In regards to the mire problem, we should split up, the three who can take a max damage mire should go right, Clara or I should go right as well because as long as we stick close to Aruna and Rath rallies us we can tank the mire hits. The other four go left.
Posted: Sun Nov 17, 2013 6:17 am
Hey Rath, you've forgotten to add another Iron Lance into the Convoy Inventory since Leena brought five weapons, not four.
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Posted: Sun Nov 17, 2013 9:41 am
askem2
In regards to the mire problem, we should split up, the three who can take a max damage mire should go right, Clara or I should go right as well because as long as we stick close to Aruna and Rath rallies us we can tank the mire hits. The other four go left.
I'm going to offer up myself since I have less of a risk of dying to begin with. Rath's already rolled a 1 on his Rallys before, but you do get bonuses from Aruna where I do not.
The armor knight is going come down to whoever is on space 9 or 8 and I can handle him better than you can thanks to have higher Strength.
I'm going to suggest that before we make ourselves Mire bait, we take care of the armor knight that's on space 20 currently.
Posted: Sun Nov 17, 2013 11:39 am
Luckily, Mire only has 5 uses.
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Posted: Sun Nov 17, 2013 11:53 am
askem2
In regards to the mire problem, we should split up, the three who can take a max damage mire should go right, Clara or I should go right as well because as long as we stick close to Aruna and Rath rallies us we can tank the mire hits. The other four go left.
Personally you nor Clara should be sacrificing yourselves to be mire bait when Sunil has 2 more res and more HP than both of you guys thanks to the hp tonic.
However in regards to splitting up the party, I'm 100% completely against that. If we split up one of the teams will be sitting ducks, cause physic's range isn't far enough to cover both split parties and we do not have enough healing items to even compensate. While the right side, you have to deal with the mire. I'm pretty positive that the left route will have a fair amount of lava traps and other various traps. Of course this is mere speculation, but its just a read from how many traps there has been already and how they have been laid out along with the fact that this is an S-rank mission. So if we were to split the party, both sides would be taking pretty heavy hits.
We don't need to be constantly progressing forward and it's probably better to play it safe than sorry. One possibly plan we can do (thought it might not be the best or optimal) is to have someone tank the mire at space 8 (preferably Sunil), after we take care of the rev and armor knight of course, and Annis goes and hit and runs on the chest so the team takes minimal damage from those traps. After the mire has been tanked for 5 turns and Annis got the chest, we can go right towards the other 3 chests and also the boss. This is based on the assumption of previous "coded" FE units with siege items where they use their siege weapon once someone gets into range.
Feel free to tear apart my semi-awake analysis and proposal while I go back to studying and working on coding. (No I did not proofread this either)
Posted: Sun Nov 17, 2013 3:31 pm
Considering Rath has kindly proven that there are traps next to each other, it's pretty safe to say that there is no safe route going left. If we do need to head that way, then we're better of going down from the top side (on the other side of the door).
Similarly, it's pretty risky to take the middle route as well because that's also over the lava pit. I'd say 24, 28, and 33 are all traps as well (33 is uncertain, but 24 and 28 are absolutes because they're over the lava).
27 is probably safe though. We can see that going towards the top side of the map there's a sizable incline. The reason 23 was a trap was because it was pretty much level with the lava (and part of the space is also over the lava).
I think the safest route is unfortunately through the Mire deathtrap, especially considering we have a number of units who don't have the ability to move 6 tiles in one go to minimize time spent over the lava traps.
Sunil's pretty much the only option to successfully tank a Mire. Rath's Rally Spectrum is too valuable to put him in the line of fire (and actually would help the Mire bait to tank the hits). Likewise, while Aruna has more Res than anyone, her def is also the worst and would likely take more damage from the armor than the Mire. Also, she's our healer and shouldn't be tanking hits like that. Demoiselle won't increase her defenses to let her take the hits. With that logic, only Sunil can tank. He can at least counter the armor to help Alex (on tile 9) to take out the armor and make it safer to cross. Aruna should also be close by for healing, and Rath (and Ganon) should be just as close for supporting Sunil and Alex. The faster the armor goes down, the less damage Tank! Sunil has to take.
With that...
Sunil: Stand on tile 8 -> Aruna: Be nearby for Demoiselle bonus and fully heal Sunil if needed -> Rath: Rally support -> Alex: Attack armor with Bowfaire or Longbow -> Ganon: Give Alex another turn so he can attack the Armor again.
Annis, Kieran, and Clara should probably wait until the coast is clear once they get the chest on 17 and bait the wolf over lava towards safer ground.
Sunil should take more than enough damage for him to activate Wrath, so if Alex damages the Armor then Sunil can probably finish it off. Heals and rebuffs are important though if we're going to tank this out. Once the armor's dead, Ganon should focus on performing for Aruna so she can heal again or buff Sunil so he can tank more.
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Posted: Sun Nov 17, 2013 3:55 pm
I'd also like to add to the equation that once we do kill the armor knight, he drops a vulnerary which will help Aruna's job alot
Posted: Sun Nov 17, 2013 4:08 pm
Assuming he doesn't use it though.
