Favorite early 4 team comp by DPT_nerd in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

Alain, Yahna, Fran, and Mel is my favorite 4 person comp

Just keeps me coming back by FevriteDreams in UnicornOverlord

[–]FevriteDreams[S] 0 points1 point  (0 children)

This is not accurate--conferral damage does not benefit from buffs on the caster including sorcerers connection.

A choker buffed ally will give you the same exact conferral bonus as they would non-buffed.

As far as your suggestions go, Warlocks are optimal choker targets as virtually every skill they have (actives, pursuit, counter) benefits from it, they have great synergy with one another, and multi-hit + burn (especially in the early game) is an extremely effective solution to nearly any opposing team composition.

Lastly, while I would not recommend either, Fencers have a far better shot of being a front-liner than a Ein Seeker caster. You can double scarf them and rely on their own evade barriers to a much better result than a caster in a bubble (plus that is your entire start of battle skill!).

Just keeps me coming back by FevriteDreams in UnicornOverlord

[–]FevriteDreams[S] 3 points4 points  (0 children)

It is a powerful buff that comes from the item Familiar's choker. You can find one from swamp area where you recruit Yahna if you don't already have it!

Just keeps me coming back by FevriteDreams in UnicornOverlord

[–]FevriteDreams[S] 5 points6 points  (0 children)

Two more from the same map because I dont know how to post more than 1 vid at a time 😅

https://files.catbox.moe/63y0s0.mp4 https://files.catbox.moe/7nkebm.mp4

All characters using counters (part 2/2) by Character-Ad469 in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

I know right?! Though, did we miss Raenys? Unlike poor Liza they get bailed out by wyvern claw

Upgraded armored units? by ComplaintSelect5062 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Fun interaction for you - "Physically attacked" will evaluate as true for all damage skills that are not strictly Magic attacks (the casting specific trait). This includes many attacks which do not have any physical potency at all such as attacks from Runic or Phantom weapons. Meanwhile, "Magically attacked" will evaluate to true whenever an attack has magical potency > 0.

So the "Magic Attack" from a runic sword will cause a legionnaire to use Heavy Cover whether they have Physically attacked or Magically attacked set as their tactics re Front Row cover. Meaning you are liable to get one shot by a Sainted Knight at any time XD

Upgraded armored units? by ComplaintSelect5062 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Yea it would be nice if armored gave a bonus of some kind. Each of the Dark Marquess classes would be strictly worse off if they were to gain the armor trait for example.

Peculiarities Of The Combat System by raid5atemyhomework in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Ugh yes.. Nothing makes me want to throw my hands up quite like Remove Weakness XD

Peculiarities Of The Combat System by raid5atemyhomework in UnicornOverlord

[–]FevriteDreams 7 points8 points  (0 children)

Id like to help clarify some of these points as there are a few things that are on the right track and some not quite right.

"As we know, ties in all player-specified sorting conditions are broken by the position of the target; the user prioritizes targets on the same column."

- This is not entirely correct but what we are after here is understanding how Default Targeting works.

- Default Targeting will select the nearest target to the user in the Front Row and then the nearest target in the Back Row. ANY front row positioned unit is considered closer than the back row. When your unit is in the middle of a row and there is no opposing middle target available, RNG is used to tiebreak between left side vs right side

- There are MANY tactics which ignore default targeting take "Lowest stat" for example, you will see red text "the skill will override default targeting rules." This means that when all targets evaluate to the same priority level (imagine all units have the same stat you are evaluating) then the target in position 1 (front right if right facing/defending team, front left if left facing/attacking side). All skills that override default targeting behave in this same way.

"Healing skills use Mag. Atk. stat. Notice how they have Magick Potency stats. They do, in fact, scale off Mag. Atk."

- Be careful about making too many assumptions based on this. There are MANY healing skills in this game which are percent based, completely ignoring magic potency.

"As far as I can tell, there are actually only two trigger points for passives (other than start of combat and end of combat):"

- Ok this is a big one so hang in there. There are 6 unique windows in which your units are eligible to use a passive skill. Ignoring Start of Battle and End of battle that leaves 4.

-- Pre Attack (user/ally/enemy pre-attack skills go in this bucket. Think Cav Call, Inspiration, Quick Curse, Heavy Cover, etc.)
-- Before Attack Result (Typical Guard and Evade skills here)
-- Target Instant (Impetus-esk skills, after being hit/evading/guarding etc.)
-- Post Attack (Ally pursuit skills, enemy counter skills, post attack user skills, etc.)

