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(LU 7/9) FEF News Thread - 3rd Route DLC Out in Japan


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#81 Mercurius

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Posted 03 June 2015 - 03:35 AM

I'm going to be very sad killing Luna in the middle of going all HOSHIDO BANZAI MOTHERFUCKER playing the game. As Severa as she is the new outfit just looks so nice (or the torso does at least anyway) and it's a shame to let such nice twintails perish. Hopefully some Nohr player will Streetpass with me so I can have her twintails on my side. Twintails.

 

(on that note I will be having no problems killing Elise as I just think her twintails look weird as hell.)

 

 

Though his conduct suggests he’s a shallow man, he’s actually very demanding on himself.

Personal Skill [Perfectionist] When HP is full, Hit rate and Avoid +15

aside from the pegasus thing it's like we were made for each other

 

although I imagine anything my character says to him about going easier on himself will sound hypocritical as fuuuuuuuuuuuuuuuuuuuuuuuuck

 

hoping he gets some cool reclass options, I kind of want him to be a Weapon Master (I doubt he can be a Butler since it's too european)


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#82 Fire Blazer

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Posted 03 June 2015 - 04:39 AM

like most people I noticed the Luna thing

 

it bothers me a little but meh

 

I guess I can maybe overlook it on account of the fact that I like the color red no really I know the guy supposedly just like splices body parts and stuff for his characters but it's a little odd having someone that similar haha even the face and the shoulder thing are a little... yeahh, well it's not a big deal I don't mind just sort of odd lol


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#83 Cero

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Posted 03 June 2015 - 07:09 AM

They even have the same voice actor sooo...

 

I'm betting Severa traveled through the outrealm to reach this world where she received a personality change.


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#84 Mercurius

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Posted 03 June 2015 - 08:36 AM

What personality change?


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#85 ^Leo^

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Posted 03 June 2015 - 12:38 PM

Funny thing is they both have the same voice actor (at least in the Japanese version)

#86 Knight of Argentum

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Posted 03 June 2015 - 02:28 PM

Maybe Fire Emblem IF is just a mass exodus of Awakening characters into a new world where some people experienced slight body shifts and voice changes, but some remained almost unchanged.



#87 Mercurius

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Posted 03 June 2015 - 03:16 PM

I don't want to believe My Unit turned into Camilla, QQ


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#88 Knight of Argentum

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Posted 03 June 2015 - 05:30 PM

I don't want to believe My Unit turned into Camilla, QQ

The conversion has already begun...



#89 Cero

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Posted 03 June 2015 - 08:06 PM

http://serenesforest...h-june-details/

 

Nishiki confirmed to be like manaketes and Kamui. Hopefully he's handled better than the taguel was in Awakening.


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#90 Mercurius

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Posted 03 June 2015 - 08:27 PM

If the effective weapons cause you to do triple damage instead of tripling its Might, I assume enemy stats will be powerful enough to warrant this. Suddenly flying enemies seem a lot scarier.


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#91 Fire Blazer

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Posted 03 June 2015 - 10:02 PM

If the effective weapons cause you to do triple damage instead of tripling its Might, I assume enemy stats will be powerful enough to warrant this. Suddenly flying enemies seem a lot scarier.

 

What do you mean by this? How will flying enemies be scarier? a little confused

 

also Kantopia translations of latest Famitsu scans are up https://kantopia.wor...ions-all-60415/won't repost the scans themselves here but feel free to check out, some interesting stuff I think (I only skimmed it myself so I don't really know haha)


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#92 Knight of Argentum

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Posted 03 June 2015 - 11:19 PM

 
What do you mean by this? How will flying enemies be scarier? a little confused
 

 
 If the effective weapons cause you to do triple damage instead of tripling its Might, I assume enemy stats will be powerful enough to warrant this. Suddenly flying enemies seem a lot scarier.

 
Essentially, effective killing for flying units is dictated by triple might meant that the calculation of damage went towards (3MT+STR)-DEF= Your damage, and the equation is now changing so it's actually now: 3((MT+STR)-DEF)= DMG. With the current system, say you have a 10 MT Bow, 20 STR, and hitting a flier with 10 DEF (Extreme example, but it gets the point across). In the current system, damage would be calculated at tripled MT (30) added to STR (20) hitting against 10 DEF (50-10), which leaves you at 40 damage. With the new system, it would be calculated at MT+STR (30), and then hitting 10 DEF (30-10), which is 20. Now, the damage is tripled after the damage calculation, it is now effective damage multiplied by three. In this case, it's now 60 Damage. That's 1/3 extra damage. Mercurius has stated that the enemy stats will most likely be scaled to compensate for the extra damage, which means flying units will most likely end up significantly tankier.

Edit: I should also add, this works exponentially. If you initially do 0 damage, you'll still do 0 damage. At some points, the damage will be the same. However, when you are at the advantage damage will be higher.

