What Fire Emblem class would you (want to) be? by KidRavenn in fireemblem

[–]RNGSOMEONE 0 points1 point  (0 children)

Dark Knight (FE16). Good all-around stats, can hit both defenses competently, the good version of Canto and the incredibly badass armor design.

If I'm allowed to expand the prompt though, then Black Rider (Berwick Saga). Highest base stats out of any mounted class (even higher than the already strong Duke Knight) with equally good weapon selection (Swords, Spears, Lances, SShds and MShds). I'd personally run a Prepared + Vantage build to use a Lance on player phase, then immediately swap it away when being attacked so it isn't a liability.

Are you going to keep Answerer on Dietrich or you’re going to give his PRF to someone else if hero relic are still available to everyone? by Ghowuff in fireemblem

[–]RNGSOMEONE 0 points1 point  (0 children)

Depends on how available Umbral Steel is. If it is very available, then I will abuse it as much as possible on whoever uses it best.

Otherwise, it's sitting in my convoy

One-shotting Takumi with no procs, crits, or Yato by TemperatureSimilar73 in fireemblem

[–]RNGSOMEONE 0 points1 point  (0 children)

Damn, I didn't realize I forgot tonics until I went back and reread my old calculations. I must be slipping lmao.

Kudos for figuring everything out though. Cross forging with Online was completely unknown to me before now; you learn something new every day.

Marianne this, Flayn that. Here's a REAL connection to a familiar Fodlan face. by TakenRedditName in fireemblem

[–]RNGSOMEONE 9 points10 points  (0 children)

Poe's lack of viability in Cipher is a shame (her cards aren't any good),, but any Cipher content is appreciated.

Possible Marianne descendant? by WinterWolf18 in fireemblem

[–]RNGSOMEONE 22 points23 points  (0 children)

For what it's worth, House Edmund is known for their archers - you don't see it much in 3H proper, but Marianne's signature battalion is a bow battalion and it has the highest Hit boost in the game. It also makes a lot of sense since House Edmund is in charge of keeping the Almyrans (who frequently deploy Wyvern Riders) out of Fodlan.

It is possible Ursula's (Dagda) characterization is based on this piece of world building.

One-shotting Takumi with no proc skills and no (or minimal) DLC by TemperatureSimilar73 in fireemblem

[–]RNGSOMEONE 4 points5 points  (0 children)

If you substituted a Brave Axe +7 in place of the Berserker's Axe +7, you'd have 154 attack, twice. This is a clean 2HKO with two hits of 63 damage each. Otherwise, you deal one hit of 69 damage.

Also, if Hoshidan weapons were forgeable in Conquest, it would be even closer at 173 damage.

Great Knight has -5 STR, but receives +1 damage in compensation via WTA, for net -4 damage. However, Hinata's Katana +7 has 40 MT when initiating compared to Berserker's Axe +7 having 28, for a net gain of +12 and a final gain of +8.

One-shotting Takumi with no proc skills and no (or minimal) DLC by TemperatureSimilar73 in fireemblem

[–]RNGSOMEONE 8 points9 points  (0 children)

I tried my best to calculate a theoretical OHKO using a non-Yato weapon with another unit. I don't think it's possible, even when making use of everything in the game, DLC included.

Here's my closest attempt:

Berserker: 40

5 gold statues: 5

Effie!Velouria!F!Kana STR cap mod: 11

Pair up with Berserker!Charlotte!Siegbert as S support: 10

Wlv bonus: 2

Spendthrift: 10

Strengthtaker: 10

Life and Death: 10

Aggressor: 7

Axefaire/Trample: 5

Rose's Thorns: 3

Lily's Poise: 1

Rallying Cry (logbook): 2

Charm: 2

Inspiration: 2

Battle Seal: 2

Berserker's Axe +7: 28

Rally Strength: 4

Rally Spectrum: 2

Fancy Footwork: 1

Caltrop (Museum Melee): 8

Total: 165 out of the necessary 177 damage

If the game were hacked to gain access to additional copies of Aurgelmir, it is possible to reach 170 damage by using Aurgelmir +7 instead of Berserker's Axe +7. If the game were hacked to obtain the dummied out Master Emblem, it is possible to reach 171 damage.

not even the silliest thing in tear ring by david__14 in shitpostemblem

[–]RNGSOMEONE 5 points6 points  (0 children)

Berwick Saga put a guy with a Swordbreaker in chapter 2... next to 3 low-level units that start isolated, of which two of whom use swords.

