Author Topic: Fire Emblem Echoes: Shadows of Valentia  (Read 2634 times)

SnowFire

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Fire Emblem Echoes: Shadows of Valentia
« on: June 14, 2017, 08:32:53 AM »

 
Fire Emblem: Awakening was a fine game, but it left some unanswered questions. Why is there a huge tree called the Mila Tree that you fight at?  That seems way too big.  Clearly they should make a prequel that explains the origin of huge trees, a burning question everyone wants to know.  And so they did!
 
Anyway, FE Echoes is a combination of the weirdest of the NES game and various modern adaptations & QOL improvements.  Noticeable difference between Echoes and Most Other Fire Emblems:
* No weapon triangle!
* Axes are stupid so PCs don't use 'em!
* Most bows have 1-5 range, rather than flat 2!
* Terrain bonuses are awesome!
* Pick one weapon or item and stick with it!  No carrying around 5 different options!  (unless you're Alm/Celica)
* Skills attached to your weapon that you learn!  And aren't super-lame stuff like FE9 Roar!
* Doubling threshold: 1!!!!1!one!
* Minimum damage: 1!!!!1!one!  (Suck it, Oswin/Myrrh/etc.)
* No weapon durability!   Skills/Spells cost HP instead!
* Dungeon crawling!
 
Level
Characters are taken at L14.  This is way too high for the final unless you did a lot of grinding, but Echoes is different from a lot of FEs in that promotion tends to equalize characters by fixing their stat weakness, while level-ups make them distinct again.  Combined with irrelevantly high stat-caps that you'll never see, the cast becomes more unique at high levels, unlike most other FEs where a high-level interp has all characters ram into max stat caps, which makes different characters within a class more similar and less distinct.  Additionally, there is a post-game where hitting L14 is more reasonable, and the extra levels can be seen as semi-equivalent to various stat-boosting items & locations which are more generous in Echoes than other FEs.  If you disagree, my level for the final map was L5-10 or so, and you can adjust how you like with this spreadsheet: https://docs.google.com/spreadsheets/d/1nAtyafvnQEkHWwk0SqhIVbAa7eHIn5X-7kv9Hpz-HIg/edit#gid=708355165 .
 
Alm is given a +2 level boost.  There's a forced solo section for Alm right before the final map where 4 maps with hordes of enemies plow into Alm to stat-check him and give him some levels.  If you are VERY strict, arguably all of Alm's team deserves a bit of a level boost on Celica's team?  Alm's final dungeon is bigger and mazier than Celica's, so his team is likely to go into the final with a few more levels, especially if you get lost.  This difference is irrelevant in the postgame of course, and is more an artifact of stage design, so I'm ignoring it.
 
Characters are presumed to promote fairly rapidly:
* Villagers promote at level 4, except Gray who promotes at L6 and Atlas who promotes at L10.
* Mercenaries, Soldiers, Archers, and Cavaliers promote at L8 on the theory that you will promote them soon, but won't always have a Mila Shrine handy.
* Myrmidons, Knights, Snipers, and Paladins promote at L11.
* Mages, Clerics, and Pegasus Knights promote at L14. 
(Arguably, if we're doing +1 from required, Female Mages should promote at L15 and everyone else at L13, but feels more consistent this way; they all want to go a bit farther due to being in a 2-class line rather than a 3-class promotion line).
* Alm and Celica promote at L16.
 
 
 
Accuracy / Hit / Criticals / Doubles
I'm not 100% on the formulas; notably, I don't know if this uses classic raw FE (FE1-5) Hit percents, modern FE Hit percent (average 2 rolls), or Fates Hit percent (average 1.33 rolls).  I'm guessing it's NES classic 1RN for this topic.  Anyway, it seems that listed Hit at least is:
 
Physical Hit: Weapon Hit + Attacker Skill - Defender speed - Defender Terrain + (support bonuses for either side)
Magical Hit, PC attack: Spell Hit + (Sage bonus) - (Defender Luck)/2 + (support bonus for either side)
Magical Hit, enemy attack: Spell hit + Attacker Skl - (Defender Luck + Defender Speed) / 2 + (support bonus for either side)
 
Critical hit chance: Weapon Crit + (Skill + Luck) / 2
Critical evade: Luck / 2
A critical deals triple damage, as usual for FE.
 
Note that this means that PC Physical raw Avoid is just their speed.  I think a 100 Hit base accuracy attack is a reasonable default, so if a PC has 20 Speed, they reduce it to 80 Hit and evade 20% of the time.  Convenient!
 
As noted above, characters double attack if they are faster.  The only time you'll see a trade of 1 attack each is absolute equality in speed.  Good luck! 
 
Also, FE6-8 Con is not a thing, so Weapon/Magic Weight always applies.  I've abbreviated Attack Speed as AS as usual for the version that has Weight applying.
 
 
Counterattacks
Physical characters counterattack with their weapon with a base attack and can't use skills.  Mages counterattack with Fire (1-2 range, 1 HP cost), HP permitting.  Celica & Priestesses counterattack with their sword at range 1 and hit Defense, or Fire at range 2 and hit resistance (and pay an HP cost).  Saints counterattack with Nosferatu and have it equipped even when they can't counter (and thus suffer the -2 Wgt).
 
Note that Echoes has many more 3+ range attacks than the average Fire Emblem, so you can credibly disrespect Mage's counters as potentially not in range, and working less frequently - bow-users have 3+ range, enemy mages/Cantors often are packing 1-3 range spells like Death.
 
 
Enemy stats
Based on an average of enemies in the last two plot maps, counting each enemy type once, and a few Terrors from the final dungeon to complement them:
Enemy Defense:   17
Enemy Resistance:   8
Enemy Luck:       0
Enemy Speed:    15
 
For PC durabilities, I've assumed an enemy physical attack with power 32, and an enemy magical attack with power 34.  (For whatever reason, enemy mages in this game err on the "hugely powerful but slow" attacks side.  There's a much broader range of physical power to worry about.)
 
Note that Echoes, unlike many FE games, has some "HP-sponge" enemies in it that have meh defense but barrels of HP, so less crit damage is "wasted".  (The Risen in the aftergame labyrinth, most notably.)
 
Weapons and Skills:
See Appendix below for the full explanation.  Short version: I'm allowing unique Prf. weapons, Iron, Steel, a vanilla Blessed Ring for mages, and rarely-relevant initial equips.  Echoes is possibly the most stringent FE ever on equipment legality, what with stores not existing, but I think this is a solid baseline.  I'm allowing some forging, but not crazy > 100 Silver forges, and only allowing 2 Gold for Alm & Celica. 
 
Most characters went Steel.  Bow Knights generally went Iron due to accuracy issues on Steel.  For Mages, I have usually favored the faster spells, but for a few characters with horrible Atk and/or horrible Spd, they just admit they're getting doubled and went for raw power.
 
Skills are tied to the equipped weapon, but each character has to use the weapon a bunch to learn the skill. Unequip or change the weapon, no skill.  Skills can't double (although some skills are naturally 2x attacks).  Most cost HP, too.
 
 
* Sword: 0 Mt, 90 Hit, 0 Wgt
* Iron Sword +4: 6 Mt, 100 Hit, 0 Wgt
* Steel Sword +3: 8 Mt, 85 Hit, 1 Wgt
* Royal Sword +2: 8 Mt, 95 Hit, 1 Wgt, 10 Crt, Recovery
* Royal Sword +3: 10 Mt, 100 Hit, 1 Wgt, 15 Crt, Recovery.  (Also expensive to forge).
* Falchion: 10 Mt, 80 Hit, 1 Wgt, Deicide, Anti-Terrors, Recovery.
* Falchion +1: 12 Mt, 100 Hit, 1 Wgt, Deicide, Anti-Terrors, Recovery.  (Req gold, too late to forge in maingame)
* Beloved Zofia: 6 Mt, 85 Hit, 1 Wgt, 10 Crt, Recovery.
* Beloved Zofia +1: 10 Mt, 95 Hit, 0 Wgt, 15 Crt, Recovery (3 gold!!1! + 1 gold from maxing the Golden Dagger, super-expensive, means leaving the final dungeon & going to a blacksmith to get enough gold, or DLC, pretty much.)
* Brave Sword +2: 7 Mt, 90 Hit, 0 Wgt, 35 Crt
 
Iron Sword:
* Wrath Strike (1 HP): 5 Mt, 10 Hit
* Windsweep (4 HP): 3 Mt, 20 Hit, 10 Crt, Negates counter-attacks
 
Steel Sword:
* Crosswise Cut (3 HP): 3 Mt, 30 Hit
* Sunder (2 HP): 4 Mt, 10 Hit, 30 Crt
 
Royal Sword:
* Subdue (0 HP): 0 Mt, 20 Hit, Fatal hits leave foe with 1 HP
* Double Lion (6 HP): 5 Mt, 20 Hit, Avoid +10; 2 consecutive hits
* Scendscale (16 HP): 14 Mt, Range +2
 
Falchion:
* Scendscale (16 HP): 14 Mt, Range +2
 
Beloved Zofia:
* Subdue (0 HP): 0 Mt, 20 Hit, Fatal hits leave foe with 1 HP
* Swap: Exchange places with an ally.
* Ragnarok Ω (14 HP): 24 Mt, Range +1
 
-
 
* Lance: 0 Mt, 90 Hit, 0 Wgt
* Iron Lance +4: 6 Mt, 100 Hit, 0 Wgt
* Steel Lance +3: 8 Mt, 85 Hit, 1 Wgt
* Blessed Lance +1: 3 Mt, 95 Hit, 0 Wgt, 5 Crt, Anti-Terrors
* Javelin +2: 6 Mt, 80 Hit, 2 Wgt, 1-2 Range
* Gradivus: 12 Mt, 100 Hit, 5 Wgt, Recovery, 1-2 Range
 
Iron Lance:
* Hit and Run (1 HP): 2 Mt, 10 Hit,  Crt, Avoid +30
* Longearche (3 HP): 1 Mt,  Hit,  Crt, Range = 2
 
Steel Lance:
* Armorcrush (4 HP): 4 Mt, 10 Hit, Deals effective damage versus armoured enemies
* Tempest Lance (5 HP): 10 Mt, 20 Hit
 
Palla, Catria, & Est:
* Triangle Attack (10 HP): 8 Mt, 30 Hit, 40 Crt, Must surround enemy with Whitewing sisters
 
-
 
(All bows have anti-flyers)
* Bow: 0 Mt, 70 Hit, 0 Wgt
* Iron Bow +4: 6 Mt, 85 Hit, 2 Wgt
* Steel Bow +3: 6 Mt, 70 Hit, 3 Wgt
 
Iron Bow:
* Curved Shot (1 HP): 1 Mt, 30 Hit
 
Steel Bow:
* Heavy Draw (2 HP): 8 Mt, 10 Hit
 
-
 
Blessed Ring: Recovery
Prayer Ring: Recovery, Miracle
 
-
* Fire: 3 Mt, 80 Hit, 3 Wgt
* Thunder: 4 Mt, 70 Hit, 5 Wgt, Range 1-3
* Excalibur: 5 Mt, 95 Hit, 1 Wgt, 20 Crt
* Seraphim: 7 Mt, 90 Hit, 4 Wgt, Anti-Terrors
* Aura: 12 Mt, 80 Hit, 8 Wgt
* Sagittae: 16 Mt, 70 Hit, 11 Wgt, Range 1-3
* Ragnarok: 20 Mt, 95 Hit, 14 Wgt
* Nosferatu: 0 Mt, 60 Hit, 2 Wgt, Draining, (can kill Gods?)
 
