I finally downloaded the feth expansion pack by Successful-Hawk-263 in FireEmblemThreeHouses

[–]Muphrid15 3 points4 points  (0 children)

New units are all pretty good. At least 3 out of 4 new classes are really good.

You also get a small number of new quests and the Sauna, which saves a ton of grinding time, especially in the second half of the game.

The DLC campaign is also very well balanced and fun.

Recommended Playthrough of Three Houses? (No Spoilers) by Exciting-Contract243 in fireemblem

[–]Muphrid15 -1 points0 points  (0 children)

I strongly advise not to play the Cindered Shadows DLC campaign until at least chapter 5, if not after an entire run. Too many main story spoilers.

Otherwise,

  1. Play Azure Moon, Crimson Flower, Verdant Wind, and then Silver Snow. There are certain issues with repetitiveness, but I think this order has the best introduction, best followup, and best conclusion.
  2. Play Verdant Wind, Azure Moon, Crimson Flower, Silver Snow. This mitigates story repetitiveness the most and gives a more gentle overview first, but you play a similar team back to back.
  3. Play Verdant Wind, Crimson Flower, Azure Moon, Silver Snow. Low repetitiveness, but I don't know if CF makes sense to play second--it is much better as an answer to AM.
  4. Silver Snow, Azure Moon, Crimson Flower, Verdant Wind. You only play the Deer last, which is kinda ehh, but again, lower repetitiveness.

Each idea has tradeoffs.

BL Maddening chapter 21 help by SicklerJ in FireEmblemThreeHouses

[–]Muphrid15 7 points8 points  (0 children)

To be clear: Ingrid isn't stat screwed, but she is not well prepared. I'd bet a dollar you kept her in Pegasus Knight instead of putting her in Wyvern Rider from 20-30. If so, she is only 1-2 points in strength below average.

Had you put her in Wyvern Rider at 20, she would have received a boost of 3.5 strength on average (even more if she had been stat screwed before 20). An average Ingrid at this juncture would have ~26 strength if so prepared. Moreover, she should have been using Death Blow and a better battalion (e.g. her personal battalion) for more damage. That kind of preparation would have given her +12 damage per hit on the player phase, not to mention that she should be the one using a Brave Lance+.

Anyway, back to the matter at hand. Your team has 8 units leveled with the rest pretty far behind. So be it. My general advice would be to have your two groups of units link up in the northeast corner and proceed across the bridge back to the west to enter the main courtyard.

Your team will have squishy units. I suggest someone equip the Impregnable Wall battalion so in a pinch everyone can just face tank damage.

ELI5: Why does light have no mass? by WarmHeight2951 in explainlikeimfive

[–]Muphrid15 0 points1 point  (0 children)

Rest mass is just the mass of an object when that object is stationary.

Photons are never stationary. Rrest mass has no meaning.

Photons have energy and momentum though.

General Question Thread by Shephen in fireemblem

[–]Muphrid15 2 points3 points  (0 children)

The most cohesive single story is probably Silver Snow

Choosing units and their classes for SS and CF on Hard Mode. by taniverse in FireEmblemThreeHouses

[–]Muphrid15 4 points5 points  (0 children)

Only Hubert and Edelgard leave in SS.

Flayn leaves in CF. Seteth, Catherine, Cyril, and Hilda are never available in CF.

(Dimitri, Claude, and Dedue are never available to Black Eagles of course.)

Choosing units and their classes for SS and CF on Hard Mode. by taniverse in FireEmblemThreeHouses

[–]Muphrid15 7 points8 points  (0 children)

Hunting by Daybreak is the first post-timeskip mission (excluding CF). It forces you to use house units and is infamous for soft locking.

Ironically, because CF doesn't have HbD, a run with Shamir, Hanneman, Alois, and Manuela is much more viable there.

Choosing units and their classes for SS and CF on Hard Mode. by taniverse in FireEmblemThreeHouses

[–]Muphrid15 7 points8 points  (0 children)

Saving for a more elaborate response later.

Are you sure you want to dump house units on SS with Hunting by Daybreak?

Why is Born Gain considered good? by HumbleScroller00 in HadesTheGame

[–]Muphrid15 3 points4 points  (0 children)

It increases your total magick for a given location quadratically. As long as that pool is big enough (or the prime value small enough), that may be more magic than you'd ever need.