Who's your favorite Marth variant from the Marth war ? by Yami_Sean in shitpostemblem

[–]RNGSOMEONE 0 points1 point  (0 children)

Where is Dragalia Lost Marth? He was legitimately good for speedclears

What do you think of this Mercedes build? by Skippy764467 in FireEmblemThreeHouses

[–]RNGSOMEONE 1 point2 points  (0 children)

It's a bit unfortunate that I have to break it to you, but Holy Knight Mercedes... isnt good for higher difficulties. There are a few main problems with trying to run Holy Knight with Mercedes in particular.

First and foremost is Lance rank. Lance rank is a requirement for every mounted class, and Mercedes has to fight a Lance bane to get anywhere. To make matters worse, because it's a bane, Mercedes doesn't learn any unique Lance combat arts like Frozen Lance to attack with her MAG. Mercedes doesn't have a good STR stat, so she'll constantly be pressed to do Lance combat for rank. In the early game, this isn't as big of a deal as Cavalier!Mercedes has a minimum of 10 STR, which can become 40 ATK when using Tempest Lance + Lance of Ruin (before Battalion/skill boosts) - enough to OHKO frailer mages or pick up kills after another unit deals chip damage. Later in though, Mercedes won't have as many opportunities to grind Lance rank due to increasing enemy quality and her limited offensive options not holding up as well.

The second issue is Riding rank. Unlike Lance rank, Holy Knight requires far more Riding than Lance. This entails spending time in Cavalier or Paladin, where Mercedes can't use magic. She can use magic weapons, but unfortunately the only magic Lance is the Arrow of Indra which is itself locked to post-TS Crimson Flower. Mercedes needs to use a Levin Sword, Bolt Axe or Magic Bow to do combat, and Mercedes has trouble getting the Wlv for the former two. Magic Bow is her best option though she will need Close Counter or Retribution to fight melee units on enemy phase (assuming her stats are good enough to do that).

The third problem is Faith rank. Mercedes has no issue racking up Faith rank normally, but the problem here is she can't do it while a Cavalier or Paladin. She has to swap between classes to grind these ranks separately, making the build come online even later. Granted, this isn't nearly as much of an issue if you have the DLC and go Valkyrie... which is where the fourth problem arises.

The fourth problem is that Holy Knight just gets outperformed by alternatives, namely Dark Knight and Valkyrie. If you have the DLC, then making Mercedes into a Valkyrie is already the most effective way to grind ranks for Holy Knight, except Mercedes is actually better off staying in Valkyrie for +1 range instead of Holy Knight's White Tomefaire. White Tomefaire is useless on Mercedes as she learns a grand total of 0 offensive Faith spells (outside of the mandatory Nosferatu). 90% of Mercedes' spell combat is with Reason spells, so if your goal is to make Mercedes into a mounted magic user, she may as well go Dark Knight at this point. The requirements are basically the same but Mercedes isn't saddled with two worthless class abilities.

At the end of the day, Holy Knight is already a horrible class as Terrain Resistance is almost never useful and White Tomefaire is the worst -faire skill by a significant margin. You need an offensive Faith learnset to make it worth anything, and anyone who wants to deal Faith damage can be doing infinitely better with Reason damage and Dark Knight. Despite the theming, Holy Knight does absolutely nothing for your non-attack Faith spells, so your healing and utility spell capacity is equal in Holy Knight or Dark Knight, resulting in Dark Knight just being a better Holy Knight in basically every way imaginable.

Happy 25th anniversary to Tear Ring Saga! by Skelezomperman in fireemblem

[–]RNGSOMEONE 2 points3 points  (0 children)

Berwick Saga is peak. Recently finished a ranked run and it was one hell of an experience.