 
Averages
 
HP: 41.5
Atk: 22.4
Skl: 18.4
Spd: 18 (Atk. Spd: 16.0)
Lck: 14   
Def: 14.9   
Res: 7.8   
Mov: 6.3

PAvoid: ~16 (this is just Atk Spd., but using counter-weapons, so Fire and the like)
MAvoid: ~16 ( (~Speed + Luck / 2))
 
Damage average (basic attacks + spells): 16.0.  2.5x killpoint: 40
Damage average with skills: 22.0, costing 4.2 HP on average (~.10 PCHP).  2.5x killpoint: 55 (naive), 43.4 (compensating for HP cost skills)
Damage average with skills, with accuracy and criticals included if crit rate > 35: 24.4, costing 4.2 HP on average.  2.5x killpoint: 61 (naive), 48.1 (compensating for HP cost skills)


(usual reminder that not every character, especially the fast ones, will actually use their skills - Dread Fighters & Sunder especially, they'd often rather just double and spend 0 HP to do more damage.  Skill used were Double Lion, Ragnarok Omega, Sunder, Tempest Lance, Curved Shot, & default spells - Excalibur, Seraphim, or Sagittae depending on character.)
« Last Edit: July 01, 2017, 02:47:02 AM by SnowFire »

SnowFire

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #1 on: June 14, 2017, 08:37:12 AM »
Characters are organized by class type, mostly because there's a bunch of passive skills that everyone in a class shares, and I want to only talk about it once.  (For all that, to the extent this game sees any play in the DL anyway, it'll probably be just Alm & Celica.)
 
Heroes & Princesses
 
Alm & Celica (and anyone adjoining them) have access to the inventory supply.  They are thus the only characters who can easily switch weapons in-game (unlike other FEs, where you can carry multiple weapons, you only can carry one piece of equipment in Echoes).  They are also among the few characters who get the most from switching up their weaponry, so hey.
 
Alm, Lvl 16 Hero
46 HP, 25 Atk, 24 Skl, 21 (20) Spd, 18 Lck, 21 Def, 5 Res, 5 Mov
1.11 PCHP, 1.73 PDurability, 0.91 MDurability, 20 Magic Avoid
Recovery (regen 5 HP/turn) with Royal Sword or Falchion
 
Royal Sword +2: 16 damage (31% Critical), 104 Hit, 20 AS.
Double Lion (6 HP): 42 damage (31% Critical), 124 Hit  (2x hits of 21), +10 Avo vs. counters
Scendscale (16 HP): 30 damage (31% Critical), 104 Hit, Range 1-3
 
Falchion: 18 damage (21% Critical), 89 Hit, 20 AS, effective against Terrors, can kill Fell Gods
Scendscale (16 HP): 32 damage (21% Critical), 89 Hit, Range 1-3
 
Sword: 8 damage (21% Critical), 99 Hit, 21 AS
Iron Sword +4: 14 damage (21% Critical), 109 Hit, 21 AS
 
Bow: 8 damage (21% Critical), 79 Hit, 21 AS
Iron Bow +4: 14 damage (21% Critical), 94 Hit, 19 AS
Curved Shot (1 HP): 15 damage (21% Critical), 124 Hit
 
 
Alm's counterattacks, which I'll just spell out, because they're more complicated than anyone else's:
* If Alm is attacked at range 4+, no counter.
* If Alm is attacked at range 3, he will counter if he has an Iron/Steel Bow or most other Bow type equipped.  Otherwise nothing.
* If Alm is attacked at range 2, he will counter with his Bow - either the base Bow if he has a Sword equipped, or the Iron Bow / whatever.
* If Alm is attacked at range 1, he will counter with his equipped weapon.
 
I'm not sure I'd really respect Alm as having the time or inclination to learn Bow skills in-game, especially since Scendscale takes awhile to learn.
 
Each of Alm's hits on Double Lion has an independent chance to crit, same as normal doubles.  (So a 52% chance of at least one crit in a Double Lion string.)
 
 
Celica, Lvl 14 Princess
39 HP, 25 Atk, 20 Skl, 20 (19) Spd, 21 Lck, 14 Def, 8 Res, 4 Mov
0.94 PCHP, 0.89 PDurability, 0.86 MDurability, 21 Magic Avoid
Recovery (regen 5 HP/turn) with Beloved Zofia
 
Beloved Zofia: 14 damage (31% Critical), 90 Hit, 19 AS
Ragnarok Ω (14 HP): 47 damage (31% Critical), 90 Hit, Range 1-2, hits enemy Resistance
 
Sword: 8 damage (21% Critical), 95 Hit, 20 AS
Iron Sword +4: 14 damage (21% Critical), 105 Hit, 20 AS
Steel Sword +3: 16 damage (21% Critical), 90 Hit, 19 AS
 
Excalibur (3 HP): 22 damage (41% Critical), 95 Hit, 19 AS (38 dmg avg w/ crits)
Fire (1 HP): 20 damage (21% Critical), 80 Hit, 17 AS
Thunder (2 HP): 21 damage (21% Critical), 70 Hit, 15 AS, 1-3 Range
Seraphim (4 HP): 24 damage (21% Critical), 90 Hit, 16 AS
Ragnarok (10 HP): 37 damage (21% Critical), 95 Hit, 6 AS
Recover (1 HP): Heal an ally
 
Celica will counter with her sword at range 1, and Fire at range 2.
Ragnarok Ω probably requires explicit grinding to learn, since Celica is at least half a mage, and it takes a lot of sword actions to get.  (Go send her to go solo easy enemies at a graveyard and press skip turn a bunch is my suggestion.)
Allowing forging of the Beloved Zofia helps a good deal; -1 Wgt, +4 power, +10 hit, +5 crit.  Just 3 gold is a lot, especially after already spending 1 gold to begin with.
 
 
Saints
 
All Saints ignore terrain damage and regenerate 5 HP for all surrounding units.  Handy when wading through swamps.
 
Saints always counter with Nosferatu, which fully drains damage dealt, not the half-drain in some other FEs.
 
All Saints have a variety of White Magic handy that generally isn't DL-relevant.  The only exception is possibly the "Invoke" line that summons illusionary soldiers to help out, but usually costs 12 HP, and almost any opponent who can't kill the Saint after that kind of HP cost is going to lose to just spell beatdown anyway.
 
Silque, Lvl 14 Saint
35 HP, 18 Atk, 12 Skl, 12 (8) Spd, 21 Lck, 9 Def, 12 Res, 5 Mov
0.84 PCHP, 0.62 PDurability, 0.91 MDurability, 17 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Seraphim (4 HP): 17 damage (17% Critical), 90 Hit, 8 AS
Nosferatu (0 HP): 10 damage (17% Critical), 60 Hit, 10 AS
 
Genny, Lvl 14 Saint
33 HP, 23 Atk, 15 Skl, 13 (9) Spd, 17 Lck, 6 Def, 15 Res, 5 Mov
0.80 PCHP, 0.53 PDurability, 1.00 MDurability, 15 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Seraphim (4 HP): 22 damage (16% Critical), 90 Hit, 9 AS
Nosferatu (0 HP): 15 damage (16% Critical), 60 Hit, 11 AS
 
Tatiana, Lvl 14 Saint
33 HP, 21 Atk, 18 Skl, 15 (11) Spd, 7 Lck, 8 Def, 19 Res, 5 Mov
0.80 PCHP, 0.57 PDurability, 1.27 MDurability, 11 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Seraphim (4 HP): 20 damage (13% Critical), 90 Hit, 11 AS
Nosferatu (0 HP): 13 damage (13% Critical), 60 Hit, 13 AS
 
 
Sages
 
All Sages have +10 Hit on their spells (factored in).  They're all assumed to equip a Ring for some regen.  They counterattack with Fire.

They can all cast DL-irrelevant Recover for healing on allies.
 
Luthier, Lvl 14 Sage
39 HP, 19 Atk, 25 Skl, 15 (14) Spd, 12 Lck, 10 Def, 8 Res, 4 Mov
0.94 PCHP, 0.73 PDurability, 0.86 MDurability, 14 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Excalibur (3 HP): 16 damage (39% Critical), 105 Hit (28.5 dmg avg w/ crits), 14 AS
Fire (1 HP): 14 damage (19% Critical), 90 Hit, 12 AS
Thunder (2 HP): 15 damage (19% Critical), 80 Hit, 10 AS, range 1-3
Sagittae (8 HP): 27 damage (19% Critical), 80 Hit, 4 AS, range 1-3
 
Boey, Lvl 14 Sage
43 HP, 21 Atk, 19 Skl, 12 (11) Spd, 16 Lck, 14 Def, 7 Res, 4 Mov
1.04 PCHP, 0.99 PDurability, 0.92 MDurability, 14 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Excalibur (3 HP): 18 damage (38% Critical), 105 Hit (31.7 dmg avg w/ crits), 11 AS
Fire (1 HP): 16 damage (18% Critical), 90 Hit, 9 AS
Thunder (2 HP): 17 damage (18% Critical), 80 Hit, 7 AS, range 1-3
Sagittae (8 HP): 29 damage (18% Critical), 80 Hit, 1 AS
 
 
Nomah, Lvl 14 Sage
33 HP, 14 Atk, 18 Skl, 9 (0) Spd, 2 Lck, 6 Def, 14 Res, 4 Mov
0.80 PCHP, 0.53 PDurability, 0.95 MDurability, 6 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Sagittae (8 HP): 22 damage (10% Critical), 80 Hit, 0 AS, range 1-3
Fire (1 HP): 9 damage (10% Critical), 90 Hit, 6 AS
Excalibur (3 HP): 11 damage (30% Critical), 105 Hit, 8 AS
 
 
Priestesses
 
Like Celica, Priestesses counter at range 1 with their Sword (and hit defense), and counter at range 2 with Fire (and hit resistance).  They can thus opt between a Ring (when they want regen) and a Sword (when they want to use their physical game, or just want better melee counters.)  You may or may not respect Priestesses having time to learn relevant weapon skills on their Iron/Steel Sword if they go that route.
 
DL-irrelevant, but since all DFs are male and Celica already has a weapon, the Ladyblade is basically made for this class - it's one of the most powerful weapons in-game, with an amazing 20 Mt once forged.  (Per Elf request, I've added italicized unforged LB figures, but it's kinda shaky - there's only one of them, and 2-3 Priestesses, and hypothetically Celica or Faye if you're weird too.  And if you DO get LB, you probably won't learn all the skills until the postgame.  Which, granted, I suppose this topic assumes a bit with the high level.)

Priestesses can all cast DL-irrelevant Recover for healing on allies.  Mae has Silence, but it lasts for a single turn, so it never pays off.  There's also Entrap on Sonya & Rewarp on Sonya & Delthea, also not relevant.

