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    Saturday, October 3, 2020

    Fire Emblem Marileth

    Fire Emblem Marileth


    Marileth

    Posted: 03 Oct 2020 05:18 PM PDT

    Merry spooky month with Fae & Idunn!

    Posted: 03 Oct 2020 07:22 AM PDT

    Byleth amiibo coming 2021(male version only)

    Posted: 03 Oct 2020 08:28 AM PDT

    Fire Emblem Black Ink II - Seliph

    Posted: 03 Oct 2020 04:05 PM PDT

    [OC][FE4] Most antagonists from FE4 have "mean looking" avatars. I felt Ishtar was one of the exceptions, which made me sad that you couldn't recruit her.

    Posted: 03 Oct 2020 10:21 AM PDT

    Petra McNairy [OC]

    Posted: 03 Oct 2020 04:50 PM PDT

    edelgard in hanfu�� (oc, @huaxjn on twt)

    Posted: 03 Oct 2020 06:22 PM PDT

    Original art I had gotten for my Birthday from my friend.

    Posted: 03 Oct 2020 05:55 PM PDT

    dondon plays FE7 HHM 0% growths - chapter 19 [The Dread Isle]

    Posted: 03 Oct 2020 02:35 PM PDT

    [Original Art] Spirited Princess, Ethlyn

    Posted: 03 Oct 2020 08:02 AM PDT

    Sakurai literally said they couldn't make the Alternate Amiibos. (Likely due to COVID damaging production.) It sucks but it's just how things are, guys.

    Posted: 03 Oct 2020 12:42 PM PDT

    Mercedes von Martritz [OC]

    Posted: 03 Oct 2020 03:38 AM PDT

    FE Mogall DND stat blocks

    Posted: 03 Oct 2020 06:28 PM PDT

    Halloween date with Pizza Hut Maid Lachesis (comm, @ZipperQR)

    Posted: 03 Oct 2020 01:58 PM PDT

    Drawtober Day 2

    Posted: 02 Oct 2020 10:31 PM PDT

    Maybe someone likes it - I tried to make the uniforms for Animal Crossing

    Posted: 03 Oct 2020 08:47 AM PDT

    If you get, you get it!

    Posted: 03 Oct 2020 01:23 PM PDT

    LTC Theory Explained

    Posted: 03 Oct 2020 05:52 PM PDT

    LTC Theory Explained

    Disclaimer: I do not know if somebody else has already written something like this before.

    "Just Warpskip it!"

    Fire Emblem, at its core, is a game about counting squares and doing math. The math and counts are easier in some games than others, but the core gameplay has mostly remained the same. As such, if you want to LTC, you'll need to learn to do both. Some of the things I'll mention will only be applicable to specific games, but those will hopefully be self-evident.

    The theory discussed here can also be used by people making fanhacks, in order to help evaluate their own chapter design and the cheesability of chapters. It's not necessary, but it can be a useful tool if you, say, want to make some specific side-objective require conscious effort from players to accomplish.

    A note on LTCs: Not all LTCs are the same. This "guide" is mostly about LTC theory, and hence would probably best apply to a 100% growths, arbitrarily rigged playthrough. However, nothing stops you from placing additional limitations on yourself, such as refusing to rely on hits/crits/dodges below certain thresholds(otherwise known as imposing a reliability requirement), using only a specified subset of units(you would simply pretend your other units don't exist), 0% growths etc..

    Counting squares

    The basics(applicable to most side-objectives) Literally count the squares between a unit and the destination they need to get to. If they're not a flier, you'll need to factor in any terrain costs on the shortest path. This tells you the minimum turns of movement they need, in a vacuum, to get to their destination. A lot of FE games have maps with starting formations available online (such as on FE Wars of Dragons).

    Gaining more squares Moving full movement every turn is the "basic" LTC strategy, but some Fire Emblem games include ways for units to accelerate their forward movement, and if the numbers line up correctly, this is a source of "nonintuitive" turn saves. Examples include positional combat arts, Rescue-dropping, and movement staves.

