 physical, 96% hit, 13% crit


Takumi - Sniper L15 (6 move, A bows, +10 hit/crit)
41.8 HP, 26.5 Str, 0 Mag, 40 Skl, 27.7 Spd, 25.5 Luck, 22.4 Def, 11.6 Res
24% Avo (+10 with Fujin Yumi), 1.26 PDur, 0.80 MDur
Skills: Competitive, Skill+2, Quick Draw, Certain Blow, Bowfaire
-Takumi has +4 damage when initiating a battle (factored in, so lower his damage by 4 if he is countering)
-Takumi has +40 hit when initiating a battle (factored in, as above)
-Takumi deals +5 damage with bows (factored in)

Silver Yumi: 29.5 physical, 158% hit, 23% crit; Str/Skl -2 after battle
Fujin Yumi: 27.5 physical, 158% hit, 28% crit


Kagero - Master Ninja L15 (6 move, A daggers, C swords, +5 hit/crit/avo/dodge)
31.4 HP, 30 Str, 0 Mag, 21.6 Skl, 33.8 Spd, 15.2 Luck, 17.2 Def, 28.9 Res
33% Avo (-5 with steel), 0.75 PDur, 1.33 MDur
Skills: Shuriken Mastery, Locktouch, Poison Strike, Lethality, Shurikenfaire
-If an enemy hits Kagero with an attack which debuffs on a hit, it takes half the damage it deals and the same debuff is applied to said enemy
-After a battle on her own turn, Kagero's target takes 20% MHP damage
-Kagero has a 5% chance to inflict instant death on a hit
-Kagero deals +5 damage with daggers (factored in)

Silver Shuriken: 24.0 physical, 90% hit, 9% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Shuriken +1: 23.0 physical, 85% hit, 9% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Shuriken +2: 22.0 physical, 92% hit, 9% crit; target Mag -2, Def/Res -3

Note: For every point of Str/Mag her enemy is debuffed, Kagero's durability rises by approximately 0.03/0.09.

Reina - Falcon Knight L15 (8 move, A lances, staves)
36.6 HP, 28.3 Str, 10.5 Mag, 16.9 Skl, 33.4 Spd, 19.5 Luck, 15.8 Def, 21.5 Res
30% Avo (-20 with Bolt Naginata), 0.83 PDur, 1.02 MDur
Skills: Morbid Celebration, Darting Blow, Camaraderie, Air Superiority, Rally Speed, Warding Blow
-Reina has +5 followup attack speed on her own turn
-Reina has +30 hit/avo against flying enemies
-Reina takes 20 less damage from magical counterattacks

Silver Naginata: 19.3 physical, 80% hit, 1% crit; Str/Skl -2 after battle
Iron Naginata +2: 16.3 physical, 82% hit, 1% crit
Brass Naginata +2: 14.3 physical, 92% hit [no crits/skills]
*Bolt Naginata: 4.5 magic, 70% hit, 1-2 range [no crits/skills]


Kaden - Nine-Tails L15 (6 move, A beaststoes, +5 crit, +10 avo/dodge)
44.0 HP, 26.0 Str, 4.0 Mag, 28.0 Skl, 37.0 Spd, 27.0 Luck, 15.0 Def, 30.0 Res
59% Avo, 0.97 PDur, 2.02 MDur
(with Beastrune) 33.0 Spd, 21.0 Def, 35.0 Res, 43% Avo, 1.23 PDur, 3.16 MDur
(with *Beaststone+) 40.0 Spd, 12.0 Def, 27.0 Res, 64% Avo, 0.88 PDur, 1.66 MDur
Skills: Reciprocity, Evenhanded, Beastbane, Even Better, Grisly Wound
-Kaden deals +4 damage during even-numbered turns
-Kaden does +12 damage against beasts or targets mounted on beasts (+18 with Beastrune)
-Kaden recovers 40% MHP at the start of even-numbered turns
-After a battle, the unit Kaden attacked or was attacked by takes 20% MHP damage

Beaststone: 10.0 physical, 111% hit, 17% crit
*Beastrune: 13.0 physical, 90% hit, 9% crit
*Beaststone+: 16.0 physical, 115% hit, 19% crit


Ryoma - Swordmaster L15 (6 move, A swords, +10 crit/avo)
42.6 HP, 30.1 Str, 2.6 Mag, 25.2 Skl, 32.2 Spd, 26.1 Luck, 18.9 Def, 15.9 Res
51% Avo (-10 without Raijinto), 1.09 PDur, 0.94 MDur
Skills: Bushido, Duelist's Blow, Vantage, Astra, Swordfaire
-Ryoma has +30 avo against counterattacks
-When below half HP, the non-followup portion of Ryoma's counterattack occurs before the opponent's attack
-Ryoma has a 13% chance to attack five times at half damage, per normal swing. Each of these five attacks can miss or critical independently.
-Ryoma deals +5 damage with swords (factored in)

Raijinto: 25.1 physical, 91% hit, 21% crit, 1-2 range
Silver Katana: 26.1 physical, 101% hit, 16% crit; Str/Skl -2 after battle
Iron Katana +2: 24.1 physical, 103% hit, 16% crit


Scarlet - Malig Knight L15 (8 move, A axes, C tomes)
34.4 HP, 32.4 Str, 13.1 Mag, 21.6 Skl, 26.3 Spd, 17.2 Luck, 26.1 Def, 14.1 Res
18% Avo (-10 with Killer Axe), 1.28 PDur, 0.71 MDur
(with Ox Spirit) 27.1 Def, 1.36 PDur
In Extremis, Strength+2, Lunge, Rally Defence, Savage Blow, Trample
-Scarlet has +30 crit when her HP is below 1/4 MHP
-After a battle on her own turn, all enemies within 2 tiles of Scarlet (including her target) take 20% MHP damage
-Scarlet deals +5 damage against unmounted targets (includes non-human enemies; factored in)