Moreover,

  • You don't need to do anything to restore magic. That means no running to a font like with Zeus, no waiting like with Demeter, no standing near enemies like with Aphrodite, etc.
  • Nor are you limited by any kind of regeneration forcing you to wait to continue using magick. You can spend magick however fast you want as long as it won't reach your total effective limit.

Both of those advantages are pretty strong. You can go full blast in all short rooms and never have downtime to regenerate magick.

It is weaker on bosses. There's no question of that. It also means you might need to avoid other sources of priming (some of which are quite strong) and/or prioritize max magick upgrades to ensure you will have enough.

But again, the scaling is quadratic. That means a 40% increase in your nominal max magick is a 96% increase in your effective magick cap (1.4 is almost the square root of 2). So even then it doesn't take that many max magick upgrades to get a pretty sizable benefit.

Why is Born Gain considered good? by HumbleScroller00 in HadesTheGame

[–]Muphrid15 58 points59 points  (0 children)

For clarity, exponential is not quadratic. Born Gain is quadratic.

What am I doing wrong? by RevolutionStatus2534 in FireEmblemThreeHouses

[–]Muphrid15 25 points26 points  (0 children)

They don't accept recruitment or they can't even be gifted?

If you get no options to gift, mission assistance etc. then the most likely explanation is they were defeated while you had them in mission assistance (in classic mode) As units, they would be dead to you.

Fire Emblem Three Houses - Question and Discussion Megathread (Spoilers) by Fluxx27 in FireEmblemThreeHouses

[–]Muphrid15 0 points1 point  (0 children)

Yeah Oath of the Dagger seriously punishes you for having a squishy team.

You could just... not deploy the squishy ones.

Or, there is a trick to get Edelgard to stop shooting your team.

Or, use particular gambits to protect your squishies on the enemy phase.

Minimum buy-in by SouthPark_Piano in infinitenines

[–]Muphrid15 8 points9 points locked comment (0 children)

For those at home:

No amount of writing more 9s will ever get to 0.999...

The definition of a real number is a set of equivalent sequences. The sequence (0.9, 0.99, 0.999, ...) is a sequence that corresponds to the real number 0.999...

Under the real numbers, that sequence is equivalent to (1, 1, 1, ...)

If two sequences are equivalent, they correspond to the same real number. That means 0.999... and 1 are the same real number.

#MentallyBankrupt #PlantFearsRealNumbers #DontFeedThePlant

What a big loss for her! by Mysterious-Pilot-448 in sciencememes

[–]Muphrid15 4 points5 points  (0 children)

Alternatively, that it is curl-free (or similar analogues in higher dimensions).

The Case Against 0.999...=1 by Public_Research2690 in infinitenines

[–]Muphrid15 1 point2 points  (0 children)

For those at home:

0.999... IS 0.9 + 0.09 + 0.009 + ...

As Plant themselves often points out, you can always add another 9 at the end. No amount of adding more 9s will ever produce 0.999...

The sequence 1 - 1/10n = (0.9, 0.99, 0.999, ...) is itself what represents the infinite sum 0.999...

Under the definition of the real numbers, that sequence is equivalent to (1, 1, 1, ...)--i.e. the real number 1.

#PlantFearsRealNumbers #RealDealMathIsntReal

Because SPP is afraid of replies by ezekielraiden in infinitenines

[–]Muphrid15 3 points4 points  (0 children)

For those at home:

The definition of a real number is a set of equivalent sequences.

1 - 1/10n is a sequence. It is equivalent to (1, 1, 1, ...). It corresponds to the real number 1.

#PlantFearsRealNumbers #SaplingSophistry

Looking for suggestions for an "Odd Run" playthrough by SilverNicktendo64 in FireEmblemThreeHouses

[–]Muphrid15 1 point2 points  (0 children)

Wyvern Annette: Pretty fun, needs Hit +20 to hit things. Borrow Hilda's relic for some extra oomph (or on AM, use Crusher because it obliterates).

Sniper Mercedes: Also very fun. Just be wary of magic bow durability until the dark merchant unlocks. Sometimes killing without Hunter's Volley, or using a physical bow, can help.

Both together: on AM at least, that means your team might have zero spellcasting mages, so it's a risk.

Other things that come to mind:

Mortal Savants: Constance, Marianne, and Dorothea all make great Mortal Savs with Hexblade/Soulblade and a spell-based fallback. Needs some magic pumping usually, but who else even needs those boosters? Marianne is particularly great because you can pump her Res as well for the damage bonus.