 
Delthea, Lvl 14 Priestess
35 HP, 34 Atk, 17 Skl, 28 (24) Spd, 27 Lck, 8 Def, 17 Res, 4 Mov
0.84 PCHP, 0.60 PDurability, 1.18 MDurability, 28 Magic Avoid
Recovery (regen 5 HP/turn) & Miracle (2x Lck chance to survive a killing blow with 1 HP if didn't already have 1 HP) with Prayer Ring (initial equipment)
 
Seraphim (4 HP): 33 damage (22% Critical), 90 Hit, 24 AS
Fire (1 HP): 29 damage (22% Critical), 80 Hit, 25 AS
Aura (6 HP): 38 damage (22% Critical), 80 Hit, 20 AS
Ragnarok (10 HP): 46 damage (22% Critical), 95 Hit, 14 AS
 
Sword: 17 damage (22% Critical), 92 Hit, 28 AS
Iron Sword +4: 23 damage (22% Critical), 102 Hit, 28 AS
Wrath Strike (1 HP): 28 damage (22% Critical), 112 Hit

Ladyblade: 29 damage (27% Critical), 87 Hit, 27 AS
Hexblade (3 HP): 45 damage (27% Critical), 97 Hit, hits enemy Resistance
Flamberge (15 HP): 76 damage (27% Critical), 87 Hit (2x hits of 38), hits enemy Resistance


 
Mae, Lvl 14 Priestess
35 HP, 26 Atk, 12 Skl, 19 (15) Spd, 15 Lck, 9 Def, 11 Res, 4 Mov
0.84 PCHP, 0.62 PDurability, 0.87 MDurability, 17 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Seraphim (4 HP): 25 damage (14% Critical), 90 Hit, 15 AS
Fire (1 HP): 21 damage (14% Critical), 80 Hit, 16 AS
Thunder (2 HP): 22 damage (14% Critical), 70 Hit, 14 AS, range 1-3
Aura (6 HP): 30 damage (14% Critical), 80 Hit, 11 AS
 
Sword: 9 damage (14% Critical), 87 Hit, 19 AS
Iron Sword +4: 15 damage (14% Critical), 97 Hit, 19 AS
Wrath Strike (1 HP): 20 damage (14% Critical), 107 Hit

Ladyblade: 21 damage (19% Critical), 82 Hit, 18 AS
Hexblade (3 HP): 37 damage (19% Critical), 92 Hit, hits enemy Resistance
Flamberge (15 HP): 60 damage (19% Critical), 82 Hit (2x hits of 30), hits enemy Resistance

 
 
Sonya, Lvl 14 Priestess
36 HP, 24 Atk, 21 Skl, 21 (20) Spd, 12 Lck, 13 Def, 13 Res, 4 Mov
0.87 PCHP, 0.78 PDurability, 0.99 MDurability, 17 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Excalibur (3 HP): 21 damage (37% Critical), 95 Hit (34.7 dmg avg w/ crits), 20 AS
Fire (1 HP): 19 damage (17% Critical), 80 Hit, 18 AS
Thunder (2 HP): 20 damage (17% Critical), 70 Hit, 16 AS, range 1-3
 
Sword: 7 damage (17% Critical), 96 Hit, 21 AS
Iron Sword +4: 13 damage (17% Critical), 106 Hit, 21 AS
Wrath Strike (1 HP): 18 damage (17% Critical), 116 Hit, 21 AS
 
Steel Sword +3: 15 damage (17% Critical), 91 Hit, 20 AS
Sunder (2 HP): 19 damage (47% Critical), 101 Hit (36.9 dmg avg w/ crits)

Ladyblade: 19 damage (22% Critical), 91 Hit, 20 AS
Hexblade (3 HP): 35 damage (22% Critical), 101 Hit, hits enemy Resistance
Flamberge (15 HP): 56 damage (22% Critical), 91 Hit (2x hits of 28), 20 AS, hits enemy Resistance


If Sonya equips the Steel Shield (initial equipment), she loses Recovery and all her damage is -1 AS, but she has +4 Def, which causes her PDur to rise to 0.99 PCHP.  She has the skill Defensive, which is -1 HP for -5 physical damage sustained during the next enemy turn.  (Except..  no regen, so this is not a winning strategy except against called shot type attacks.)
 
 
Falcon Knights
 
All Falcon Knights are flyers and have the Banish ability, which grants +10 damage when fighting Terrors and Great Terrors.  (See Appendix, this is not going to ever come up in the DL.)
 
Per the above skills chart, Steel Lance also has Armorcrush for dealing effective damage to armors.  Iron Lance has Hit & Run for crappy damage and + Avo vs. counters and Longarche for a range 2 attack.
 
 
Clair, Lvl 14 Falcon Kn.
38 HP, 17 Atk, 18 Skl, 27 (26) Spd, 25 Lck, 13 Def, 9 Res, 8 Mov
0.92 PCHP, 0.83 PDurability, 0.88 MDurability, 26 Magic Avoid
 
Steel Lance +3: 8 damage (22% Critical), 88 Hit, 26 AS
Tempest Lance (5 HP): 18 damage (22% Critical), 108 Hit
Iron Lance +4: 6 damage (22% Critical), 103 Hit, 27 AS
 
Palla, Lvl 14 Falcon Kn.
40 HP, 22 Atk, 19 Skl, 17 (16) Spd, 12 Lck, 15 Def, 5 Res, 8 Mov
0.96 PCHP, 0.97 PDurability, 0.79 MDurability, 15 Magic Avoid
 
Steel Lance +3: 13 damage (16% Critical), 89 Hit, 16 AS
Tempest Lance (5 HP): 23 damage (16% Critical), 109 Hit
Iron Lance +4: 11 damage (16% Critical), 104 Hit, 17 AS
Javelin +2: 11 damage (16% Critical), 84 Hit, 15 AS, range 1-2 (initial equipment)
 
Catria, Lvl 14 Falcon Kn.
39 HP, 19 Atk, 22 Skl, 25 (24) Spd, 20 Lck, 14 Def, 9 Res, 8 Mov
0.94 PCHP, 0.89 PDurability, 0.89 MDurability, 23 Magic Avoid
 
Steel Lance +3: 10 damage (21% Critical), 92 Hit, 24 AS
Tempest Lance (5 HP): 20 damage (21% Critical), 112 Hit
Iron Lance +4: 8 damage (21% Critical), 107 Hit, 25 AS
Lance: 2 damage (21% Critical), 97 Hit, 25 AS
 
Catria can use initial equipment Angel Ring for +20 Luck and Recovery (5 HP regen) at an absolutely tragic cost in damage.
 
Est, Lvl 14 Falcon Kn.
38 HP, 21 Atk, 17 Skl, 22 (21) Spd, 20 Lck, 16 Def, 13 Res, 8 Mov
0.92 PCHP, 0.98 PDurability, 1.04 MDurability, 21 Magic Avoid
 
Steel Lance +3: 12 damage (19% Critical), 87 Hit, 21 AS
Tempest Lance (5 HP): 22 damage (19% Critical), 107 Hit
Iron Lance +4: 10 damage (19% Critical), 102 Hit, 22 AS
Javelin +2: 10 damage (19% Critical), 82 Hit, 20 AS, range 1-2 (initial equipment?)
 
 
Gold Knights
 
Not much to say about Gold Knights.  They're mounted and have high move.  They are the only unisex final class!  They have a disproportionately high number of plotty characters!
 
Per the above skills chart, Steel Lance also has Armorcrush for dealing effective damage to armors.  Iron Lance has Hit & Run for crappy damage and + Avo vs. counters and Longarche for a range 2 attack.
 
Clive, Lvl 14 Gold Knight
47 HP, 23 Atk, 16 Skl, 15 (14) Spd, 12 Lck, 17 Def, 2 Res, 9 Mov
1.13 PCHP, 1.29 PDurability, 0.84 MDurability, 14 Magic Avoid
 
Steel Lance +3: 14 damage (14% Critical), 86 Hit, 14 AS
Tempest Lance (5 HP): 24 damage (14% Critical), 106 Hit
Iron Lance +4: 12 damage (14% Critical), 101 Hit, 15 AS
 
Mathilda, Lvl 14 Gold Knight
45 HP, 25 Atk, 24 Skl, 25 (24) Spd, 23 Lck, 18 Def, 11 Res, 9 Mov
1.08 PCHP, 1.32 PDurability, 1.12 MDurability, 24 Magic Avoid
 
Steel Lance +3: 16 damage (24% Critical), 94 Hit, 24 AS
Tempest Lance (5 HP): 26 damage (24% Critical), 114 Hit
Iron Lance +4: 14 damage (24% Critical), 109 Hit, 25 AS
 
Conrad, Lvl 14 Gold Knight
47 HP, 22 Atk, 28 Skl, 24 (23) Spd, 15 Lck, 20 Def, 13 Res, 9 Mov
1.13 PCHP, 1.61 PDurability, 1.28 MDurability, 20 Magic Avoid
 
Steel Lance +3: 13 damage (22% Critical), 98 Hit, 23 AS
Tempest Lance (5 HP): 23 damage (22% Critical), 118 Hit
Iron Lance +4: 11 damage (22% Critical), 113 Hit, 24 AS
Blessed Lance +1: 8 damage (27% Critical), 108 Hit, 24 AS
 
Conard has Recovery if he opts for the Blessed Lance.  (And it has Anti-Terrors as well.)
 
Zeke, Lvl 14 Gold Knight
47 HP, 25 Atk, 19 Skl, 20 (19) Spd, 8 Lck, 19 Def, 6 Res, 9 Mov
1.13 PCHP, 1.49 PDurability, 0.96 MDurability, 14 Magic Avoid
 
Steel Lance +3: 16 damage (14% Critical), 89 Hit, 19 AS
Tempest Lance (5 HP): 26 damage (14% Critical), 109 Hit
Iron Lance +4: 14 damage (14% Critical), 104 Hit, 20 AS
Gradivus: 20 damage (14% Critical), 104 Hit, 15 AS, range 1-2, Recovery
 
 
Mycen, Lvl 14 Gold Knight
45 HP, 23 Atk, 15 Skl, 13 (12) Spd, 3 Lck, 19 Def, 8 Res, 9 Mov
1.08 PCHP, 1.42 PDurability, 0.99 MDurability, 8 Magic Avoid
 
Steel Lance +3: 14 damage (9% Critical), 85 Hit, 12 AS
Tempest Lance (5 HP): 24 damage (9% Critical), 105 Hit
Iron Lance +4: 12 damage (9% Critical), 100 Hit, 13 AS
 
 
Dread Fighters
 
Dread Fighters all have +5 Resistance to their listed value and Apotrope, which halves Black Magic damage.  What counts as Black Magic is very, very broad - basically any of Arcane/Dark/Light from previous Fire Emblems.  Think Awakening Tomebreaker; it won't work on magical weapons like the Lightning/Levin Sword, or weapon skills that hit Resistance like Hexblade (basically all PC-side only), but works on nearly everything else, including magic Dragon beams of doom.
 
Their listed Res does NOT include DF's +5 Res bonus, but the MDurability figures bake in both the +5 Res & Apotrope.  Halve the MDur figure vs. resistance-hitting non-magic (since the +5 Res still applies there).
 
