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    Saturday, October 10, 2020

    Fire Emblem Different hairstyles (Byleth fanarts)

    Fire Emblem Different hairstyles (Byleth fanarts)


    Different hairstyles (Byleth fanarts)

    Posted: 10 Oct 2020 02:14 PM PDT

    Lethe

    Posted: 10 Oct 2020 10:08 AM PDT

    Mahou Shoujo Lissa!

    Posted: 10 Oct 2020 05:53 AM PDT

    Little Red Riding Hood (Edeleth AU)

    Posted: 10 Oct 2020 01:56 PM PDT

    Fire Emblem Black Ink II - Laevatein

    Posted: 10 Oct 2020 04:52 PM PDT

    Tfw my depression kicks in

    Posted: 10 Oct 2020 03:29 PM PDT

    I've commissioned art of my Corrin, named Jude!

    Posted: 10 Oct 2020 03:32 PM PDT

    Halloween Edits!

    Posted: 10 Oct 2020 03:52 PM PDT

    Dont forget him!!

    Posted: 10 Oct 2020 06:36 PM PDT

    Hang In There!

    Posted: 10 Oct 2020 05:29 PM PDT

    I drew Marianne and F!Byleth for today’s Drawtober post! IG is Shimkirosiki

    Posted: 10 Oct 2020 01:12 PM PDT

    Three Houses Cutscenes Are Weird (No, not the CG ones)

    Posted: 10 Oct 2020 03:19 PM PDT

    I've been thinking about this for awhile now. There are only 4 (that I can remember) specific cutscenes that were done with the in-game models(as usual) but placed on 3d backgrounds like in combat.

    Example: Link for the lazy, or that don't remember.

    My guess is that they made these as early prototypes* before they knew there were going to be CG cutscenes or that they didn't have enough time to animate more of them. It's a shame because they are quite well animated and the characters are expressive, especially compared to the dialogue scenes with canned animations. The game could've used a few more of these but it could be just another thing chalked up to time constraints.

    *I say that they could be early prototypes because three of the four are pre timeskip and mark important moments of the game (except arguably the one with Catherine)

    submitted by /u/smashbrosemblem
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    Sword dance (Dancer Byleth & Yuri)

    Posted: 10 Oct 2020 01:21 AM PDT

    Claude's unfortunate mis-titling (Master Tactician) is probably on purpose

    Posted: 10 Oct 2020 07:44 AM PDT

    Okay, so, Claude is supposed to be known as the Master Tactician. He's definitely tactician-minded, definitely clever, and he's got the anime mischievous streak that usually comes with smart characters. But a ton of people have complained that his title as Master Tactician is not fitting for him at all; and honestly? Yeah. There was a lot of times where he pretty much just sat back and let Byleth do all the directing. Like... every chapter, technically. More complaints poured out when we met Yuri in the DLC, who is honestly what a lot of people expected from Claude; cunning, tricky, and willing to deceive allies.

    So it got me thinking and I realized that from the get-go, Master Tactician itself is misleading... possibly on purpose.

    TLDR, Claude is not a Master Tactician, he's a survival expert.

    Think about it. Our very first introduction to Claude has him running away for his own survival. That wasn't a "tactic", it was a way for him to escape, one that was ruined by Dimitri and Edelgard following him.

    He's been dealing with assassinations from a very young age. He's aware of all the tricks and trades and can brew both poisons and antidotes alike. All the information gathering that he does is purely for his own survival benefit; and admittedly, some self-curiosity.

    And it's not hard to see where he gets it from! Nader! Nader the Undefeated who, as pointed out by Judith, was undefeated because he always runs away when he's about to lose!

    The clearest evidence is that he (ambiguously) can survive on all 4 routes! He's always implied to have gotten away.

    So why "Master Tactician"? Well, they're at war. Other people gave him the title to make him sound more impressive. Even Claude says "Ugh, don't call me that either. Who even came up with that nickname?" when Judith calls him that in Ailell. A "Master Tactician" sound like a capable guy who will get everyone out alive rather than "Survival Expert" which sounds like he'll at least get himself out alive.

    Claude didn't even want the title and it seems that he hates it while everyone else lauds him for it (especially Hubert lol). But in a way it's a blessing; no one would expect the Master Tactician to turn tail and run and abandon everyone else if need be. It's a perfect cover for if he needs to flee.

    He does eventually stop doing that but because he's finally opening up to people and not just thinking about his own survival anymore. But that's further on.

    So long story short, Claude's title really should have been "Survival Pragmatist" but war propaganda decided that "Master Tactician" sounded more reliable and capable and he just sort of grudgingly went along with it because it at least gave his soldiers some hope that he wouldn't leave them in the dust.

    submitted by /u/young-il-long-kiyosh
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    What's this for?

