Posts for cheetah_7071

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Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
Posts: 200
Here's through chapter 14...sort of. I'm less confident about this chapter than most. Notable issues that may need fixing/complete rethinking: --Whether going along the right path is really faster (I'm fairly certain about this one, though, and it nets me a very nice spear) --What to do about Vanessa/the cavalier reinforcements. I considered just letting them attack her without charging at them, but I decided against it. Another possibility is to take longer getting into the first door, but not bringing Vanessa/Colm/Tethys along. Though then, each cavaliuer would move every turn, which I'm fairly certain is slower. --Whether there's a way to deal with the cavaliers that doesn't require Vanessa to manipulate a critical and her own levelup/survival at the same time. --Whether there's a faster way for Seth to waste RNs on the final turn. So, yeah, I really had no idea what I was doing there and just sort of went with educated guesses. Well, I guess I'll find out if Nitrodon's still smarter than me sometime soon.
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Nitrodon wrote:
When I tried the one-turn victory for fun, I made Seth kill the first knight with his silver lance, which didn't need a critical hit. That would explain why I didn't need much manipulation.
Ok, that makes sense. Well, given the different levelup, this is probably the faster strategy. I'll go ahead and keep the atrategy I've used.
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Nitrodon wrote:
Why did you do all that switching in the formation screen? The one-turn victory works just as well if you only switch Vanessa and Saleh. Also, this is mainly a curiosity, but I happened to notice that you can win in one turn with very little manipulation. Saleh gains HP+def+res that way, so the manipulation you did might make it faster.
Switching fixed. I'm not sure I see how it can be done with little manipulation. Vanessa can critical with none, sure, but then Saleh has to waste ~80 RNs himself. I decided that Vanessa wasting 100 followed by Saleh wasting 20 was probably faster, due to a pegasus being the fgastest RN-waster. If the levelups worked out faster, well, I guess that just confirms it asd faster for sure.
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juef wrote:
I'm not posting much in this thread, but I'd just like to say that this run interests me a lot, so, thanks! :)
More viewers are always appreciated. Here's through chapter 13. Not much to see there, but it amuses me that Vanessa is now capable of OHKOing armors with javelin criticals.
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Nitrodon wrote:
You should be more careful. Frames 127846-127870 (while Tana is manipulating the RNG) have no input, wasting 25 frames for no reason. Other than that, it looks good.
...wonder how that happened. I must have accidentally pressed down frame advance without paying attention. Guess this is what I get for not watching it before posting it. I'll post the next version after finishing the next chapter.
Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
Posts: 200
Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
Posts: 200
Vanessa levelled up five times. EDIT: Disregard this, I'm sure I can do better. I'll see what I can do tonight.
Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
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Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
Posts: 200
Though you've already shown me the majority of the run, I am still very impressed. Congratulations and such.
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Nitrodon wrote:
Those calculations seem right, until you notice that Demon Light gives +10 defense (among other stats). Myrrh would need 12 more strength for a OHKO. If you plan to attack twice, Seth+Myrrh will certainly be able to do it at her base stats, as long as Seth gains 3 points of speed and 1 point of strength between now and then (which should happen even if you don't manipulate his stats). I calculated earlier, and a double pierce with one critical would kill Fomortiis. You'd need 20 strength, and the probability would be extremely low without a high level. The triangle attack would give you a free critical, which certainly won't hurt, but the probability of success would still be fairly low. EDIT: I checked the 1-turn victory in Hamill Canyon. I'll assume that double criticals are impossible to manipulate, since the RNG usually isn't that cooperative. Vanessa needs about 2 additional points of strength to kill the armor knight, depending on stats. If necessary, Vanessa can use Ewan's energy ring, but the kills from chapter 12 should probably be enough. Seth would need 3 additional points of strength to kill Aias with a javelin, but it turns out that Saleh can kill him with Thunder at base stats.
Even if Vanessa doesn't level up at all, there's a heavy lance floating around. I shouldn't have any issues.
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Nitrodon wrote:
Honestly, I'm not sure how feasible Vanessa with Vidofnir is. Vanessa has 73 lance exp at the beginning of this chapter, gains 40 on promotion, and needs a total of 251 for an S rank. A double pierce with one critical would still do it (but would be hell without leveling up Vanessa). Molotov's run used Myrrh, which is still a possibility if you don't mind watching her level up several times.
This is where I really wish I could use Cormag--a double pierce critical with a killer lance would do the trick, I think. I could always just go for a slightly slower victory, like Seth smashing his face in with Audhulma followed by someone else (Saleh, Dozla, Myrrh, and a few others are all possibilities). EDIT: A critical from Myrrh at base stats (doable due to the critical boost from her weapon) is only 6 points of damage away from OHKOing Fomortiis. 2 levelups (or the incredibly unlikely solution of an energy ring) will give me a OHKO, or I can go along the route of smahing Fomortiis with an iron axe or something just for fun. I only need 31 attack power to finish him off at that point, magical or physical.
Experienced Forum User, Published Author, Former player
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Nitrodon wrote:
I'm not sure how useful it is to recruit Dozla for that chapter. Based on stats, Vanessa is perfectly capable of dealing with the last two enemies with enough luck manipulation. Then again, that recruitment did get rid of one "Other Phase" message. Based on this chapter, I'm assuming you don't plan to train Vanessa. As long as she is powerful enough to kill an armor knight in Hamill Canyon with a javelin (she probably is) and you have a different plan to kill Fomortiis quickly, that seems to be fine.