    For example, Shove effectively gives a unit an extra square of flier movement. Rescue-dropping can boost a slower moving unit(such as a footlocked lord) to the movement of the unit carrying them, and can produce movement greater than any one of your units can achieve on their own if used by multiple units with the same movement. This is one of the factors that makes units with Canto good in games with Rescue - not only do they have the flexibility that the skill affords on its own, they're also capable of moving even further with the help of other units. 2 mounts with X move can gain 1 extra square every 2 turns via Rescue-dropping, while 3 can gain 1 extra square of movement every turn.

    Objectives in Fire Emblem The chapter objective determines what squares you actually want to be counting.

    Defend Commonly trashed, it's not hard to see why when you look at it this way. Defend maps do not pressure players to move quickly, and can often be trivialized by using chokepoints. At most, they can include side-objectives under threat, and by the nature of how most games/hacks are designed, will be achievable by just moving a unit as far forward as you can. Some defend maps can be ended early by killing a boss, but those are probably best thought of as kill boss chapters in an LTC context.

    In an LTC context, defend maps are forced slowdowns, but if they occur far enough into a game that you have a variety of units and resources, you can still do important things in them. Every turn is an opportunity for a staff user to build staff rank and levels, and they present opportunities for units with a bit less movement(such as a newly recruited flier) than your stars to be trained for meeting benchmarks.

    Kill boss The most basic non-degenerate LTC objective. In a kill boss map, all you need to do is get your bosskiller close enough to the boss to kill them - everything else is optional. With suitable growth and crit rigs, almost every boss in Fire Emblem(barring some earlygame ones) can be 1-rounded by somebody in your army. This is a place where players' personal definition of reliability comes in - if they find the prospect of rigging inaccurate low % crits/dodges obnoxious, and do not have access to an alternative, they may need to take extra turns to kill the boss, or possibly need multiple units to get to the boss to collectively kill them.

    In the fastest clears of kill boss maps, you will generally want to apply every means of movement acceleration you have to your bosskiller, and any units who aren't fulfilling side objectives are designated the job of clearing the path of the bosskiller to let them reach the target as soon as they can. In games with a large number of mobility boosting options(see Three Houses with positional combat arts, Stride, Dance, Rescue, Warp, and Dance of the Goddess), this can result in a near-degenerate experience where a chapter can be 1-turned by a single juggernaut unit. Fliers are particularly good at this, due to ignoring terrain.

    One additional element to kill boss chapters is player access to long-range weaponry. Siege tomes and ballistae can permit low-movement units to cheese bosskills with rigged crits/stats.

    Seize Probably the most frequent chapter objective in all of Fire Emblem, to a casual player the difference between seize and kill boss can seem trivial. If you're moving your units in a slow ball of destruction, the act of having to move your lord to the seize point can seem like busywork. However, in an LTC setting the seize objective places an important constraint on the player - you now have to get 2 units to the destination, not 1. Unless the game is extremely generous, this immediately forces players to use twice as many resources to cheese a chapter, greatly reducing the scope for 1-turn clears. A "braindead" warpskip requires expending 2 uses of Warp, rather than 1, which can be pricy if the Hammerne(or equivalent) isn't readily available. However, in a game where siege tomes/ballistae are strong enough, thrones that start in effective range of them can be seized with just 1 Warp use.

    Escape Escape maps where only one unit needs to reach the escape point are essentially Arrive maps - Seize maps without requiring a bosskiller. As such, they are prone to similar cheese tactics to Kill boss, though it is uncommon for lords to have a flying movement type(carrying them with a flier can still break such a chapter).

    Escape maps that require all your units to reach the escape point are more interesting. The pace of the chapter is determined by the slowest unit you have to take to the escape point - this means that barring interesting side-objectives, escape maps can be made easier by deploying only the absolute minimum number of units required, and prioritizing units with higher movement capabilities. One way to mitigate this for hack designers is some kind of minimum deployment, or force-deploying some units that would make the chapter more interesting to deal with.

    Rout Rout is considered one of the more difficult LTC objectives, and for good reason - unlike a lot of other objectives, a large Rout map usually cannot be cheesed by a single juggernaut(not quickly anyway). In an enemy phase game, the largest Rout map will be a factor in determining your choices of combat units to train over the course of the game, as the rout will be based on getting combat units into attack range of all mobile units. Player phases in such rout maps are usually devoted to killing passive enemies, or ones who just don't die on enemy phase. A player phase game's rout maps can be a highly cerebral exercise in HP and resource management.