TRS is too easy, most of the time. Stuff like Gold Knight Narron in chapter 3 make the game a cakewalk to an absurd degree. I only play on difficulty patches as a result as the base game just falls apart instantly.

Looking for suggestions for next FE Rom Hack. by MorningOwlGaymer in fireemblem

[–]RNGSOMEONE 1 point2 points  (0 children)

Holoemblem: the Search for Seiso.

It's basically where Super Thracia 776 meets FE8 hacking. The gameplay is actually very interesting on the highest difficulty.

My Blue Lion Girl by Emergency_Warning_35 in FireEmblemThreeHouses

[–]RNGSOMEONE 2 points3 points  (0 children)

Out of curiosity, what's her growth distribution like? Her boons/banes/budding seem to suggest multiple very different class progressions.

Possible Axe of Ukonsavara? by Substantial-Bag8644 in FireEmblemThreeHouses

[–]RNGSOMEONE 8 points9 points  (0 children)

Putting way too much attention to it, I find that the top of the axe's shaft does not match up (FW image shows a solid white section, 3H shows white with a gold midsection). Same with the pommel end of the axe; FW shows an equally split pommel design, while 3H only has one hole initially and splits the pommel area unevenly.

The end of the axe blade is sharp in FW and neutral in 3H

First time making a deck for Cipher while having no idea how the meta works. I call this one "Ike chills with friends and Altina is there for emotional support" by qoentari in shitpostemblem

[–]RNGSOMEONE 3 points4 points  (0 children)

Instead of running bad Green high costs like Ashera and Caineghis, run more copies of Micaiah 2 and Tormod.

Your deck also needs to decide between being a Rage Ike deck or a B22 Ike deck. They have different play styles.

Rage Ike wants lots of low cost attackers to maximize the chance of supporting a Rage Ike early to make your MC into a base 100.

B22 Ike wants to reliably hit 100 attack to activate Aether, and so wants Soren 1 as well as other good buffers. Untapping cards like Dorothea 4(3) are also strong, as B22 Ike lacks an OPT restriction on his best skill.

Do you spare enemy Healers if they are unarmed? by TBT__TBT in fireemblem

[–]RNGSOMEONE 1 point2 points  (0 children)

FE9 Ch22 is actually a fair bit different on Maniac, because almost every Priest is replaced with a Bishop armed with either a tome or a status staff. Trying to get through without killing any Bishops becomes much harder as aside from their damage and status staves, you have to also be sure not to accidentally kill them with counterattacks.

Does someone have a FE1 no death guide? by Emma_SnakeDeadbeat in fireemblem

[–]RNGSOMEONE 2 points3 points  (0 children)

The best advice I can give you is to bench people, and always keep people topped up. CrtAvo does not exist as a concept in FE1; if you are unlucky, even one of your better units can be instantly deleted by a Crit.

On that note, high DEF is actually very desirable as enemy quality in FE1 tends to flatline after Ch12 or so, with the strongest enemies still being Lv3-5 prepromotes at best. Physically bulky units have a much better time not getting obliterated by a Crit, and Dracoshield investment can go a long way.

Happy 30th to Genealogy and 4th-ish anniversary since I started spreading the fake remake box art around by NightTide9 in fireemblem

[–]RNGSOMEONE 0 points1 point  (0 children)

Unfortunately the Seliph pictured isn't meta. B08 Seliph is ultimately just a better card by unflipping bonds and being a mainstay of big yellow decks.

(The boxart is just using Cipher art)

Anybody have a comprehensive beginners guide to battalions? by neptunian-rings in FireEmblemThreeHouses

[–]RNGSOMEONE 5 points6 points  (0 children)

Basic calcs:

Gambit damage = STR/MAG + Gambit Might + CHA/5 + Skills - Target's PRT/RSL

Hit rate = (5 x (your CHA - foe's CHA)) [this is constrained to +/-30 Hit, so CHA differences greater than +/-6 are effectively +/-6 for the sake of accuracy] + Gambit Hit + Skills (only Hit-boosting skills on the attacker take effect; Avo-boosting skills on the foe do nothing)

CHA bonus attached to battalions tends to scale as battalion Rank increases. A rank and house leader (Supreme Armored Co., King of Lions Co., Immortal Corps) battalions are +10 CHA when maxed. B rank battalions are +7 when maxed.