Silver Club: 28.4 physical, 86% hit, 9% crit; Str/Skl -2 after battle
Throwing Club +1: 20.4 physical, 81% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Club +2: 24.4 physical, 88% hit, 9% crit
Ox Spirit +2: 9.1 magic, 78% hit, 4% crit, 1-2 range
*Killer Axe: 22.4, 76% hit, 29% crit; criticals deal 4x


Izana - Onmyoji L15 (6 move, A tomes)
35.5 HP, 9.5 Str, 28.5 Mag, 31.5 Skl, 22.5 Spd, 21.5 Luck, 17.5 Def, 30.0 Res
15% Avo, 0.86 PDur, 1.63 MDur (0.93/1.91 if Peacebringer active)
(with Tiger Spirit) 23.5 Spd, 29.0 Res, 11% Avo, 1.52 (1.76) MDur
(with Ox Spirit) 18.5 Def, 29.0 Res, 0.89 (0.97) PDur, 1.52 (1.76) MDur
Skills: Peacebringer, Miracle, Rally Luck, Rally Magic, Tomefaire
-Enemies and allies within 2 tiles of Izana deal 2 less damage
-Izana has a 22% chance to survive a fatal hit with 1 HP if his HP is above 1
-Izana deals +5 damage with tomes (factored in)

Rabbit Spirit: 27.5 magic, 98% hit, 6% crit; Mag/Skl -2 after battle
Tiger Spirit +1: 26.5 magic, 93% hit, 6% crit; -5 avo, -3 followup AS
Ox Spirit +2: 25.5 magic, 100% hit, 6% crit


Shura - Bow Knight L15 (9 move, A bows, C swords)
37.0 HP, 23.8 Str, 5.5 Mag, 26.8 Skl, 28.5 Spd, 18.0 Luck, 16.8 Def, 26.3 Res
42% Avo (-20 with Spy's Yumi, -20 after turn 7), 0.87 PDur, 1.32 MDur
(with a katana) 29.5 Spd, 15.8 Def, 23.3 Res, 43% Avo, 0.84 PDur, 1.13 MDur
(if opponent attacks at Str-2) 0.94 PDur, or 0.90 PDur with a katana
Skills: Highwayman, Locktouch, Move+1, Lucky Seven, Rally Skill, Shurikenbreaker
-After a battle on Shura's turn where the opponent doesn't counterattack, that opponent's Str and Spd are debuffed by -3. I'd probably only consider this if he has a range advantage, but YMMV.
-Shura has +20 hit/avo for the first 7 turns (factored in)
-Shura has +50 hit/avo if his opponent has a dagger/shuriken equipped

Silver Yumi: 17.8 physical, 104% hit, 6% crit; Str/Skl -2 after battle
Iron Yumi +2: 14.8 physical, 106% hit, 6% crit
Iron Katana +2: 10.8 physical, 121% hit, 6% crit
Kodachi +1: 7.8 physical, 114% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
*Spy's Yumi: 6.8 physical, 89% hit, 3 range [no followup]


Yukimura - Mechanist L15 (7 move, A daggers, B bows)
39.8 HP, 26.8 Str, 3.3 Mag, 31.8 Skl, 26.3 Spd, 19.8 Luck, 22.5 Def, 24.3 Res
19% Avo (-5 with steel), 1.21 PDur, 1.27 MDur
(with a yumi) 24.3 Spd, 26.3 Res, 16% Avo, 1.42 Res
Skills: Perspicacious, Potent Potion, Quick Salve, Golembane, Replicate
-Healing and temporary stat-boosting items used by Yukimura are 50% more effective
-After using a healing or temporary stat-boosting item, Yukimura may take another action
-Yukimura's weapon might is doubled against inorganic opponents or those riding inorganic mounts (+10 with Silver Shuriken, +16 with Silver Yumi, less with other weapons by an amount equal to the difference in listed damage)

Silver Shuriken: 15.8 physical, 103% hit, 9% crit; Str/Skl -2 after battle; target Spd/Def/Res -4
Steel Shuriken +1: 14.8 physical, 98% hit, 9% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Shuriken +2: 13.8 physical, 105% hit, 9% crit; target Mag -2, Def/Res -3
Silver Yumi: 19.8 physical, 93% hit, 9% crit; Str/Skl -2 after battle
Iron Yumi +2: 16.8 physical, 95% hit, 9% crit

Item use: Because of Yukimura's skills which make him better at using items, you might consider allowing him to use them in the DL. I'd lean towards not, but YMMV. Vulneraries comes in packs of 3, cost 300 gold, and restore 15 HP with Potent Potion; Concoctions come in packs of 2, cost 600, and restore 30.

Replicate: As an action, Yukimura can, once per map, create a clone of himself in an adjacent square. Next turn, both Yukimura and the clone may take actions. The clone shares all stats and inventory with Yukimura, including current HP. This means, of course, that if either dies, so does the other. Multitarget attacks do damage twice. Whichever weapon one has equipped will also be equipped on the other. Allows Dual strikes and Pairup.

Dual strike: If Yukimura or his clone attacks or counters while the other is adjacent (reminder: they start this way), the primary attacker gets +10 hit for that attack and the other will attack immediately after the primary attacker, dealing one half damage. The secondary attacker does not attack after the primary attacker's followup attacks and does not get any followup attacks of his own.

Pairup: As an action, either Yukimura or his clone can "pair up" with the other. The resulting single character has +2 Str/Skl/Def/Res (i.e. +2 damage, +3 hit, +1 crit, and roughly +0.13 PDur, +0.15 MDur), as well as +5 dodge, but can only take one turn and loses the option of dual strikes. Every time Yukimura attacks or is attacked (within a battle), he gains 20% of a "dual guard" gauge. Once full, the next attack against Yukimura automatically misses; the gauge empties when this occurs. This stance can be ended by choosing the "Separate" action but this leaves the two without any further actions that round.

Note: For every point of Str/Mag his enemy is debuffed, Yukimura's durability rises by approximately 0.06/0.07.