    Experience (and Weapon Rank) Management

    EXP (and weapon rank) management is the primary long-term consideration in LTCs. Once you know all the stat benchmarks you want to reach(or more likely in practice, you've discovered a turn save and are coming back to reroute earlier chapters), a side objective to train your required units is added to every chapter. This is something that's a bit harder to keep track of than square counts, but it's still possible to prioritize killing high EXP enemies(such as bosses), and in some particularly tight cases, calculate exactly how much EXP a squad of enemies gives. In a couple of games, EXP distribution determines route splits/character recruitment as well. Weapon rank management is similar, except it's (probably) easier to math out ahead of time.

    EXP/wrank management is the one constraint that decides if the squarecounted optimal clear is actually possible. For instance, in the earlygame, before players have had a chance to train units, it is possible to have enemies that are simply too strong to take out quickly.

    Resource Management

    When LTCing, you want to be playing to the objective (be it just the one on screen, or whatever stipulation you have in mind). It doesn't matter if you clear a chapter with all your units with 1 HP and Berserked, or if they're all topped off. As such, particularly in earlygame chapters before you really have access to good healing/stat rigs, HP is the primary "hidden" resource to manage - the more HP a unit has, the more they can do without having to spend somebody's player phase healing them. As such, the real use of healing items like vulneraries(which I suspect most players find kind of superfluous past the first few chapters of Fire Emblem games) is to let units far from the pack do work for longer. In principle they're also useful in situations where there are so many strong enemies that your healers can't heal everyone in time, but situations like that are rare outside of maximally stat inflated hard modes.

    Hoarding weapons is almost never a good idea. While you obviously don't want to be wasteful needlessly, and there are some cases where you deliberately want to leave some enemies alive(feeding kills/complicated AI manipulation), usually you want good enough gear to 1 round enemies. Jagens usually come with some mid-lategame tier weapon for bosskilling, but even those merit combat usage against regular enemies in some stat inflated games. In some FE games, money is also not a very limited resource, so barring lategame money sinks like the FE6 Boots shop, money not spent is money wasted.

    Movement staves are usually limited, and so they need to be managed as well. To work out the optimal chapters for them to be used, you need to figure out how many turns they would save within any one chapter(easy enough to squarecount), and how many turns, if any, the resources missed out as a result will end up costing in subsequent chapters(tricky, and requires indepth knowledge of the game). This math is much more lax in environments where the Hammerne exists and is free to be used on movement staves.

    Most statboosters are best off either sold or used immediately. The only time when you would want to hold onto one is if it's meant for a character who is yet to join/some complex damage manipulation shenanigans, or if there is some weird interaction with stat caps/promo bonuses. Note that in some games, boosting a magic stat can double as boosting a unit's staff range.

    Taking ... Extra Turns?

    When you start out LTCing, you probably optimize chapters in a vacuum, taking each one as it comes with the team composition and resources you have. That's all fine and good, but sometimes there are side-objectives that you just can't get in an LTC clear. Good news, sometimes it's worth slowing down! However, whatever you're slowing down for has to be worth a lot - if slowing down by a turn permits a turn save later, then it can be worth doing if it will also improve reliability(an example would be the Chapter 8 Elysian Whip in the FE8 100% growths LTC). If spending a turn would save 2 or more turns, then it becomes optimal to do so. On rare occasions there are mutually exclusive turn saves(based on resource investment) - choosing between them is best done based on what resources you would lose access to.

    Feel free to comment with anything I missed. There are a litany of miscellaneous game-specific tricks(such as Rescue staff boosting), and there's no way I could cover them all(and I probably don't even know many of them). For people who make hacks, playtesters are still the gold standard for figuring out if your chapters are cheesable, but you can use the theory discussed here as a starting point to help you figure out if the difficulty of your chapter is roughly what you want it to be.

    submitted by /u/OctopusSaul
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    Next Avatar should be able to be old.

