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31
Tournaments / Re: Proving Grounds Heavy/Godlike: Can't touch this.
« Last post by Jo'ou Ranbu on November 06, 2024, 02:13:12 PM »
Oracle (Bravely Default II) vs. Emelious (Grandia 3) - I don't really see how Oracle gets out of the being stuck on the forever loop of recasting Elemental Supplement. Emelious constantly doubleturns after Oracle's first turn and there's just not much they can do to escape this.
Oracle vs. Rudo Marco (Brigandine LoR) - Survive a Rudo turn, ES, do whatever the hell they want until Rudo dies.
Oracle vs. Lenneth Valkyrie (Valkyrie Profile 1) - I'm never respecting BD2 status that isn't under the influence of Guaranteed Results, and that feels like the shot Oracle has. They go last if they go for the elemental spoiling setup and Lenneth just OHKOs that.
Oracle vs. Sir Leopold (Dragon Quest VIII) - Well, this boils down to "do I see Elemental Supplement getting owned by icy waves?". And the answer to this is uh i dunno.

Rest later, this is a headache.

Oracle vs. Celes Chere (Final Fantasy 6) - Oracle vs. Gilgamesh (Final Fantasy 5)
Oracle vs. Neclord (Suikodens)
Oracle vs. Wakka (Final Fantasy X)

Oracle vs. Hugo (Suikoden 3)
Oracle vs. Ephraim (Fire Emblem 8)
Oracle vs. Chie Satonaka (Persona 4)
Oracle vs. Alain (Unicorn Overlord)
32
Hi, I've been doing another run on LFT and encountered a bizarre bug where Fire-elemental damage from all sources was doing extremely low (single-digit) damage regardless of source. I hadn't had this problem on previous runs - the only thing I could think of was that maybe switching emulators to Duckstation had caused or revealed a problem. At any rate I was able to fix it by installing the Elemental Fix v3 hack through FFTPatcher's FFTorgASM tool, so on the off chance that anyone else has the same problem maybe this message will help.

Love the mod in general though. It's become my default whenever I feel like playing FFT, and at this point I have several times more hours put into LFT than vanilla. Thanks to everyone who worked on it over the years.
33
Tournaments / Proving Grounds Heavy/Godlike: Can't touch this.
« Last post by SnowFire on November 04, 2024, 02:50:49 AM »
Throwing some characters from recent-ish stat topics at some Heavies, some borderliners, and some Godlikes.  There are a number of contestants thrown (Throne?) up here largely because I don't expect that most people will be able to vote on all of them.  I've thrown in the usual XX vs. if people want to sub in one from the games I know less of a la Labyrinth of Touhou, Disgaea 5, etc.

Will probably make a Light & Middle follow-up, but figure just one of these is plenty for now.

* Alear & Marth (Fire Emblem Engage) - They have 67% evade when using their best damage, and can go to 87% evade if desired during their 4 turns of Engage!  Not amazing damage for this division, but it doesn't need to be if their opponent has so much trouble getting through..
* Oracle (Bravely Default II) - Has goofy spoiling games with Reflect vs. mages and Elemental Supplement vs. physical fighters, although they take a speed hit to get to full elemental absorption due to BDII preferring mostly-naked fighters.
* Throne (Octopath Traveler II) - Has a perfect evade game while building up BP, although she doesn't like that if she stalls too long her buffs expire. 
* Cthulhu (Cthulhu Saves Christmas) - Blows most targets up on turn 2 with initiative, and pretty good at surviving turn 1.


Alear & Marth (FE Engage) vs. Emelious (Grandia 3)
Alear & Marth vs. Rudo (Brigandine LoR)
Alear & Marth vs. Lenneth (Valkyrie Profile 1)
Alear & Marth vs. Sir Leopold (Dragon Quest VIII)

Alear & Marth vs. Celes (Final Fantasy 6)
Alear & Marth vs. Gilgamesh (Final Fantasy 5)
Alear & Marth vs. Neclord (Suikodens)
Alear & Marth vs. Wakka (Final Fantasy X)

Alear & Marth vs. Hugo (Suikoden 3)
Alear & Marth vs. Ephraim (Fire Emblem 8)
Alear & Marth vs. Chie (Persona 4)
Alear & Marth vs. Alain (Unicorn Overlord)

-

Oracle (Bravely Default II) vs. Emelious (Grandia 3)
Oracle vs. Rudo (Brigandine LoR)
Oracle vs. Lenneth (Valkyrie Profile 1)
Oracle vs. Sir Leopold (Dragon Quest VIII)