    Posted: 10 Oct 2020 03:50 PM PDT

    What is this?

    Posted: 10 Oct 2020 02:21 PM PDT

    The last of our leads, Aurelia AKA Auri! Our resident Pegasus knight! The ultimate sweetheart, but not particularly skilled at anything but kindness. She joined the Crimean army to bring in money for her ill sister's medicine. Say something nice to her~ (art made in-house by our very own Brooke)

    Posted: 10 Oct 2020 03:40 PM PDT

    Beauty and The Beast AU (Edeleth Zine Piece)

    Posted: 10 Oct 2020 03:08 AM PDT

    [OC] I never knew you could find the other Byleth �� So i drew up a scene

    Posted: 09 Oct 2020 11:18 PM PDT

    Just beat Conquest on Lunatic/Classic

    Posted: 10 Oct 2020 01:50 PM PDT

    Endgame is crazy! I didn't have the resources to pull off the one turn rescue chain (no pass 10 move unit, etc) so I had to basically improvise a strategy along the same lines.

    • Silence the middle and west maids with Flora
    • Move my units southwest
    • Have Corrin and Xander in range of the oni savages, kill them on enemy phase, hope for rng that has only one Oni get in the way
    • Kill the Oni Savage(s) in my way units not important to the rescue strategy. Have rally man rally Corrin
    • Entrap the middle general to get through
    • rescue Corrin with Troubador Felicia
    • Have Azura pair up with Xander to refresh Felicia as far south as possible
    • Have Felicia Rescue Corrin again
    • My Corrin was a Paladin paired up with Gunter, so he just rushed Takumi. I had to reset many times to get a Dragon Fang, but once that procced once I beat Takumi

    My game froze right after I killed Takumi for some reason, but a win is a win. Big shout outs to Zoran's youtube channel, whose strategies helped me out through a lot of lunatic. Definitely looking forward to playing through this game again and trying out more unorthodox builds

    submitted by /u/Mousefire777
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    Some notes on gold and inventory management in FE4

    Posted: 10 Oct 2020 07:50 PM PDT

    This post does not include story spoilers, but if you want a "full blind" experience you may wish to turn away.

    A common thing I see brought up in discussions of FE4 is that the "inventory system is inflexible" and so on. Why people think this is perfectly understandable(what with the lack of free trading, and having to go through the pawn shop), but it is nowhere close to as inflexible as the average player seems to think.

    The techniques here are most useful for people trying to do a ranked run (since FE4 is not exactly a difficult game to just beat), but maybe something here will be useful for others too.

    The Basics

    In FE4, all units have personal inventories and wallets. Gen 1 units and static units from gen 2 come with fixed amounts of gold, while child units in gen 2 come with 10% of the combined gold of their parents. Most weapons and staves have 50 uses(a few have 10, 3 and 1 respectively), and are obtained either from enemy drops, events, or the armory, and be bought and sold in the pawn shop. Regular units can give gold to their lovers(either all at once, or until their lovers' wallet is full). and thieves can give gold to any unit in the same way(and gain 10 EXP for doing so). Gold can be obtained by visiting villages, clearing the arena, and by stealing from enemies(with a thief, Thief sword, or Thief's band).

    Planning item drops

    In a game with personal inventories, hopefully you'll see why this is straightforward. If you need a particular character to have a particular item, the easiest way is to just have them pick up the item drop. Chapter 2 is particularly notable for this tactic in non-LTC ranked runs, where the large number of item drops(that often can't be picked up by the units who will eventually want to use them) that effectively double the gold rewards from the chapter. There are limits to this - the character may join after the item is obtained, or so far away from it that it would take a very long time to get them to it. Additionally, leaving items on a unit just because they have/obtain them is a Pitfall TM.

    Storing gold in the form of assets

    The gold cap of 50000 looks generous at first glance, but when actually playing, some units will ram it and end up "wasting" any future gold earnings. There are also a couple of parents who may wish to pass down expensive inheritances, worth more than 50000 gold in purchases(Sigurd and maybe Erinys), and they too suffer from the gold cap. The way to circumvent this is to realize that items also store their selling price's worth in gold, and thus strategically selling them can be used for a character to effectively access more 50k. This is notable on units with Bargain, and Dew in particular as a thief, as they can micromanage their exact gold without wasting any.