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Posted: Sun Nov 17, 2013 7:29 pm
Game 3~
-------------------------- {[--- The Mission ---]} --------------------------
Apprehend the necromancer! Use deadly force if necessary. The mission will be over when you capture or kill him OR when all allies are defeated.
------------------------- {[--- About the map ---]} -------------------------
This is an indoor map. Units with the Tantivy skill need to roll a 6-sided die for movement.
There are 3 unopened chests on this map. ---1 on tile 17 ---1 on tile 31 ---1 on tile 35
There are 3 unopened doors with 3 cracked walls next to them. ---1 on tile 42 ---1 on tile 24 ---1 on tile 33
There are pillars (+1 def) and a throne (+2 def, +5 res, heals 5HP, restores condition).
Beware of the traps on tile 3, 5, 11, 14, 16, & 23 and the possible traps on tile 15, 17, 21, 25, 29, & 27! Proceed with caution. --- Tile 3 & 5 are poison traps. (-5 HP and poison status) --- Tile 11, 14, 16 & 23 are lava traps. (-5 HP and burn status)
There are 15 enemies currently on the map. They are: ---1 x Boss on tile 67 ---3 x Priests on tiles 68, 66, & 57 ---2 x Mages on tiles 65 & 43 ---5 x Dark Mages on tiles 55, 45, 48, 41, & 39 ---2 x Armorknights on tiles 42 & 20 ---2 x Wolves on tile 34 & 36
Both Armorknights will drop Vulneraries upon death. The necromancer will drop 500 gold upon death.
---------------------- {[--- How you doing, pal? ---]} ----------------------
Aruna has 14/19 HP. Annis has 11/16 HP and is burned for 5 more turns. Clara has 18/23 HP and is burned for 5 more turns. Kieran has 14/21 HP and is burned for 4 more turns. Sunil has 23/26 HP.
------------------------- {[--- Oh by the way... ---]} -------------------------
Sunil has a weakness to fire magic and laguz slaying weapons. ---exclaim Watch out for the fire mage.
Rath and Kieran have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the mage on tile 65, the halberd the armorknight on tile 42 has, and the horseslayer the armorknight on tile 20 has.
Annis has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the mage on tile 43.
Aruna and Ganon have a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Annis' and Ganon's swords are at a disadvantage (-1) against the armorknight's lance on tile 20. However, Kieran's axe will be super effective (+1) against the armorknight's lance. Clara's lance is at a disadvantage (-1) against the armorknight's axe on tile 42. However, Annis' and Ganon's swords are super effective (+1) against the armorknight's axe.
Annis can steal a 100 gold from each of the dark mages totaling up to 500 gold. She can also steal the Javelin and Hand Axe from the armorknights.
The team's skills
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Rath Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Rally Rainbow Spectrum: Roll a 10-sided die to add to all of an ally's stats.
Annis Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive
Kieran Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Gamble: For attack, roll 20-sided die and take that amount of damage from targeted enemy unit's next attack (Die roll only; Cannot be used when Wrath is active)
Clara Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore terrain bonuses; Passive
Ganon Perform: Allows friendly unit of choice to move out of turn. Move order goes back to normal after invigorated unit finishes their move. Special Performance: Roll 4-sided die. Friendly unit of choice takes less damage and deals more damage in next round for die result. Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Note about Mire: Written by Mel
Queen Melethia Dagon
Anyway those in game 3 are really close to Mire range and most of us can't take it. 9 base magic + 3 from Mire = 12 base damage before the dice roll so the min-max from mire is 13-22 with out defenses/skills coming into play.
Here's the results from Mire stuff at max health with no bonuses to defenses (Dragonskin is accounted for):
Sunil can take a Max Mire Aruna can take a Max Mire Rath can take a Max Mire
Clara dies if a 10 is rolled Kieran dies if a 9 or 10 is rolled Alex dies if a 7 or higher is rolled Annis dies if a 6 or higher is rolled Ganon dies if a 6 or higher is rolled. (Dragonskin is accounted for)
Of course we have rallies and males have Demosielle to help out.
With that noted here is the Mire range map provided by Lethe:
Please take caution.
Posted: Sun Nov 17, 2013 7:41 pm
Suggestions Rath - Do your thing. Annis - Go for the chest or stay close. Kieran - If you roll a 5 or 6 in movement, attack the armorknight and canto back to tile 9 or 10. If you don't roll those, STAY PUT. Aruna won't heal you if you go running off. Clara - Cut the wolf off from attacking Annis. Alex - Bowfaire the s**t out of the armorknight. Ganon - Aruna can haz extra turn plz? :3c
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Posted: Mon Nov 18, 2013 6:01 am
Ninja_Maiden
Suggestions Rath - Do your thing. Annis - Go for the chest or stay close. Kieran - If you roll a 5 or 6 in movement, attack the armorknight and canto back to tile 9 or 10. If you don't roll those, STAY PUT. Aruna won't heal you if you go running off. Clara - Cut the wolf off from attacking Annis. Alex - Bowfaire the s**t out of the armorknight. Ganon - Aruna can haz extra turn plz? :3c
Dunno if you're there, but I did made a suggestion that either Rath or Dylan trade the laguzgaurd to Clara since the wolf is coming down.
