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    Thursday, September 2, 2021

    Fire Emblem Evolution of Ike ⚔

    Fire Emblem Evolution of Ike ⚔


    Evolution of Ike ⚔

    Posted: 02 Sep 2021 07:04 AM PDT

    I commissioned a Dimitri custom figure by Mofucrafts!

    Posted: 02 Sep 2021 10:36 AM PDT

    Marianne [Commission]

    Posted: 02 Sep 2021 01:38 PM PDT

    Soldier Triangle Attack animation! (FE GBA hacking)

    Posted: 02 Sep 2021 04:12 PM PDT

    Here I am as your favorite big sister getting ready for another battle alongside her brothers~ finally I get to show you my armor! (more on insta: @hana.cos)

    Posted: 02 Sep 2021 04:39 PM PDT

    My New Falchion Tattoo

    Posted: 02 Sep 2021 09:54 AM PDT

    [OC] Sothis sharing her thoughts on Byleth’s tactics

    Posted: 02 Sep 2021 02:32 PM PDT

    Sigurd (and Pink Sigurd)

    Posted: 02 Sep 2021 05:04 PM PDT

    Casual Corn (OC)

    Posted: 02 Sep 2021 07:35 AM PDT

    Hilspar wedding!

    Posted: 02 Sep 2021 11:26 AM PDT

    A snooty eagle, jock lion, and smug deer

    Posted: 02 Sep 2021 03:54 PM PDT

    You ever have those moments where you need your strategy to work out and you literally Pick a God(dess) and pray?

    Posted: 02 Sep 2021 07:45 PM PDT

    I drew Bernie in a blanket

    Posted: 02 Sep 2021 12:08 PM PDT

    Opinions on Alois as a unit/character?

    Posted: 02 Sep 2021 03:05 PM PDT

    For the first two playthroughs I avoided him like the plague, but he's a surprisingly nice dude. I get the feeling he's supposed to be comedic relief, but now he just comes across to me as the most normal human being in the entire monastery. No crest, no political issues, just a regular knight with a poor sense of humor. Unit-wise I haven't given him many chances, but I'm curious if anyone's been able to make him into anything particularly useful.

    submitted by /u/TheBigSmol
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    Hilda with Chibi Usa's hair buns (FE3H / Sailor Moon Crossover)

    Posted: 02 Sep 2021 07:07 AM PDT

    Modern Ephraim fanart.

    Posted: 02 Sep 2021 01:48 PM PDT

    Claude - Ambition

    Posted: 02 Sep 2021 06:27 PM PDT

    So does Sothis and Naga know of each other's existence?

    Posted: 02 Sep 2021 05:09 PM PDT

    For context, I have only played all of the Nu-Emblem games, including Path of Radiance, and plan to start on Radiant Dawn soon.

    I read up the Wiki on Naga, and despite herself stating that she is not a god since she possesses the ability to neither create nor destroy, yet she has the power of interdimensional and time travel? Even Sothis has the power to manipulate time, and according to lore crash-landed in the continent of Fodlan.

    So are Sothis and Naga part of the same group of dragons that existed before humanity, and if so, is Naga considered to be the absolute alpha of all the other dragons seen throughout the games? And if they are in fact kin, what does this imply for humanity that occupies different planes of existence?

    EDIT: I just realized that this would include Anankos as well, who shares similar attributes to Naga being doomed to inevitably fall into madness.

    submitted by /u/DR_Hazardous
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    Something that bugs me about Shadows of Valentia

    Posted: 02 Sep 2021 12:05 PM PDT

    Where the heck was Abel? Why didn't he go with Palla and Catria to save Est?

    In all seriousness, I do think it would have been fun to have Abel in the game, where he would be the sole cavalier until you recruited Conrad. I don't know, this is just a shower thought.

    submitted by /u/Enderpigman9
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    The most overrated unit in FE history (Jill radiant dawn analysis)

    Posted: 02 Sep 2021 05:13 PM PDT

    Jill in radiant dawn might actually be the most overrated unit of all time. A unit can be overrated and still good, it's more about the differential between their perceived power and their actual ability. In fact a unit that is good is far more likely to be overrated than one that is merely ok. Most people perceive her as a god that ORKO's everything and doesn't die, this perception is true for… 1-2 maps out of Jill's 9 (pre tower). Jill's still quite a good unit, but she's about 8-10th in the game rather than one of the omega-gods that rule over creation like Haar.