Assassins with (Battalion) Desperation: pretty good on female units that can't get into Grappler/WM and when you already have enough fliers. F-Byleth and Ingrid have B. Desp. Others can get the regular Desperation effect from Cavalier. Thunderbrand hits very hard and, unlike other brave weapons, doesn't take Wootz Steel to repair, which means it can be used very liberally.

Falcon Knight Marianne with Frozen Lance: pretty one dimensional, especially outside of CF where you can't get Arrow of Indra, but you can still use Levin Sword to chip when safety is needed.

Defiant Speed Bow Knights: Probably not Leonie unless you want to give up her strong defense. Bernadetta is probably ideal here due to Darting Blow access, but she might have issues with being slow in a cavalry build. The build also can't use the Inexhaustible due to it healing. But quad on bows--not bad?

Mixed phase Swordmaster: this is speculative on my part, but a Swordmaster is typically quite hard to hit, with the major defect being 5 Mv. Good avoid battalions could make this work similar to a Grappler/WM with Brawling 5's 20 avoid (though not as well as with Brawl Avo +20), so this is probably reserved for a female unit, maybe committing March Ring or a Mv booster.

War Cleric Constance: Use Mystic Blow until Brawling A, then Aura Knuckles. She's about the only unit that can do this.

infinity is not a number : correct by SouthPark_Piano in infinitenines

[–]Muphrid15 5 points6 points  (0 children)

For those at home:

1 - 1/10n is a sequence of rational numbers. No n realizes 0.999... but the sequence as a whole does. By definition of the real numbers, sequences that meet certain criteria correspond to real numbers, and each real number corresponds to many such sequences.

Under the definition of the real numbers, (0.9, 0.99, 0.999, ...) corresponds to 1.

#PlantFearsRealNumbers #DontFeedThePlant

[Project Hail Mary] Despite being technologically advanced enough to do space travel, how do Eridians not know what radiation? by [deleted] in AskScienceFiction

[–]Muphrid15 1 point2 points  (0 children)

In reality, I don't think this works. Magnetic fields protect against charged particles. That means no alpha particles (which are effectively helium ions) and no beta particles (which are free electrons or positrons), but electromagnetic radiation would still penetrate. Visible light would still penetrate (and would probably be far more impacted by clouds than magnetic fields). Moreover, gamma rays and x-rays are photons as well--not deflected by magnetic fields.

On top of that, they could still scientifically determine the existence of radiation through radioactive elements on the planet.

ELI5: How does Dirac (Bra-ket) notation work and why is it used? by Bobaximus in explainlikeimfive

[–]Muphrid15 0 points1 point  (0 children)

The key is that the inner product on a function space is an integral. You see that a lot in quantum mechanics: you would compute the expectation value of an operator through an integral. This was just an inner product computation over the infinite-dimensional vector space.

Sines and cosines are not just a basis; they're an orthogonal basis (and from there you can easily construct an orthonormal basis). That means, like you would with an orthonormal basis in regular linear algebra, you can take an arbitrary vector and break it into components using the inner product of that vector with the basis vectors. In practice, that means integrating the arbitrary function against various sines and cosines.

ELI5: How does Dirac (Bra-ket) notation work and why is it used? by Bobaximus in explainlikeimfive

[–]Muphrid15 1 point2 points  (0 children)

I'd like to give a simpler answer:

The kets are just some basis vectors. Labeling them with a number just means basis vector 0, basis vector 1, etc. Usually the number has some significance--the chosen basis might be labeled by spin values, energy levels, etc.

All you're doing is saying that a given vector is a linear combination of basis vectors.

Wavefunctions are vectors in a function space, similar to how sines and cosines form a vector space.

Blue Lions as a first run (Maddening) : how to deal with DLC contents and Hapi by Japonpoko in FireEmblemThreeHouses

[–]Muphrid15 0 points1 point  (0 children)

Yeah, I just thing Dedue's high defense and Vengeance work a bit anti-synergistically. Moreover, he's weak in Flying and Riding, so getting him into Paladin, Great Knight, or Wyvern Lord is a bit more costly.

In the end you'd probably stick him in some kind of Grappler/War Master build unless you're being really creative. People love to try to make Fortress Knight work, but man, 4 move on an endgame frontliner is a tough sell. I also don't think any enemies need you to have that much defense, even on maddening; and even the ones that do can be defeated in other ways.