Averages at the bottom, too

HP: 36.6
Str: 24.2
Mag: 11.6
Skl: 27.2
Spd: 29.5
Lck: 22.9
Def: 20.3
Res: 21.1
Hit: 139.1 raw, 99.1% against assumed 40 avo
Avo: 58.8 raw, 28.8% against assumed 130 hit
Damage: 20.8 (kill point: 52.0)
Damage with accuracy factored in: 19.6 (kill point: 48.9)
Threat range: 7.93
« Last Edit: April 24, 2016, 06:27:01 PM by Dark Holy Elf »

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #3 on: March 22, 2016, 06:49:07 PM »
Children characters (Conquest)

Compared to Awakening, the child characters of Fates vary far less. In particular, their parents' stats has only a very small effect on their base stats, a couple points at most. Here are the assumptions I made, but they shouldn't swing much in other directions if you make others:

-All children are recruited prior to Chapter 19 at 20/2 with parents who are also 20/2 (20/4 in the case of Corrin and Leo, 21 in the case of Jakob and Azura). Why this level? Because it's the earliest you can recruit them and still get an Offspring Seal, which saves you the cost of promoting them.
-If their fixed parent's base stats at that level are 4 or more points higher than the child's base stats at that level, the child's stats are modified upwards accordingly.
-Child growths are calculated by using an average of all parent possibilities for the non-fixed parent. This is an average of possible mothers (including Corrin) for most children, an average of possible fathers (including Corrin) for Shigure, and an average of all of the previous for Kana. I realised after the fact that I excluded the "Corrinsexuals" and generation 2 characters for Kana's growths, but it shouldn't make a notable difference.
-For simplicity I've assumed that children use no seals beside their offspring seal (or master seal if they were recruited prior to 20/2).
-Child weapon ranks are taken as B primary, C secondary. This is slightly lower than first-generation characters, but justified: child characters have D ranks at base (at a point in the game where most other new recruits would have C) and generally continue to have lower weapon ranks than the first generation whenever they are recruited. In particular, in my three files I never hit A with a single child PC's weapon rank. Even if you recruit a child at the very last map, B/C are the ranks the game assigns them then. This mostly just matters for 1 point of attack (since there are no DL-legal A rank weapons), but hey.

For reference, here is a list of stat boosts above base that children gain from their fixed parent under these assumptions, along with the skill their fixed parent passes down to them if it's one they don't get anyway:

Kana: +1 Str
Shigure: +1 Skl, +1 Spd, +1 Luck [Luck+4]
Dwyer: +! Skl, +1 Luck
Sophie: +1 Def
Midori: +2 Spd, +2 Res [Poison Strike]
Siegbert: +1 HP, +1 Def
Forrest: None [Heartseeker]
Ignatius: None
Velouria: +1 HP
Percy: +1 HP, +1 Str [HP+5]
Ophelia: +1 Str, +1 Skl, +1 Def
Soleil: +1 HP, +1 Skl, +1 Luck
Nina: +1 Spd


Averages up top

Averages are listed as children only / full cast (for Conquest). I use the latter for the kids, YMMV.

HP: 38.6 / 39.3
Str: 24.6 / 24.6
Mag: 12.6 / 12.0
Skl: 25.0 / 25.4
Spd: 26.4 / 25.9
Lck: 23.5 / 21.9
Def: 21.8 / 21.9
Res: 21.6 / 20.5
Hit: 136.0 / 135.7 raw, 96.0% / 95.7% against assumed 40 avo
Avo: 52.2 / 51.3 raw, 17.2% / 16.3% against assumed 135 hit
Damage: 17.1 / 19.7 (kill point: 42.7 / 49.3)
Damage with accuracy factored in: 16.1 / 18.4 (kill point: 40.4 / 45.9)
Threat range: 8.08 / 7.95


Kana - Nohr Noble L17 (6 move, B dragonstones, C swords, C tomes)
38.4 HP, 24.6 Str, 21.4 Mag, 21.3 Skl, 27.8 Spd, 23.9 Luck, 24.2 Def, 24.1 Res
9% Avo, 1.07 PDur, 1.14 MDur
(with a sword) 29.8 Spd, 20.2 Def, 21.1 Res, 19% Avo, 0.91 PDur, 0.99 MDur
(with Levin Sword) As above, except -1% Avo
(with *Dragonstone+) 25.8 Spd, 29.2 Def, 28.1 Res, 6% Avo, 1.38 PDur, 1.41 MDur
Skills: Draconic Heir, Nobility, Dragon Fang, Draconic Hex, Nohrian Trust
-Kana recovers 15% MHP at the start each turn if equipped with a dragonstone
-Kana gains 20% more Exp (factored in)
-Kana has a 16% chance to do +18 damage
-After a battle, all of enemy's stats are debuffed by -4
(The effects on Spd/Def/Res are obvious. Since enemies will usually be attacking Kana at -3 Str/Mag, his PDur/MDur will rise by approximately 16%.)

Dragonstone: 15.4 magic, 94% hit, 4% crit [no followup]
Iron Sword +2: 10.6 physical, 100% hit, 5% crit
*Levin Sword: 12.4 magic, 88% hit, 1-2 range [no crits/skills]
*Dragonstone+: 26.4 magic, 81% hit, 3% crit; Mag/Skl -2 after battle [no followup]

Shigure - Falcon Knight L15 (8 move, B lances, staves)
37.1 HP, 23.7 Str, 8.6 Mag, 27.0 Skl, 30.4 Spd, 27.5 Luck, 21.6 Def, 30.3 Res
24% Avo, 0.92 PDur, 1.59 MDur
Skills: Perfect Pitch, Luck+4, Darting Blow, Camaraderie, Rally Speed, Warding Blow
-Shigure has +5 followup attack speed on his own turn
-Shigure takes 20 less damage from magical counterattacks

Silver Lance: 13.7 physical, 99% hit, 6% crit; Str/Skl -2 after battle
Javelin +1: 7.7 physical, 94% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Lance +2: 10.7 physical, 101% hit, 6% crit

Dwyer - Butler L15 (6 move, C daggers, staves)
36.0 HP, 22.1 Str, 20.5 Mag, 23.2 Skl, 26.6 Spd, 20.5 Luck, 18.7 Def, 23.8 Res
10% Avo (+5 without steel), 0.80 PDur, 1.05 MDur
Skills: Born Steward, Resistance+2, Gentilhomme, Live to Serve, Tomebreaker
-Dwyer has +50 hit/avo if his opponent has a tome equipped

Steel Dagger +1: 7.1 physical, 90% hit, 5% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Dagger +2: 6.1 physical, 97% hit, 5% crit; target Mag -2, Def/Res -3

Note: For every point of Str/Mag his enemy is debuffed, Dwyer's durability rises by approximately 0.03/0.05.