#93 Fire Blazer

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Posted 03 June 2015 - 11:57 PM

sorry to make you explain the formulas, I get that, but where did you see that equation being changed though? I haven't heard of such a change (granted, I'm trying to avoid certain spoilers and am not analyzing the material, so yeah).

 

why are you calling out flying units though? wouldn't all units be buffed by that logic? is it just because fliers are weak against bows so you think bows will be super OP against fliers? and also, the downside to the latter formula is that a damage that does 0 damage will do 0 damage, whereas if it triples might, it would actually still do some damage; i.e. at lower damage #'s, triple effectiveness of might his better.

 

tbh I like the normal system better and am not sure why they would change it, triple effective damage makes it sound like an instant crit unless I'm understanding this wrong, and on top of another critical, that just sounds stupid (9x damage?). granted I'm a little unsure if I understand it right, so there's that.

 

-------

 

my random thoughts/calculations:

 

let's take a bow that has 10 might under one system. enemy has 10 def, you have 10 strength. one is 10*3 + 10 - 10 = 30 damage, another is
(10 + 10 - 10) * 3 = 30 damage. the same in this case (I chose the #'s for that reason). but as soon as your strength outweighs the enemy's defense, you get +3 points for every extra point of base damage. in the case of the new formula. in the old one, let's say your strength was 12, you only get +1 point for every point of strength, and +3 points for every point of might (whiich is a weapon-by-weapon thing)

 

hm... let's take a situation where the normal damage is 0. I pretty much get what happens, but I want to put it down in a less abstract/vague way, just because I feel like it, I guess.

 

Might = MT = 10

Strength = STR = 5

Enemy Defense = DEF = 15

DMG = (MT + STR) - DEF = 0

Formula 1 (F1) for Final Damage = (3MT+STR)-DEF = FDMG

Formula 2 (F2) for Final Damage = 3((MT+STR)-DEF) = FDMG

 

In this scenario, what happens when you use an effective weapon? In formula 1, we get 20 damage. In formula 2, we get 0 damage. This is a huge disparity but in early-game scenarios this is great because it makes effective weapons actually useful. It's what stops weak units from doing 0 damage against armored units with too high of a defense.

 

If you add a point of might, we get 23 damage vs. 3 damage. If we add a point of strength, we get 21 damage vs. 3 damage. The former (adding one point of might) won't ever catch-up because it affects both formulas equally, but the latter (adding a point of strength) will eventually make F2 catch up, which is just a way of saying "the new formula makes strength matter more" when it comes to effective weapons. 3x as more. As is obvious. Still, it would take a bit to catch-up. Also, let's say that the enemy defense was actually 25 (I know this sounds crazy, but hypothetically). Essentially, you need 10 more base damage points before you deal damage to the enemy. With an effective weapon and F1, you get a boost to your base damage, so you can actually deal damage despite the gap in strength. But in the latter formula, assuming your weapon's might doesn't increase (only so many effective weapons and all), you need 4 points of strength just to deal 2 damage. By that point, the other weapon is dealing 14 damage.

 

Base Damage - (Effective Damage F2) - Effective Damage F1

 

-10 (0) 10

-9 (0) 11

-8 (0) 12

-7 (0) 13

-6 (0) 14

-5 (0) 15

-4 (0) 16

-3 (0) 17

-2 (0) 18

-1 (0) 19

0 (0) 20

1 (3) 21

2 (6) 22

3 (9) 23

4 (12) 24

5 (15) 25

6 (18) 26

7 (21) 27

8 (24) 28

9 (27) 29

10 (30) 30 <- same

 

So assuming I didn't screw up somehow you need +20 points of strength before formula 2 catches up with formula 1, in the scenario that you normally did crap damage (in-game it probably won't be worse than like -3 or -4). Essentially, until you start doing at least 1 damage, your base damage being tripled doesn't help because it's technically still in the negatives and is being rounded to 0.

 

This just confirms how I feel about this:

 

- with weaker units or in statistically closer/more even battles, this new formula HURTS the player a lot.

- when there is already a large gap between strength, this HELPS the player a lot.

 

the thing is, effective weapons should bridge the gap IMO, not extend it a ton when it's already there. I mean, at that point I might as well just not use the effective weapon because it's likely doing overkill amounts of damage. Units can be buffed, sure, but if they simply buff defense, then this new formula hurts a lot and will make effective weapons suck unless the base damage is high enough. If they buff HP, it's just going to be awkward and make killing units without effective weapons weird.

 

Idk, my first impression of this is that they're making an unnecessary change that is not going to make things any better. My understanding is that effective weapons are pretty much just weapons that critical all the time against certain classes. Doesn't sound great to me, but we'll see how it goes. *shruggles*


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#94 Knight of Argentum

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Posted 04 June 2015 - 12:11 AM

I had actually ended up continuing my thoughts to a friend, but I couldn't make another post or had time to edit my message. I'm just going to echo with Blazer down here, since that was what I was going to edit again.

