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    @Cucoo

    That's the thing.

    Even John has limits. He wouldn't try and drown her in an ocean, but he would help transport her out of the battle.

    The only way I see Robin's plan working and where he gets killed would be if they transported her near the shore of Lake Suwa. At least then, John won't have to say to her that he was responsible for submerging her in water.

    It keeps John's conscience clean, gets Flandre out of battle, and gives you the chance to get Robin killed.
    Last edited by S121; 10-10-2013, 01:04 AM.
    Originally posted by S121
    Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
    sigpic

    Comment


      @S121

      I was thinking of using wind magic on his dying breath for that part but ok :P


      Comment


        @Cucoo

        Oh, just a heads up, Robin is with Gold team, which means that he's too far away to reach the others in the middle. There are thousands of Nucleoids blocking his path, so you might want to do a quick edit, just to keep things flowing smoothly.

        I would recommend hitching a ride on one of his tornadoes riding it to John and Miko (preferably without the razor blades in it.).





        EMERGENCY EDIT:

        Let's not all forget that Tricky is about to slam into Flandre with a train.
        Originally posted by S121
        Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
        sigpic

        Comment


          oh thank you for saying that *jumps to IC*

          yes im like a protective mother XP
          Have you ever crossed the line between sanity and madness? You would be amazed by what lies beyond the fog..

          Spoiler:

          Comment


            @ S121

            Right...
            let's assume he fought his way through. Canon to what he can do sometimes as I would do In my game file, I had him pull that sort of stunt...a lot...
            One time He got trapped in a swarm of enemies and lost very little health while eliminating anything that attacked him during the enemy phase. Literally...
            The way enemy AI's in FE work is they prioritize attacks in this order: "squishiest" unit in range then if there is any unit in range at all. So during this incident, Robin was the only unit in range...and so it looked like the enemy was just performing suicide against him.
            Though Robin is far from being the most broken unit in the game. That would go to his daughter(s). And I'm planning on introducing Morgan, All 5 ideal skills available to her...which makes her one of the most OP characters in the game.
            Hence why I made the joke where the enemy commander could say
            "I have an army."
            Then (If Chrom was here)
            "We have a Morgan."

            ...actually...
            I need to figure out who Morgan's mother would be for this...
            ........hrm...


            Comment


              @Cucoo

              Ok.

              What skills make her the most OP in the game?
              Originally posted by S121
              Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
              sigpic

              Comment


                first off, the fact she has virtually access to all skills in the game (even some male exclusives).

                Gale force is a skill that allows her to attack again after defeating an enemy. this makes sense in turn based...
                Renewal restores 30% health at beginning of each turn
                Limit Breaker adds 10 points to all stats (easily making any unit more powerful than traditional max)
                Vantage allows for attack first when HP is under half
                The standard issued skills for a grandmaster: Solidarity, Rally Spectrum, Ignis
                Aegis and Pavise cuts damage in half when passively activated
                Counter, which deals the damage done to the unit back to the attacker (unless the blow is a fatal blow)
                Lethality, a low activation rate insta-kill
                The "Breaker" skills, which cuts the effectiveness of any weapon used against the unit with the appropriate breaker skill in half.
                Miracle, which allows a unit to sometimes survive fatal blows with 1 hp

                and I can keep going through the list...

                Spoiler:

                Veteran Experience gain x 1.5 when paired up
                -
                Tactician
                1

                Solidarity Critical and Critical Avoid +10 to adjacent allies
                -
                Tactician 10

                Ignis
                Adds (Magic)/2 to Strength when dealing physical damage and (Strength)/2 to Magic when dealing magical damage
                Skill%
                Grandmaster
                5

                Rally Spectrum
                All stats +4 to all allies within a 3 tile radius for one Turn when the Rally command is used
                Command
                Grandmaster 15

                Discipline
                Weapon experience x2
                -
                Cavalier
                1

                Outdoor Fighter
                Hit rate and Avoid +10 when fighting outdoors -
                Cavalier
                10

                Defender
                All stats +1 when paired up
                -
                Paladin
                5

                Aegis
                Halves damage from bows, tomes and dragonstones *1
                Skill% Paladin
                15