Sophie - Great Knight L15 (7 move, B lances, C swords, C axes)
41.6 HP, 28.8 Str, 5.7 Mag, 26.7 Skl, 25.6 Spd, 21.4 Luck, 25.2 Def, 16.4 Res
14% Avo, 1.21 PDur, 0.89 MDur
Skills: Mischievous, Elbow Room, Shelter, Luna, Armoured Blow
-After a battle on her own turn in which she hits the enemy, Sophie strips the enym of their clothes. Also, the enemy's Def is debuffed by -3 (raises Sophie's damage by 2).
-Sophie has +3 damage when fighting in terrain with no special effects (factored in)
-Sophie has a 27% chance to ignore half the target's defence (+12 damage)
-Sophie takes 10 less damage from physical counterattacks

Silver Lance: 21.8 physical, 96% hit, 6% crit; Str/Skl -2 after battle
Javelin +1: 15.8 physical, 91% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 17.8 physical, 103% hit, 6% crit

Midori - Mechanist L15 (7 move, B bows, C daggers)
39.4 HP, 24.9 Str, 5.1 Mag, 33.1 Skl, 25.5 Spd, 24.2 Luck, 18.7 Def, 18.7 Res
15% Avo (-5 with steel), 0.97 PDur, 0.92 MDur
Skills: Lucky Charm, Poison Strike Potent Potion, Quick Salve, Golembane, Replicate
-After a battle on her own turn, Midori's target takes 20% MHP damage
-Healing and temporary stat-boosting items used by Midori are 50% more effective
-After using a healing or temporary stat-boosting item, Midori may take another action
-Midori's weapon might is doubled against inorganic opponents or those riding inorganic mounts (+10 with Silver Shuriken, +16 with Silver Yumi, less with other weapons by an amount equal to the difference in listed damage)

Silver Bow: 15.9 physical, 107% hit, 10% crit; Str/Skl -2 after battle
Steel Dagger +1: 9.9 physical, 107% hit, 10% crit; -5 avo, -3 followup AS; target Str -3, Def/Res -4
Iron Dagger +2: 8.9 physical, 114% hit, 10% crit; target Mag -2, Def/Res -3

Item use: Because of Midori's skills which make her better at using items, you might consider allowing her to use them in the DL. I'd lean towards not, but YMMV. Vulneraries comes in packs of 3, cost 300 gold, and restore 15 HP with Potent Potion; Concoctions come in packs of 2, cost 600, and restore 30.

Replicate: As an action, Midori can, once per map, create a clone of herself in an adjacent square. Next turn, both Midori and the clone may take actions. The clone shares all stats and inventory with Midori, including current HP. This means, of course, that if either dies, so does the other. Multitarget attacks do damage twice. Whichever weapon one has equipped will also be equipped on the other. Allows Dual strikes and Pairup.

Dual strike: If Midori or her clone attacks or counters while the other is adjacent (reminder: they start this way), the primary attacker gets +10 hit for that attack and the other will attack immediately after the primary attacker, dealing one half damage. The secondary attacker does not attack after the primary attacker's followup attacks and does not get any followup attacks of his own.

Pairup: As an action, either Midori or her clone can "pair up" with the other. The resulting single character has +2 Str/Skl/Def/Res (i.e. +2 damage, +3 hit, +1 crit, and roughly +0.07 PDur, +0.08 MDur), as well as +5 dodge, but can only take one turn and loses the option of dual strikes. Every time Midori attacks or is attacked (within a battle), she gains 20% of a "dual guard" gauge. Once full, the next attack against Midori automatically misses; the gauge empties when this occurs. This stance can be ended by choosing the "Separate" action but this leaves the two without any further actions that round.

Note: For every point of Str/Mag her enemy is debuffed, Midori's durability rises by approximately 0.04/0.04.

Siegbert - Great Knight L15 (7 move, B lances, C swords, C axes)
42.2 HP, 29.0 Str, 5.1 Mag, 25.5 Skl, 25.0 Spd, 22.6 Def, 28.4 Def, 11.6 Res
14% Avo, 1.46 PDur, 0.77 MDur
Skills: Gallant, Elbow Room, Shelter, Luna, Armoured Blow
-Siegbert has +3 damage when fighting in terrain with no special effects (factored in)
-Siegbert has a 26% chance to ignore half the target's defence (+12 damage)
-Siegbert takes 10 less damage from physical counterattacks

Silver Lance: 22.0 physical, 95% hit, 6% crit; Str/Skl -2 after battle
Javelin +1: 16.0 physical, 90% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 18.0 physical, 102% hit, 6% crit

Forrest - Strategist L15 (8 move, C tomes, staves)
35.2 HP, 11.1 Str, 29.4 Mag, 16.8 Skl, 23.5 Spd, 22.3 Luck, 14.4 Def, 35.9 Res
11% Avo, 0.67 PDur, 2.51 MDur
Skills: Fierce Counter, Heartseeker, Resistance+2, Demoiselle, Rally Resistance, Inspiration
-Forrest deals +2 damage with counterattacks against male enemies
-Enemies adjacent to Forrest get -20 avo