    Posted: 03 Oct 2020 11:59 AM PDT

    Too many games with custom characters lock you to some 20's something pretty boy/girl, let us make our own custom Wrys, with an absolutely appalling speed stat and a wrinkles slider.

    Also Facial Hair, let me have a glorious beard like Hector.

    submitted by /u/Samz707
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    FE12 Scrub LTCs H4: The Rise of Scrub (Finale + Overview)

    Posted: 03 Oct 2020 03:01 PM PDT

    https://youtu.be/bJkrLo4Iw28

    Playlist: https://www.youtube.com/playlist?list=PL8pI_pWQDa9ZkDVdcnL3G-7s8zkHimF3l

    Well, this run was cursed with Prologue 8 being the highlight of a cursed run that it ended up becoming a meme smh. The goal of the run was to see how far I could humanely push the limits of the floor for H4. The prologue was a bit of a nightmare in this regard and the thing is that there is still room for improvement. For the most part, I thought I did an adequate job of digging closer to the floor at the very least for H4 full recruit.

    Anyways, there were a fair share of chances that I missed for turn floors so I do intend on doing a redux run at some point eventually although there are other things I wanna do and maybe expand into other games for LTCing. Let's get into it.

    Turncounts

    Prologues 1-8: (3**-3-3-3-3**-1-2-4*) 22 Total TC [19-21?]

    Chapter 1: 6

    Chapter 2: 6

    Chapter 3: 17

    Chapter 3x: 6

    Chapter 4: 5

    Chapter 5: 7

    Chapter 6: 5* [4, although I'd need Draco Caeda most likely and Cav Caeda although I'd hv to figure out how I would get Samto as well on same turn]

    Chapter 6x: 2

    Chapter 7: 5

    Chapter 8: 3

    Chapter 9: 5

    Chapter 10: 2

    Chapter 10x: 1

    Chapter 11: 4

    Chapter 12: 5

    Chapter 13: 7* [6, 5 with rescue use]

    Chapter 13x: 2* [technically 1 turn can be done yes but in Full recruit the Iote Shield is crucial for c19 in baiting wolf and sedgar]

    Chapter 14: 5

    Chapter 15: 1

    Chapter 16: 2

    Chapter 16x: 2

    Chapter 17: 4 [3 with a second rescue]

    Chapter 18: 2

    Chapter 19: 6

    Chapter 20: 5* [4]

    Chapter 20x: 4* [3]

    Chapter 21: 6* [5 and save a rescue use if I use gradivus clear as reference]

    Chapter 22: 5* [4]

    Chapter 23: 3

    Finale: 1

    *=Turn Save Possible

    **=With a different MU build potentially

    Total: 156

    Floor: ~148?

    Note About Turn Saves

    One thing to note is that about 4 of those turn losses (13, 20, 20x, 21) I had were from Marth being undertrained. Another matter is that I had expended a fair share of resources into a massive Thoron forge to compensate for a weak Marth. I think a few instances where I can get some more exp funneled into Marth such as getting him a kill in Chapter 12 with a Wyrmslayer. There were also some rigs I missed and didn't anticipate during the run that needed to change. Luke fell short of 1 speed to double in Chapter 10 but if I didn't miss a speed proc in Chapter 3 I would've been fine otherwise. Malicia I unexpectedly needed her to nos-tank due to Linde being undertrained so a speedwing needed to be dumped there. So with 2 speedwings freed up, it means I can invest at least 1 speedwing into Marth if needed for a redux run. The other speedwing can probably be allocated to Katarina if I wanted to to make Chapter 17 and 18 clears a lot less intensive on growths.

    With a trained up Marth, this means instead of a +8 MT Thoron forge, I can do Falchion kill on Medeus as long as I can keep Marth relevant for kills throughout the game alongside an angelic robe, speedwing and energy drop investment. This ends up relaxing my funds a lot more as I could potentially use it for more statboosters with the C21 Secret Shop and use those on Katarina instead. If I rigged more liberally I can potentially avoid using a robe on Kris with more +2 HP rigs. Katarina/Linde (basically whoever I make into a nostank) would still be able to nos-tank their way through Chapter 23.