Oracle vs. Celes (Final Fantasy 6)
Oracle vs. Gilgamesh (Final Fantasy 5)
Oracle vs. Neclord (Suikodens)
Oracle vs. Wakka (Final Fantasy X)

Oracle vs. Hugo (Suikoden 3)
Oracle vs. Ephraim (Fire Emblem 8)
Oracle vs. Chie (Persona 4)
Oracle vs. Alain (Unicorn Overlord)

-

Throne (Octopath Traveller II) vs. Emelious (Grandia 3)
Throne vs. Rudo (Brigandine LoR)
Throne vs. Lenneth (Valkyrie Profile 1)
Throne vs. Sir Leopold (Dragon Quest VIII)

Throne vs. Celes (Final Fantasy 6)
Throne vs. Gilgamesh (Final Fantasy 5)
Throne vs. Neclord (Suikodens)
Throne vs. Wakka (Final Fantasy X)

Throne vs. Hugo (Suikoden 3)
Throne vs. Ephraim (Fire Emblem 8)
Throne vs. Chie (Persona 4)
Throne vs. Alain (Unicorn Overlord)

-

Cthulhu (Cthulhu Saves Christmas) vs. Emelious (Grandia 3)
Cthulhu vs. Rudo (Brigandine LoR)
Cthulhu vs. Lenneth (Valkyrie Profile 1)
Cthulhu vs. Sir Leopold (Dragon Quest VIII)

Cthulhu vs. Celes (Final Fantasy 6)
Cthulhu vs. Gilgamesh (Final Fantasy 5)
Cthulhu vs. Neclord (Suikodens)
Cthulhu vs. Wakka (Final Fantasy X)

Cthulhu vs. Hugo (Suikoden 3)
Cthulhu vs. Ephraim (Fire Emblem 8)
Cthulhu vs. Chie (Persona 4)
Cthulhu vs. Alain (Unicorn Overlord)



XX vs. Emelious (Grandia 3)
XX vs. Rudo (Brigandine LoR)
XX vs. Lenneth (Valkyrie Profile 1)
XX vs. Sir Leopold (Dragon Quest VIII)

XX vs. Celes (Final Fantasy 6)
XX vs. Gilgamesh (Final Fantasy 5)
XX vs. Neclord (Suikodens)
XX vs. Wakka (Final Fantasy X)

XX vs. Hugo (Suikoden 3)
XX vs. Ephraim (Fire Emblem 8)
XX vs. Chie (Persona 4)
XX vs. Alain (Unicorn Overlord)
34
General Chat / Re: Beyond Chaos pwertrip mode
« Last post by DragonKnight Zero on November 03, 2024, 09:51:50 PM »
With the Locke character back in action, time to bring Raiden and others to Narshe to open the locked doors and claim the treasures there.  Two Ragnaroks are my haul there, which I designate to Gio and Yukari as stat sticks I never intend to swing.

  Next, I form up a party with Nanoha and without Umaro and go Lore hunting.  Sour Mouth is easily obtained off a common monster on the south Figaro grasslands.  I take a dip into the Veldt cave as an enemy there packs both Quasar and Grandtrain, which I snag via Control.  Change parties again to complete Veldt cave for real.  I end up going with Krissy, Umaro, Yukari, and Loki.

  W-Limit oneshots any enemy I run into so with two enemies going down every time Yukari gets a turns, fights fly by swiftly.  Only the enemy with Grandtrain poses a threat but I don't encounter it with this group and even then, said Grandtrain doesn't pack enough power to obliterate the group.  Treasure is mostly unremarkable.  Crystal Mail doesn't do much with all but two characters able to equip Red Jackets.  Strato is whatever and Megalixir is nice but I'll probably forget about it.  Boss is a different matter.  Living SrBehemoth proves straightforward despite the lack of ability to exploit the Stop weakness (and Imp shuts off the spells though I forgot to use it) but the monster after that is a bulky menace with 5500 damage Meteor.

First attempt: Death by 5500 damage Meteor
2nd try: Death by 5500 damage Meteor
3rd failure: Died to the first form because I slacked off too much and it got off Meteo.  1500 damage is still enough to obliterate my Lv 26-27 party.
4th go: This time, rolled a Sabersoul on W-Limit and took the second part out in one shot due to lacking ID protection.  Freaking finally.

Nearly 5000 EXP for a 4 person party, a nice perk.