Many DFs, since they double their opponent, eschew skills unless they are facing extreme tanks.  If they do use skills, they have Crosswise Cut for more Hit off Steel (rather than Sunder); and Iron grants Wrath Strike (similar damage to Sunder, but no crit farming) and Windsweep (enemies can't counter).
 
Saber, Lvl 14 Dread Fighter
44 HP, 19 Atk, 21 Skl, 23 (22) Spd, 14 Lck, 16 Def, 6 Res*, 7 Mov
1.06 PCHP, 1.13 PDurability, 2.10 MDurability, 19 Magic Avoid
 
Steel Sword +3: 10 damage (18% Critical), 91 Hit, 22 AS
Sunder (2 HP): 14 damage (48% Critical), 101 Hit (27.4 dmg avg w/ crits)
 
 
Kamui, Lvl 14 Dread Fighter
43 HP, 20 Atk, 21 Skl, 24 (23) Spd, 9 Lck, 14 Def, 2 Res*, 7 Mov
1.04 PCHP, 0.99 PDurability, 1.77 MDurability, 17 Magic Avoid
 
Steel Sword +3: 11 damage (15% Critical), 91 Hit, 23 AS
Sunder (2 HP): 15 damage (45% Critical), 101 Hit (28.5 dmg avg w/ crits)
 
 
Jesse, Lvl 14 Dread Fighter
41 HP, 19 Atk, 22 Skl, 26 (25) Spd, 23 Lck, 14 Def, 7 Res*, 7 Mov
0.99 PCHP, 0.94 PDurability, 2.14 MDurability, 25 Magic Avoid
 
Steel Sword +3: 10 damage (23% Critical), 92 Hit, 25 AS
Sunder (2 HP): 14 damage (53% Critical), 102 Hit (28.8 dmg avg w/ crits)
 
 
Deen, Lvl 14 Dread Fighter
44 HP, 21 Atk, 25 Skl, 26 Spd, 9 Lck, 16 Def, 4 Res*, 7 Mov
1.06 PCHP, 1.13 PDurability, 1.94 MDurability, 18 Magic Avoid
 
Brave Sword +2: 11 damage (52% Critical), 100 Hit, 26 AS (22.4 dmg avg w/ crits)
Steel Sword +3: 12 damage (17% Critical), 95 Hit, 25 AS
Sunder (2 HP): 16 damage (47% Critical), 105 Hit (31 dmg avg w/ crits), 25 AS
 
 
Bow Knights
 
Bow Knights are Mounted and have Bowrange +2, which they honestly might as well have put on the weapon itself, since it only matters for Alm / tier 1 Archers.  So while Alm only has range 1-3 on an Iron Bow, BKs have 1-5 range, and other bows are adjusted accordingly as well (2-4 becomes 2-6, etc.).
 
BKs are a little unusual in that Sniper, the previous class, isn't Mounted, so there are some weird situations where you might rather have a Sniper - most notably some terrain is plain impassable for horsies (water, peaks, etc.  Comes up for Nuibaba's Citadel and the like.).  In the DL, that would be enemies who can hit effective vs. cavalry, but eh, the stat hit is pretty terrible for that.
 
Note that I went for Iron Bow default rather than Steel due to major accuracy issues, but they potentially want both.
 
Python, Lvl 14 Bow Knight
45 HP, 21 Atk, 14 Skl, 18 (16) Spd, 8 Lck, 13 Def, 5 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.89 MDurability, 13 Magic Avoid
 
Iron Bow +4: 10 damage (11% Critical), 84 Hit, 16 AS
Curved Shot (1 HP): 11 damage (11% Critical), 114 Hit
Steel Bow +3: 10 damage (16% Critical), 69 Hit, 15 AS
Heavy Draw (2 HP): 18 damage (16% Critical), 79 Hit
 
Leon, Lvl 14 Bow Knight
45 HP, 20 Atk, 21 Skl, 13 (11) Spd, 13 Lck, 13 Def, 2 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.80 MDurability, 13 Magic Avoid
 
Iron Bow +4: 9 damage (17% Critical), 91 Hit, 11 AS
Curved Shot (1 HP): 10 damage (17% Critical), 121 Hit
Steel Bow +3: 9 damage (22% Critical), 76 Hit, 10 AS
Heavy Draw (2 HP): 17 damage (22% Critical), 86 Hit
 
 
Barons
 
Barons all have the Heavy Armor skill, which halves damages from Arrows.  Since archers tend to struggle to break Baron defense in the first place, it's not super-useful in-game.  They're also all Armored type (a la FE Generals) so get owned by a wide variety of effective weapons against them.
 
 
Lukas, Lvl 14 Baron
47 HP, 27 Atk, 16 Skl, 8 (7) Spd, 9 Lck, 25 Def, 3 Res, 4 Mov
1.13 PCHP, 2.76 PDurability, 0.87 MDurability, 9 Magic Avoid
 
Steel Lance +3: 18 damage (13% Critical), 86 Hit, 7 AS
Tempest Lance (5 HP): 28 damage (13% Critical), 106 Hit
 
 
Forsyth, Lvl 14 Baron
46 HP, 28 Atk, 12 Skl, 13 (12) Spd, 12 Lck, 23 Def, 6 Res, 4 Mov
1.11 PCHP, 2.11 PDurability, 0.94 MDurability, 13 Magic Avoid
 
Steel Lance +3: 19 damage (12% Critical), 82 Hit, 12 AS
Tempest Lance (5 HP): 29 damage (12% Critical), 102 Hit
 
 
Valbar, Lvl 14 Baron
49 HP, 28 Atk, 14 Skl, 7 (6) Spd, 6 Lck, 25 Def, 0 Res, 4 Mov
1.18 PCHP, 2.88 PDurability, 0.83 MDurability, 7 Magic Avoid
 
Steel Lance +3: 19 damage (10% Critical), 84 Hit, 6 AS
Tempest Lance (5 HP): 29 damage (10% Critical), 104 Hit
 
 
Villagers
 
Villagers can promote however they like.  As such, in the unlikely event of one of them being nom'd, they should have a specific form attached - e.g. Tobin-Bow Knight.  Anyway, at least three of them has semi-canon classes in the form of recommendations in Ram Village: Gray as a Mercenary->DF, Kliff as a Mage->Sage, and Tobin as an Archer->Bow Knight.  Faye & Atlas kinda don't have canon options.
 
I'm gonna be real lazy in this section as a result and not really bother listing all the options, spells, etc.  If you're curious, you can try it out in the spreadsheet above to see what the damage results would be, or who has what spells.  (I added a bit for Tobin-BK & Kliff-Sage, though.)
 
For average purposes:
Meta-Gray: 44.2 HP, 22.6 Atk, 15.2 Skl, 14.6 (11.4) Spd, 9.4 Lck, 14.8 Def, 2 Res, 6.4 Mov
Meta-Tobin: 43.2 HP, 20.8 Atk, 19.8 Skl, 14.8 (13.6) Spd, 13.2 Lck, 15.4 Def, 4 Res, 6.4 Mov
Meta-Kliff: 42.6 HP, 20.8 Atk, 18.2 Skl, 22.4 (21.2) Spd, 16.4 Lck, 17.2 Def, 8 Res, 6.4 Mov
Meta-Faye: 39.3 HP, 20.3 Atk, 11.7 Skl, 15 (13) Spd, 16 Lck, 15 Def, 7 Res, 7.3 Mov
Meta-Atlas: 44.8 HP, 29 Atk, 14.6 Skl, 13.4 (10.2) Spd, 11.4 Lck, 14.8 Def, 4 Res, 6.4 Mov
 
 
Gray, Lvl 14 Gold Knight
46 HP, 23 Atk, 13 Skl, 16 (15) Spd, 10 Lck, 16 Def, 2 Res, 9 Mov
1.11 PCHP, 1.19 PDurability, 0.83 MDurability, 13 Magic Avoid
 
Steel Lance +3: 14 damage (12% Critical), 83 Hit, 15 AS
Tempest Lance (5 HP): 24 damage (12% Critical), 103 Hit
 
 
Tobin, Lvl 14 Gold Knight
45 HP, 22 Atk, 18 Skl, 15 (14) Spd, 14 Lck, 17 Def, 4 Res, 9 Mov
1.08 PCHP, 1.23 PDurability, 0.86 MDurability, 15 Magic Avoid
 
Steel Lance +3: 13 damage (16% Critical), 88 Hit, 14 AS
Tempest Lance (5 HP): 23 damage (16% Critical), 108 Hit
 
 
Kliff, Lvl 14 Gold Knight
45 HP, 22 Atk, 17 Skl, 23 (22) Spd, 17 Lck, 18 Def, 8 Res, 9 Mov
1.08 PCHP, 1.32 PDurability, 0.99 MDurability, 20 Magic Avoid
 
Steel Lance +3: 13 damage (17% Critical), 87 Hit, 22 AS
Tempest Lance (5 HP): 23 damage (17% Critical), 107 Hit
 
 
Faye, Lvl 14 Gold Knight
45 HP, 23 Atk, 12 Skl, 16 (15) Spd, 16 Lck, 18 Def, 7 Res, 9 Mov
1.08 PCHP, 1.32 PDurability, 0.95 MDurability, 16 Magic Avoid
 
Steel Lance +3: 14 damage (14% Critical), 82 Hit, 15 AS
Tempest Lance (5 HP): 24 damage (14% Critical), 102 Hit
 
 
Atlas, Lvl 14 Gold Knight
46 HP, 29 Atk, 12 Skl, 15 (14) Spd, 12 Lck, 16 Def, 4 Res, 9 Mov
1.11 PCHP, 1.19 PDurability, 0.88 MDurability, 14 Magic Avoid
 
Steel Lance +3: 20 damage (12% Critical), 82 Hit, 14 AS
Tempest Lance (5 HP): 30 damage (12% Critical), 102 Hit
 
 
Gray, Lvl 14 Dread Fighter
42 HP, 20 Atk, 21 Skl, 23 (22) Spd, 10 Lck, 14 Def, 2 Res, 7 Mov
1.01 PCHP, 0.96 PDurability, 1.72 MDurability, 17 Magic Avoid
 
Steel Sword +3: 11 damage (16% Critical), 91 Hit, 22 AS
Sunder (2 HP): 15 damage (46% Critical), 101 Hit (28.8 dmg avg w/ crits)
 
 
Tobin, Lvl 14 Dread Fighter
41 HP, 18 Atk, 25 Skl, 22 (21) Spd, 14 Lck, 14 Def, 4 Res, 7 Mov
0.99 PCHP, 0.94 PDurability, 1.81 MDurability, 18 Magic Avoid
 
Steel Sword +3: 9 damage (20% Critical), 95 Hit, 21 AS
Sunder (2 HP): 13 damage (50% Critical), 105 Hit (26 dmg avg w/ crits)
 
 
Kliff, Lvl 14 Dread Fighter
41 HP, 18 Atk, 23 Skl, 30 (29) Spd, 17 Lck, 16 Def, 8 Res, 7 Mov
0.99 PCHP, 1.06 PDurability, 2.14 MDurability, 24 Magic Avoid
 
Steel Sword +3: 9 damage (20% Critical), 93 Hit, 29 AS
Sunder (2 HP): 13 damage (50% Critical), 103 Hit (26 dmg avg w/ crits)
 