    The rest of the turn saves would simply come from where I allocate my rescue uses. With a trained up Marth, I'd be able to probably save 1 Rescue use and reallocate it for a map like Chapter 13 (creds to u/IamReploids for noting this one) or 17 (refer to Gradivus' Efficiency C17 3 Turn clear) as candidates for an extra turn save while still being able to 1 Turn Endgame.

    With an unlock staff grabbed instead of the bullion I went for originally, I could improve C16's clear reliability wise and C22's clear also gets improved. Chapter 6x I probably still would not waste a rescue use there simply because it does help with getting Caeda to Lv10 for Chapter 8 preps. (which u/chessjumpbowl did note on my 6x clear that I missed a chance to grab Caeda one last kill before C8 where I can avoid spending money)

    For the prologue, some other builds I can think of that could do better/match Cav!MU for turn floor is probably Myrm!Kris and Fighter!Kris with enough rigging. P1, P5 are potential turn saves, they may be able to match the 4 Turn Prologue 8 clear although whether or not a 3 Turn is doable with those builds is another question, P4 Athena also can probably be done in 2 Turns pending on MU build. A theoretical 2 turn clear for Prologue 8 is possible with Cav!MU although it would basically require a load of res and def procs and some more EP rigging at that point since I did restrict most of my rigs to be done on player phase and limit EP rigs to ~2 variables per enemy phase and most of the opposition being eliminated on Turn 1 EP to where there

    *If I allowed How's Everyone my funds could improve a bit and exp gain could be eased up potentially alongside some RP uses being saved*

    Team Composition

    One thing to note is that Ryan was probably far from my best option for a Parthia user as Luke could have also been a candidate alongside Gordin,and Hunter!Draug longterm as a few options. After this run, it was pretty clear Ryan just is so far behind statwise particularly speed although a speedwing that I can free up from Luke/Malicia would go a long way for Ryan. Sirius I probably could have also utilized better although he was doing mostly Sirius things. Caeda I'd still keep around simply due to her high speed and a redux run probably won't change too much for her performance wise. Linde I'd probably have to figure out where to get her kills although I think one in 3x (where a kill setup for her was an accidental crit) and another in 5 probably would've helped her out a lot to get her in time for promo by Chapter 11 with a round of drill grounds. (Then again I did meme around to deploy Matthis as a joke in Chapter 15 just for a crappy shitpost so perhaps my priorities are all over the place) If I ran a variant of Kris that didn't use Lances or Axes (IE Myrm/Merc Kris) then I could've simply used Palla as a substitute for some other the strats I ran such as any Hammer/Poleaxe strats I needed to run although I would've needed some more statboosters.

    The usual suspects did as well as you'd expect in an LTC run (Palla, Catria, Kris, Luke, Etzel, Malicia, Xane) although Sedgar and Astram doing something was moreso something I wanted to do for fun. I did believe Astram, for as much of a meme he is wasn't completely useless.

    Conclusion

    At the end of the day, I did accomplish what I wanted to do which was to do a complete recruit run of fe12 with LTC given it was one of the few categories that wasn't done and not quite fully realized. This run most certainly had a lot more room for optimization if I am to reach close to the full recruitment floor. An unpowered Marth cost me about 4~ turns loss. I have no idea when I plan to redo this run as I honestly was burned out from doing a run like this.

    submitted by /u/tyronecarter35
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    Of only one choice of the two, what element do you think is most important to an FE overall? Gameplay or characters?

    Posted: 03 Oct 2020 06:06 PM PDT

    Path Of Radiance

    Posted: 03 Oct 2020 03:08 PM PDT

    Does anyone know or think there is a chance PoR will be re-released, remastered for switch? I remember playing it on GameCube and loving it (still my favorite of all the FE games) but I can't bring myself to pay $180 for it. Hopefully because of Ike's ever growing popularity that smash helped with they do something with the game. And hopefully that translates to radiant dawn as well. Never played it but I've heard it was great but heard mixed reviews about it. Some saying it needed better story and some saying it was too long. I wish I had a computer to emulate them properly and play through.

    submitted by /u/cbell231
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