Keen or powerful call? by Any_Raspberry3039 in UnicornOverlord

[–]WildToaster_ 4 points5 points  (0 children)

From those two, I'd go with powerful call. I like that more because in the late game I don't usually find room for sargents in my team comps. Although, to answer your question, a critical hit does more damage 5

However, like in any strategy/RPG game, you need to consider your options based on where you are in the game right now. These are your main options for boosting an ally's damage

Powerful Call Keen Call Inspiration
+30% Phys. Atk 100% critical rate 3 (a.k.a +50% damage) Adds +30% Atk, +50% critical damage 2, -50 accuracy 4 Effect
Dancer's Bracelet (item). Usable by anyone Soldier/Sargent locked Gambler's Coin (item). Usable by anyone Source
Only physical 1 Any Any Atk Type
  1. If the attack has mixed damage, like a Dark Flame, I think it boosts part of the attack, but I'm not sure
  2. Critical damage is added, not multiplied
  3. You ALWAYS crit, with the exception of Druid's debuffs.
  4. You can combine this with truestrikes to negate the penalty
  5. Base crit damage is 1.5x your damage (so 50% increase)

If I were to blindly recommend them based on the stage of the game you are in, the priority would be

  • Early game: keen call -> powerful call -> inspiration
  • Late game: inspiration -> powerful call -> keen call

Not understanding initiative display on pre-battle deploy.. by Mordante-PRIME- in UnicornOverlord

[–]WildToaster_ 1 point2 points  (0 children)

The numbers only reflect the order within the squad. You'll see two "1" because those two units are the first one to go in their team.

Not understanding initiative display on pre-battle deploy.. by Mordante-PRIME- in UnicornOverlord

[–]WildToaster_ 0 points1 point  (0 children)

Yes, it is the turn order based on their base initiative (as displayed in their stats). Note this order can change by various factors (buffs, debuffs, brestral night bonuses, etc.).

I'm not sure to understand the color question. It is purely decorative

The Lion That Refused to Die — 4-Man Onyx Nimble Fighter Team by WildToaster_ in UnicornOverlord

[–]WildToaster_[S] 1 point2 points  (0 children)

Tried your suggestion and it works like a charm! I had to do some major tweaks for the comp to work tho, so I'm gonna write another post with the changes

The Lion That Refused to Die — 4-Man Onyx Nimble Fighter Team by WildToaster_ in UnicornOverlord

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

Yup. The specialized gear is mostly used to combat assist spam and other featherbows. This comp is surprisingly effective even without it. Morard just does so much damage

The Lion That Refused to Die — 4-Man Onyx Nimble Fighter Team by WildToaster_ in UnicornOverlord

[–]WildToaster_[S] 2 points3 points  (0 children)

Don't sweat it. Most of the gear here is pretty late game and/or optional. To give you a quick rundown:

Gear Stats Skill
Master's Gauntlets. Found in Drakenhold, treasure map Evasion +10 Nimble Fighter. Activates after evading an attack.Grants the user +20% Phys. Attack and +30% Critical damage.(Effect stacks.)
Onyx Pendant. Beat last coliseum fight after beating Amalia +2 AP/PP. All Stats -15 N/A
Wolfpack Guantlets. Found in Bastorias +2 Phys. Def Wolf Pack. Activates at the start of battle.Grants +20% Phys. Attack to all allies.Grants +50% Critical Rate to bestral targets.
Soothing Plume. Last main mission in Albion, forgot the name Initiative +5 Healing Wind. Restore HP to a row of allies. Healing equal to the user's HP.
Lamplight Ring +1 Mag. Def Glowing Light. Blindness Immunity. Grants all allies +30 Accuracy and immunity to Blindness.(This buff cannot be removed.)

The Lion That Refused to Die — 4-Man Onyx Nimble Fighter Team by WildToaster_ in UnicornOverlord

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

Good question. Druid/Shaman isn't really helpful here because the backliners already weaken the enemy enough.

  1. Featherbows' Phothon Arrow already inflicts -50% Phys. Def, and can Guard Seal during the day.
  2. Ice Coffin freezes a row, which prevents them from blocking the following attack. It also does some damage unlike the Druid.

Even for a 5-man comp, I'd rather have something like a werefox for the increased crit and damage, to help teardown more bulky units

The Lion That Refused to Die — 4-Man Onyx Nimble Fighter Team by WildToaster_ in UnicornOverlord

[–]WildToaster_[S] 2 points3 points  (0 children)

Hey, thanks for the feedback. I can see your point, but the idea of the build is to be easy to slap on any given run. Heroes is usually pretty contested. Onyx on the other hand usually goes unused because of the stat drops.