                Luna
                Ignores half the enemy's Defence or Resistance
                Skill%
                Great Knight
                5

                Dual Guard+
                Adds 10% to the Dual Guard rate
                -
                Great Knight 15

                Defence +2
                Defence +2 -
                Knight
                1

                Indoor Fighter
                Hit rate and Avoid +10 when fighting indoors -
                Knight
                10

                Rally Defence
                Defence +4 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                General
                5

                Pavise Halves damage from swords, lances, axes (includes magical variants) and beaststones *1
                Skill% General 15

                Avoid +10
                Avoid +10 -
                Myrmidon
                1

                Vantage
                When HP under half, always attack first during the enemy's Turn
                -
                Myrmidon 10

                Astra
                Deals 5 consecutive hits with half damage Skill/2%
                Swordmaster
                5

                Swordfaire
                Strength +5 when equipped with a sword (Magic +5 when equipped with the Levin Sword)
                -
                Swordmaster 15

                Armsthrift
                Attack does not reduce weapon usage
                Luck*2%
                Mercenary
                1

                Patience
                Hit rate and Avoid +10 during the enemy's Turn
                -
                Mercenary
                10

                Sol
                Recover HP equal to half the damage dealt to the enemy Skill%
                Hero
                5

                Axebreaker
                Hit rate and Avoid +50 when the enemy is equipped with an axe -
                Hero
                15

                HP +5
                Maximum HP +5 -
                Fighter
                1

                Zeal
                Critical +5 -
                Fighter
                10

                Rally Strength
                Strength +4 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                Warrior
                5

                Counter
                Returns damage when attacked by an adjacent enemy (except damage that KOs the user) *1 -
                Warrior
                15

                Despoil
                Obtain Bullion (S) from the enemy if the user defeats the enemy Luck%
                Barbarian 1

                Gamble
                Hit rate -5, Critical +10 -
                Barbarian 10

                Wrath
                Critical +20 when under half HP
                -
                Berserker
                5

                Axefaire
                Strength +5 when equipped with an axe (Magic +5 when equipped with the Bolt Axe)
                -
                Berserker 15

                Skill +2
                Skill +2
                -
                Archer
                1

                Prescience Hit rate and Avoid +15 during the user's Turn
                -
                Archer
                10

                Hit Rate +20
                Hit rate +20 -
                Sniper
                5

                Bowfaire
                Strength +5 when equipped with a bow -
                Sniper 15

                Rally Skill
                Skill +4 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                Bow Knight
                5

                Bowbreaker
                Hit rate and Avoid +50 when the enemy is equipped with a bow -
                Bow Knight 15

                Locktouch
                Open doors and chests without the need of keys -
                Thief
                1

                Movement +1
                Movement +1 -
                Thief
                10

                Lethality
                Instantly defeats the enemy Skill/4%
                Assassin
                5

                Pass User can pass through tiles occupied by enemy units -
                Assassin 15

                Lucky Seven
                Hit rate and Avoid +20 up to the 7th Turn
                -
                Trickster 5

                Acrobat
                All traversable terrain costs 1 movement point to cross
                -
                Trickster 15

                Speed +2 Speed +2
                -
                Pegasus Knight
                1

                Relief
                Recover 20% HP at the start of the user's Turn if no units are within a 3 tile radius -
                Pegasus Knight 10

                Rally Speed
                Speed +4 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                Falcon Knight
                5

                Lancefaire
                Strength +5 when equipped with a lance (Magic +5 when equipped with the Shockstick)
                -
                Falcon Knight 15

                Rally Movement
                Movement +1 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                Dark Flier
                5

                Galeforce
                Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn) -
                Dark Flier 15

                Strength +2 Strength +2 -
                Wyvern Rider
                1

                Tantivy
                Hit rate and Avoid +10 if no allies within a 3 tile radius -
                Wyvern Rider 10

                Quick Burn
                Hit rate and Avoid +15 at the start of the chapter. Effect decreases with each passing Turn -
                Wyvern Lord
                5

                Swordbreaker
                Hit rate and Avoid +50 when the enemy is equipped with a sword -
                Wyvern Lord 15

                Deliverer
                Movement +2 when paired up
                -
                Griffon Rider
                5