Pick up Wrath at the coloseum, faff around a bit, make sure my supplies are in order and Phoenix Cave is the next destination.

Team 1 I place Krissy, Ryu, Yukari, and Baal.  This team is the one designated to fight the dragon so I make it the stronger team.  They also open 4 or the 5 guaranteed trapped chests so it make sense for the more powerful group to handle them.
Team 2 gets Nanoha, Hope, Gio, and Jade.  They do have one trapped chest to deal with and I do want them capable of handling randoms so I don't just stack the highest offense units on team 1.
35
Tournaments / Re: Spooky hat season: a themed team tourney - nominations
« Last post by Tide on November 01, 2024, 03:27:00 PM »
Chef Hat - Orcha (CC)

Bandana - Locke (FF6), Serge (CC)

Baseball Cap - Junpei Iori (P3 series), Ness (EB)

Fedora - Irvine (FF8), Greg (WA5), Yuber (Suiko3)

Sombrero - Ricardo (SH FTNW), Ludicolo (Pkmn)

36
Tournaments / Re: Spooky hat season: a themed team tourney - nominations
« Last post by DragonKnight Zero on November 01, 2024, 07:32:49 AM »
Thought of a few ideas, will add more as I think of them.

Chef hat - Quina (FF9)
Feather cap - Red Mage (FF5)
Headdress - Riesz (SD3)  Or whatever that winged headpiece she has is.
Hair bow - Flonne (Disgaea 5)
Hood - Meliadoul (FFT: WotL version)
Bonnet - Elena (Grandia 2)  Not entirely happy with this nom but she does have an interesting tool or two for team battles.
Crown - Princess Toadstool (SMRPG)  I believe this counts but forgot whether this particular incarnation wears one.
37
Tournaments / Re: Spooky hat season: a themed team tourney - nominations
« Last post by Magic Fanatic on November 01, 2024, 12:36:00 AM »
I honestly don't know how the noms are supposed to be handled, but.

Godlike
Hair Ribbon - Hina Kagiyama (LoT2)
Bandanna - Tir McDohl (S1)

Heavy
Baseball Cap - Ness (EB)
Newsboy Cap? - Mario (SMRPG)

Middle
Metal Cap - Lucca (CT)
Devil Horns - Cristo (D5)

Light
Hair Ribbon - Paula (EB)
Helmet - Kain (FF4)
38
Tournaments / Spooky hat season: a themed team tourney - nominations
« Last post by DragonKnight Zero on November 01, 2024, 12:04:26 AM »
Just a silly idea I had for team battles.  Don't have fancy introductory speech on hand so going directly to the guidelines.  Nomination guidelines are as follows.

- Up to 10 slots per person.  There's no need to use them all though.
- Nominated duelers must wear a hat or other type of headwear either in their most common in-game depiction or official artwork.  Masks, goggles/glasses, and earrings don't count as those are more worn on the face, eyes, and ears respectively rather than the head.  There's still some wiggle room so if in doubt, nom the character anyways and I'll sort it out.  Headwear does not need to provide full coverage; hair bows and bandanas are fine as a few examples.  Just as long as the head decoration is readily visible in the artwork.
- Nomination must include the type of headwear the character has as they'll be placed on teams based on type.  If not sure what a character is wearing, close approximations are enough.  Nominations lacking a headwear category will be considered invalid and ignored.
- Anyone appearing the the most recent RPGVO is softbanned as the DL is short on funds for repeat appearance fees.  You can still nom them but they'll be given the lowest priority in placement.
- In the interest of interesting matches, no duelers that basically win in one action if they get a turn.
- I plan to put up the first round after Nov. 10 so noms are scheduled to close once the forum clock ticks over to Nov. 11.

  Believe this covers the essentials but ask if it appear I forgot something.
39
Fire Emblem: Radiant Dawn - Replayed this for the line count project, but it's also the first time I've played it in nine years which is crazy for a game I like so much? I did a "lowest level only" run similar to what I've previously done for FE9/FE6/3H where I had to use the lowest level person all the time, along with recruiting everyone and keeping them alive. Interestingly this doesn't make some of the already hardest maps (e.g. Dawn Brigade part 3) any harder, since you can use everyone on those. The hardest maps were 1-Endgame (everyone still in tier 1), 4-1 (night map with Ike's team), and 4-Endgame-1 (everyone still tier 2), followed by maps like 3-11, 4-3, 4-4, 4-E-2, 4-E-4, and 4-E-5, so mostly maps where I'm a tier lower than normal plus the very end where being a few key stat points short really does add up.