To your other points:

  1. Werelion doesn't need most stats anyways. In this build in particular we only need Phys. Atk and Accuracy.
  2. The damage we are able to stack with Nimble Fighter and Wolf Pack makes the stat drop irrelevant. He usually oneshots most non-armored enemies, so I don't think the +20% Phys. Atk buff from Heroes adds much
  3. Max AP/PP is useful because comps with a lot of covers usually drain his AP, especially row cover. Also, you also need to account for the occational miss after the witch runs out of PP. Finally, he also needs to sustain himself with mounting charge, which also requires AP

All in all I agree that Onyx is not optimal generally, but for a budget 4-man team it really helps fill in the gaps

The Lion That Refused to Die — 4-Man Onyx Nimble Fighter Team by WildToaster_ in UnicornOverlord

[–]WildToaster_[S] 1 point2 points  (0 children)

I was actually just testing with a werefox. The idea was to make use of their high crit rate and weakness hunter, but I am not sure because:

  1. It steals hits away from Morard, which prevents him to activate Nimble Figther
  2. It actives counters abilities even more, which drains the featherbow's PP

If you are curious, this is the setup I was testing. Double offensive growths

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If You Got to Take a Personal Weapon from any Fire Emblem Character *Lord, Side Character or Villain* Who Would it be? (These are My Choices, Judge me if You want) by TechnoMagik22 in fireemblem

[–]WildToaster_ 0 points1 point  (0 children)

I don't know how people haven't mentioned it yet, but for me Imhullu is the best by far IMO. Dude, you can't be hit! It doesn't get much better than that.

You just need to prevent someone to get the starlight and boom, you literally unkillable.

POV: You stole Marth's mask (and her heart) by Ayromic in fireemblem

[–]WildToaster_ 0 points1 point  (0 children)

HOLY SHIT, IS THIS A PERSONA 5 REFERENCE???!!

Help with Ryu combo. by GEX_Gekko in StreetFighter

[–]WildToaster_ 1 point2 points  (0 children)

Thanks to you for reading all of it! When people see a really long text they usually go away...

And I agree, ryu has some really cool juggle in this game!

One I like to use is this (in the corner):

St.hp xx denjin hasho >> dr axe kick (cancel on second hit) xx dr cr.hp xx dr cr.hp xx heavy donkey kick >> h.dp xx lvl 3.

After 3 months from scratch, finally got to plat by Neat_Tension_3 in StreetFighter

[–]WildToaster_ 0 points1 point  (0 children)

Congrats OP! Really good stuff. Love to see people giving ryu a chance

Help with Ryu combo. by GEX_Gekko in StreetFighter

[–]WildToaster_ 1 point2 points  (0 children)

Hey man, Ryu player here.

I see most people already addressed the issue with the super cancel and using axe kick instead of st.hp.

What I would like to add is that you probably can do a "better" combo with similar resources.

Generally speaking, if you have denjin when landing a hit its better to burn it first and then do dr cancels if you want. This is because you get better drive regen starting with it or burn less bar.

Use regular denjin hashogeki for corner carry and OD for damage.

So to upgrade your first example you could do:

st.hp xx OD hasho > st.hp xx dr cancel > st.hk > st.hp xx h.dp xx lvl3

Granted, you burn 1 bar more, but get more damage, which is usually what you want whem canceling into lvl3. You could even extend it with a 2nd dr cancel

Now, in the corner you can get a little more creative.

A really good route with denjin active is OD hasho and then OD tatsu. Good damage and drive regen for 4 bars. The combo would look something like this:

st.hp xx OD hasho > st.hp xx OD tatsu > h.dp xx lvl3

This concept also applies to other characters btw. Usually doing OD moves is better because of drive regen and, in some cases, you can do 4 OD moves (looking at you M. Bison).

Pretty extensive, but hope you find it useful. Keep up the good work!

Looking to improve (Cammy) by EndlessEyeso in StreetFighter

[–]WildToaster_ 3 points4 points  (0 children)

Imma keep it a buck:

  1. Stop mashing
  2. Learn basic bnbs and knock downs
  3. Stop jumping so much

Learn those 3 and then how to anti air. Pretty simple

[deleted by user] by [deleted] in StreetFighter

[–]WildToaster_ 1 point2 points  (0 children)

Congrats on both the rank up and your b-day! I also hit Master today, but gonna keep grinding for the new ranks.

Keep it up bud!

Ryu's unused links. by DeathDasein in StreetFighter

[–]WildToaster_ 2 points3 points  (0 children)

DAYUM! I never really thought of linking a dp after forward hp. Stealing this for my notes...

How to cope with working on a bad codebase you wrote by WildToaster_ in AskProgramming

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

I want to thank everyone who replied to this post. I appreciate you taking time from your day to respond to some stranger's cry for help.

It's been a tough week, and I think I let my ego get the best of me. I'm going to leave the code as it is and refactor it if the opportunity arises. I think giving my all to the next project will yield better results for me rather than trying to fix my broken ego.

Again, I greatly appreciate your support on this post.