                Lancebreaker
                Hit rate and Avoid +50 when the enemy is equipped with a lance -
                Griffon Rider 15

                Magic +2
                Magic +2
                -
                Mage
                1

                Focus
                Critical +10 when no allies within a 3 tile radius
                -
                Mage
                10

                Rally Magic
                Magic +4 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                Sage 5

                Tomefaire Magic +5 when equipped with a Tome -
                Sage 15

                Hex
                Avoid -15 to all adjacent enemies
                -
                Dark Mage
                1

                Anathema
                Avoid and Critical Avoid -10 to all enemies within a 3 tile radius
                -
                Dark Mage
                10

                Vengeance Deals (user's Max HP - Current HP)/2 extra damage
                Skill*2%
                Sorcerer
                5

                Tomebreaker
                Hit rate and Avoid +50 when the enemy is equipped with a tome -
                Sorcerer 15

                Slow Burn
                Hit rate and Avoid increases by 1 each Turn, up to the 15th Turn
                -
                Dark Knight
                5

                Lifetaker
                User recovers 50% HP after they defeat an enemy during the user's Turn
                -
                Dark Knight 15

                Miracle
                Character survives with 1 HP after receiving an attack that would otherwise KO them (must have over 1 HP)
                Luck%
                Priest,
                Cleric
                1

                Healtouch
                Restores an extra 5 HP when healing allies -
                Priest,
                Cleric
                10

                Rally Luck
                Luck +8 to all allies within a 3 tile radius for one Turn when the Rally command is used Command
                War Monk,
                War Cleric
                5

                Renewal
                Recover 30% HP at the start of the user's Turn
                -
                War Monk,
                War Cleric 15

                Resistance +2
                Resistance +2
                -
                Troubadour 1

                Demoiselle Avoid and Critical Avoid +10 to all male allies within a 3 tile radius -
                Troubadour 10

                Rally Resistance
                Resistance +4 to all allies within a 3 tile radius for one Turn when the Rally command is used Command Valkyrie
                5

                Dual Support+
                Increases the support bonus effect
                -
                Valkyrie 15

                Aptitude
                Adds 20% to all growth rates during Level Ups -
                Villager
                1

                Underdog
                Hit rate and Avoid +15 when user's Level is lower than the enemy (promoted units count as Level +20)
                -
                Villager
                15

                Luck +4
                Luck +4 -
                Dancer
                1

                Special Dance
                Strength, Magic, Defence and Resistance +2 for one Turn for the unit who receives the user's Dance
                -
                Dancer
                15

                Even Rhythm
                Hit rate and Avoid +10 during even numbered Turns
                -
                Taguel
                1

                Beastbane
                Deals effective damage to (beast) units when user is a Taguel -
                Taguel 15

                Odd Rhythm Hit rate and Avoid +10 during odd numbered Turns -
                Manakete
                1

                Wyrmsbane
                Deals effective damage to (dragon) units when user is a Manakete
                -
                Manakete
                15

                Shadowgift Enables usage of Dark Tomes for Tome wielders
                (Aversa, Morgan as Aversa's daughter, DLC Micaiah and DLC Katarina only) -
                -
                -

                Conquest Negates user's (beast) and (armour) type weaknesses (Walhart, Morgan as Walhart's son, Zephiel and DLC Ephraim only) -
                -
                -

                Resistance +10
                Resistance +10 -
                Dread Fighter *2 1

                Aggressor
                Attack +10 during the user's Turn
                -
                Dread Fighter *2 15

                Rally Heart
                All stats +2 and Movement +1 to all allies within a 3 tile radius for one Turn when the Rally command is used Command Bride *2 1

                Bond
                Restores 10 HP to all allies within a 3 tile radius at the beginning of the user's Turn
                -
                Bride *2 15

                All Stats +2
                Strength, Magic, Skill, Speed, Luck, Defence and Resistance +2
                (Learned by using the All Stats +2 item *2)
                -
                -
                -

                Paragon
                Experience gain x2
                (Learned by using the Paragon item *2)
                -
                -
                -

                Iote's Shield
                Negates user's (flying) type weakness
                (Learned by using the Iote's Shield item *2)
                -
                -
                -

                Limit Breaker
                Raises the character's maximum stats by 10
                (Learned by using the Limit Breaker item *2)
                -
                -
                -
                Last edited by Cucoo5; 10-10-2013, 01:42 AM.