Castlevania: Order of Ecclesia - eyyy they released this for the Switch. New file so I have to play normal mode. Well surely this will be really easy for me - *dies a bunch to Blackmore, Eligor, and Dracula anyway* never mind. Not much to say past that; there was nothing notable about this run, but I had a good time. I approve of OoE having the prominent placement on the art of the Switch DSvania collection, good taste.

Chrono Trigger - Another random replay (Steam version in this case). I beat the game, then did a NG+ run to get all the endings. It's interesting that I used to think fighting Lavos with two people in NG+ was evil but now, even with levels still in the 40's, I was able to do it. Don't neglect your MDef, kids. (It's funny reading guides which say things like "this is super hard even at Level 55, what you need to do is use a Haste Helm + Nova Armour on Crono". WRONG.) Otherwise, this was my first time playing the game with the "new" (DS) translation, which while a bit less punchy at points does clarify some lines well. Also makes the slide show ending hornier than I recall it being. Otherwise, it's CT, still great. I want to force every game dev to play this and understand how a game can be this good even without exceptional writing or battle system; everything about the game's pacing and polish is so good.

Hyrule Warriors - Also got a Switch version, so sure, I'll play this again. Kinda fell down a rabbit-hole and spent over 100 hours on it, I'd forgotten how much I enjoy this game. Gameplaywise it's pretty clearly the best of the four Warriors games I've sunk notable time into, I think - both the action and the map aspects are engaging in a way that I'm not sure any other game in the series has matched simultaneously, and I love the huge variety of fighting styles available. I beat the maingame, essentially completed the first three adventure maps, and stuck me toes into a few more to get some of the multi-elemental weapons.

Baldur's Gate 3 - Started this, still in act 1. Really fun game when it's not tripping over itself with how clunky it is. I hate harzardous terrain on the ground which is both hard to see AND your NPC allies will randomly walk over it in a limited-healing system like this. I also hate how party switching, which the game encourages through both its writing and gameplay, is such a pain compared to how Chrono Trigger did it. On a positive note, though, the writing is very enjoyable, good characters and feels like a well-done D&D campaign (except the part where the game seems to expect me to constantly want to extort NPCs, which I guess is some people's idea of a fun anti-social character. I'm not even blaming the writers for the option, really, but it's weird because it wouldn't be socially acceptable in any D&D campaign I've actually played).

Fire Emblem Fates - Also started a replay of this. Lunatic Conquest, we'll see if I stick with it or something pushes me back to Hard.
40
Unranked Games / Re: Fire Emblem, Engage!
« Last post by SnowFire on October 22, 2024, 03:20:43 AM »
Whew!  Okay, finally added in the with Emblems side topic, only ~18 months late.  It was definitely more work than the original topic.

Note that base Madeline, Gregory, & Zelestria of the DLC Four Winds were edited in awhile ago above for those curious (but still aren't in the no-Emblems no-DLC average), along with some very cursory notes on boss Marni.  Maybe I'll add Nel & Nil at some point too, just lazy since they have their own unique weapon type.


Preliminary DL ranking thoughts: Characters + Emblems
Just listing the plotty claims here.

High Heavy: Alear & Marth
Heavy: Madeline & Roy, Timerra & Ike
Low Heavy: Diamant & Roy, Rosado & Eirika
High Middle: Veyle & Marth, Zelestria & Sigurd, Ivy & Lyn
Middle: (N/A)
Low Middle: Alfred & Sigurd, Mauvier & Micaiah
High Light: Céline & Celica, Hortensia & Byleth
Light: Yunaka & Micaiah, Gregory & Celica
Low Light: Seadall & Corrin


More detailed thoughts below.

Most of the cast
As a reminder, Ultimate attacks have 100% Hit and can't be counterattacked.  Won't repeat this for everyone, but this gives a lot of the cast some game against stuff like perfect evasion or counterattacks, if only for a single hit.  (But they can't double, so sometimes there's a damage loss here if the unit was doubling.)

Also, assume any of the cast good enough to get to the upper echelons of Heavy will have some sort of "loses to good status" disclaimer, as most of the status blocking in Engage isn't very relevant to the nonsense turn 1 I-win status in Heavy.