    Section 1 Assumptions and methodology

    Assumptions

    • Hard Mode
    • No transfers
    • Efficient play, which entails

      A. Low turn counts (sub 200 at least, roughly 180 expected) this mostly can be ignored but I just wanted to assume no long turtle feeding

      B: Little/no rigging (ok 7% of the time strategies with 93% COS fail but no resetting the wii 50 times for a 3% crit if a strat with a 70% COS fails just accept the turn loss)

    The trifecta of Hard/No transfers/limited rigging is key, if you rig to the degree of Love death or Chiki then movement becomes dramatically more important since it's the one stat you can't rig, in normal mode Jill get's a lot stronger, due to normal mode having dramatically more EXP and transfers dramatically improve Jill's performance due to the way BEXP works.

    I will be primarily using averages, averages have about a 60%-75% chance of happening. (if rounded down) per stat. So a typical unit will have several stats over and several stats under their averages, however for Jill the only meaningful stats for the most part are strength and defense, so looking at averages give a reasonable impression of Jill. I will be using a monte carlo simulation based BEXP calculator which uses the current best understanding of how BEXP works.

    Jill's a growth unit so it's best to look at her performance in the middlegame, this also corresponds to the second hardest part of Radiant dawn (the DB part 3.) so if she's going to be good in any part it's best if she's good here.

    Jill can be thought of as having 1 of 2 main roles in late part 3 (3-12/3-13)

    A: Carry, Jill cleaves through the enemies in 3-12 and Kills ike. Such a Jill will be given the Energy drop, a BEXP dump in 1-E, and be promoted at level 10 in 3-12, B: support, Jill gets rid of annoying enemies like 3-12 Sniper and the 3-13 Tiger guarding ike (on the right side, thre's a tiger that blocks the way straight up the middle on turn 2 so you need to go around).

    If Jill is being used as a support you'll need a different unit to be your main carry for late part 3, my recommendations are Volug or Zihark as those are the only 2 Dawn brigade members that aren't extremely underleveled. (Sothe isn't either but Sothe can't promote on time and has a horrific str cap). Volug has an easier time in 3-6, and frees the master crown for Jill in 3-12 but is worse at killing ike and requires stealing a laguz stone from mordecai in 3-6 to be good. Zihark is worse in 3-6 but better in 3-12/3-13.

    If jill is placed in the Support role she is unable to receive the energy drop and the 1-7-1-9 bonus experience as those must go to your main carry. Jill will still be given both Seraph robes and the dracoshield regardless of what role she is assumed to be in.

    Section 2 Map by map analysis

    • 1-6-1: With a +5 iron axe Jill's biggest issue is her speed. BEXP won't give her a level, and Jill will have 31 HP 13 STR 15 speed and 15 DEF after boosters. Jill won't be able to double the Fighters and myrmidons but won't get doubled by anything either. She'll double the steel lance pegasus knights and the steel sword armor swords This is the start of her training arc and everyone knows she's somewhat weak to start,

    • 1-6-2 : Drops Tauroneo and sadly can't do much else in the allotted time. If you do shove Sothe/Zihark method instead she can get more EXP but doesn't contribute to the main objective. Her rescue dropping is really nice since the only other way to clear the chapter quickly is (shoving) is fairly unreliable.

    • 1-7 Jill's doing self-improvement here and most of the heavy lifting is being done by tormod and Maurim. Her goal is self-improvement not helping micaiah seize, She's the most growth-oriented unit in the game so it's a good idea to feed her as much EXP as you possibly can.

    1-E 2 things to note

    1. BEXP dump. She goes from 17>20 via BEXP. worth noting that BEXP has the following growth rates with no capped stats HP 55% | Str 21% | Mag 4% | Skl 29% | Spd 74% | Lck 67% | Def 11% | Res 39%

    This is important because Jill's 2 most critical stats are her defense and strength, she's about 52% to get a single point of strength ,and 30% to get a point of defense among all 3 levels.