                Comment


                  well then.. time to sleep, cya ^^
                  Have you ever crossed the line between sanity and madness? You would be amazed by what lies beyond the fog..

                  Spoiler:

                  Comment


                    @ Kristia

                    night night

                    and I might do the same soon so I can wake up earlier...


                    Comment


                      @Cucoo

                      What skills is she going to have in the RP?

                      We might need to find a way to make them fit into the RP, or at least the ones that require "breaker skills" and gives 10 points to all stats. We need a more accurate way to incorporate them into the RP. How high do stats go in FE?

                      I'll admit, the insta-kill and 30% heal rate per turn might be a little much, especially against other Characters... -_-; How long would a turn be in the RP?





                      @Kristia

                      Nighty night.
                      Originally posted by S121
                      Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
                      sigpic

                      Comment


                        Converting things from turn-based to real-time is always the fun part...

                        She can have 5 skills at any given battle...
                        I'll have to open up my game and see what stats A grandmaster could have...and I know for a fact that I don't have the highest possible...
                        There's this super secret means of reclassing and leveling a unit so that they have stats grow in such a fashion you can get the highest possible.
                        Of course, with FE: A with unlimited levels allows for stat maxing a bit easier, but there's a mechanic that determines what the max stats are for the child units. based on the parents and combining some things and adding something else...

                        Anyway I have to definitely figure things out.
                        Last edited by Cucoo5; 10-10-2013, 01:55 AM.


                        Comment


                          @Cucoo

                          Ok, at first I thought you meant that she would have all of the skills in the RP.
                          Originally posted by S121
                          Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
                          sigpic

                          Comment


                            @ S121

                            Aye aye...I gotta pick out some things.
                            The beauty of FE is that you can make it so that it conforms to your playstyle a bit.
                            In awakening I just went with my army of 3 grandmasters and then had a handful of swordmasters with a few sages and snipers.

                            I'll figure something out eventually.

                            EDIT: ok stats for a capped grandmaster (My more powerful daughter of "Robin" (who in my file I named Cicero) is Nah, who was a manakete (dragon) that I reclassed to grandmaster.)

                            Her stats are:
                            HP: 80
                            Str: 39
                            Mag: 46
                            Skill: 39
                            Spd: 41
                            Lck: 47
                            Def: 38 *
                            Res: 37 *

                            All stats except Def and Res are capped on her.

                            Now, comparing Nah's stats to her father, Robin (aka Cicero in my file :P)

                            Cicero's stats (difference in parenthesis)
                            HP: 80
                            Str: 37 (-2)
                            Mag: 44 (-2)
                            Skill: 37 (-2) *not capped
                            Spd: 43 (+1)
                            Lck: 37 (-10) *not capped
                            Def: 39 (+1)
                            Res: 31 (-6) *not capped

                            Now, a for an enemy in endgame (there's a method to the madness here) on normal difficulty...I'll pick a dark knight (the closest thing to a Grandmaster in a sense). and I'll compare the difference to Nah

                            HP: 70 (-10)
                            Str: 21 (-18)
                            Mag: 26 (-20)
                            Skill: 24 (-15)
                            Spd: 22 (-19)
                            Lck: 18 (-29)
                            Def: 25 (-13)
                            Res: 19 (-12)

                            Now FE is a game where the numbers pretty much decide everything.
                            Next, the weapons.
                            Nah I have equipped with an
                            unforged Thoron with a
                            Might (MT) of 14
                            Hit rate of 65
                            Crit rate of 10

                            Now this is where there's a slight influence by combination of stats, but this is Nah's stats with this weapon.

                            Atk: 62
                            Hit: 152
                            Crit: 29
                            Avo: 85

                            Now these numbers tell what she can deal in raw, unblocked, damage and what odds she has at dodging.

                            Now let's look at the Dark Knight I picked
                            He had a forged Bolganone with
                            MT 16,
                            Hit 85,
                            Crit 0

                            This means his stats are:

                            Atk: 43
                            Hit: 135
                            Crit: 12
                            Avo: 42

                            Now what do all these numbers say?