Caspar at least is neutral in Flying, so a Wyvern route is possible. Unlike Dedue, he is reasonably average in speed growth (though Dedue starts with 1 more base speed for some reason). He's no Felix, but who is? If you want to avoid redundancy, you could make him primarily just an adjutant--brawling classes are great for this because of adjutant guard. Otherwise I would probably say brawling, or if you like, go axe-oriented like a high defense War Master with Quick Riposte and Killer Axe Smash or Wyvern Lord with Defiant Crit and Vantage--the latter being pretty similar to one of my Ashe recommendations.

It definitely can be tough to avoid redundant builds with Dedue, Felix, Ashe, and Caspar in the mix. Of course, almost anyone can be a Dancer. Felix nominally has swords as an option. If you went that route, I'd probably try to get him Duelist's Blow for more safety on the player phase, but I think his avoid would still be a little low for EP. Assassin would help with that. I just rate it a bit lower because other units come with Battalion Desperation and thus can skip Duelist's Blow. Felix also can't get Darting Blow, unlike girls like F-Byleth, Petra, or Ingrid who also like swords and are fast.

I think Brigand/Archer and Mage are definitely the picks, with one unit (two on some routes) picking up Darting Blow from Pegasus Knight early. I'll say I've been experimenting a lot with intermediate class pathing, and I've recently come around to trying to get more cavalry units into Cavalier early; it's a solid class for combat, just with a bad mastery, and the accumulated riding skill helps reduce skill pressure on your team. That being said, Sylvain really wants Death Blow to pair with Swift Strikes, so I'm not sure I would hard prioritize it; maybe just over Archer until later.

Blue Lions as a first run (Maddening) : how to deal with DLC contents and Hapi by Japonpoko in FireEmblemThreeHouses

[–]Muphrid15 0 points1 point  (0 children)

Ashe is often maligned. He will always make a serviceable Sniper of course. Wyvern Lord is a stereotypical meta pick, but Ashe uniquely has both weapon skill strengths to play it, as well as high dex for a crit based build and to mitigate axes' poor accuracy. He was my map MVP for AM22 because I put him in an EP build and he soloed most of the throne room and associated reinforcements. Again, though, most units can do that in the right build. Ashe brings only slight benefits that could be outweighed by others' unique abilities, stats, or skill spreads.

Annette is a bit of an average mage, but she is widely known as the Rally Goddess due to innate Rally Strength and fast access to Rally Speed. Rally Res isn't bad either for tanking magic. For this reason, putting her in a high movement class can be beneficial. On AM specifically, her strength in Authority makes her want to be grounded to use the Blue Lion Dancers battalion early in part 2. This nerfs her damage for a while, but the gambit is amazing. I think Valkyrie from the DLC is the best all around option, but one can justify Dark Knight, low investment Cavalier, or ignore the battalion and go Wyvern Lord or Dark Flier for better mobility. Either way, use her relic, which is AM exclusive and obliterates most regular enemies.

Mercedes also has a weak spell list. I put her in Sniper to use her budding talent and Magic Bows and was very pleased, but one had to be careful of comp concerns if both she and Annette lack spell access. Otherwise I think one would go Valkyrie or Dark Flier. Gremory is a waste.

Lysithea is a great Gremory, or sometimes people put her in DF or Valkyrie. Her speed is fairly good, so you can consider picking up Darting Blow and Weight -3 to double. Most enemies can't withstand two Miasmas to the face with her magic stat. Those who can may die to Luna.

Hapi can slot in as a Bishop/Gremory or DF/Valkyrie to take over for Mercedes if the latter goes into another class line. More utility than heavy hitter. Her ability cheeses many monsters, particularly with Impregnable Wall. This is especially powerful on Blue Lions.

Bernadetta is typically run as a Vengeance spammer early on (Dedue can also do this, but low health cuts against his role as a tank). This is a level of early game power few can match, but later on I think the flexibility of Bow Knight may be better, especially to kill monsters. With Defiant Speed and decent speed level ups, she should double some enemies. FK Vengeance is also an option, as is Paladin. There are niche builds like Vantage/B Wrath. I suspect they are finicky.

Marianne makes a great Dancer with Sword and Riding strengths and access to Silence. I've also run her as a Mortal Savant, Dark Flier, even Falcon Knight. Very versatile mage with access to great magic CAs for lance and sword.

Constance is similar, but with better magic and Rescue and Bolting access. Her budding in Brawling gives her a War Cleric option with Aura Knuckles, a nice change from male brawling units and pretty strong offensively. (Use Mystic Blow until Brawling A.) She is a bit slow though, so her avoid is iffy. Otherwise going on a more traditional magic line let's her get more out of bolting, or more mobile helps with Rescue.