The flying units were called out since most damage amplification applies mostly there. This, however, is also true of hammers and Dragonsbane or Beastbane if they make a reapperance. Basically, you're exactly correct. It presses the advantage and hurts you more at a disadvantage. Based upon the new weapon system, this seems to be a common theme within the game; IS is giving stricter roles to classes by buffing their advantages and disadvanteges.

Tl;dr for bows: This is mostly inconsequential on lower difficulties, but becomes a problem on highers, where fliers will be more powerful attacking you from defense, and your archers deal less damage to them assuming your STR is lower than there defense.

#95 Mercurius

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Posted 04 June 2015 - 12:41 AM

The flying units were also called out because they have the least hindrance from terrain and very high movement values. Normally against Pegasus Knights* of previous games all this means is free, fast EXP because it's so mind-blowingly easy to steamroll them as they carry out their suicide mission in almost every situation, but actually formidable ones are pretty hard to defend your weaker units against in any outdoors map. In the case this is a significant disadvantage for my own fliers, the easy solution is to just reclass them. I doubt there will be situations where I absolutely NEED to use them outside of weird as hell maps like that one battle in the sky in Radiant Dawn.

 

*Granted I'm fighting Nohr so I doubt I'll go against many pegasi. Which just makes it worse really. (It's so weird how Hoshido has the pegasi. It's such a European-themed thing...like, the wyverns are really European too, but I can't think of any equivalent at all for pegasi in Japanese mythology, whereas dragons are super popular in Japanese videogames at least. I would expect Tengu that function like our foxketes to fill in the role or something at best.)


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#96 Fire Blazer

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Posted 04 June 2015 - 01:38 AM

that one sky battle was cool in concept (I mean, it was definitely new if nothing else) but yeah it was kind of weird too lol

 

and hey I'm glad I'm apparently not an idiot and I understood right...

 

 

Based upon the new weapon system, this seems to be a common theme within the game; IS is giving stricter roles to classes by buffing their advantages and disadvanteges.

 

I kind of see this too, what with all the changes (there's a lot of them >_> ;) I'm starting to get a little nervous, I really need to see these in action because it's starting to get overwhelming, trying to learn all these new things, and using them effectively in-game, lol


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#97 Knight of Argentum

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Posted 04 June 2015 - 02:27 AM

The way to use the new weapons and new class bonuses basically revolves around positioning and sequence. Pretty much whatever you're doing now, do it more strictly. The new system encourages more planned strategy because of the changes like these, where player phase is used to set up key positions and choke points, and also kill important targets. Your goal is to create a safe condition to survive the enemy phase in, since the weapon triangle actually kind of matters now. Classes will be used for these purposes. Think, "I need to take out these two units so my sword user doesn't get hit by this lance user and I have to retreat him to get healed, so I kill this unit with X unit so I can create a safe condition for my sword unit to attack a key target in."

#98 Fire Blazer

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Posted 04 June 2015 - 04:45 AM

that... sounds really intense XD

 

I can't really imagine it without having the actual game, sorry >_<. But I think I get the general concept, which is that things seem a bit more polarized, haha. That's how I'd put it, anyway—not sure if that's the best way to put it, but it's like, you're either at more of an advantage or disadvantage than before, meaning you can't quite truck through the enemy just through stats/without trying, but if you have the fundamentals down, it should make it fairly easy, or something.


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#99 Cero

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Posted 04 June 2015 - 07:24 AM

Sounds nice on paper, but I have my reservations on if IS can actually pull it off well. 


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#100 Mercurius

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Posted 04 June 2015 - 09:16 AM

The way to use the new weapons and new class bonuses basically revolves around positioning and sequence. Pretty much whatever you're doing now, do it more strictly. The new system encourages more planned strategy because of the changes like these, where player phase is used to set up key positions and choke points, and also kill important targets. Your goal is to create a safe condition to survive the enemy phase in, since the weapon triangle actually kind of matters now. Classes will be used for these purposes. Think, "I need to take out these two units so my sword user doesn't get hit by this lance user and I have to retreat him to get healed, so I kill this unit with X unit so I can create a safe condition for my sword unit to attack a key target in."

To be honest, literally the only difference that seems to matter to me in this paragraph is "weapon triangle actually matters now"...

 

However, there is a factor in that we may be more limited in terms of which classes we can use. It's not like every class necessarily has a counterpart to each other, for instance, I don't think they will make a Hoshido version of the Nohr Wyvern riders, or a Nohr version of the Hoshido pegasus warriors. I don't know why this was brought up elsewhere but some have mentioned that Nohr may be the ones to have a ton of horse units while Hoshido is mostly infantry(in spite of how horsetastic ancient wars like, everywhere that can afford to use them have been) too.

 

I suppose if they extend the list of characters that are available for both Nohr and Hoshido though (or we all get really lucky streetpassing) that won't really be a problem.


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