Marth
Marth users get lots of offense & dodginess, but no durability improvements, so tend to be a bit papery if they actually get hit.  If they do eat a hit but it isn't fatal, Unyielding Spirit's healing can potentially just roll it back, and the 2 dragons heal a bit when attacking anyway.  Rapier offers an additional +20 Avo on top of that, although damage starts getting a bit sus…  although Rapier also lays the hurt on vs. Armored & Cavalry units. 

* Alear+M is just a really scary High Heavy dodgetank.  Can pulse their damage with Lodestar Rush and otherwise put a lot of pressure on via doubling while dodging everything (47.5 damage when doubling with a SS +3); you want ITE or status ailments that don't check evasion to handle them.  Wille Glanz is still there if he wants range 2 as well.
* Veyle+M.. well, Veyle really has no synergy with Marth (Daggers & Tomes don't break anything for Break Defenses, she can't always have Sword Avo up), and her meh damage means that healers can theoretically just outwait her Engage which will forcibly drop her swords & Sword Avo skill.  I guess if she poisons a stalling foe it'll buff the turn 4 Lodestar Rush?  Still, despite being papery, the evasion + regen is way too much for Light, and frankly maybe even for Middle. Somewhere on the Middle / Heavy border.
* Lapis+M is a fun pick whose evasion is even better than Alear's (101% evade with a Rapier!!1!), although note that some enemies with cracked out Hit higher than 145 do exist in-game.  Functions pretty similar to Alear in Heavy, just with slightly worse damage and no healing but even MORE speed.


Sigurd
Sigurd users don't get a very useful ultimate (occasionally helpful to turn off counterattacks), but that Hit boost synergizes well with the inaccurate Brave Lance.  You might spot them more Momentum damage on turn 1 if you're feeling nice and let them barrel in from 10+ squares away.

* Alfred+S is a passable slugger, but he's doubled by average.  His decent phys durability and Silver Lance counters will still get him some victories, and he has Tyrfing as an emergency anti-mage option (but the damage cut means it's still a bit sus).  Somewhere on the Light / Middle border, gets pasted by mages but usual FE counterattacks being good in Light slugfests comment here.
* Zelestria+S just has good all-around stats and manages to make a mixed damage build work, although in practice she's mostly a mage.  But she doubles average and can blast fools with Bolganone and isn't completely made of paper.  High Middle?
* Louis+S takes advantage of Louis's good Str and Sigurd's Hit +X to really, really hurt people with a Brave Lance, while sitting back on his immense General durability.  If you use Movement as a tiebreak for average speed, this is also a General with 10 Move.  Just hopes there aren't any mages out there since everyone doubles him.  Middle.


Celica
Despite having a Str boost in her kit, Celica is the most locked-down Emblem to Mystical types in the DL, having lots of boosts that only apply to Mystic units and very little for other class types.  Echo can be cute in-game if you have lots of chain attacks set up, but is just kind of a mild damage increase and that's it in a duel.  Tome Precision isn't really reliable in-game for making a dodgy unit, but every bit helps.

* Céline+C combines average damage with average speed and below-average durability.  Her damage does improve vs. the slow as then she can double with Echo'd Bolganone, and she is a bit dodgy thanks to Tome Precision?  So she has a few tricks, if she isn't quickly put away by a fast thief or the like.  High Light?
* Gregory+C has horrible phys durability and 18 Speed, so most physical units can easily double and kill him.  If you don't kill him fast though, his Echo'd Bolganones are 0.73 PCHP, so he hurts a lot.  (Spot him Nova from his evil boss form if you're feeling nice!)
* Lindon+C is kind of in-between the above two, being a little slower than Céline but much more magically durable, and also packing a funny Elsurge +3 27% Crit game if he's in a stall-off.  Probably another Light.


Micaiah
How the mighty have fallen.  Micaiah is extremely good in-game, and extremely bad in the DL.  An ultimate that reads "reduce your HP to 1" in a duel is not a good start, and most of her effects are niche-to-useless.  Investing in Resistance +5 and her natural Res buff makes her users a bit magic-tanky, at least.

* Yunaka+M is not much of a mage, so her spells are largely wasted except when facing cav/armor targets for Thani.  The attack speed average has risen such that she is only +4.4 Spd over average…  barely missing the threshold to double average, in other words.  At least her damage will improve a bit after her foe is poisoned?  Light.
* Mauvier+M is more of a genuine magic tank, and mixed damage lets him exploit his foe's weakest defense.  He might actually be able to make use of Nosferatu's drain game vs. the undamaging or those of low magic defense.  Low Middle.
* Bunet+M..  Well Bunet drew the short straw here, nobody wanted to be Micaiah victim #3.  In-game non-mages are a decent Micaiah target due to giving them Staves for utility, but he really doesn't get anything from Micaiah other than the improved magic durability for a duel, while all the other averages have gone way up.  High Light.