 
Atlas, Lvl 14 Dread Fighter
44 HP, 28 Atk, 21 Skl, 22 (21) Spd, 12 Lck, 14 Def, 4 Res, 7 Mov
1.06 PCHP, 1.01 PDurability, 1.94 MDurability, 17 Magic Avoid
 
Steel Sword +3: 19 damage (17% Critical), 91 Hit, 21 AS
Sunder (2 HP): 23 damage (47% Critical), 101 Hit (44.6 dmg avg w/ crits)
 
 
Gray, Lvl 14 Bow Knight
45 HP, 21 Atk, 16 Skl, 12 (10) Spd, 10 Lck, 13 Def, 2 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.80 MDurability, 11 Magic Avoid
 
Iron Bow +4: 10 damage (13% Critical), 86 Hit, 10 AS
Curved Shot (1 HP): 11 damage (13% Critical), 116 Hit
 
 
Tobin, Lvl 14 Bow Knight
45 HP, 20 Atk, 21 Skl, 13 (11) Spd, 14 Lck, 13 Def, 4 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.86 MDurability, 14 Magic Avoid
 
Iron Bow +4: 9 damage (18% Critical), 91 Hit, 11 AS
Curved Shot (1 HP): 10 damage (18% Critical), 121 Hit
Steel Bow +3: 9 damage (23% Critical), 76 Hit, 10 AS
Heavy Draw (2 HP): 17 damage (23% Critical), 86 Hit
 
Kliff, Lvl 14 Bow Knight
44 HP, 20 Atk, 19 Skl, 20 (18) Spd, 17 Lck, 15 Def, 8 Res, 8 Mov
1.06 PCHP, 1.07 PDurability, 0.97 MDurability, 19 Magic Avoid
 
Iron Bow +4: 9 damage (18% Critical), 89 Hit, 18 AS
Curved Shot (1 HP): 10 damage (18% Critical), 119 Hit
 
 
Atlas, Lvl 14 Bow Knight
45 HP, 29 Atk, 15 Skl, 11 (9) Spd, 12 Lck, 13 Def, 4 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.86 MDurability, 12 Magic Avoid
 
Iron Bow +4: 18 damage (14% Critical), 85 Hit, 9 AS
Curved Shot (1 HP): 19 damage (14% Critical), 115 Hit
 
 
Gray, Lvl 14 Baron
47 HP, 28 Atk, 13 Skl, 10 (9) Spd, 8 Lck, 22 Def, 2 Res, 4 Mov
1.13 PCHP, 1.93 PDurability, 0.84 MDurability, 9 Magic Avoid
 
Steel Lance +3: 19 damage (11% Critical), 83 Hit, 9 AS
Tempest Lance (5 HP): 29 damage (11% Critical), 103 Hit
 
 
Tobin, Lvl 14 Baron
46 HP, 27 Atk, 18 Skl, 11 (10) Spd, 12 Lck, 23 Def, 4 Res, 4 Mov
1.11 PCHP, 2.11 PDurability, 0.88 MDurability, 12 Magic Avoid
 
Steel Lance +3: 18 damage (15% Critical), 88 Hit, 10 AS
Tempest Lance (5 HP): 28 damage (15% Critical), 108 Hit
 
 
Kliff, Lvl 14 Baron
45 HP, 27 Atk, 16 Skl, 19 (18) Spd, 15 Lck, 24 Def, 8 Res, 4 Mov
1.08 PCHP, 2.31 PDurability, 0.99 MDurability, 17 Magic Avoid
 
Steel Lance +3: 18 damage (16% Critical), 86 Hit, 18 AS
Tempest Lance (5 HP): 28 damage (16% Critical), 106 Hit
 
 
Atlas, Lvl 14 Baron
47 HP, 31 Atk, 12 Skl, 8 (7) Spd, 10 Lck, 22 Def, 4 Res, 4 Mov
1.13 PCHP, 1.93 PDurability, 0.90 MDurability, 9 Magic Avoid
 
Steel Lance +3: 22 damage (11% Critical), 82 Hit, 7 AS
Tempest Lance (5 HP): 32 damage (11% Critical), 102 Hit
 
 
Gray, Lvl 14 Sage
41 HP, 21 Atk, 13 Skl, 12 (1) Spd, 9 Lck, 9 Def, 2 Res, 4 Mov
0.99 PCHP, 0.74 PDurability, 0.74 MDurability, 11 Magic Avoid
 
Sagittae (8 HP): 29 damage (11% Critical), 80 Hit, 1 AS
 
 
Tobin, Lvl 14 Sage
39 HP, 17 Atk, 17 Skl, 13 (12) Spd, 12 Lck, 10 Def, 4 Res, 4 Mov
0.94 PCHP, 0.73 PDurability, 0.75 MDurability, 13 Magic Avoid
 
Excalibur (3 HP): 14 damage (35% Critical), 105 Hit
 
 
Kliff, Lvl 14 Sage
38 HP, 17 Atk, 16 Skl, 20 (19) Spd, 16 Lck, 13 Def, 8 Res, 4 Mov
0.92 PCHP, 0.83 PDurability, 0.84 MDurability, 18 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
 
Excalibur (3 HP): 14 damage (36% Critical), 105 Hit (24.1 dmg avg w/ crits), 19 AS
Fire (1 HP): 12 damage (16% Critical), 90 Hit, 17 AS
Thunder (2 HP): 13 damage (16% Critical), 80 Hit, 15 AS
Aura (6 HP): 21 damage (16% Critical), 90 Hit, 12 AS
Sagittae (8 HP): 25 damage (16% Critical), 80 Hit, 9 AS
 
Atlas, Lvl 14 Sage
42 HP, 28 Atk, 13 Skl, 11 (0) Spd, 11 Lck, 9 Def, 4 Res, 4 Mov
1.01 PCHP, 0.75 PDurability, 0.80 MDurability, 11 Magic Avoid
 
Sagittae (8 HP): 36 damage (12% Critical), 80 Hit
 
Faye, Lvl 14 Priestess
36 HP, 21 Atk, 11 Skl, 16 (12) Spd, 15 Lck, 13 Def, 7 Res, 4 Mov
0.87 PCHP, 0.78 PDurability, 0.77 MDurability, 16 Magic Avoid
 
Seraphim (4 HP): 20 damage (13% Critical), 90 Hit, 12 AS
 
Faye, Lvl 14 Falcon Kn.
39 HP, 18 Atk, 12 Skl, 17 (16) Spd, 16 Lck, 15 Def, 7 Res, 8 Mov
0.94 PCHP, 0.95 PDurability, 0.83 MDurability, 17 Magic Avoid
 
Steel Lance +3: 9 damage (14% Critical), 82 Hit, 16 AS
Tempest Lance (5 HP): 19 damage (14% Critical), 102 Hit
 
 
Faye, Lvl 14 Saint
34 HP, 20 Atk, 11 Skl, 12 (8) Spd, 16 Lck, 12 Def, 7 Res, 5 Mov
0.82 PCHP, 0.70 PDurability, 0.72 MDurability, 14 Magic Avoid
 
Seraphim (4 HP): 19 damage (14% Critical), 90 Hit, 8AS
« Last Edit: July 12, 2017, 09:25:24 PM by SnowFire »

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #2 on: June 14, 2017, 08:42:45 AM »
For convenience, damage averages again:
 
Damage average (basic attacks + spells): 16.0.  2.5x killpoint: 40
Damage average with skills: 22.0, costing 4.2 HP on average (~.10 PCHP).  2.5x killpoint: 55 (naive), 43.4 (compensating for HP cost skills)
Damage average with skills, with accuracy and criticals included if crit rate > 35: 24.4, costing 4.2 HP on average.  2.5x killpoint: 61 (naive), 48.1 (compensating for HP cost skills)
 
Attack Speed average: 16
 
 
Base Damage chart
 
This assumes basic attacks, no skill use.  It adjusts for accuracy, but not for critical hits.
 
1) 29.7 Delthea: Seraphim, 33 damage (22% Critical), 90 Hit, 24 AS
2) 22.5 Mae: Seraphim, 25 damage (14% Critical), 90 Hit, 15 AS
3) 20.9 Celica: Excalibur, 22 damage (41% Critical), 95 Hit, 19 AS
4) 20.0 Sonya: Excalibur, 21 damage (37% Critical), 95 Hit, 20 AS
5) 19.8 Genny: Seraphim, 22 damage (16% Critical), 90 Hit, 9 AS
6) 19.2 Average-Atlas: 23 damage, 84 Hit, 10.2 AS
7) 18.0 Tatiana: Seraphim, 20 damage (13% Critical), 90 Hit, 11 AS
8) 18.0 Boey: Excalibur, 18 damage (38% Critical), 105 Hit, 11 AS
9) 17.6 Nomah: Sagittae, 22 damage (10% Critical), 80 Hit, 0 AS
10) 16.0 Alm: Royal Sword +2, 16 damage (31% Critical), 104 Hit, 20 AS
11) 16.0 Luthier: Excalibur, 16 damage (39% Critical), 105 Hit, 14 AS
12) 16.0 Valbar: Steel Lance +3, 19 damage (10% Critical), 84 Hit, 6 AS
13) 15.6 Forsyth: Steel Lance +3, 19 damage (12% Critical), 82 Hit, 12 AS
14) 15.5 Lukas: Steel Lance +3, 18 damage (13% Critical), 86 Hit, 7 AS
15) 15.3 Silque: Seraphim, 17 damage (17% Critical), 90 Hit, 8 AS
16) 15.0 Mathilda: Steel Lance +3, 16 damage (24% Critical), 94 Hit, 24 AS
14.4 AVERAGE: 16 damage, 90.5 Hit, 16 AS
17) 14.2 Zeke: Steel Lance +3, 16 damage (14% Critical), 89 Hit, 19 AS
18) 13.8 Average-Gray: 16.6 damage, 84.6 Hit, 11.4 AS
19) 12.7 Conrad: Steel Lance +3, 13 damage (22% Critical), 98 Hit, 23 AS
20) 12.0 Clive: Steel Lance +3, 14 damage (14% Critical), 86 Hit, 14 AS
21) 12.0 Average-Faye: 14 damage, 84.7 Hit, 13 AS
22) 11.9 Mycen: Steel Lance +3, 14 damage (9% Critical), 85 Hit, 12 AS
23) 11.6 Palla: Steel Lance +3, 13 damage (16% Critical), 89 Hit, 16 AS
24) 11.6 Average-Tobin: 12.6 damage, 93.4 Hit, 13.6 AS
25) 11.4 Average-Kliff: 12.6 damage, 92 Hit, 21.2 AS
26) 11.0 Deen: Brave Sword +2, 11 damage (52% Critical), 100 Hit, 26 AS
27) 10.4 Est: Steel Lance +3, 12 damage (19% Critical), 87 Hit, 21 AS
28) 10.0 Kamui: Steel Sword +3, 11 damage (15% Critical), 91 Hit, 23 AS
29) 9.2 Catria: Steel Lance +3, 10 damage (21% Critical), 92 Hit, 24 AS
30) 9.2 Jesse: Steel Sword +3, 10 damage (23% Critical), 92 Hit, 25 AS
31) 9.1 Saber: Steel Sword +3, 10 damage (18% Critical), 91 Hit, 22 AS
32) 8.4 Python: Iron Bow +4, 10 damage (11% Critical), 84 Hit, 16 AS
33) 8.2 Leon: Iron Bow +4, 9 damage (17% Critical), 91 Hit, 11 AS
34) 7.0 Clair: Steel Lance +3, 8 damage (22% Critical), 88 Hit, 26 AS

 
Skill damage chart

This chart assumes skill spam (even from those who likely won't, or can't sustain it due to high HP costs).  Mages keep their usual spells, not their most powerful spells (e.g. Excalibur over Ragnarok), but you can argue that their heavy-but-powerful spells more closely corresponds to skills that can't double.

