Prepare for a monster post, this comes out to 6 pages in word, but I’ve drafted a 7 turn plan I’m convinced will work.
A 7 turn with Seth C turning through the map seems impossible. Even with Vanessa ferrying him halfway through, he simply cannot reach the the boss tile in time. He can get to 2 range from the boss, but then there are 2 archers adjacent to the boss that don’t move.
Another problem with Seth sweeping the map is that he can’t get the archers shown below to suicide into him.
Vanessa is occupied, so only Tana could do it. Oh wait, the archers have 4 luck. She can’t crit or double unless she uses the slim lance, which Vanessa desperately needs, and she has to dodge the other archer’s attack on enemy phase. Then, presumably her arriving on the south island will lure some of the enemies over, so she’s screwed after she kills the second archer (her combat truly sucks).
Conclusion? There’s no going around having to ferry Seth to the south. And without further ado, here we go.
Prep
Turn 1
The combination of Seth and Eirika remove all the pirates south of them, and Vanessa critkills the pirate she’s about to attack in the picture. The level-up she requires is a bit wild: hp/str/skl/spd/def, thank goodness it’s on player phase. Tana moves down in preparation of ferrying Seth, and Kyle sits still. The only reason he’s here is to take out those 2 soldiers who don’t move unless someone’s in their attack range.
The only enemy phase manipulations are making Seth land all his javelin attacks, and have Vanessa critkill the archer that attacks her. Not too bad.
Turn 2
The first pic shows Tana carrying Seth, the second the ideal position for Vanessa. I want Vanessa to get attacked by the 3 mercs (she can survive all 3 hits) and the archer (required dodge obviously), while being out of range of the 2 soldiers and the myrmidon.
Now, I have 2 options here. Either Vanessa critkills one of the mercs with a javelin, or she equips a slim lance. The benefit of the slim lance is that she doubles and 3HKOes, and her crit chance goes up by 5. Thus, a slim lance + javelin combination leads to a 2RKO, and any slim lance crit is an instakill. She has 9 crit with the slim lance, giving her a 17.19% chance to crit at least once in 2 hits. Her odds of critkilling 2/3 mercs on enemy phase with a slim lance are about 7%, but critting all 3 makes it fall down to 0.5%. She also has to dodge the sniper’s attack, he has about 67 true hit on her.
This is getting a bit messy, probability breakdown again.
Sniper dodge: 33% chance
Vanessa critkills 0/3 mercs: 56.79%
Vanessa critkills 1/3 mercs: 35.36%
Vanessa critkills 2/3 mercs: 7.34%
Vanessa critkills 3/3 mercs: 0.51%
Vanessa 2 kills + sniper dodge: 2.42%
Vanessa 3 kills + sniper dodge: 0.17%
Before turn 2 enemy phase, Vanessa is level 7.24. She gains 11 exp from an attack, and 37 exp from a kill.
2 kills: 24 (base) + 11 (attack) + 37*2 (2 kills) + 1 (dodging sniper) = 110 exp. She levels up.
3 kills: 110 + (37-11) = 136 exp
Either way, she’s levelling up, and she wants def again because it reduces 4 damage hits by mercs to 3.
Str/skl/spd level-up: 11.55%
Str/skl/spd/def level-up: 2.31%
This sucks. Check out the modified probabilities now.
Vanessa 2 kills + sniper dodge + str/skl/spd level-up: 0.28%
Vanessa 2 kills + sniper dodge + str/skl/spd/def level-up: 0.056%
Vanessa 3 kills + sniper dodge + str/skl/spd level-up: 0.020%
Vanessa 3 kills + sniper dodge + str/skl/spd/def level-up: 0.0040%
To put this into perspective, let’s look at the estimated RN burns required, and the frames lost assuming a rate of 5 RNs burned per frame.
1) ~357 RNs (~71 frames)
2) ~1786 RNs (~357 frames)
3) ~5000 RNs (~1000 frames)
4) ~25000 RNs (~5000 frames)
*Bolded the outcome I consider the most reasonable for my purposes.
Only the first 2 are even feasible, so that rules out Vanessa getting 3 kills. Either that, or I let her eat a bad level-up, but the consequences of that will show right away.
One more consideration, Vanessa’s durability is seriously an issue. She can take 4 merc hits before she’s going to need to dodge every single hit she faces. Problem is, these mercs have a very high hitrate, 73 true hit to be precise.