Roy
Roy just creates general stat-monsters and the extremely handy Hold Out allowing a free extra turn if you'd be about to die.  The Binding Blade is also one of the best Emblem weapons - great tankiness AND range 1-2.  The only problem is that Roy doesn't really provide a way to pulse damage other than the +10 damage from Flame Terrain of Blazing Lion, which is only helpful if not doubling and not THAT big anyway.  So healers can potentially stall their way through 4 Engage turns, then handle the untransformed unit that just lost the Binding Blade.

* Diamant+R has a similar problem to Yunaka in that the attack speed average crept up high enough such that Diamant barely doesn't double average anymore at 32 AS.  He's still extremely solid with range 1-2 counterattacks and lots of durability and Hold Out, just doesn't like stallers or healers very much.  Low Heavy?
* Madeline+R theoretically balances her awesome Strength / Defense with terrible Dex (she deals more damage on average with an accurate Iron Axe than a Silver Axe!), except whoops the Binding Blade randomly has  95 Hit (much better than Wille Glanz, Ragnell, etc.).  So she's just monstrously unkillable with physical damage, and even mages have trouble because of her free Hold Out turn and counterattacks.  Heavy.
* Kagetsu+R is just usual Kagetsu shenanigans of doubling everyone except now he does it at range 1-2 and with Hold Out / BB's defensive buffs.  He can farm a Killing Edge crit pretty quick, too.  Heavy.
* Jean+R is more of a fun pick.  His Strength buffs make his punch-out plan surprisingly decent, a rarity, but that's not the real appeal.  No, Hold Out + Self Healing is basically checkmate to quite a number of opponents who now have to outwait 80 Mend Staff charges (or 100 Heal staff charges!) to kill Jean.  Classic anti-healer tech like critical hits don't work; you really need to get in a double-action on Jean to beat this.  Or deadly status or Silence, of course.  High Heavy.


Leif
Leif users get a big damage-dealing ultimate, which is always nice for the DL.  On the downside, Adaptable is finicky and can be baited into switching to the Light Brand (terrible for non-mages) by anyone who can attack with an axe.  Leif teaches Knife Precision for building a dagger dodge-tank, but then Adaptable won't switch to knives since they never have triangle advantage.  Frustrating.  Oh well, at least Zelkov / Merrin can just refuse to Engage Leif until they're ready to Quadruple hit for the win.

* Zelkov is very dodgy and surprisingly durable, but only mildly quick rather than actually fast, and undamaging.  Middle.
* Panette utilizes her murderous Strength to just OHKO average durability with a 1.09 PCHP Quadruple Hit with 100% accuracy.  She's durable enough to not be trivial to one-round either.  Occasionally her Vantage+ game will come into play against durable foes who can't one-round her.  Heavy.
* Merrin is dodgy like Zelkov, and trades his durability for being notably faster including doubling average.  But like him she's on the undamaging side.  Middle.


Lucina
Lucina users aren't very impressive.  (Act shocked, the Emblem based around team-up attacks translates poorly to a duel.)  The good news is that Bow Agility makes them dodgy (I gave her to archers), the bad news is that Lucina doesn't really help their damage much while the damage average of other Emblem-users has risen. At least there's some usual cavalry / armor / dragon spoiling with weakness hitting weapons?  Parthia in theory offers some extra magic durability, but it's so heavy that the simple Silver Bow is often better.

* Etie+L manages to hustle it out to average speed thanks to Lucina's speed boost!  That will help a lot in Light slugfests, since at least Etie deals damage and now has a bit of evasion.  Which she will also need given her frailty.
* Alcryst+L - for someone with low base damage, he makes it work.  He doubles average and has a 48% chance of Luna to fix his damage woes, and coinflip evade.  Probably a Low Middle, somehow.
* Anna+L is pretty similar to Alcryst except trading Luna for the option of either Silver or Radiant Bow, depending on her enemy's worse defensive stat.  Probably a losing trade, High Light?