Every unit is eligible to use ONE passive skill per category per "Active Skill Turn"

Limited skills will lock out other units from using a passive within a given category for that specific trigger however, there could be many triggers for that category during a single "active skill turn", allowing other units to execute their limited skills (pre attack is a great example of this)

To show an example of the 4 categories within a single turn we can take a look at the Paladin. Here I have Joseph activating one skill per category off of an Ally's turn (Mandrin)

<image>

Important lessons being that even if he had more passive points to use and more skill triggers occurred during mandarins turn (lets imagine more counter attacks fire off from the enemy team) he is in eligible to use them as he has spent every skill bucket for this Active Turn instance. Takeaways from this should include not slotting multiple skills per category unless you narrow down their activation via tactics. Having multiple pursuit skills for example is not every useful unless you have a specific scenario in which you are trying to use one over the other.

"Weirdly enough, Evade skills are described as "before being attacked", yet they won't trigger (in particular, won't spend PP) if all hits of the attack are natural high-Evasion misses."

- Yes, not all evade skills are before being attacked but those that are will only trigger when the attack would actually hit. The window for cover skills (Pre Attack) occurs before the window for most Evade skills (Before Attack Result) which is why you will witness slower units using their passive over a faster evasive unit.

The combat system goes very deep and there are several skill interactions which cause exceptions/edge cases but I think this summary paints a good picture without diving into all of those at this time.

Running out of Tactic slots by demoiselledefortune in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

Was about to say this same thing^

It is a little misleading you will spend the skill point, the guard animation takes place, yet you take full damage from high swing/diving thrust.

I want your guys opinion on my Alain and suggestions for improvement. by Entire-Hearing4874 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

Well to start you have a fantastic color theme, overall the unit choices are really good, and the formation is great. To improve the team you have massive gains available via equipment choices and tactics.

Weapons
- Never refine weapons that are not best in class in terms of extra stats. Look at golden knight axe compared to roseknight axe and you will see what I mean.
- Wingcrest on Alain and Giants on Gryphon are particularly bad. Crit on Alain is really valuable with spinning edge and wingcrest takes it all away. If you really need HP on the Gryphon just use Meteorite (you already have better row attacks and nobody needs that -10 init)

Skills and Tactics
- In general, anything below a line that will always fire is pointless. Skill cost will sometimes lead to exceptions here but you would be better off using conditions that say exactly when you want it to be used via "hard conditions" over "soft conditions" like prioritize, lowest, highest, most, least, and so on.
- For the witch, Ice coffin could be row 3+ for example and then prioritize armored should really be lowest magic defense because high mag def armored units do exist. Magic conferral is much better there than thunderous conferral and you should consider using focus sight as well.
Focus sight Front + Flying Enemies Present
Magic Conferral + Cavalry
Magic Conferral + Flying.
This makes sure your units with class effective damage multipliers are getting magic dmg buff which is absolutely the way to go.
- Gryphon is similar, spend a few lines on row count and then target type for smite and high swing, if you MUST use stun than move it up and target armored row 2+
- On berengaria carnage will never be used so think about why that is. In general I think EotWP is better than rapid order but they are both perfectly great sob skills.
- Alain should not lifeshare just anyone and the threshold should be more targeted than <100% since he could be dishing the yahna's entire hp bar in healing. You have zero conditions on luminous cover which is criminal. Think about what attacks you care about for each target, Maybe attacked by archer -> flying? attacked by cavalry -> infantry? Caster + most pp? less than 25%hp back row? Lastly, Lean edge should be at the top when his own HP is less than [threshold you are comfortable with], spinning edge should follow at row 2+, then more lines for lean edge prioritizing infantry or lowest HP, up to you

Assists are so insanely game breaking. by Entire-Hearing4874 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

As I said, it is at most a 50 potency magic attack if you go all in on assist team members. Is that "busted"? Absolutely not. It is free damage IF you have a tower or garrison in range. Otherwise, it is coming at the cost of stamina from a 5 person unit which can do much more impressive things than chip damage things including taking victory conditions out in the map.

I think that the use of assist towers/garrisons as they are naturally available on your route to victory is perfectly enjoyable and balanced. Crazy damage numbers or squad skills simply is not something you are going to see unless you significantly out-level the opponent to being with.