    Selling stuff when (near) broken

    This is, in my view, the biggest one that casual FE4 players don't realize. The cost of buying a weapon at full uses is equal to the cost of buying it when nearly broken, and then repairing it to full. If the weapon is actually broken, a fee of 1000(500 with bargain) gold will have to be paid to buy it from the pawn shop. This is important, because it means that if a unit buys a weapon, and sells it when it is nearly broken, they effectively waste very little money, while the unit that buys it in the future is completely unaffected. This is also useful strategically, to allow various units to use weapons when they can contribute the most with them, with minimal wastage of resources. One concrete example of this is the Light Brand, which over the course of the game has many chapter-specific good wielders - Alec in Chapter 2, Dew in 3, Azel in 4, Fee in 9 and Seliph in 6, 8, and 10. In the ideal scenario, the result will almost be like units are handing off weapons to each other for "free"(negligible transaction fees).

    Reducing Paragon band transfers

    This one is mostly applicable to ranked runs. Players often run all(or most) of their units through the arena at the start of each chapter with the Paragon band to maximize earned EXP. However, this is not necessarily the most efficient use of gold. If a unit is going to use the Paragon band in the chapter itself, you want to delay them clearing the arena until they buy it, and to clear it around the same time that they do the work you want them to. Additionally, the last unit who uses the Paragon band in a chapter can be the first to use it in the next, allowing them to avoid a Paragon band sale/repurchase, which translates to them having an extra 20000 gold in the bank. This can be used to buy a stat ring without affecting access to the Paragon band, or even the Bargain band(doing the math will show that a unit who buys the Bargain band while having the Paragon band will still retain access to Paragon)

    Reducing arena weapon transfers

    This one follows the same reasoning as the previous point, but there are some weapons that are passed around to help units clear arenas(such as the Killer Bow). The same logic as with the Paragon band applies, and so you ideally want the unit who will be using the weapon during the chapter/using the weapon last to carry it into the next chapter, to reduce the number of transfers, and hence, gold inefficiency.

    Taking advantage of Bargain

    This is a more subtle(and probably less generally useful to those who don't plan resource allocation well ahead of time), but the skill Bargain allows units to accrue gold and resources very easily. Eliminating the "loss" of gold incurred in buying and selling things will cause it to pile up very quickly, and the very same Bargain skill makes it cheaper to buy things like stat rings(to meet benchmarks) and expensive weapons. Dew and his children have Bargain innately, though he's not a great dad to kids that aren't Ayra's. However, there exists another option - the Bargain band. It's pricy, at 40000 gold, but with some planning(such as by storing some extra gold in the form of stat rings), it is possibly to recoup the gold investment pretty quickly with it due to the insane gold savings it permits. In fact, Bargain is such a powerful skill that there really is no unit who can really make maximal use of it for the entirety of a generation - they will ram the gold cap very quickly, even after buying out all the non-essential gear they can from the pawn shop. This means that there is room to actually sell the Bargain band a couple of times in a generation to allow multiple units to reap the benefits of it. A common allocation people make is to have Lewyn pick up the Bargain band to pass down to the Forseti user, and then proceed to never do anything with it for the rest of gen 1, but there's nothing stopping other units from getting mileage out of it before letting him buy it in Chapter 5. One concrete example is Sigurd using the Bargain band to help with setting up Seliph's inheritance(since certain inheritance setups can require more than 50k in raw purchases, and this allows the resources to be used elsewhere prior to Chapter 5). A minor extra feature of Bargain is that if you have a broken weapon in the pawn shop, you can get a unit with Bargain to buy, repair and sell it back to incur a 500 gold fee on them rather than a 1000 gold fee on whoever actually is going to buy it.

    Concentrating inheritance

    When planning inheritance in ranked runs, it can be tempting to spread out weapons between kids who use the same weapon type to "give everyone a little bit of cash". However, I would argue that much like with efficient play in other FEs, you're still better off investing heavily into a few units, and figuring out how to get resources on the other gen 2 units later. The simplest example that comes to mind is sword inheritance - there are 5 candidates for inheriting miscellaneous swords: Larcei, Ulster, Leif, Dermott and Patty. You will probably achieve better results by massing swords onto 2 of them(to the point where they can buy the Paragon band in chapter 7) than spreading them thin. Gen 2 has a lot of gold to spare if you aren't using sub units, and you might as well feed the others from that well instead.

    Getting the most out of your (Gen 2) thief

    Thieves are best used to help units reach specific benchmarks. While Dew has perfect flexibility with gold manipulation thanks to Bargain, you do not necessarily need to give the Bargain band to Patty to achieve the same results. Instead, remember that it is possible to have your thief give money when partway through a chapter - for instance, if a unit needs 1000 gold, one way to get them that is to have your thief clear fight 1 of an arena, and then give the money. Similar logic applies to visiting villages.

    If there are some money management tricks I missed out on, feel free to mention them down below. Hopefully these notes will help people make the most of FE4's unique inventory system.

    submitted by /u/OctopusSaul
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