    You can Often cap HP using the second seraph robe, doing so will change Jill's growth rates to the following

    STR': 32.3% 'MAG': 5.9%, 'SKL': 42.3%, 'SPD': 77.8,% 'LCK': 71.1%, 'DEF': 18.1%, 'RES': 52.5%

    2: Paragon is probably best put on the GM team, Jill can't ORKO in 3-6 without beastfoe and Paragon Haar/Titania/Mia/Ect is amazing. You're only getting 1 map with Paragon for Jill (3-12) meanwhile the GM's can use paragon on 9 maps.

    1-E itself is mostly the work of Tormod/Muarim/Nailah/The Black Knight and Rafiel. While Jill can do some notable things here I typically want to feed her more kills so she can be good in 3-6, her main role in the map is as a rescue bot, as a combat unit she's significantly worse than Nailah/Tormod/The black Knight, her hit rate up ledges is poor due to her lack of forged 1-2 range, and her str will let her ORKO soldiers and archers with a forged steel axe but not armor knights. However flying rescue is a nice bit of utility for going up ledges, and the only other flier is Vika. who can pick up micaiah with 9 move (compared to jill's 7 indoor move) but can't pick up the black knight.

    3-6

    Jill's your best unit in 3-6, however she does have issues. Namely her bulk. There are 4 units that are likely to be viable combat units in 3-6 (discounting miccy/laura physic spam) Jill, Zihark, Volug, and Sothe, each one of them has various bulk issues since bulk in this map is weak.

    Jill's bulk with 2 robes and a dracoshield should let her survive 2 tiger hits or 4 cat hits. (or 1 tiger and 2 cat hits) and with beastfoe she should be able to ORKO in return. With beastfoe Base jill with a Brave axe ORKOs the tigers before they can counter, and she one shots the cats with a forged steel axe. She will ORKO enemy tigers as long as she has more than 20 speed with a steel axe. Her move is also very strong in the map and basically makes her the best unit. Unfortunately she can't equip beastfoe and Paragon at the same time, which is a big reason I prefer puting paragon in the greil mercs. Jill's Key benchmarks are 45 Hp with 17 defense, 43 hp with 18 defense or 41 Hp with 19 defense. At level 2.99 at chapter's start Jill's averages at this point are HP': 44.169, 'STR': 17.875, 'MAG': 5.0, 'SKL': 18.128, 'SPD': 21.457, 'LCK': 19.027, 'DEF': 19.107, 'RES': 8.427 so while she'll hit the def benchmark on average it's sometimes a pretty close affair, getting -1 def and -2 hp will have her fail to hit it early on in the map.

    It's worth comparing her to the other units you have at this point, all of them are worse on this 1 map.

    Zihark: Zihark needs to be near an earth B support buddy, most likely volug, though Nolan can also do the job. With Double earth B+Resolve+terrain he can face single digit hit rates if injured (6 displayed hit for an average level 8 Zihark). Zihark can promote mid-map if he is fed BEXP early+paragoned in 1-7/1-8, which gives him a significant boost to his offense, since he can now ORKO tigers with just an adept proc, AND has 10% extra crit+16% chance of astra for a total reliability of 90% (not great but he'll clean out the enemies he misses on player phase)

    Volug: Volug has double earth dodgetanking to support his overall strong bulk (best bulk in 3-6) he suffers from needing beastfoe to ORKO tigers and needing S strike to ORKO cats. He won't ORKO any tigers with just S strike.

    Sothe: Sothe has terrible bulk in 3-6 but he has good attack with beastkillers, can survive 1 hit but won't be surviving 2.

    Other units: Miccy/Laura have staffs, and any other DB member joins too underleveled to be viable.combat wise, (though they can kill untransformed laguz) The black knight does show up but he's very late.

    So bulk wise Jill is either 2nd or 3rd in bulk in 3-6 (depending on how much speed Zihark managed to get) and should be able to take out many laguz with her brave axe.She's far and away the best unit on this map.Your other units don't really have a good claim to the beastfoe with the possible exception of Volug, and Jill's flight makes her far better in this map.