Lyn
Lyn is amazing in-game, where it's usually harder to let a unit double than it is to let them 2HKO.  She's a bit shy on damage in the DL, but more speed is always appreciated.  If you're feeling nice, you might allow Lyn-users to have a "turn 0" initiative round thanks to Astra Storm's immense range.  (For all that some units will be able to heal/buff on that turn 0 anyway to undo it…  oh well.)  Call Doubles is also basically "free" vs. melee opponents, as even if they hack one double down, it means that the Lyn user will get 3 chain attacks their next attacks to increase their damage.  Not a wasted turn vs. ranged opponents though, as FE characters still have counterattacks and it can set up a murderous turn 2.  (Although in fairness, multitarget effects are way more common in the DL than in Fire Emblem, and those hose the 1-HP doubles decently well..  although the doubles can still be dodgy.)

* Ivy+L fixes Ivy's weak speed, so now she's doubling average with her strong magic and putting on a lot of pressure with her chain-attacking friends.  She's still not that dodgy or durable, so powerful physical ranged units can still mess her up, but.. still pretty good.  And her Mulagir game isn't totally dead if she's facing another flyer.  Probably High Middle.
* Fogado+L has absolutely cracked speed with Mulagir (50 Spd!  vs. a 28.6 average!) but is quite undamaging, but that's where the 68% evade comes in.  And the Chain Attacks from doubles, as those deal fixed damage based on max HP.  Honestly might make Low Heavy anyway, despite getting spoiled some by multitarget damage as he really likes the clones saving his offense.
* Goldmary+L is usually a tank, but what's better than a tank?  A tank with lots of speed, that's what.  She's very dodgy AND can take a hit.  Another Low Heavy.


Ike
Ike is how you make any ol' unit into a mega-tank.  There are checks for this in-game, but they're largely chain attacks - in a strict duel, an Ike user with Resolve+ and Urvan / Ragnell is indeed a tough target to take down.  (Maddening Sombron has 58 Attack, so yeah, getting to 50-60 Defense tends to make most stuff ping.)  Urvan is unusually accurate for an Axe, too (90 Hit!) making it a great weapon if you can heft it.  But yeah, no Speed boost means Ike users aren't necessarily great at putting on fast pressure, but good luck actually killing them.  I wouldn't really respect Great Aether too much except vs. bosses or notably poor mobility PCs, though.

* Timerra+I actually has decent speed as long as she chucks Ike's heavier stuff, which is helpful.  In theory, healers can stall out Timerra's Engage status, but that risks getting bopped on the head with a Darude - Sandstorm.  And vs. the slow (or the very fast), Timerra can safely opt for Ragnell or Urvan without losing much.  Fears really powerful mages, but still a Heavy.
* Boucheron+I is a bit slower than Timerra, but has great Build so can just always go at it with Urvan / Ragnell.  But no threat of damage pulsing unless he opts for a Killer Axe.  Ultimately pretty similar, maybe a tad worse.  Low Heavy?
* Jade+I is already a tank and Ike means she just stops taking phys damage.  Mages have more game, but even they will have trouble chewing through her still-excellent magic defense while getting hit with a 2HKOing Urvan.  Maybe better than Timerra, but another Heavy.
* Saphir+I is slower than Boucheron, but tankier.  Probably another Low Heavy.


Byleth
While not messed with as badly as Lucina, Byleth's busted 4-way dance is off the table in a duel, and Instruct is wasted as well.  Vajra-Mushti is quite niche, mostly coming up as a way to punch out high-Def, low-Res units in the DL.  Sword of the Creator is theoretically okay, but we didn't really draw high-offense units here to exploit it properly.  And Byleth's passive skills to learn aren't very strong.  The one cool thing is that by investing hugely into Luck, Divine Pulse+ means Byleth users either almost never miss, or simply can't miss.