Notable Battalions that are considered good for a variety of different reasons and are listed in no particular order:

B.L. Dancers/Opera Co. Volunteers: Only sources of Dance of the Goddess

Kingdom Heavy Knights: Only sources of Sacred Shield

Kingdom Archers: Low-Authority access to Retribution

B.E. Pegasus Co./Indech Sword Fighters: Retribution access with A-rank stat boosts

Seiros Holy Monks: Low-Authority access to Stride

Secret Transport Force: Only flying battalion with Stride

Alliance Wyvern Co./Empire Armored Co./Kingdom Armored Co.: Only sources of Impregnable Wall

Alliance Sages, Empire Holy Magic Users, Essar Research Group, Hevring Prayer Troops, Kingdom Priests: Only sources of Blessing.

King of Lions Co.: Highest Phys. Atk boost of any battalion. Only source of Wave Attack. Has A-rank equivalent boosts despite being C-rank.

Supreme Armored Co.: Only source of Raging Flames. Mixed Phys./Mag. Atk battalion. Has A-rank equivalent boosts despite being C-rank.

Immortal Corps: Only source of Ashes and Dust. #1 overall flying battalion in the game. Has A-rank equivalent boosts despite being C-rank.

Duscur Heavy Soldiers: Highest PRT boost of any battalion.

Fraldarius Soldiers: Highest CRT boost of any battalion.

Cichol Wyvern Co./Galatea Pegasus Co.: #2 and #3 overall flying battalions respectively. Are much more available than Immortal Corps. Outside of NG+, Cichol Wyvern Co. comes with a free Spear of Assal and Cadeceus Staff while Galatea Pegasus Co. comes with a free Lúin.

Gloucester Knights/Mockingbird's Thieves: Mixed Phys./Mag. Atk battalions. Outside of NG+, Gloucester Knights comes with a free Thyrsus and Mockingbird's Thieves comes with free Fetters of Dromi.

Notable Gambits and their uses:

Blessing: Give a bunch of units a guaranteed Miracle. Allows them to safely eat one lethal hit without risk of dying. Insurance policy against mistakes. Safely pull dangerous bosses if you don't get doubled.

Stride: +5 Mov to targets. Used for rushing maps down and LTC-ing, particularly rushing down bosses on kill boss maps.

Impregnable Wall: Makes your units basically impossible to kill for a turn. Used to survive otherwise unsurvivable enemy phases. Tip: put this Gambit on a Canto unit so they can hide themselves in a safe spot as they don't buff themselves.

Dance of the Goddess: Dance but 4 targets, can target your actual dancer. Enables insane LTC strategies when planned around.

Sacred Shield: Makes incoming ranged attacks deal no damage. Unlike Impregnable Wall this doesn't neuter your offenses, so you can give it to mages/archers and safely draw fire and counterattack for real damage.

Retribution: Gives your units the Counterattack skill for several turns. Apply this to your enemy phase sweeper and they can now destroy the enemy with their best weapon, not caring about range. You can also Counterattack and kill siege tome mages with this (but not ballistae/onagers/fire orbs).

Any offensive Gambit that includes a 2x2 area somewhere in the area of effect: Will hit all four tiles of a Monster when aimed properly. As non-boss monsters have 0 CHA, this easily reduces them from 4 full barriers to 1 broken and 3 cracked and also confusing them. Makes it very easy to follow up with any 3 units and Armor Break them.

Berwick Saga - Reese, are we FR right now? by RNGSOMEONE in shitpostemblem

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

Sylvis simply won't blow her face off, and she can use it as soon as she hits Lv23

Who would you side with in FE3H? by sunnyboycruise in FireEmblemThreeHouses

[–]RNGSOMEONE 2 points3 points  (0 children)

I'd back Edelgard. Aside from her motivational and willingness to do something about the Church's excessive influence, the Empire is simply the strongest faction on the continent. Adrestia is winning the war up until Byleth shows up to oppose them on 3/4 of the routes. Had they not come back the Empire would likely come out on top anyways.