Thunder +2: 18.4 magic, 78% (+20) hit, 1% crit
Fire +2: 16.4 magic, 88% (+20) hit [no crits/skills]

Ignatius - General L15 (5 move, B lances, C axes)
44.9 HP, 33.1 Str, 2.5 Mag, 26.1 Skl, 17.0 Spd, 25.0 Luck, 33.6 Def, 18.6 Res
3% Avo, 1.90 PDur, 0.97 MDur (2.21/1.05 if not alone)
Skills: Guarded Bravery, Defence+2, Natural Cover, Wary Fighter, Pavise
-Ignatius takes +2 damage when fighting alone (i.e. no pairup or adjacent ally); he instead deals +2 damage if with an ally
-Ignatius can neither make nor receive followup attacks
-Ignatius has a 26% chance to take half damage from weapon classes which are USUALLY range 1 only and physical (even if the individual weapon in question isn't, e.g. the Levin Sword or Hand Axe count)

Silver Lance: 20.4 physical, 110% hit, 8% crit; Str/Skl -2 after battle
Javelin +1: 14.4 physical, 105% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Lance +2: 17.4 physical, 112% hit, 8% crit

Velouria - Wolfssegner L15 (6 move, B beaststoes, +10 hit, +5 crit, +10 dodge)
45.4 HP, 32.1 Str, 2.5 Mag, 20.7 Skl, 26.3 Spd, 22.4 Luck, 31.2 Def, 21.3 Res
15% Avo, 1.87 PDur, 1.18 MDur
(with Beaststone) 30.3 Spd, 25.2 Def, 16.3 Res, 32% Avo, 1.33 PDur, 0.98 MDur
(with *Beaststone+) 33.3 Spd, 22.2 Def, 13.3 Res, 36% Avo, 1.17 PDur, 0.88 MDur
Skills: Collector, Odd Shaped, Beastbane, Better Odds, Grisly Wound
-Velouria deals +4 damage during odd-numbered turns
-Velouria does +18 damage against beasts or targets mounted on beasts (+12 with Beaststone)
-Velouria recovers 40% MHP at the start of odd-numbered turns
-After a battle, the unit Velouria attacked or was attacked by takes 20% MHP damage

Beastrune: 17.1 physical, 97% hit, 8% crit
Beaststone: 14.1 physical, 118% hit, 17% crit
*Beaststone+: 20.1 physical, 122% hit, 18% crit

Percy - Malig Knight L15 (8 move, B axes, C tomes)
39.2 HP, 25.5 Str, 11.7 Mag, 24.5 Skl, 23.4 Spd, 23 Luck, 29.4 Def, 17.6 Res
12% Avo, 1.46 PDur, 0.89 MDur
Skills: Fortunate Son, HP+5, Strength+2, Lunge, Savage Blow, Trample
-Percy has +5 dodge, and grants allies within 2 tiles +15 dodge
-After a battle on his own turn, all enemies within 2 tiles of Percy (including his target) take 20% MHP damage
-Percy deals +5 damage against unmounted targets (includes non-human enemies; factored in)

Silver Axe: 21.5 physical, 88% hit, 5% crit; Str/Skl -2 after battle
Hand Axe +1: 14.5 physical, 83% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
*Bolt Axe: 9.7 magic, 83% hit, 1-2 range [no crits/skills]

Ophelia - Sorcerer L15 (6 move, B tomes, +5 hit, +10 crit, +5 dodge)
34.0 HP, 11.1 Str, 28.4 Mag, 20.5 Skl, 26.7 Spd, 25.8 Luck, 15.0 Def, 23.4 Res
18% Avo (-20 with Nosferatu), 0.67 PDur, 0.98 MDur
Skills: Bibliophile, Heartseeker, Malefic Aura, Vengeance, Bowbreaker
-If Ophelia has 3 or more tomes in her inventory, she gets +10 crit (factored in)
-Enemies adjacent to Ophelia get -20 avo
-Enemies within 2 tiles take 2 extra damage from magic (always active for Ophelia's damage, so is factored in)
-Ophelia has a 31% chance to add half her missing HP to her damage
-Ophelia has +50 hit/avo if her opponent has a bow equipped

Ragnarok: 21.4 magic, 94% (+20) hit, 23% crit; Mag/Skl -2 after battle
*Nosferatu: 17.4 magic, 84% (+20) hit, heals Nyx by half of damage dealt [no followups/crits/skills]
Thunder +2: 19.4 magic, 96% (+20) hit, 23% crit

Soleil - Hero L15 (6 move, A swords, C axes)
38.4 HP, 30.1 Str, 3.5 Mag, 27.7 Skl, 27.7 Spd, 22.6 Luck, 22.0 Def, 17.0 Res
18% Avo, 0.98 PDur, 0.85 MDur
Skills: Sisterhood, Good Fortune, Strong Riposte, Sol, Axebreaker
-Soleil has a 23% chance to heal 20% of her HP at the start of her turn
-Soleil deals +3 damage with counterattacks
-Soleil has a 28% chance to heal herself equal to half the damage she deals, per swing
-Soleil has +50 hit/avo if her opponent has an axe equipped

Silver Sword: 19.1 (+3) physical, 98% hit, 6% crit; Str/Skl -2 after battle
Hand Axe +1: 14.1 (+3) physical, 78% hit, 1-2 range; +5 enemy followup AS [no followups/crits/skills]
Iron Sword +2: 17.1 (+3) physical, 100% hit, 6% crit

Nina - Adventurer L15 (7 move, B bows, staves)
30.2 HP, 23.4 Str, 19.7 Mag, 21.6 Skl, 31.5 Spd, 24.0 Luck, 12.4 Def, 31.9 Res
44% Avo (-10 with Mini Bow, -20 with Shining Bow, -20 after turn 7)
0.55 PDur, 1.48 MDur
Skills: Daydream, Locktouch, Move+1, Lucky Seven, Pass
-Nina has +20 hit/avo for the first 7 turns (factored in)

Silver Bow: 14.4 physical, 109% hit, 4% crit; Str/Skl -2 after battle
*Mini Bow: 7.4 physical, 104% hit, 4% crit, 1 range
*Shining Bow: 12.8 magic, 99% hit, 1-2 range [no crits/skills]


Averages up the bottom, too

Averages are listed as children only / full cast (for Conquest). I use the latter for the kids, YMMV.