1) 42.3 Celica: Ragnarok Ω, 47 damage (31% Critical), 90 Hit, 14 HP
2) 42.0 Alm: Double Lion, 42 damage (31% Critical), 124 Hit, 6 HP, 2x hits
3) 34.7 Sonya: Excalibur, 21 damage (37% Critical), 95 Hit, 3 HP
4) 31.7 Boey: Excalibur, 18 damage (38% Critical), 105 Hit, 3 HP
5) 30.9 Average - Atlas: 28 damage (19.2% Critical), 100 Hit, 4.2 HP
6) 29.7 Delthea: Seraphim, 33 damage (22% Critical), 90 Hit, 4 HP
7) 29.0 Forsyth: Tempest Lance, 29 damage (12% Critical), 102 Hit, 5 HP
8) 29.0 Valbar: Tempest Lance, 29 damage (10% Critical), 104 Hit, 5 HP
9) 28.8 Jesse: Sunder, 14 damage (53% Critical), 102 Hit, 2 HP
10) 28.5 Luthier: Excalibur, 16 damage (39% Critical), 105 Hit, 3 HP
11) 28.5 Kamui: Sunder, 15 damage (45% Critical), 101 Hit, 2 HP
12) 28.0 Lukas: Tempest Lance, 28 damage (13% Critical), 106 Hit, 5 HP
13) 27.4 Saber: Sunder, 14 damage (48% Critical), 101 Hit, 2 HP
14) 26.0 Mathilda: Tempest Lance, 26 damage (24% Critical), 114 Hit, 5 HP
15) 26.0 Zeke: Tempest Lance, 26 damage (14% Critical), 109 Hit, 5 HP
26.0 AVERAGE: 22.2 damage (23.6% Critical), 103 Hit, 4.2 HP
16) 24.0 Clive: Tempest Lance, 24 damage (14% Critical), 106 Hit, 5 HP
17) 24.0 Mycen: Tempest Lance, 24 damage (9% Critical), 105 Hit, 5 HP
18) 23.2 Average - Gray: 21.6 damage (18.6% Critical), 100.6 Hit, 4.2 HP
19) 23.0 Palla: Tempest Lance, 23 damage (16% Critical), 109 Hit, 5 HP
20) 23.0 Conrad: Tempest Lance, 23 damage (22% Critical), 118 Hit, 5 HP
21) 22.5 Mae: Seraphim, 25 damage (14% Critical), 90 Hit, 4 HP
22) 22.4 Deen: None, 11 damage (52% Critical), 100 Hit, 0 HP
23) 22.2 Average - Kliff: 17.6 damage (27.4% Critical), 108 Hit, 3.2 HP
24) 22.0 Est: Tempest Lance, 22 damage (19% Critical), 107 Hit, 5 HP
25) 20.2 Average - Tobin: 17.6 damage (26.8% Critical), 109.4 Hit, 3.2 HP
26) 20.0 Catria: Tempest Lance, 20 damage (21% Critical), 112 Hit, 5 HP
27) 20.0 Average - Faye: 20.7 damage (14% Critical), 98 Hit, 4.7 HP
28) 19.8 Genny: Seraphim, 22 damage (16% Critical), 90 Hit, 4 HP
29) 18.0 Tatiana: Seraphim, 20 damage (13% Critical), 90 Hit, 4 HP
30) 18.0 Clair: Tempest Lance, 18 damage (22% Critical), 108 Hit, 5 HP
31) 17.6 Nomah: Sagittae, 22 damage (10% Critical), 80 Hit, 8 HP
32) 15.3 Silque: Seraphim, 17 damage (17% Critical), 90 Hit, 4 HP
33) 11.0 Python: Curved Shot, 11 damage (11% Critical), 114 Hit, 1 HP
34) 10.0 Leon: Curved Shot, 10 damage (17% Critical), 121 Hit, 1 HP
« Last Edit: July 01, 2017, 02:44:25 AM by SnowFire »

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #3 on: June 14, 2017, 09:10:55 AM »
Appendix
 
Weapons & Equipment
 
There are NO STORES in Echoes.  All your weapons are pick-ups from treasure chests and bosses and the like.  In no other Fire Emblem are weapons so constrained.  Thus, you could credibly argue that nothing is legal to be equipped whatsoever!
 
No DL-legal weapons leads to some wacky effects, however, like lots of the cast being cosmically weak at damage.  It also implies certain weird things - bows are effective against Fliers, but triple a weapon might of 0 is, uh, still 0.  So archers would effectively lose their bonus vs. flyers with this interp, and mages start looking godlike in damage, and Alm and Celica laugh since they keep their unique equips.  This is OK-approved unbalance.
 
Okay, so fine, we'll allow weapons.  Which ones, though?  I've opted to allow Iron & Steel.  You get 0-1 Silver weapons (I think you're maybe supposed to upgrade the Steels to Silver?) of each type, and considering that you will get various better drops or unique stuff like the Royal Sword, there is probably enough Iron & Steel to go around by endgame unless you promoted your Villagers all the same way or the like.  Note that this does allow a bit of average-gaming, as most of the cast can freely adjust 1 point of speed by switching from Steel to Iron if they need it.  Also note that in-game it's difficult for non-Alm/Celica characters to adjust weapon pick after a map has started, so you might want to be similarly stringent here.
 
Of course, now there's a new problem...  allowing weapons for fighters means allowing some sort of equipment for mages as well.  But nothing seems obviously legal there.  Your main options in-game are food (for a one-shot consumable healing effect, think Elixirs), a shield (if you want to have slightly tankier mages), or a ring.  Shields screw with the averages and food is a consumable that isn't easily restockable.  Rings, however...  there's a wide variety of unique rings and generally enough to kit out all or almost all your mages, but they're mostly DL illegal.  They do have one thing in common, though - all Rings have the Recovery passive, which regens 5 HP a turn.  Considering that mages spend HP to cast their spells, and can't equip normal weapons, and lots of rings seem built for mages rather than fighters (e.g. the Mage Ring, Grimoire Ring), and lots of enemy mages have Rings...   yeah, I think this is a reasonable allowance.  Mages can equip a vanilla Blessed Ring which ONLY has the Recovery effect.  This helps offset their self-damage.
 
Initial Equipment: In general, I've become a lot more skeptical of this interp over the years in the DL.  Who cares what someone is initially equipped with when it often takes 2 seconds to move it to someone else?  Why should late-game recruits be rewarded over early joiners?  etc.
That said, it hardly matters in Echoes, so I've allowed it anyway (well, excluding consumables).  Clive gets access to a Steel Lance & Conrad to a Blessed Lance.  Delthea gets access to the Prayer Ring (not much different than a vanilla Ring), and Catria gets access to the Angel Ring (at a big cut in damage).  Sonya gets access to a Steel Shield.  Deen gets a Brave Sword (which is more like a Killing Edge, despite its name).  Palla & Est get Javelins, which they like for a range 1-2 option.  (Okay, TECHNICALLY Est comes equipped with nothing...  but...  she's locked in a prison cell when you recruit her, and there's a Javelin right outside her cell you can pick up.  HMMM.)  And that's about it. 
 
Also, not related to initial equipment, but Zeke has a weak plot claim on Gradivus.  (It's the sole weapon of the Arachnean Regalia that shows up in Valentia…  and is on his route…  he should be more organized and not get these things lost and deposited into treasure chests.)  Alm has a weak plot claim to the Keepsake Ring if he wants it (which will nuke his damage so, not often).  It also grants Recovery (5HP a turn), but grants +5 Skill / Luck / Resistance.  Only important if he's facing a very fast mage and needs his resistance as high as possible, maybe.
 
 
Enemies with non-zero Luck
They do exist - Entombed and a (very) few bosses.  That's about the only way you can tell that PC Magic Hit accuracy is possible to be reduced.  I'm not sure I'd hype Priscilla or Roy as having super-magic evade vs. this cast though, it comes up very very rarely.
 
 
What counts as a Terror for Anti-Terrors?
Uh…  not much.  Really needs to be a monster, not a PC class that happens to be evil.  "Specters" and "Masks" (Awakening Risen) and "Unknown" (Fates Vallites?!) and so on don't count, nor do living dragons ("Brethren") or Fell Gods or Fell Dragons.  So…  your average PC-y type undead probably doesn't qualify, so sadly this is not going to come up real often in the DL.
 
 
Terrain concerns
It's not uncommon in some maps to have entire castles with "Tile" effects for +20 evade, which rewards accurate characters and mages more, and makes Steel Bows firing in have issues.  OTOH, other maps, including the final, have a big sea of 0 evade.  Make of this what you will; you can argue everyone is a little dodgier and a little extra inaccurate. 
 
 
Speed charts
A lot of FE speed interps get really weird in Echoes.  What does 0 Speed correspond to (easy to get with slow mages on heavy tomes)?  Do doubling thresholds still make sense?  (Sumia & Gaius, speedsters who double characters who double average - i.e. +9 vs. average speed, doubling every enemy in-game - should not be equivalent to Echoes characters at a mere +1.5 speed vs. average!)  Well...  you figure it out.  To aid that, I will use the following Highly Scientific Chart that shows a rough idea of what each speed actually means.
 
So, there's three values.  Two are based on in-game enemies.  Using the last two battles, some final dungeon Terrors, and most C4 bosses to fill things out, the first value is what percentage of these enemies you'll double, with some slight fuzzing and scaling up due to some of these maps being a bit before endgame.  The second value "amps up" enemy speeds from -1 to +6, favoring the larger boosts, on the argument that lvl. 14 is too high, so we're gonna scale enemy speeds harder.  The third value is vs. the PC cast itself with default equips, albeit counting the villagers 4-5 times as much as they "should," and with some similar simple fuzzing to make the chart a little smoother.  (For example, a 7 speed character would count as 6, 7, 7, 7, 8.)
 
 
0: 0%, 0%, 0%
1: 1%, 1%, 3%
2: 3%, 2%, 5%
3: 7%, 3%, 5%
4: 12%, 5%, 5%
5: 18%, 10%, 5%
6: 24%, 13%, 5%
7: 31%, 17%, 7%
8: 34%, 21%, 11%
9: 38%, 29%, 14%
10: 42%, 34%, 18%
11: 48%, 39%, 23%
12: 50%, 41%, 30%
13: 54%, 46%, 37%
14: 57%, 50%, 40%
15: 61%, 55%, 46%
16: 67%, 59%, 52%
17: 72%, 62%, 56%
18: 76%, 66%, 58%
19: 78%, 70%, 62%
20: 81%, 74%, 67%
21: 81%, 77%, 72%
22: 82%, 80%, 77%
23: 83%, 82%, 82%
24: 85%, 84%, 87%
25: 88%, 86%, 92%
26: 93%, 89%, 96%
27: 97%, 91%, 98%
28: 100%, 94%, 98%
29: 100%, 96%, 99%
30: 100%, 100%, 100%
 
The differences between the PC cast with default equips & the enemies are most obvious at the bottom & top of the scale; there are plenty of enemies with speeds from 2-10 (3-42%), but few PCs ( 5-18%).  Maybe assuming more heavy tome use would fix that?  Interestingly enough, there are some screamingly fast enemy Gargoyles & Rudolf & the like that can double even Dread Fighters, so the regular enemies look a bit better than the PCs at 23 speed+.

