Hidden 11 yrs ago Post by PlatinumSkink
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All of them are classes vulnerable to being placed in front, was the first that went through my mind. Though, maybe that's fine. Haha.
Hidden 11 yrs ago Post by Dedonus
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PlatinumSkink said
All of them are classes vulnerable to being placed in front, was the first that went through my mind. Though, maybe that's fine. Haha.


What would you recommend changing?
Hidden 11 yrs ago Post by MercuryHg34
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Well it all depends on what skills you want for your units and what class you want them to end on. For example, my knight's reclass options are Monk and Shaman. I don't intend to reclass into shaman, but picking it gives that unit access to Druid later on (which I do want). All the other skills I want are from Monk, General, Bishop, and finally Holy Knight (my ending class). This is so that she becomes a massive defensive support unit that also excels at taking down risen and other monsters.

You think up some ending units and what their role on the team is, and then figure out what classes they have to go through to best fit that role.
Hidden 11 yrs ago Post by PlatinumSkink
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Eh? You thought that far? I didn't even remotely consider their skills when I made my characters. Hahahahaha.

I don't really like recommending things. I always feel like I am wrong. If you feel anything should be changed, then I leave it to your gut-feeling. Case in point, you don't appear to have a damage-soak character that simply can absorb the damage. Ironically enough, currently, your most damage-soaking character is your archer, not counting the Lord. Well. Perhaps that's fine. I don't know what makes a good team. Perhaps you have a great idea in mind which you intend to set into motion. Hence, I am not going to recommend anything. I just pointed something out in the case you hadn't thought of that. That's about that.
Hidden 11 yrs ago Post by Dedonus
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So, for my sage, let's say I would want it to eventually to become a Battle Mage. Let's say I would want the following abilities:
Sol (Hero) <Assuming I change the archer reclass to fighter/merc> Lv. 5
Ignis (Battle Mage) Lv. 5
Maelstrom (Battle Mage) Lv. 15
Soothing Hand (Valkyrie) / Slow Burn (Dark Flier) Lv. 5
Dual Support (Valkyrie). Lv. 15

Is that too many reclassing?
Hidden 11 yrs ago Post by PlatinumSkink
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Lesse here... Mage can become Valkyrie as well as Battle Mages by some reason, huh... Changing Archer to something that can become Hero... And then Shaman can by some reason become Dark Flyer (Pegasus Riders cannot become Dark Flyers, huh)... ... ... Unless we have an Internal Level limit (which I am unaware of), I don't see a problem. Assuming you're going to be playing for that long. I mean, my first match which started two months ago is not over yet and all my units are still Level 1, and for this you'd need... Loads of levels. Hahahahaha.
Hidden 11 yrs ago Post by Light
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Having a cap on the Internal Level is something you DO want. The higer you ILvl gets, the less exp the unit earns. Capping it out means the rate they lose "exp gain" stops right there. It is a logarithmic slope (the opposite of exponential), so the sooner it caps the better.

However I can't tell you if it caps or where it caps if it does at all.
Hidden 11 yrs ago Post by Light
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So I ended up leaving work early because of insane allergy reactions. Time to (slowly) add players and update matches (because I can barely see) yayyyyy.
Hidden 11 yrs ago Post by PlatinumSkink
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Go for it, GM~! We appreciate your efforts and sacrifices~!
Hidden 11 yrs ago Post by Dedonus
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PlatinumSkink said
Go for it, GM~! We appreciate your efforts and sacrifices~!


Ditto.
Hidden 11 yrs ago Post by Light
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Dedonus, just clarifying that the purchases you listed earlier were not actually bought, correct? I won't put them onto your sheet unless you say that you're buying them for sure.
Hidden 11 yrs ago Post by Light
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Rpg also what is your Lord's eye color?
Hidden 11 yrs ago Post by TheRpgGamer
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Light said
Rpg also what is your Lord's eye color?


i forgot a lot because i'm using my tablet that time but i'm gonna edit my CS now since i'm using the PC just wait
Hidden 11 yrs ago Post by TheRpgGamer
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ok here it is now just did some changes though

Name: Aiden Wolfe

Sex: Male

Appearance:

Initial Weapon: Sword

Asset: Speed

Flaw: Luck

Color:
Blue
Red
Green
Hidden 11 yrs ago Post by Light
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That looks cool, but the blue thing on his face won't be visible on the maps.
Hidden 11 yrs ago Post by TheRpgGamer
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Light said
That looks cool, but the blue thing on his face won't be visible on the maps.


Okay i don't mind
Hidden 11 yrs ago Post by TheRpgGamer
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ok let me ask about the movements because i don't get it much for example i said Aiden move (+3,-1) what does that mean?
Hidden 11 yrs ago Post by Light
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The coordinates in parentheses are used to describe displacement. For movement, it is the difference between where the unit is and where they end up. The exact path is drawn by me based on how to make it look good on the updates, which has no impact mechanically. For other actions, these coordinates can notate where a target unit (be an enemy to attack or an ally to heal, trade, or pair with, etc) is, in order to direct the action properly.

The coordinates are arranged in an X/Y fashion, just like a grid in math class. The X axis notates horizontal displacement, and the Y axis is vertical. So a coordinate of (+3/-1) would be a command to move your unit 3 tiles right, and 1 tile down.

+X to the right
-X to the left
+Y up (or north if you prefer)
-Y down (or south)

Again, you don't have to describe the path to get there, as long as there is at least one unobstructed (by enemies or terrain) path to reach the tile that is 3 to the right and 1 south of your unit, then that unit can travel there.

Also keep in mind how many tiles per turn the unit can move, if you've played Fire Emblem games before, this shouldn't be an issue. Otherwise your unit's Move stat is visible on your spreadsheet (which I added btw, refer to the OP).

If the coordinate is for targeting another unit, as long as the coordinate actually points to a unit (preferably the unit you intend to target), then the action will work just fine. Alternativley, you can substitute this type of coordinate with the name of the unit you wish to target, such as:

Marth Move (+4/+1), Engage (+1/0) with Iron Sword.
or
Marth Move (+4/+1), Engage Roy with Iron Sword.
Hidden 11 yrs ago Post by TheRpgGamer
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Light said
The coordinates in parentheses are used to describe displacement. For movement, it is the difference between where the unit is and where they end up. The exact path is drawn by me based on how to make it look good on the updates, which has no impact mechanically. For other actions, these coordinates can notate where a target unit (be an enemy to attack or an ally to heal, trade, or pair with, etc) is, in order to direct the action properly.The coordinates are arranged in an X/Y fashion, just like a grid in math class. The X axis notates horizontal displacement, and the Y axis is vertical. So a coordinate of (+3/-1) would be a command to move your unit 3 tiles right, and 1 tile down.+X to the right-X to the left+Y up (or north if you prefer)-Y down (or south)Again, you don't have to describe the path to get there, as long as there is at least one unobstructed (by enemies or terrain) path to reach the tile that is 3 to the right and 1 south of your unit, then that unit can travel there.Also keep in mind how many tiles per turn the unit can move, if you've played Fire Emblem games before, this shouldn't be an issue. Otherwise your unit's Move stat is visible on your spreadsheet (which I added btw, refer to the OP).If the coordinate is for targeting another unit, as long as the coordinate actually points to a unit (preferably the unit you intend to target), then the action will work just fine. Alternativley, you can substitute this type of coordinate with the name of the unit you wish to target, such as:Marth Move (+4/+1), Engage (+1/0) with Iron Sword.orMarth Move (+4/+1), Engage Roy with Iron Sword.


thanks
Hidden 11 yrs ago Post by Light
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No prob.
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