HP: 38.6 / 39.3
Str: 24.6 / 24.6
Mag: 12.6 / 12.0
Skl: 25.0 / 25.4
Spd: 26.4 / 25.9
Lck: 23.5 / 21.9
Def: 21.8 / 21.9
Res: 21.6 / 20.5
Hit: 136.0 / 135.7 raw, 96.0% / 95.7% against assumed 40 avo
Avo: 52.2 / 51.3 raw, 17.2% / 16.3% against assumed 135 hit
Damage: 17.1 / 19.7 (kill point: 42.7 / 49.3)
Damage with accuracy factored in: 16.1 / 18.4 (kill point: 40.4 / 45.9)
Threat range: 8.08 / 7.95
« Last Edit: April 24, 2016, 06:47:18 PM by Dark Holy Elf »

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hinode

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #4 on: March 23, 2016, 01:39:26 AM »
Two questions, one major and one minor:

* Are Corrin's stats taken with a specific boon/bane factored in or this is a hypothetical neutral build?

* Nosferatu is bolded on the three Sorcs currently. Does mean that is what they're using for the damage average?

Dark Holy Elf

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #5 on: March 23, 2016, 01:53:09 AM »
Corrin's Neutral. I will add different Corrins if people express interest and wish to figure out a build.

I had assumed Nosferatu as default because I figured most people would allow it but I could be argued on that one, I realised I did contradict my own notes that said starred weapons wouldn't be the default. I am revealing my own biases about which starred weapons I allow and which I don't, clearly! (The change would be only a small effect on the averages, but it's an existant one, so I will calc it if people wish.)

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #6 on: March 23, 2016, 03:04:38 AM »
I'm pretty sure +Speed is Corrin's best DL build by a pretty large margin, since it lets them double a large chunk of the DL turn 1 that wouldn't otherwise be possible. -Luck is probably the safest bane, although I could see a case for -Magic as well. Either way the extra speed makes a significant practical difference, considering where Corrin lies in the speed curve with a neutral build.

I'm leaning pretty strongly against Nosferatu right now, but even if I allow it I'd use use Brynhildr/Ragnarok for averages instead. This particular cast is large enough that it makes little difference in practice, but in principle it's flat out cheating the averages, unless you force the Sorcs to use Nosferatu in situations where other tomes would be beneficial. I'm sure the entire FFT cast would enjoy it if their damage average was calculated with Night Sword instead of Holy Explosion, but AFAIK nobody does that!

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #7 on: March 23, 2016, 03:09:59 AM »
Well it's a bit different in FE than FFT, because Nosferatu being equipped has an effect on turns besides yours. That said it's pretty understandable not to want to essentially reward the cast for having counters. I'll also note that Nosferatu was the assumed equipped tome in the GBA FEs despite not being the overall best if we ignore the draining in those games, either (well, 7-8 for sure, it might be the best default in 6 anyway because Nosferatu6 is broken).

For now, you can just add... exactly 0.33 to the listed damage average (0.825 to the kill point). That's probably less than factoring in accuracy would lower it, though, should you do that.
« Last Edit: March 23, 2016, 03:12:11 AM by Dark Holy Elf »

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #8 on: March 23, 2016, 03:23:15 AM »
Awesome work!

Nosferatu is indeed the raw best for damage in FE6, FWIW, out of the mighty draw of legal dark magic of it vs. Flux (vs. Eclipse for those with it as a starting item?!).  Flux is +1 AS which isn't enough to care.  For FE8, pretty sure I assumed Thunder (Ewan) or Flux (Knoll) for the damage average, although I can see the argument that lowering the AS average is accurate to how the cast actually fights; dunno what was assumed in Elf / Pyro / Dhyer's topics for the damage / AS average there.

For whatever it's worth, strictly from an in-game perspective, if we ignore heart seals, there's also the fact that Nyx / Odin might promote differently in-game, which renders there more Nosferatus to go around, along with sneaky other ways to get more like the lottery.  That said I'd be more willing to be harsh on Leo since if we include potential heart seal use, more characters than just Leo (in-game, not via Elf's "no leaving your main class" rule) can jump over to Sorc, so there is more potential contention.  OTOH this is including characters that have no business doing so (e.g. Sorc Flora).  I dunno.

hinode

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #9 on: March 23, 2016, 03:28:26 AM »
Nosferatu is at least stronger than Flux in the GBA games, so it's increasing the damage average very slightly while lowering the speed average a bit more. Also Luna and Forblaze exist muddle things a bit more in FE7.

This particular version of Nos is literally worse in every single way statistically compared to a Thunder+2 (hell, a Thunder+1) which makes the feeling of average cheating more galling.

Put it another way, I'm okay with stat averages not using ruthlessly min-maxed equip setups (i.e. Silver Lance Falcon Knights in some of the older FE stat topics) so long as they're optimal by at least one meaningful in-game metric, since the stat averages don't have actual opponents to min-max against. On the other hand, I'm not okay with using a strictly inferior equips for the averages because it drains or has elemental resists or something like that while still having the option to switch to better statted equips without penalty. That feels like flat out cheating the averages to me.
« Last Edit: March 23, 2016, 03:46:13 AM by hinode »

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #10 on: March 23, 2016, 03:57:57 AM »
Average threat range for Conquest PCs so I don't have to calc this in the future once super forces people to consider Gunter vs. Paula: 7.89.  Well that's something Gunter has on Frederick at least.

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #11 on: March 23, 2016, 04:13:12 AM »
hinode: Yeah, I'm convinced. Ragnarok is now set as default for all three, the averages for damage and hit have been updated accordingly.