0/3 mercs hit (19 hp left): 1.97%
1/3 mercs hit (15 hp left): 15.97%
2/3 mercs hit (11 hp left): 43.17%
3/3 mercs hit (7 hp left): 38.90%
Yikes. At least she can survive the turn taking all the merc hits.
Turn 3
Tana drops Seth and moves back to safety, nothing special.
Vanessa has to kill the pirate (remember they don’t attack her, they just charge for the village). This introduces 2 options: a javelin kill and a slim lance kill. She doesn’t level up on the kill even if she killed all 3 mercs on the last enemy phase.
There are serious advantages and disadvantages to both weapon choices. If she uses the javelin, that puts her out of range of 2 of the 3 mercs, and she will only face 3 attacks: a myrm, a merc, and the sniper. The drawback? Her avoid goes to hell.
With javelin
Sniper 81 hit
Mercs 3 damage/86 hit
Myrm 7 damage/73 hit
With slim lance
Sniper 63 hit
Mercs 3 damage/70 hit
Myrm 7 damage/52 hit
Based on the turn 2 data, the most feasible outcomes are Vanessa killing 1-2 mercs. In particular, if she kills 2, she’s only facing one merc on turn 3 enemy phase regardless of what weapon is equipped. For this reason, I can confidently say that sticking with the slim lance is the way to go.
Even with the minimum hp amount of 7 left, Vanessa can take 2 merc hits (assuming the other one is even alive). The probability of her dodging both the myrm and the sniper are a decent 14.4%. Vanessa’s exp gain now is unpredictable due to all these contingencies, but assuming she levels up again by the end of turn 3 enemy phase, she’ll have an 11.55% chance of getting str/skl/spd. Def is pointless now because she’s almost guaranteed to be 1HKOed by everything from now on. Getting hp doesn’t help either as it only increases her max hp, not her current hp.
So, that gives us a ~1.66% cumulative odds of success so far, very manageable. Vanessa doesn’t have to crit the myrm because she 2HKOes with a slim lance, but killing him would make it easier to survive next turn’s enemy phase. Her crit chance is 8%. Adding in the crit makes a ~0.13% cumulative chance, still in the realm of sanity (~753 RNs or ~150 frames).
The merc will die (he was already weakened), and so will the myrm (critted), leaving the sniper alive.
Whoo!
Turn 4
Seth critkills the boss with a javelin.
Since the sniper has 8 luck, the only way I can crit him is with a slim lance (4% crit chance). To ORKO I need a slim lance double crit, a lovely 0.16% chance (~625 RNs, ~125 frames). At least it’s on player phase, and let’s pray there’s no level-up.
You’ll notice that killing the sniper means the pirate goes free. That’s fine, Vanessa can take him out the next turn easily.
There's supposed to be 3 soldiers in the picture, but they are no problem, Kyle can take them out on enemy phase without interfering with the other enemies that Vanessa’s taking care of.
For once the enemy phase isn’t outrageous. Only the mage and merc can attack her, and there’s a very good chance Vanessa 1RKOing mercs with a slim lance now. If not, her crit chance is still high, around 19% in 2 hits.
Turn 5
This archer limits how far Seth can go. If I don’t kill him, he gets left behind.
This is where I’ll be moving Seth.
Goodbye pirate. There’s only 1 contingency of interest here. If I kill the pirate at range with a jav, Vanessa can 1RKO the mage on a counter, but loses the 1RKO on the merc. If she attacks the pirate at 1 range, the mage isn’t even in range.
Enemy phase is super easy, I might have to worry about Seth breaking javelins, Vanessa needs to dodge 1 merc, and possibly levelling up.
Turn 6
Oh Amelia, how I hate you.
Soldiers are cannon fodder for Vanessa, but she has to dodge all of their hits. Again, level-up possibility is always there, but that doesn’t create much of a problem.
This is a little more facepalm worthy. By having him crit the mage and simultaneously going on the forest (+1 def/20 avo), Kyle's crappy combat is actually salvageable. With 2 turns he can take out the 4 enemies.
There’s also the option of sending a different unit than Kyle to mop up these enemies and the 3 earlier soldiers. Movement’s not an issue at all. I’ll look at Garcia and Artur.
Turn 7
No need for pics, Kyle (or whoever replaces him) finish cleaning up, and Seth kills Amelia in the most overkill fashion possible. Vanessa could kill her too, as she’s in range. She’ll gain like 6 exp to Seth’s 1, and advance her weapon level a bit, for what that’s worth.