    3-12: Jill will be about level 10 after 3-6. So 20/10 Jill with 11 natural levels and 4 BEXP levels, (with speed most likely capped in 1 of those BEXP levels)

    The big benchmark to hit is 24 speed with 39 total attack after weapons+strength. There are a lot of Halberdiers that get ORKOed along with Armor Swords and Warriors that all require that same benchmark.. In order to do this with a Steel Forge, Jill needs 23 strength. Jill's odds of hitting that are about 25%. The remaining 75% of the time Jill will need to promote early in order to hit this benchmark. The Silver Poleaxe is an attractive option but Jill's hit rates are abysmal with it. If you mostly stick near the entrance with Jill you can still one round Soldiers and injured halbs with the forged steel axe.

    Alternative combat units

    Tauroneo: with a wing+crown Tauroneo goes brr on the left Give him a hand axe turn 1 and a Silver lance turn 2

    Volug: With S strike+Energy drop+Laguz Stone he can reach the one-rounding benchmark. Obviously laguz gauge is annoying, but one other advantage of Volug is he let's you early promote Jill which makes it likely for jill to reach the 1 rounding benchmark for this map. To get the laguz stone steal it from mordecai in 3-6

    Zihark Video Zihark appreciates jill's support (both her literal thunder support and her ability to kill annoying enemies) and wants 23 STR (2 from e-drop 2 from promo and 2 from Levels) so he can ORKO with a silver blade, Give him resolve so he can dodgetank.

    3-13

    Of the 4 units that can realistically Kill Ike, Jill has the worst time at it.(I'll assume 50/25 Ike, so the ORKO benchmark with hit+crit is 38)

    Volug: Wants Wrath+Resolve + once he gets both it's smooth sailing. With S strike he hits the ORKO benchmark and with wrath+resolve activated he can ORKO Ike with relative ease. (though it's really annoying to set up wrath+resolve_

    Tauroneo video: (in the video ike had ragnell,which makes up for 0% growths)Wants boots+resolve. With Both you should be able to unga bunga to ike and kill him.

    Zihark Video:: needs a hit+crit, Steel sword forged with crit+might, ideally a coin bonus for making the tiger kill more reliable (because you don't have to rescue leonardo) but you can also use leonardo water support

    Jill at this point has the issue of bad hit rates due to ike's leadership stars combined with low strength. Jill with a Steel forge probably has a total of 41 Might on her axe. Jill can't double ike without resolve, which brings up major issue #1 with Jill at killing Ike, She can't use Pass.

    With resolve Jill can reasonably kill ike, Resolve helps a lot with hit but 25 strength 16 might Jill (or 24/17 w/coin bonus) fails to kill ike in 3 hits (after factoring in ragnell) which means she needs resolve for all attacks made on ike, .killing ike can be scary due weird turn order jank (Ike doesn't move first in turn order) and if you miss, then soren/the laguz can just finish you off.

    The other option is to leave Jill as a support unit, which I tend to prefer, Jill makes an excellent support unit with her flight and ability to use axes against the mighty enemy tigers. She can One round the tiger on the right hand side thanks to her brave axe.

    Part 4

    Jill in Part 4 suffers from the scrub brigade problem. The DB just has god awful EXP in hard mode. This means she's woefully unprepared for part 4 combat. Most players put her in Micaiah's team, and I'll be assuming the same.

    4-P

    So there are a lot of enemies but the most significant ones for Jill are Bow Paladins with 44 HP 20 defense, and 47 hp 18 defense warriors. Either way they both require the same amount of attack to ORKO, Jill needs 28 strength to ORKO these enemies with a forged handaxe, (27 with a +1 coin bonus) unit's that do not 1 round on this map are liabilities, so if Jill isn't 1 rounding here you may as well not deploy her.