                            Let's look at what the dark knight can do to Nah.

                            His atk is 43
                            Because it's magic, it gets blocked by res (resistance)
                            Nah has
                            Res: 37

                            Therefore this enemy could deal 43-37=6 dmg points in one hit.
                            His chance of hitting Nah is...
                            His hit of 135
                            minus Nah's
                            Avo: 85

                            Therefore...his chance of hitting her is: 135-85 = 50% chance
                            Now will he do 2 hits during his turn?
                            Now we look at speed...
                            His speed is
                            Spd: 22
                            And Nah's is
                            Spd: 41

                            41 > 22
                            Therefore, he cannot do two hits.

                            Now I can't remember the math for crits but basically, ignoring crits
                            The dark knight can do only 6 dmg on Nah on the 50% chance of him actually landing a hit.

                            This is the raw base calculations.

                            So what's the point?

                            Good question...It's supposed to illustrate the difference between an enemy and one of my strongest Grandmasters.
                            Thus putting into perspective what an Ideal Grandmaster would be almost capable of.
                            Which would be a few stats greater than Nah's

                            Anyway I'll work out the math some more...

                            cheers

                            EDIT 2: something else is affecting my math slightly

                            Anyway the actual things that Nah can do to that dark knight (and what it can do to her) is as follows:

                            Nah:
                            Atk on enemy: 43 x2 [aka double hit]
                            Hit %: 100% chance
                            Crit %: 10% chance

                            Dark Knight:
                            Atk on Nah: 5
                            Hit %: 50%
                            Crit %: 0%

                            Battle results should be:
                            Nah HP: 80->75
                            DK HP: 70->0

                            How this battle turns out:

                            Nah strikes first:
                            Nah's Ignis skill kicks in
                            Thoron deals 62 dmg
                            DK has 8 hp remaining

                            DK attacks
                            Attack misses

                            Nah strikes again
                            Thoron deals 43 dmg
                            DK HP is now 0

                            EDIT 3:
                            now a mechanic in FE: A that makes grandmasters really OP is when you team them up with another Grandmaster/Powerful unit
                            So having Morgan alone is gimping her incredibly. (and all those claims where I said I had robin solo through an army? I forgot that he wasn't solo per-se. Chrom's stats were added to his as I had partnered them up during that scenario.
                            Last edited by Cucoo5; 10-10-2013, 03:18 AM.


                            Comment


                              Good morning everyone

                              @Cucoo

                              Pfft, you call that OP. Watch this boss.


                              Something you might not notice immediately is that the player is using potions instead of just magic to heal himself. This is because if he did use magic the boss would heal as well. And I guess I don't have to mention that pretty much all attacks drain the player of all HP. The only reason that they are surviving is because they have a skill that ensures that they always have 1 HP remaining if they weren't already that low. And then there is the fact that he is lightning fast, being able to teleport behind the player when they are attacking him and counterattack or lounging at the player just to teleport back and lounge one more time. Oh, and did I mention that this boss is pretty nerfed? Just look at that life bar. He only have one bar. In KH2 and other games they have 9 or more bars I think. He is shown to have much more health in other battles in the game that aren't that difficult.

                              I wonder who in the RP would be able to defeat them if I didn't nerf them extremely. John have the advantage of having spartan time, but as I see it he's pretty slow and speed is definitively the key in this fight. That video showed Ventus fighting him, the fastest one of the characters. He's much harder with for example Terra, the slowest one. And as I see it Terra is still pretty fast. Maybe some of the Touhou characters can beat him. Now don't even get me started on Young Xehanort in BBS.
                              Born in the light.
                              Molded in the dark
                              .

                              Never Forget,
                              Keep Fighting.
                              –Don't Forget.
                              Always, somewhere,
                              someone is fighting for you.
                              –As long as you remember her,
                              you are not alone.

                              Comment


                                Kingdom hearts has uber strong people, point.

                                and hi katrix
                                Have you ever crossed the line between sanity and madness? You would be amazed by what lies beyond the fog..

                                Spoiler:

                                Comment

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