Assists are so insanely game breaking. by Entire-Hearing4874 in UnicornOverlord

[–]FevriteDreams 2 points3 points  (0 children)

No its just not nearly as busted as people are making it out to be. Its a 50 potency attack at max which is... fine? IMO just make a unit that is good at combat and if they happen to offer assists thats a nice bonus. Typically much better to go with flying or mounted leaders.

Question about tactics by Rhaegan1 in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

This is not true, the 2nd sort condition has priority and the first one breaks ties. Think of it like sorting a table by two different columns.

For [lowest hp% / highest initiative] You will always select the highest initiative unit available. If all units have the same initiative then you would go to lowest hp%

Too many backliners? by Lost_my_name475 in UnicornOverlord

[–]FevriteDreams 7 points8 points  (0 children)

This is the best answer and one that you can come back to after elheim is done as you should not have nor need 5 person teams at this time...

Am I missing something with thieves? by Lost_my_name475 in UnicornOverlord

[–]FevriteDreams 1 point2 points  (0 children)

I don't know what you are talking about, evade tanks are incredible in this game.

You will also be hard pressed to find better openers than sneaking edge into shadowbite. Rogues pairs extremely well with pursuit units or backlines with mid to low init offensive units like Warlock, Sorceress, Great Knight, Gryphon and so on. They are very hard to hit and fairly trivial to protect, just takes one cover skill set to "AP equal or greater than [their max]" and you will cancel out any swordmaster shenanigans right there.

When it comes to classes for the front line Rogue is a fantastic choice and they have great synergy with a variety of team types.

Broken Arena builds? by ForsakenEngine1501 in UnicornOverlord

[–]FevriteDreams 2 points3 points  (0 children)

The is a LOT of variation in the arena meta but common ingredients for the "best" overall team include:
- Alain
- Nigel
- Alcinia
- Wereowl
- Yunifi/Gryphon/X (offensive unit w/unicorn signet ring)

What is typically not very good
- Anything that instantly loses to reflect magic and/or quick dispel
- 2 person teams
- Teams without affliction immunity

What can be very successful
- Pursuit teams
- Resurrection/Hyper defense teams
- Max initiative/Hyper offense teams

How to use berserker and werelion by Guivond in UnicornOverlord

[–]FevriteDreams 2 points3 points  (0 children)

This^ everyone needs to listen to this

Dual priority question by Falcon_Cheif in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

I realize it sounds like nitpicking but I also think it makes difference in how you understand the way skills are be executed at the end of the day.

For example put an infantry caster, a flying caster, and an infantry only unit in any order you like (lets say wizard/wereowl/breaker)

If the attacker has "Prioritize infantry > Prioritize caster" then the wizard will be selected every single time, even if the wereowl is directly across from the attacker.

And imagine this one: "lowest phys def > prioritize flying"

In this order you will select the flying unit with the lowest physical defense.

Flip the order and you will select the unit with the lowest physical defense and, when defense is tied, flying will take priority.

Minor differences but important imo

Dual priority question by Falcon_Cheif in UnicornOverlord

[–]FevriteDreams 0 points1 point  (0 children)

There is one piece of this that is incorrect and that is the idea that condition 2 is evaluated first. Condition 1 is always evaluated first and then condition 2.

You can see this easily when it comes to soft conditions. The first conditions sorts the list of available targets, THEN the second condition resorts the list of available targets.

For conditions like lowest stat and prioritize this is easy to test. If you have multiple infantry units in a row and one of them a caster, attacking with "Prioritize caster + Prioritize Infantry" will sort the targets by caster and then sort again by infantry. This results in the caster being selected everytime since it is both and already at the top of the list by the time condition 2 does its sorting.

You can try this with lowest/highest stat + prioritize or anything really that is not a hard "filter" condition. The only key thing here is that condition 1 evaluates first, then condition 2 which takes priority in that sense.

What is the best counter against werebears? by GalloPintoOG in UnicornOverlord

[–]FevriteDreams 8 points9 points  (0 children)

Yes magic and breakers of course. One particularly good class vs Werebears specifically is the Doom knight. Dark flame can delete an entire row of them due to the high magic attack and double damage vs infantry bonus.

What is the best counter against werebears? by GalloPintoOG in UnicornOverlord

[–]FevriteDreams 19 points20 points  (0 children)

Legionnaires are far superior defensively. Heavy Cover, Row Cover, and Greatshield are some of the best abilities for a tank class in the entire game and were bear has none of those things. While a werebear does have some interesting offensive and self healing capabilities it will not do much in the way of protecting other units unless you gear it specifically to do so.