    The only realistic way to get this is with a large Bonus Experience dump, since Jill has the same level at this point as Base Oscar (though her stats are better due to all the boosters) and needs to get to the same str as base Titania. She needs to get to 25 STR and be given a promotion, to do this with good reliability you'd want her to get to level 20 before promotion, (8 BEXP levels after 3-13)

    The issue with this is what I call Jill's Catch 22. In order to get the long term Bonus experience investment in 4-P Jill needs to have been in a support role in 3-12 and 3-13 (otherwise she would need to promote), Neither the energy drop in 1-6-1 nor the bonus exp in 1-E will be given to a support Jill . Which means that she'll miss the benchmark for ORKOing in 4-P either way. The only situation in which Jill will be a good unit in 4-P is if you sandbagged in 3-12 and 3-13 delaying Jill's promotion while simultaneously giving Jill the investment in 1-E and the energy drop. Alternatively you can give her just the 1-E BEXP dump but you'd need to give her an additional BEXP level in the pre-part 4 BEXP dump. Part 4 is pretty easy generally though so getting more investment on a unit is unneeded, even if they have the best class in the game. Meanwhile the DB act 3 maps are the second hardest part of the game, so having Jill be as strong as possible is extremely nice.

    TLDR of Jill's Catch 22

    Zihark Teams : Zihark needs a lot of BEXP+energy drop, Jill can't reach p4 benchmarks Volug Teams : Volug wants early promoted Jill, Jill can't reach P4 benchmarks Jill Teams Jill needs early promotion, Jill can't reach part 4 benchmarks Sandbag teams: struggle in 3-12/3-13, Jill reaches part 4 benchmarks

    4-3

    Jill requires 47 might to ORKO the level 10 warriors/level 8 halbs, but to ORKO the tougher enemies she needs 49 might. A fully forged silver axe has 19 might, so Jill would need 28 strength to ORKO the level 10s and 30 to ORKO the level 11/12s. To ORKO with a forged handhaxe she'll need 33-35 strength. You probably can do this if you sandbagged Jill's promotion in 3-12

    The other option is to make Jill a ferry bot for a unit that is good at combat, for example Mia, or Blossom-boosted Boyd, If you do this it is preferred to suicide her so the combat unit can be deployed as close to the middle of the action as possible. Even if you don't suicide her she still can ferry the unit across it's just more work. (since you have to get jill out of there after dropping the good combat unit)

    Other armies

    Hawk: Jill has similar issues with 4-2 that she does in 4-P, but her rescue-drops are actually quite nice. In 4-5 she needs 27 strength to 1 round Izuka.

    Tower

    Tower is mostly a joke, but 4-e-1 is the one exception, Jill can use the hammer better than many units, though there's only 2 hammers and titania/haar also exist. Jill will probably be around level 8-10 at this point and will be able to double generals with the hammer (one rounding them). However her performance in this map will be nothing special she'll probably be at the same levels of performance stat-wise as Base Volke (who isn't a good unit).with the exception that she has access to the hammer.

    The next 3 tower maps are maps where Jill is superfluous, the royals+ike handle these maps for you.

    4-e-5 is also mostly a meme, you have 5 royals and rafiel, the rest of your army could be Volke/Stefan/Renning/Skrimir/Oliver (who aren't good) and you'd still do fine.

    Summary

    Jill is a mediocre combat unit and with good rescuebotting. She gets 1 map (3-6) where she is god and can't hit part 4 benchmarks without absurd amounts of rigging. A good part by part summary would be

    Part 1: Investment and self-improvement with 2 maps of Rescue Botting

    Part 3: Support flier or Ike killing carry, god of 3-6

    Part 4: Rescuebot

    While her flight utility is great, her combat against non-laguz is suspect. In the early game this doesn't matter much since you have an army of temporary gods like Tormod carrying you. However in 3-12 this ends up bricking Jill's ability to fight enemies that aren't scrubs. In 3-13 this ends up limiting Jill's ability to kill the most important enemy on the map. Jill is the best secondary unit in the dawn brigade due to her amazing flight, but is not a functional unit at killing Ike. In part 4 she's a rescue bot as she's extremely underleveled for that point in the game (lower level than Base Titainia). Taken as a whole she's decent at some jobs but isn't an all powerful god people claim her to be.

    (Thanks to Jektrooper, Silly, YaboyMantis and Typhoon carter for help)

    submitted by /u/ussgordoncaptain2
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    Fire Emblem: New Mystery of the Emblem - Liberation | Orchestral Cover

    Posted: 02 Sep 2021 05:35 PM PDT

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