I also added the post-accuracy average. It actually made more of a difference than I expected... still not that large though. Use them as you choose.

And added Random's threat range average too; thanks for that.

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #12 on: March 23, 2016, 11:25:08 PM »
Re: Boon/Bane talk, while I agree that +Spd/-Lck is probably the best as it was with Awakening, +Mag does provide a considerable boost to Dragonstone/Levin Sword damage while still boosting speed slightly.  Since 1) Draconic Hex means Corrin doubles average after it kicks in anyways and 2) she doesn't one-round average durability without Draconic Hex in play, I do feel that it's not completely clear cut since doubling interps vary (though as I said I'd probably pick +Spd anyways).

Meanwhile I'm not sure how you'd make a case for -Mag, at least for Conquest, seeing as how -Res impacts the same stats and likely has less overall impact since she still shouldn't get 2HKO'd by average magic damage.

The only other bane I'd even remotely suggest is -Def, as the hit there, while less than ideal, seems surviveable.  Similarly Str seems to be the only other boon worth mentioning since it gives her a physical 2HKO.

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #13 on: March 24, 2016, 03:30:49 AM »
I haven't run the math on how much of a boost +magic is, but my kneejerk is that Dragonstone damage doesn't really look salvagable to me unless you allow Corrin the + version. Levin Sword damage isn't that great either unless Corrin doubles, but in fairness that'll actually happen a lot with a +speed build, so -magic is actually a worse idea upon reflection than my initial kneejerk made it out to be. Yeah, +Speed/-Luck is the overall best build I'm pretty sure now.

High Heavy is full of people with strong-but-sub-OHKO magic damage, so "shouldn't get 2HKO'd by average magic damage" doesn't necessarily mean all that much! Trying to min/max for performance vs opponents with perfectly average stats is a losing idea, both in general and for someone who's going to a division of statistical outliers in a good way.

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Re: Fire Emblem Fates: Conquest (PCs) (Birthright still to come)
« Reply #14 on: March 24, 2016, 04:13:32 AM »
+Mag gives an extra 10 points of magic by 20/17, which means Dragonstones will end up 2HKOing in practice due to Draconic Hex, which is hardly unsalvagable for all that I can only think of a small handful of situations where this will actually matter off the top of my head.  Mostly it's accounting for more simplistic doubling views.

-Res was proposed over -Mag as a "if one had to choose between kind of bad Res or not being able to hit the other defense worth a damn, Corrin would probably want the kind of bad Res since physical tanks exist", not as some weird minmaxing based around average opponents <_<.  I doubt Corrin beats much in the way of high heavy mages regardless of stat build so I'm not terribly torn up over this.  I'm pretty sure I implied it (and -def for that matter) was a lousy choice compared to -Luck so I don't see why you felt the need to remark on it anyways.
« Last Edit: March 24, 2016, 04:48:27 AM by Random Consonant »

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Re: Fire Emblem Fates: Conquest & Birthright (PCs)
« Reply #15 on: April 09, 2016, 03:37:18 PM »
Kicking this up again. The Birthright PCs have been added, search for "(birthright)" to find 'em. Or just click here.

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Re: Fire Emblem Fates: Conquest & Birthright (PCs)
« Reply #16 on: May 02, 2016, 03:44:37 PM »
NOTE for NEB -

It seems that someone on tumblr has done some experimenting (about 23,000 tests it looks like) and did confirm the revised 'true hit' formula to be (3A+B)/4 for Hit values over 50%. There is a +/-1% margin of error it appears, but should be adequate for DL purposes. To simplify, if you don't like formulas, what this basically means is:

If displayed hit 50 >, then use actual displayed hit (so 35% chance to hit = 35%)
If displayed hit > 50, then:

50 – 50.5
51 – 51.83
52 – 53.17
53 – 54.5
54 – 55.83
55 – 57.17
56 – 58.5
57 – 59.83
58 – 61.17
59 – 62.5
60 – 63.83
61 – 65.17
62 – 66.5
63 – 67.83
64 – 69.17
65 – 70.5
66 – 71.83
67 – 73.17
68 – 74.5
69 – 75.83
70 – 77.17
71 – 78.5
72 – 79.83
73 – 81.17
74 – 82.5
75 – 83.83
76 – 85.12
77 – 86.35
78 – 87.53
79 – 88.66
80 – 89.73
81 – 90.75
82 – 91.72
83 – 92.63
84 – 93.49
85 – 94.3
86 – 95.05
87 – 95.75
88 – 96.4
89 – 96.99
90 – 97.53
91 – 98.02
92 – 98.45
93 – 98.83
94 – 99.16
95 – 99.43
96 – 99.65
97 – 99.82
98 – 99.93
99 – 99.99

The link can be found here for now for those that are mathematically inclined:
https://fire-emblem-strategy.tumblr.com/post/143452625727/how-fates-handles-hit-rates

Not sure if this was around during the initial post, but it felt like a mention if nothing else.
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SnowFire

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Re: Fire Emblem Fates: Conquest & Birthright (PCs)
« Reply #17 on: May 23, 2016, 08:49:31 AM »
A few random notes!  Basically Anna + full cast averages.

Anna - She's DLC this time, but if you get her map (or Map Pack 1), she's available in all 3 routes.  She's an Outlaw who can Heart Seal into Apothecary & Troubadour class sets.  And unlike random recruits or bond units, she has Corrin supports, voiced lines in battle, can cook, etc.  If I did the math right and Serenes has the right growths, her stats come out to the following if she promotes to Adventurer:

Anna - Adventurer L15 (7 move, A bows, staves)
32.4 HP, 18.9 Str, 32.8 Mag, 20.9 Skl, 30.4 Spd, 32.8 Luck, 11.8 Def, 34.6 Res
~30% Avo (BR), ~25% Avo (CQ).  (+20 with Silver Bow/Yumi, -20 after turn 7)
0.56 PDur, 2.27 MDur (CQ)
0.65 PDur, 2.34 MDur (BR)
Skills: Make a Killing, Locktouch, Move+1, Lucky Seven, Pass
-Anna has +20 hit/avo for the first 7 turns

Damage shown is vs. Elf's Birthright enemy stats first, Conquest enemy stats in brackets.