(Addendum: Don't feel obligated by this at all, but in the realm of wild guesses...  if you assume that min speed (0) is 80% CTB speed, and max speed (30) is 120% CTB speed, and use the 2nd chart, you end up with the following CTB-to-Echoes-Speed equivalents:
80%    0
85%    6
90%    8.5
95%    11
100%   14
105%   17
110%   20
115%   25
120%   30
I'm pretty sure I'd keep to the holy tenet that average speed is average speed, though, and call 100% equivalent to 16.  This is "nice" to the cast in speed, then, but the damage average is a little harsher due to skill usage, so I think I might be okay with it.  If you like the idea but use different thresholds, it's easy enough to modify if you want min speed to be 50% and max to be 150% or the like.)

DL Commentary

Alm's an amazing Heavy, as you might expect.  Nearly OHKO damage that actually OHKOs if he crits or if enemy defense is slightly subpar.  Has ranged counters even with the Royal Sword equipped.  Will spoil the occasional flyer with bowstratz.  Reasonably fast.

Celica is also a good Heavy.  Rather than double Lion, her bread & butter is double Excalibur, which is about the same amount of damage.  She also plain OHKOs with Ragnarok Omega (the skill) even the fast, HP permitting, and against the slow, she can whip out a mighty double Ragnarok (the spell) for a ludicrous 74 damage.  Her sword thwacks aren't bad vs. high resistance enemies, either.  Celica runs into problems if the fight lasts long, as she sports subpar durability and HP costs on her skills, more so than Alm though.

Delthea is known as the best non-Alm/Celica character in-game, and it mostly translates to the DL, with the proviso that she gets shanked before taking a turn reasonably often due to her horrible durability.  If you let her get a turn, though...   2x Seraphim is horrible death, and 2x Ragnarok (if she has enough HP to cast it twice!) is 92 damage.  Yeah.  On the bright side, Prayer Ring translates more usefully to the DL than in-game, where you keep her safe enough to not need the Miracle passive...  she has great Luck, so that's a 54% chance to shrug off a killing blow, then regen some HP to be able to throw the next wave of spells at your face, then force another Miracle proc check.  Yeah, she just isn't fair in Middle, even if she gets OHKO'd a lot in Heavy before taking a turn.
 
The Pegasus sisters have great stats, but subpar attack isn't the right weakness to pick.  Palla is pretty miserable, being below average speed and thus getting wrecked by enemy doubles a fair amount.  Catria is okay but probably still prefers her ludicrous FE12 form.  Est, however...  this is clearly Est's greatest showing ever.  She's got all-around good stats backed by good speed.  This is still only a Middle, but better than her criminally underlevel and unimpressive-even-if-leveled FE11 form!

As far as characters who showed up on an FE Heroes banner...  Lukas is mostly vanilla FE General #86, but he really likes skills giving slow characters a way to kill stuff.  2x Tempest Lances are gonna leave a mark.  Middle?  Still dies horribly to mages.  Clair has fantastic speed but no damage.  She can use Tempest Lance to sorta make up for it, but then she isn't doubling and is killing herself.  Light.  Mae is a discount Delthea - she's slower and also lacks Excalibur, so her mage-slugging game has issues in the DL.  She can fallback to Swords if she wants to keep her Speed up, at least.  A Light/Middle borderliner?  Boey is even slower, but has much more HP.  This is not as losing a trade as it would usually be, but probably also High Light at best.  Genny gets doubled and killed by any half-decent physical damage dealer, but can Nosferatu hax her way to a victory off the inaccurate draining against opposing mages.  Light.

Zeke is decent, but might still prefer his Shadow Dragon boss form.  He's even better if you allow Gradivus, of course.  Middle?  Conrad is interesting, he's a bit of a mage-spoiler who's an unusually tanky GK.  That means the Blessed Lance out-stall option comes up occasionally in slugfests.  Low Middle?  Clive is a bit slow, which is a problem, and is also allergic to magic, and not even amazingly damaging.  Light.  Mathilda is frail but very fast and strong, another Middle.

The Dread Fighters are all pretty similar.  Extremely fast, but not amazingly damaging, and all spoil magic.  High Middle?  Bow Knights all have subpar stats to make up for their extreme range, they're all Lights.  Barons are mostly similar to Lukas, although Forsythe is the best since he's the fastest and occasionally won't be doubled.  Luthier is like Boey above, Light.  Other Saints are like Genny, although Tatiana is less slow at least, Lights.

Mycen wins the Renning award for "final dungeon cavalier whom you will most likely never use, ever".  Nomah wins the Renault award for "lategame healer who can't even pretend to do damage." 
« Last Edit: July 01, 2017, 11:43:00 PM by SnowFire »

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #4 on: June 14, 2017, 09:17:44 AM »
Bosses

Not gathering exact PC averages, but taking the DL averages for the most part isn't too bad.  You'll be lower level in-game, but have busted stuff like Speed Rings and fountain stat-ups and DL-illegal weapons.  So something like ~40 HP, ~16 Atk Spd, ~14 Def, ~7 Res.

These stats are from Hard mode, because that's the mode I played.  No idea how they change on Normal.


Faces 7 PCs (assuming you recruited everyone).
That dude with a shield in Chapter 1, Mercenary
HP: 30, Atk: 11, Skl: 11, Spd: 13, Lck: 0, Def: 7, Res: 1, Mov: 4
13 speed!  7 def!  Only Alm & Lukas can really hurt him physically, and not by much.  You need to have grinded a Merc in the Thieves Shrine to have a prayer of not getting doubled by 13 Spd, too (Merc base speed is 10).
He does only have 1 Res, though.  Sad times against mages.


--
Rudolf faces 16 PCs.  That said, one of them he can't actually kill (think Dheginsea / Levail), so make of that what you will.
Rudolf, Gold Knight
HP: 52, Atk: 30, Skl: 26, Spd: 24, Lck: 33 (!!!), Def: 25, Res: 16, Mov: 9
Recovery passive (5 HP regen) from equipped Angel Ring (the source of the+20 luck)
* Rudolf won't attack Alm, and won't counterattack if Alm attacks him.  Celica's scary dream at the start of C2 was highly inaccurate.
--

Uh.  25 Def is extremely badass, walling a lot of physical damage, and 24 Spd is amazing, basically doubling everything (barring a Speed Ring on Delthea or the like).  Too bad Alm can Double Lion him for free, and mages still hurt him pretty good.  Fight's over when you kill him, so you can totally #YOLO ignore his friends once he engages.  Just...  those doubles, combined with a great crit rate, are really scary to those who engage at range 1.
Probably a Low Heavy if you respect his HP, a Middle if you don't or price in Alm sucker punching 70% of his health first.


--
Both Berkut & Rinea are on tiles that grant 20 evasion, but so are anybody who attacks them, so everyone's a little less accurate than usual (reminder: magic ignores terrain bonuses).  They face 10 PCs.
There's an Inferno cauldron powering both of them up that heals the bad guys for 10 HP every round.  There's no way to stop this, either.  Your call on how much to respect this.  (This stacks with Rinea's Recovery.)
Berkut (final), Gold Knight
HP: 52, Atk: 37, Skl: 17, Spd: 14, Lck: 0, Def: 24, Res: 13, Mov (0)
Wildfire (hit & evasion +10%), Phantasm (Halves damage from bows & magic, +5 Def/Res baked in), Mounted
Equipped with Kreimheld which is giving the super bonuses (baked into his stats).  Range 1-3, Hit 85 (really 95 thanks to Wildfire, really really 75 thanks to Wildfire + Terrain).


Rinea, Witch
HP: 42, Atk: 25 (32), Skl: 18, Spd: 17 (13), Lck: 0, Def: 12, Res: 18, Mov (0)
Wildfire (hit & evasion up 10%), Miracle (useless, 0 luck!), Recovery (regen 5 HP a round), Pact (spells don't cost HP)
Knows Seraphim, Fortify, Entrap, and Conjure.  Conjure is basically worthless, she summons horrifically understated L1 Witches you can totally ignore.
Atk/Spd in parens is with using Seraphim.  It's got a base hit of 90 (+10 from Wildfire, -10-15 from PC Lck) and is effective against Terrors (not that there are any PC Terrors).  Range 1-2.
--

Berkut has excellent offense and physical defense if you foolishly engage with him in a fair fight, but there's not much reason to.  Phantasm helps, but high-powered magic still rips him a new one, and you can avoid counters with a Mage Ring.
Rinea is a threat in-game thanks to Entrap granting you a duel with Berkut, but she will only really kill you directly if you're doubled by her.  Archers or charging Gold Knights can splatter her reasonably easily.
Berkut has earlier forms where he doesn't have the evil range 1-3 Lance or Phantasm, but has much better speed comparatively - like he still has 16 Speed, but in Chapter 3 or early Chapter 4 instead, where he'll double everyone, and is equipped with a lighter weapon.
Rinea's high Light, Berkut is high Middle?  Really depends on HP scaling, they're both frail but can blow up the slow.


--
Celica, Princess
Just kidding.


--
Jedah faces 20 (!) PCs.
Jedah, Cantor
HP:52, Atk: 26 (40), Skl: 19, Spd: 19 (10), Lck: 0, Def: 18, Res: 12, Mov: (0)
Recovery (regen 5 HP a round), Incarnation (regen another 5 HP a round), Vengeful Cry (counterattack regardless of distance), Duma's Gift (only the 4th attack can do damage to Jedah.  Multi-hit attacks don't speed this up.), Nullify Ailments, Pact (no HP cost on skills)
Equipped with Death, stat changes to Atk/Spd per above.  (Death is range 1-3, 70 hit but resisted at by 10-20 points from PC Luck so 50-60 hit in reality.  Death is not a status attack, just a normal one.  Note Vengeful Cry, though.)
Conjure (summon a bunch of Mogalls, 2-8 at once, max of 8 on the field.  They are Great Terror Flying Eyeballs that are extremely fast - 23 Spd or so, enough to double all but high-level Dread Fighters - but only have 17 Atk, so they tend to tink against average-to-tanky characters.  They're good at killing the likes of Saints or Priestesses, though.  Run, Mae!)
--

Okay, first, the bad: Jedah is kinda inaccurate, and he's also dark-elemental locked (which might be worth more hype than usual, since Apotrope exists).  He also eats it to a single Double Lion string usually, so not the tankiest.
The good: everything else, especially Duma's Gift, which is pure cheeze in the DL.  It's not the kind of ability that can really be scaled as it's definitely not "take 1/4 damage", so you are eating 3 Death counterattacks at absolute minimum (Vengeful Cry!), along with whatever Jedah does on his own turns, which might include summoning a wave of Mogalls against opponents with suspect physical defense, or just ramming more Deaths down your throat.  Nullify Ailments means you aren't using Silence to sneak out of this, either.  If, Mila forbid, you fail to KO him on your 4th attack, he's going to regen 10 HP a round and potentially be back at full again by attempt #2. Some sort of cheezy SMT-ish High Godlike, reminds me of a magical counterattacking Lambda Zellwegger.
« Last Edit: July 14, 2017, 11:57:48 PM by SnowFire »

OblivionKnight

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #5 on: June 19, 2017, 04:06:39 PM »
Appendix
 
Weapons & Equipment
 
There are NO STORES in Echoes.  All your weapons are pick-ups from treasure chests and bosses and the like.  In no other Fire Emblem are weapons so constrained.  Thus, you could credibly argue that nothing is legal to be equipped whatsoever!
 