To be honest, I hadn't thought of using Vanessa against the enemies up there. I haven't really though about how I'll do Fomortiis--Vanessa hasn't been pulling her weight recently, but I don't have any other really good ideas. I might end up going for a compromise in recruiting Dozla to get rid of the green unit phase, but using Vanessa to kill the enemies. I'll take a look at how feasible it is.
Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
Posts: 200
So, I finally got around to working on this. I finished chapter 10 ages ago, but it was such a short chapter I didn't bother uploading it. Here's through chapter 11. I hope that it's optimal, as route planning in fog of war is a huge pain, even when not combined with defeat all enemies.
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Hm...I'm starting to think it may be faster to deselect everyone I don't intend to use. I'll have to test whether or not the mercenaries move at all when there's nobody for them to target. They might charge after the green units, I guess.
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Nitrodon wrote:
Perhaps, but is it faster to let her die than to move her one space to the right? That way, Natasha doesn't die, and Artur doesn't need to counter anyone.
Not sure what you mean. How would that prevent Artur from being targeted?
Experienced Forum User, Published Author, Former player
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Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
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Enemy placement isn't different, only enemy stats. So basically I would use the same strategy, except you'd stare at me wasting RNs for a lot longer.
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Just wanted to report that the hex-editting worked. I won't post another WIP until the next chapter is beaten, which will take some planning but not very much time to optimize once a plan is made.
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That should be hexedittable, and even if it isn't, it doesn't affect the RNs anyways, so the strategy remains sound. I just noticed that Forde trades a steel sword to Kyle at the beginning, which was a holdover from a previous strategy thta is no longer neccesary. I'll probably just redo the entire battle preparations section, and hex in everything from when I press start.
Experienced Forum User, Published Author, Former player
Joined: 5/29/2006
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Experienced Forum User, Published Author, Former player
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Thank you for prodding me. I had lost heart after having to start over again, but I've started again.
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Well, Chapter 9 is still giving me headaches, even from a strategic side. If Seth goes after the boss first, then the mercenaries can't reach him on turn four, and if he goes to the left part of the area first, then one of the fighter reinforcements can't reach him. The only thing I can think of is to have Vanessa drop Seth off further south, right next to the boss (so the mercenaries move towards where Seth will be on turn four on turn three), and then have Tana deal with the Myrmidon and the second pirate. Still, this will require starting over yet again (compunded by the fact that I realized that I don't need to trade Forde's steel sword to Kyle. EDIT: a four turn victory is neccesary, since Amelia shows up at the beginning of turn five, meaning a huge waste oif time if I wait an extra turn.
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I just want to tell everybody that this is still in progress, but that chapter 9 is doing everything it can to prevent a 4 turn victory. I just discovered that the pirate that spawns on turn one doesn't charge at you even if you're in range, making me throw out a whole turn's worth of progress, and I've already had to start from the beginning three times (one of which was starting all the way from the preparations screen). So...don't expect this soon, but if you don't hear from me in a week, then give me a gentle prod to remind me about it.
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Well, I haven't fully thought this through yet, but I can have Vanessa drop Seth off, then use the fact that she starts farther south to have her escape the archers entirely, and then kill the pirate and possibly even myrmidon with no need for counter-criticals. Kyle will have a somewhat easier time up north, with 3 more defense (though no triangle advantage over the mercenaries). At any rate, Kyle only takes a manageable 2 damage from mercenaries, and 4 from soldiers, so with 25 hp, he isn't likely to die. If he gains one point of speed, he can afford to equip a javelin, and thus let the archer deal with itself, though he'll want to critical the sniper. I'll want to manipulate spd and def for him on the first turn for sure, though of course str and skl are always welcome. With this, it looks like Kyle can definitely handle the north in four turns, to time it with Seth's destruction of the south. After taking a closer look at Vanessa''s intended path, it definitely seems doable. I have Eirika or someone counter-critical the first pirate, then Vanessa gets the second one during the player phase, and if she gains a point of str, she can double and 2HKO the myrmidon during the fourth enemy phase.
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1. Well, I had assumed the archers would charge at Seth on turn 3, and then reach him on turn 4. 2. Right, mounted units take three movement to get through forests. This can be fixed by killing the boss with a javelin. 3. This is an incredibly big point. After looking more carefully at the offensive stats of the enemies (previously I was paying more attention to the defensive ones), the mercenaries have somewhere in the vicinity of 80 hit, not counting all the other types of enemies. This would be doable if I didn't have to manipulate Tana's criticals as well, I suppose, but... Tana has to move her full range on turn 1 in order for Seth to reach the boss on turn 3. This would be fixed by having Vanessa carry Seth, but then I need to figure out another way to deal with the northern area. Vanessa is quite simply my only unit who can 2HKO the mercenaries while simultaneously not being double by them. She can use a vulnerary on turn two to easy the burden of luck manipulation, but that's a very ugly solution, and plus turn 1 will be the hardest turn to manipulate anyways (Vanessa needs to dodge both bow attacks, and I need Tana's counter critical). If Vanessa hangs back by one space on turn 1, she can javelin critical the sniper, but in exchange can't kill the pirate on that same turn, and has to put up with it for another turn. Bah, I'll take another shot at thinking this through when I've had more sleep myself. FE10 has been destroying my sleep schedule.
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