Shining Bow: 28.8 [26.8] magic, ~97% hit, 1-2 range [no crits/skills]
Silver Yumi: 12.9 [11.9] physical, ~98% accuracy, 4% crit; Str/Skl -2 after battle
Silver Bow: 11.9 [10.9] physical, 100% accuracy, 4% crit; Str/Skl -2 after battle

So yeah.  She's extremely resistant to magic, but not quite as speedy as Niles or Nina.  And she direly, direly wants a magic weapon, which at least she'll get on 2/3 routes.  On BR, you're best making her a Merchant for Bolt Naginata hype if you can't scrounge up a Shining Bow, or making her a Strategist / Flame Shuriken Maid, I guess.  Unfortunately her physical durability is rather paper-ish, and equipping a Shining Bow makes her avoid notably worse, so she's not as dodgy as her Awakening form.  Still, the fact that she has real damage now with no Braves running up the averages makes this probably a better form than Awakening, for all that it sports some legality issues.

--
Full cast average!  Elf's interp is totally fine of course, but I prefer to see the cast as One Big Game called Fire Emblem Fates that just happens to have a huge branch point early on.  The characters that are shared between routes especially inclines me this way, at least for them in particular.  I'm not sure I'd call this a "Revelation" average as this doesn't include Fuga and doesn't exclude the rare characters not carried into Revelation (e.g. Scarlet), but you can call it that too, if you enforced "flavor" weapon legality, e.g. forcing Hoshidan characters to still shop from the Dawn Armory & Norhians to shop from the Dusk Armory.

Anyway, there's two ways to do this: "double-counting" characters who appear in both routes, and single-counting them.  Considering that these characters are more likely to appear in parties, and for Corrin in particular their appearances are actually mechanically different, there's something to this, and it also has the virtue of being super-easy to find: just average Elf's BR & CQ averages together.  Well, not quite, since there are 28 BR characters and 27 CQ characters if I count correctly, so BR counts for *slightly* more, but that difference is so subtle it barely matters.  The other asterisk is that for the damage average, I've used the Birthright enemy figures everywhere, which amps up the CQ damage figures somewhat (+1 for the fighters, and +2 for the mages).  Here's the results:

HP: 38.1 / 36.6 (BR) / 39.6 (CQ)
Str: 24.3 / 24.2 (BR) / 24.5 (CQ)
Mag: 11.6 (all)
Skl: 26.4 / 27.2 (BR) / 25.6 (CQ)
Spd: 27.6 / 29.5 (BR) / 25.6 (CQ)
Lck: 22.0 / 22.9 (BR) / 21.1 (CQ)
Def: 21.1 / 20.3 (BR) / 22.0 (CQ)
Res: 20.6 / 21.1 (BR) / 20.0 (CQ)

Damage: 21.5 / 20.8 (BR) / 22.2 (CQ, adjusted for BR enemy stats)
2.5x killpoint: 53.7

Anyway, the shared characters between routes are Corrin, Felicia, Jakob, Kaze, Mozu, Azura, Silas, Shura & Izana.  I took another average where these characters separate BR & CQ stats were averaged together, then un-double counted.  As you'll see, these characters disproprotionately are physically frail, magically resistant, damageless, but speedy types.  As a result, the new combined average looks a bit closer to the CQ average than the BR average, as the speed & physical durability averages fall but damage average rises.

"No double counting":

HP: 38.5 / 36.6 (BR) / 39.6 (CQ)
Spd: 27.2 / 29.5 (BR) / 25.6 (CQ)
Def: 21.6 / 20.3 (BR) / 22.0 (CQ)
Res: 20.2 / 21.1 (BR) / 20.0 (CQ)

Damage: 22.0 / 20.8 (BR) / 22.2 (CQ, adjusted for BR enemy stats)
2.5x killpoint: 55.0

Reminder that if you're using this killpoint and looking at a Conquest set of stats to add +1 to all physical damage & +2 to magic damage.  (And +5% dodginess.)

As for how to turn the durability stats around...  eyeballing is probably sufficient in general.  Using the "no double counting" set of averages, you end up with an average character in BR, combined, & CQ of:
PCHP: 0.95 (BR), 1.00 (RV), 1.03 (CQ)
PDur: 0.90 (BR), 1.00 (RV), 1.05 (CQ)
MDur: 0.99 (BR), 1.00 (RV), 1.02 (CQ)

So yeah, give +~5% to CQ PDur or take ~11% off of BR PDur.  MDur barely changes by cast (BR has less HP, CQ has less Res).

Here's the relevant characters, sorted by 3-turn average.  For characters whose stats differ, I used the form that has legal access to the weapon (e.g. Shura is randomly faster in Conquest, so he'll use the Silver Bow.)
*Asterisk is on characters wielding Silver / Silver equivalents, so add +1 to their turn 1 damage
[] brackets for CQ weapons vs. Elf's CQ enemy defense figures.

30.0 Corrin, Hoshido Noble, Blazing Yato, 31.3 Spd
26.5* Izana, Rabbit Spirit, 22.5 Spd
25.5* Silas, Silver Naginata, 22.3 Spd
23.2 [22.2] Corrin, Nohr Noble, Shadow Yato, 29.1 Spd
22.0 - combined full cast average, no double-counting.  27.2 Spd
19.5* [18.5*] Mozu, Silver Lance, 31 Spd
17.3 Felicia, Flame Shuriken, 30.7 Spd
16.4* [15.4*] Shura, Silver Bow, 29.7 Spd
16.0* Kaze, Silver Shuriken, 40.0 Spd
13.4 [12.4] Azura, Iron Lance +2, 34 Spd
  9.6* Jakob, Silver Shuriken, 28.0 Spd
« Last Edit: May 23, 2016, 09:09:35 AM by SnowFire »