* Hortensia+B is very dodgy with all that Luck she invested in (56% evade!) and doubles average..  but still has 0.40 PDur, meaning she gets OHKO'd left and right if a physical attack does connect.  And her damage isn't that special unless fighting a dragon (as you learn to your sorrow if you move Alear in too close vs. enemy Hortensia in C10).  High Light, spoils mages, the inaccurate, and Lights who lack average physical damage.
* Framme+B theoretically has Arts synergy as a Martial Master, except that Arts Focus isn't even that useful.  Despite the Sword of the Creator dealing a little less damage on player phase, she will probably prefer it in slugfests due to range 1-2 counterattacks (reminder that Arts only counterattack once so lose half their damage on enemy phase).  While her evasion is okay (~30%), probably still stuck in Light, if a better one than her Emblem-less form.
* Vander+B - well, this is not a troll pick, as if you're still using Vander late-game, making him a mobile Dance of the Goddess bot is probably the best choice.  Also, he's usually compromised by both low Build and low Dex for lategame, but Byleth's Cavalry weapon Aredhbar is actually pretty decent while only having 9 Weight (21 mt when attacking!), and Divine Pulse+ fixes his horrible accuracy.  Sure, he's still slow, but he's probably just a normal Light rather than a Low Light.
* Pandreo+B gets to use the Thrysus, famous for breaking the balance of Three Houses.  +2 Range is a little less cool in the DL, but it's still handy as it basically means Pandreo should dodge most counterattacks.  He also gets a mild damage pump from being able to use Elsurge at range.  All of that durability boosting from the Ikes & Roys of the world have made him easier to OHKO physically than before, but he's also dodgier now thanks to all the Luck he gets.  Probably stays in Low Heavy off the Self-Healing & counterattacking game.


Corrin
Corrin is one of the three power Emblems in-game, as the nature of Fire Emblem makes Don't Move off Dreadful Aura one of the most powerful effects you can offer - especially when it's splashed around to multiple targets!  In the DL, this allows units with a ranged attack (cough, cough, NOT DANCERS) to mock range-1 only opponents.  Corrin also provides a boatload of HP for surviving long enough to set up some Dreadful Aura + Draconic Hex nonsense.

* Seadall+C ..  leaving Corrin on Seadall is a crime.  Just a horrendous waste.  But okay, if we do it anyway, the good news is that Seadall manages to actually hustle out some damage, unlike the "base" topic where he struggled to break defense.  And Draconic Hex actually kinda plays nicely with Arts - if he opens with a Corrin Ultimate, the Speed debuff from Hex will let him double average, and the -3 Def can potentially turn into +12 damage if he's quadding, making his damage merely bad (a 4-round KO) rather than awful!  This gets him up to Low Light, rather than Puny.  Hooray.
* Clanne+C can use some combination of Chaos Style and Draconic Hex to hustle out doubles which fix his somewhat uninspiring base damage.  Sword Focus can make his sword hits very accurate in exchange for risking more enemy crit chance, a bad trade in-game but maybe occasionally relevant in the DL vs. dodgetanks.  Since he now sports the "dunk on the helpless range 1 unit" game, he's probably High Middle, but healers and ranged units can still handle him.
* Citrinne+C is all-in on the range-1 spoiling plan.  Opponents who have 2 range will double her slow & frail side without much trouble and probably kill her even through the Corrin HP boost.  Good magic durability though means she can fight mages with the range-1 units.  Low Middle?


Eirika + Ephraim
Eirika is absolutely one of the Emblems that scales the best in-game.  Despite having no natural Str boost, enemy defense is quite high at endgame.  As this stat topic assumes 25 enemy Defense, that means Eclipse Brace is offering +8 damage flat every hit. Eirika users can definitely make the tanks of the DL feel a lot frailer than they're used to.  And a big damage ultimate is always appreciated.  She also makes lance-users nice & dodgy.  The crazy thing is that she's still arguably underrated, as Sieglinde's Corrupted effectiveness in-game is relevant against every single non-boss enemy from C19 or so onward, but unlikely to come up much in the DL.

*Rosado+E is very tricky to deal with.  He's very dodgy thanks to Lance Agility, Eph's Solar Brace helps heal off any damage he does take, and his Twin Strike is a lot of damage.  He can sort of heal-lock a lot of healers too via simply not immediately Engaging - you can't outwait an Engaged status if he isn't Engaged, so he can just serve with Silver Lance while threatening to Engage & immediately Twin Strike if Silver Lance + Twin Strike is a KO (it's 86 damage, so likely, or 91 if he does just Engage first).  Low Heavy, maybe even just straight Heavy.
* Chloé+E's ultimates are a bit less devastating than Rosado's, but she's much faster, making her both dodgier and getting her more regular ol' doubles.  Her magic is also a bit better, although her Flame Lance game probably won't come up very often.  Another Low Heavy.
* Amber+E is just funny if you like watching people get run over by a llama.  E+E's cavalry bonus is "Eph inflicts gratuitous overkill" and Amber has high Strength, so yeah, he just absolutely pastes you if he gets a turn with 1.22 PCHP damage.  Stopping him from getting that turn is not trivial either, as his phys durability is fine and he sports some Lance Agility evade.  Possibly a High Heavy?  Who knew his secret power of friendship with Ephraim.
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