No DL-legal weapons leads to some wacky effects, however, like lots of the cast being cosmically weak at damage.  It also implies certain weird things - bows are effective against Fliers, but triple a weapon might of 0 is, uh, still 0.  So archers would effectively lose their bonus vs. flyers with this interp, and mages start looking godlike in damage, and Alm and Celica laugh since they keep their unique equips.  This is OK-approved unbalance.

I approve. 

It's interesting you say that.  One of the old, old interpretations (I think I followed it, not sure who else) came from I believe one of the rules of the RPGP, the wording of which I don't remember, but it was interpreted as "unique stuff should be the focus".  Again, the origin I don't remember for sure, but something about that.  It was less proscriptive than the RPGDL, but one of the interpretations was that characters only had unique equipment.  So Maxim becomes Godlike based on having a bunch of unique equipment.  Lunar is nearly unchanged.  FF6 cast looks weird - hey, Locke has an unique weapon, so he's better than the others!  FE gets skewed as all hell, since those with unique weapons 1-shot, while everyone else can't do damage (FE wasn't around at that time, but just used as an example).  Etc., etc.  Eventually, that kind of went by the wayside.  I've always thought about looking at going back to that view again, since now I basically allow whatever they can get normally (i.e., the storebought rule), in addition to unique stuff.  There's different spectra of storebought (I allow anything, some put money restrictions, balance restrictions, etc.), but it's very different than that old interpretation.  So it's not unreasonable - some casts get better in the DL, some get worse, and it could be for very odd reasons because of how things translate.  Hell, I need to run through Echoes (my friend has it, so we'll probably mix play it), but looking into things, I probably wouldn't allow anything besides starting weapons and uniques in that case, so...


...I guess it is OK-Approved Unbalance(TM)
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Dark Holy Elf

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #6 on: June 30, 2017, 09:25:54 AM »
Random comments:

Flying units don't benefit from terrain avoid bonuses, contrary to the opening post. On the other hand their bow weakness is a less big deal than most FEs because many archers either have no weakness-hitting bow at all or use the 2-might iron (which only does +4 damage).

Ragnarok Omega targets res! As such it should do 47 damage, using your figures.

I got Ragnarok Omega without any grinding whatsoever, personally. I did favour Celica using sword attacks instead of magic against easy foes, but it seemed pretty reasonable to me; you potentially have Beloved Zofia for a long time.

Dread Fighter magic resistance does not work against Ragnarok Omega, nor against at least one of Duma's magical attacks (forget which, sorry, but yeah I got one of my DFs near-OHKOed). So... the game does have a pretty clear concept of pseudomagic. On the other hand, it does half the damage of Medusa, which is pretty cool and rather a bit of a surprise, since Medusa's damage isn't affected by criticals (the latter being something I discovered to my great relief).

My team had featured Alm's core ten at Level 6-9 (with Alm himself at 12) and Celica's at 4-9 going into the final battle, for all that I'm pretty okay with how you did levels in general (though aiming high does have a weird effect of underrating Mycen a tad, if probably not enough to really tilt the averages).

Mm, the Ladyblade doesn't actually seem that unreasonable to me? Probably wouldn't allow it to be forged - it's gained in Celica's final dungeon and requires 2 gold even if you leave - which leaves its might at just 12, but there's a reasonable chance that Mae will literally be your only non-Celica PC who can use it (Sonya's a split-path, and you might not use both anyway, for all that I did).

Invoke does sometimes grant melee immunity the round it is used (which certainly justifies its action economy DL-wise) but I dunno what the rate of this is and am likely too lazy to test.

I dunno how someone with 1.32/1.12 durability can be called frail!

I'm idly curious if the average enemy defence with terrors excluded is any lower... and if this should matter in the DL if so. The pegasus knights generally felt more damaging in-game than in the DL; there are a lot of terrors, and the most common lategame humans are magic users whose def tops out at like 12. Though looking at things, both my Alm-route pegasus knights got strength-blessed, which probably colours my experience here.
« Last Edit: June 30, 2017, 09:27:36 AM by Dark Holy Elf »

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SnowFire

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #7 on: July 01, 2017, 02:54:07 AM »
A few updates:

* Bosses!  They've been edited in.  Pretty lazy amounts of work, but whatevs.  Jedah is *funny* at least.
* I was wrong about Alm - if he's equipped with a Bow, he'll counter with it at range 1, not the base Sword.  Handy.  Updated his counter-chart.
* Ragnarok Omega does indeed hit Res?!  (You can tell that I didn't actually have this skill until the postgame, and didn't use it that much.  KO'ing dragons pretty much which have roughly equal Def & Res.)  Oddly enough, despite dealing more damage, Celica probably would rather it hit Def in the DL just so she isn't walled by resistance tanks...
* I added in italicized Ladyblade figures for the Priestesses, though I think it's kinda sketchy myself.  (You could hypothetically transfer the Ladyblade to Delthea for the final battle even if you didn't get Sonya, and certainly you can in the postgame....  I wouldn't normally put much stock in that, but when it's a final dungeon drop, it lessens my sympathy.)

--

OK, yeah, I remember you advocating such an average elsewhere, so I knew it would likely to be OK-approved.  Just from some casual checking, the damage average probably falls to 11-13 or so if you do this?  Killpoint of 27-33 thereabouts?  So yeah, massive damage from those not screwed, descent to Punydom for those who are screwed.

--

Elf: Yeah, nm about flying units getting terrain benefits.  I noticed that in my replay, but could have sworn it applied at some other point - maybe there's one particular terrain that did offer the benefits (other than oranges regen, which is nothing new.)

For Invoke - mm.  Genny seems consistent enough at getting 4+ Phantoms, but hers completely suck by endgame.  (Which is actually good in-game, they won't steal your kills.)  She might well run out of HP before the phantoms do the trick.  I dunno, I'd be down for hyping the likes of Izuka having some melee immunity, but it ends up real wacky for Saints in this cast.

Weird, I thought the Dragon beam of doom got nailed by Apotrope.  For Medusa, I think critz on it are bugged and attempt to be a "normal" attack or something; I want to say I got crit'd for like 1-5 damage by Medusa.  I'll try and double-check later; good stuff.

I might be biased by own experience on Mathilda, where it felt like her & Clive were responsible for a very large percentage of Mila's Turnwheel use.  They both want to charge into a pile of enemies and don't always make it home safe.  But you're right, she's actually fine.

I probably should have said "last 3 plot maps" for the defense /resistance average.  Rudolf's map is just unusually horrible for low-damage physical skirmishers; it has 22 Def Barons, 23 Def Barons, 23 Def Gold Knights sporting Silver Shields, 16 Def lance-equipped GKs, 25 Def Rudolf...  oh, there's 8 Bow Knights too with only 12 Def (and 3 Arcanists with 11 Def), but BKs aren't real friendly for poor Clair (/ FK Faye) either!  If the average is taken rewarding units for appearing multiple times, I think the Def average drops to 16.1 for that map, at least.  I don't think it helps much for the other two maps.  That said...  for the Whitewing sisters, I can certainly see taking them against a lower def average, since a huge amount of Celica C4 is something like "3 mages + everything else terrors."  Definitely one of those odd DL translation things, since in-game, it's easier to compensate for low Atk than for low other stats via forging favoritism.  Certainly Gradivus wants to go on Falcon Knights, and you can even forge another one. 

Dark Holy Elf

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #8 on: July 01, 2017, 03:37:55 AM »
Celica's base physical when doubled is pretty legit as an option against magic tanks. She can scrounge up a couple more points of damage with a Steel Sword though I wouldn't allow her skills off that.

Re Ladyblade, I don't really think "you can trade this 3 turns before the game ends" is much of an argument; I certainly wouldn't allow Ladyblade to Delthea/Faye, nor do I consider their existence to have much effect on its legality. And if any other cases come up which I'm not thinking of, I wouldn't allow anything else to be transfered back and forth between the two paths, either. (e.g. I could probably be argued into allowing Conrad and Valbar access to the javelin as well, but certainly not the lance-users of Alm's route)

I may try to test Duma's two moves against Apotrope later. It's entirely possible one is magic and one is not!


Since I didn't say it in the first post (probably because it was late at night and I was making Poor Life Decisions), nice work on this!

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Re: Fire Emblem Echoes: Shadows of Valentia
« Reply #9 on: December 30, 2017, 09:05:55 PM »
Random musings now that I'm done with the main game.

The PC magic attack formula doesn't seem to be quite correct but for stat topic purposes it's close enough, I've noticed hit rates slightly lower than base accuracy here and there despite the 0 luck stat that plagues almost every enemy, though I can't exactly pinpoint it.  It's pretty minor at any rate (like, a base level Tatiana loses about 3 points of hit against a Lv25 gargoyle that some cantor summoned in the post game, I think it might be something like attacker Lck - defender Spd / 4 or something similarly irrelevent, fear) and whatever effect stats -do- have on the hit rate doesn't let them break past base accuracy on spells anyways.

Beloved Zofia isn't DLC/backtrack out of final dungeon-level unreasonable to have upgraded in the maingame, for all that I probably wouldn't consider it since it requires either Alm shipping some spice or fishing lure material over, plus there's probably some other compelling use for gold marks.

Allowing Ladyblade for Mae doesn't seem particularly less reasonable than, say, allowing Rexflame for FE10 Calill (though I guess Celica might want it in case of W8 or something, so I'm not 100% sold on it), though I'm disinclined to hype her using skills off of it on the off chance Flamberge matters for anything.

I totally used Mycen!  And as such I question the validity of the Renning award.  If nothing else, he's at least better than Clive the eternal mediocrity.

I think Jedah's Conjure summons 3-6 mogalls as opposed to 2-8, at least assuming the range values Serenes lists for the various Conjure/Invoke spells is actually the number of things summoned.  I don't think I ever saw a cantor summon 2 or 8 enemies under normal circumstances, at least.

Similarly I think Ginny is the only one who might be able to buy a turn of melee immunity with any degree of hypeability, and even that might be a bit of a stretch since Invoke's placement of chaff is kind of random.

I can confirm that Ocular Beam does indeed run into Apotrope, for the record.  Baiting Duma out would... have been interesting, otherwise.
« Last Edit: December 31, 2017, 01:03:50 AM by Random Consonant »