Posted: Mon Nov 18, 2013 6:04 am
Little late for that. And Clara was a little far away to begin with.
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Posted: Mon Nov 18, 2013 6:54 am
Ganon Firenight
Little late for that. And Clara was a little far away to begin with.
True about being late, but I wouldn't dare say Clara is too far from Rath or Kieran. Clara can go back to Space 10 by rolling a 4 or more (if she can) and trade one of the boys for laguzgaurd.
And even though Annis will get some damage from the wolf, it's as Amelia said, she will survive in one turn if Aruna heals her (if Ganon rejuvenates her.) So on the next turn, Annis can retreat back and Clara can move forward to attack the wolf. Better be late than never do anything.
Posted: Mon Nov 18, 2013 6:19 pm
Game 3~
-------------------------- {[--- The Mission ---]} --------------------------
Apprehend the necromancer! Use deadly force if necessary. The mission will be over when you capture or kill him OR when all allies are defeated.
------------------------- {[--- About the map ---]} -------------------------
This is an indoor map. Units with the Tantivy skill need to roll a 6-sided die for movement.
There are 3 unopened chests on this map. ---1 on tile 17 ---1 on tile 31 ---1 on tile 35
There are 3 unopened doors with 3 cracked walls next to them. ---1 on tile 42 ---1 on tile 24 ---1 on tile 33
There are pillars (+1 def) and a throne (+2 def, +5 res, heals 5HP, restores condition).
Beware of the traps on tile 3, 5, 11, 14, 16, 21, 25, & 23 and the possible traps on tile 15, 29, & 27! Proceed with caution. --- Tile 3 & 5 are poison traps. (-5 HP and poison status) --- Tile 11, 14, 16, 21, 23, & 25 are lava traps. (-5 HP and burn status)
There are 15 enemies currently on the map. They are: ---1 x Boss on tile 67 ---3 x Priests on tiles 68, 66, & 45 ---2 x Mages on tiles 65 & 43 ---5 x Dark Mages on tiles 55, 45, 48, 41, & 39 ---2 x Armorknights on tiles 42 & 20 ---2 x Wolves on tile 25 & 36
Both Armorknights will drop Vulneraries upon death. The necromancer will drop 500 gold upon death.
---------------------- {[--- How you doing, pal? ---]} ----------------------
Aruna has 14/19 HP. Annis has 9/16 HP and is burned for 4 more turns. Clara has 14/23 HP and is burned for 5 more turns. Kieran has 21/21 HP and is burned for 3 more turns. Sunil has 23/26 HP.
------------------------- {[--- Oh by the way... ---]} -------------------------
Sunil has a weakness to fire magic and laguz slaying weapons. ---exclaim Watch out for the fire mage.
Rath and Kieran have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the mage on tile 65, the halberd the armorknight on tile 42 has, and the horseslayer the armorknight on tile 20 has.
Annis has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the mage on tile 43.
Aruna and Ganon have a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Annis' and Ganon's swords are at a disadvantage (-1) against the armorknight's lance on tile 20. However, Kieran's axe will be super effective (+1) against the armorknight's lance. Clara's lance is at a disadvantage (-1) against the armorknight's axe on tile 42. However, Annis' and Ganon's swords are super effective (+1) against the armorknight's axe.
Annis can steal a 100 gold from each of the dark mages totaling up to 500 gold. She can also steal the Javelin and Hand Axe from the armorknights.
The team's skills
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Rath Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Rally Rainbow Spectrum: Roll a 10-sided die to add to all of an ally's stats.
Annis Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive
Kieran Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Gamble: For attack, roll 20-sided die and take that amount of damage from targeted enemy unit's next attack (Die roll only; Cannot be used when Wrath is active)
Clara Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; Passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore terrain bonuses; Passive
Ganon Perform: Allows friendly unit of choice to move out of turn. Move order goes back to normal after invigorated unit finishes their move. Special Performance: Roll 4-sided die. Friendly unit of choice takes less damage and deals more damage in next round for die result. Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Note about Mire: Written by Mel
Queen Melethia Dagon
Anyway those in game 3 are really close to Mire range and most of us can't take it. 9 base magic + 3 from Mire = 12 base damage before the dice roll so the min-max from mire is 13-22 with out defenses/skills coming into play.
Here's the results from Mire stuff at max health with no bonuses to defenses (Dragonskin is accounted for):
Sunil can take a Max Mire Aruna can take a Max Mire Rath can take a Max Mire
Clara dies if a 10 is rolled Kieran dies if a 9 or 10 is rolled Alex dies if a 7 or higher is rolled Annis dies if a 6 or higher is rolled Ganon dies if a 6 or higher is rolled. (Dragonskin is accounted for)
Of course we have rallies and males have Demosielle to help out.
With that noted here is the Mire range map provided by Lethe: