Author Topic: Fire Emblem 9 (AS Scaled against In-Game Enemies)  (Read 2405 times)

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Fire Emblem 9 (AS Scaled against In-Game Enemies)
« on: May 20, 2010, 09:47:53 AM »
Yes, yet another FE 9 topic! Which a few major differences

1. AS Scaled against In-Game Enemies: Characters will be listed with percentage-based Double Rates. These will be based on endgame enemies (Which some of the curves smoothed out. For example, in the final chapter I got the numbers from, there were about 15 enemies with 17 speed, 1 with 16 speed, and 7 with 15 speed. I standardized a bit so there to try to remove some of the RNG spikes). For about 6 of the PCs, they instead have a Doubled Rate (Which means they were doubled more often than they doubled enemies). The only ranked one is Ena, whose PC form is so bad that I didn't even deal with throwing in the extra in.

2. Effects of Doubling on Averages:
Double Rate went straight to damage.
Doubled Rate modified HP.

3. Levels: I used NEB's notes on varying levels. If you want to see that (and get all the generalized FE notes that tend to be included in most other topics, go here: http://www.rpgdl.com/forums/index.php/topic,4663.0.html

4. Crits and How to Read Damages:
I tried to condense information on crits/forging/non-forged weapons etc...It's generally to be read like
Silver Axe- 35 Damage……(31.8 Damage w/ 5% Crit Rate), <29.5 Damage, 26.8 Base>, 92% Accuracy
Red= Average of Crits/Skills on Normal Attacks
Green= Base damage and crit rate
Blue=Non-forged weapons (Note that limiting to 1 forged weapon per battle is realistic given the limitations on forging in game).

5. Evasion and Accuracy:
Evasion is scaled against enemy HIT averaging 125. Accuracy is based around approximately 40 Avoid. Evasion in the other topics are taken against 140, but are taken raw (meaning that it isn't scaled as a stat). This method tends to reward the excellent evasion and of course punishes the poor evasion.

6. Averages up Top:
HP: 45.2
Def: 18.6
Res: 14.8
Damage (W/ All Crits/Accuracy factored in): 42.7 (41 w/o starting weapons included)
-->Kill Point: 107 (105)
Damage (Only w/ Crits/Special going off in 3 turns): 40 (39)
-->Kill Point: 100 (98)

7. This is kind of tentative, and I just wanted to get the idea up. Of course, given that the view is kind out there, feel free to somewhat use the topic as a sounding board for the general AS scaling idea! Please feel free to tell me if I'm explaining the idea well enough here.

RANKED PCs
Ike (Lord):
47.8 HP, 24 Str, 9.6 Mag, 24.2 Skl, 26.4 Spd, 21 (26) Def, 15 Res, 17.5 Luck
DL Damage: 71.4 (36.8 Damage, 94% Double Rate)
Durability: 106% HP, 17.5% Evasion
Cuts Phys by 7.4 (40%), Cuts Magic by 0.2 (1%)
1% Magic Status Resistance, Immune to Crits

Aether - 24% chance of Normal Parasitic Healing, then a second hit that does damage based off Def/2 in place of a normal physical, 62 damage total, 27 Healing, Melee Only.  Note that while the first hit is insured (given the order of checks), the second makes its own accuracy check.
Normal Aether Hit: 27 Damage+25 Half ITD+27 Healing to Ike
Critical Averaged Aether: 30.6 Damage+26 Half ITD+30.6 Healing to Ike

Ragnell- 36.8 Damage…(30.6 Damage, 24.2% Aether Rate) (25 w/ 11.1% Crit Rate), 104% Accuracy, 1-2 Range,

Boyd (Warrior):
56.5 HP, 27.8 Str, 2.6 Mag, 22 Skl, 21.4 Spd, 15 Def, 10 Res, 15.2 Luck
DL Damage: 52.2 (35 Damage, 62% Double Rate, 92% Accuracy)
DL Durability: 125% HP, -11.5% Evasion
Takes extra 3.6 from Phys (19.9%), Takes extra 4.8 from magic (26.5%)
Adds 24% to magical status, Adds 1.2% to Crit Rates

Silver Axe- 35 Damage……(31.8 Damage w/ 5% Crit Rate), <29.5 Damage, 26.8 Base>, 92% Accuracy
Hand Axe- 25.1 Damage…(22.8 Damage w/ 5% Crit Rate), <19.6 Damage, 17.8 Base>, 79% Accuracy
Steel Bow- 27.3 Damage…(24.8 Damage w/ 5% Crit Rate), <21.8 Damage, 19.8 Base>, 92% Accuracy

Elincia (Princess Crimea):
30.6 HP, 10.8 Str, 16.8 Mag, 18.7 Skl, 20.4 (19.2) Spd, 12.5 (15.5) Def, 17.1 (20.1) Res, 18.6 Luck
DL Damage: 6.8 (6 Damage, 20% Double Rate, 94% Accuracy)
DL Durability: 67.7% HP, -13.5% Evasion
Takes extra 3.1 from Phys (17.1%), Cuts Magic by 5.3 (29.3%)
Cuts Magical Status by 15.5%, Cuts Crit Rates by 2.2%
Renewal - Recovers 10% of users HP per turn

Amiti:  6 Damage………….(2.8x2 Damage w/ 3.35% Crit Rate), 94% Acc

Ena (Red Dragon):
53.5 HP <51.4>, 20.4 (25.4) Str, 9 Mag, 17.5 (21.5) Skl, 15.6 (19.6) Spd, 23.4 (27.4) Def, 21.3 (26.3) Res, 14.4 Luck
DL Damage: 17 (17 Damage, -4% Double Rate)
DL Durability: 118.4% HP (113.7% considering -4% Double Rate), -27.5% Evasion (Demi Banded)
Demi Band Losses: 2 Str, 2 Skl, 2 Spd, 2 Def, 2 Res
Initial Gauge: 9
Renewal - Recovers 10% of users HP per turn

Breath: 20.1 Damage…(18.4 Damage, 4.75% Crit Rate), (17 Damage- Demi Band, 15.9 w/3.75% Crit), 102% Acc (Demi Banded)

Jill (Wyvern Lord):
44 HP, 22.9 Str, 8.5 Mag, 23.1 Skl, 22.2 Spd, 21.7 Def, 10.5 Res, 12.3 Luck
DL Damage: 47.2 (29.3 Damage, 68% Double Rate, 96% Acc)
DL Durability: 97.3% HP, 13.5% Evasion
Cuts Phys by 3.1 (17.1%), Takes extra 4.3 from Magic (23.8%)
Adds 15.5% to Magical Status, Adds 4.1% to Crit Rates
Halves Damage from Laguz

Silver Lance- 29.3 Damage…(25.9 Damage w/ 5.55% Crit Rate), <23.7 Damage, 20.9 Base>, 96% Acc
Javelin- 19.3 Damage………….(16.9 Damage w/ 5.55% Crit Rate), <13.7 Damage, 11.9 Base>, 84% Acc

Mia (Swordmaster):
39 HP, 19 Str, 10.4 Mag, 24.5 Skl, 29.3 Spd, 14.6 Def, 11 Res, 18.6 Luck
DL Damage: 57 (28.5 Damage, 100% Double Rate)
DL Durability: 86.3% HP, 35% Evasion
Takes extra 4 from phys (22.1%), Takes extra 3.8 from Magic (21%)
Adds 19% to Magical Status, Cuts Crit Rates by 2.2%
Vantage - Attack resolves BEFORE the enemy attacks, assuming the attack is within range of a counter.  Note that this only kicks in for the first hit, if the use is doubling.

Silver Sword- 28.5 Damage…(20 Damage w/ 21.25% Crit), 106% Acc

Mist (Valkyrie):
35 HP, 14.2 Str, 23.6 Mag, 13 Skl, 22.6 Spd, 9.8 Def, 21.8 Res, 25.2 Luck
DL Damage: 24.9 (15.4 Damage, 72% Double Rate)
DL Durability: 77.4% HP, 17.5% Evasion
Takes extra 8.8 from Phys (48.6%), Cuts Magic by 7 (38.7%)
Cuts Magical Status 35%, Cuts Crit Rates by 8.8%

Silver Sword- 15.4 Damage…(15.2 Damage w/ 0.5% Crit Rate), 94% Acc

Naesala (Raven):
57 HP, 31 Str, 17 Mag, 30 Skl, 34 Spd, 24 Def, 19 Res, 19 Luck
DL Damage: 52 (26 Damage, 100% Double Rate)
DL Durability: 126.1% HP, 57.5% Evasion
Cuts Phys by 5.4 (29.8%), Cuts Magic by 4.2 (23.2%)
Cuts Magical Status 21%, Cuts Crit Rates by 2.6%
Vantage - Attack resolves BEFORE the enemy attacks, assuming the attack is within range of a counter. Note that this only kicks in for the first hit, if the use is doubling.

Beak: 26 Damage…(22 Damage w/ 9% Crit Rate), 124% Acc
Vortex - 10 Wind Magic, Command Skill (Can Double, Unsure on Crits)

Nephenee (Halberdier):
40.3 HP, 20.4 Str, 8.2 Mag, 25.9 Skl, 25.5 Spd, 20.1 Def, 11.5 Res, 12.5 Luck,
DL Damage: 50 (26.7 Damage, 89% Double Rate, 99% Acc)
DL Durability: 89.2% HP, 3% Evasion, Cuts Phys by 1.5 (8.3%), Takes extra 3.3 from Magic (18.2%)
Adds 16.5% to Magical Status, Adds 3.9% to Crit Rates
Wrath - When HP < 50%, Crit Rate rises by 50 (so if it was 6.95%, its now 56.95%)

Silver Lance- 26.7 Damage…(23.4 Damage w/ 6.95% Crit Rate), <21 Damage, 18.4 Base>, 99% Acc
Javelin- 16.4 Damage…………(14.4 Damage w/ 6.95% Crit Rate), <10.7 Damage, 9.4 Base>, 88% Acc

Oscar (Lance Paladin):
46.6 HP, 22.3 Str, 9.4 Mag, 23.6 Skl, 23.3 Spd, 21.2 Def, 12.6 Res, 14.6 Luck
DL Damage: 48.6 (28.2 Damage, 76% Double Rate, 98% Accuracy)
DL Durability: 103.1% HP, -4% Evasion, Cuts Phys by 2.6 (14.4%), Takes extra 2.2 from Magic (12.2%)
Adds 11% to Magical Status, Adds 1.8% to Crit Rates

Silver Lance- 28.2 Damage….(25.3 Damage w/ 5.8% Crit Rate),  <22.8 Damage, 20.3 Base>, 98% Accuracy
Javelin- 18.2 Damage………….(16.3 Damage w/ 5.8% Crit Rate),  <12.6 Damage, 11.3 Base>, 87% Accuracy
Steel Bow- 21.5 Damage………..(19.3 Damage w/ 5.8% Crit Rate), <16 Damage, 14.3 Base>, 95% Accuracy

Soren (Sage):
36.9 HP, 3.6 Str, 26.6 Mag, 26.9 Skl, 23.1 Spd, 8.9 Def, 26.4 Res, 14.9 Luck
DL Damage: 68.3 (39 Damage, 75% Double Rate)
DL Durability: 81.6% HP, -4% Evasion, Takes extra 9.7 from Phys (53.6%), Cuts Magic by 11.6 (64.1%)
Cuts Magical Status 58%, Adds 1.5% to Crit Rates
Adept – 26.9% Chance of acting twice in a row, this ability can only kick in once per attack, and is compatible with normal doubling

Thunder:  39 Thunder Magic…(30.7 Damage w/ 26.9% Adept Rate) (24.6 w/ 12.45% Crit Rate), <31 Damage, 19.6 Base>, 110% Acc
Fire: 34.4 Fire Magic………………(27.1 Damage w/ 26.9% Adept Rate) (23.6 w/ 7.45% Crit Rate ), <27.1 Damage, 18.6 Base>, 117% Acc
Wind: 33 Wind Magic……………(26 Damage w/ 26.9% Adept Rate)     (22.6 w/ 7.45% Crit Rate), <25.7 Damage, 17.6 Base>, 124% Acc

Tibarn (Hawk):
63 HP, 37 Str, 12 Mag, 36 Skl, 27 Spd, 29 Def, 20 Res, 24 Luck
DL Damage: 68 (34.7 Damage, 96% Double Rate)
DL Durability: 139.4% HP, 37.5% Evasion, Cuts Phys by 10.4 (57.5%), Cuts Magic by 5.2 (28.7%)
Cuts Magical Status 26%, Cuts Crit Rates by 7.6%
Cancel - 36% chance of negating any damage dealt by an attack

Beak:  34.7 Damage…(28 Damage w/ 12% Crit Rate), 191 Hit, 136% Acc

Titania (Axe/Lance Paladin):
46.6 HP, 19.6 Str, 8.2 Mag, 23.1 Skl, 22.5 Spd, 17.8 Def, 14.7 Res, 18.7 Luck
DL Damage: 42.3 (26.2 Damage, 70% Double Rate, 95% Accuracy)
DL Durability: 103.1% HP, 3% Evasion, Takes extra 0.8 from Phys (4.4%), Average to Magic
Average to Magical Status, Cuts Crit Rates by 2.3%
Counter – 11% chance of dealing damage back to enemy equal to half damage received

Silver Axe- 26.2 Damage…….(23.6 Damage w/ 5.55% Crit Rate), <20.6 Damage, 18.6 base> , 95% Accuracy
Hand Axe- 16.2 Damage…….(14.6 Damage w/ 5.55 Crit Rate), <10.7 Damage, 9.6 base>, 83% Accuracy
Silver Lance- 25.1 Damage…(22.6 Damage w/ 5.55% Crit Rate), <19.5 Damage, 17.6 base>, 99% Accuracy
Javelin- 15.1 Damage…………(13.6 Damage w/ 5.55% Crit Rate),  <9.5 Damage, 8.6 base>, 88% Accuracy
         
Volke (Assassin):
41.3 HP, 22.8 Str, 2.1 Mag, 27.8 Skl, 28.6 Spd, 13.4 Def, 7.2 Res, 14.7 Luck
DL Damage: 37.4 (18.7 Damage, 100% Double Rate)
DL Durability: 91.4% HP, 22.5% Evasion, Takes extra 5.2 from Phys (28.7%), Takes extra 7.6 from Magic (42%)
Adds 38% to Magical Status, Adds 1.7% to Crit Rates
Lethality - 50% chance of Instant Death during a Critical Hit

Stiletto- 18.7 Damage (29.5 vs Armor)…(13.8/21.8 w/ 17.9% Crit Rate), 118% Acc
...into the nightfall.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #1 on: May 20, 2010, 10:02:29 AM »
Save
...into the nightfall.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #2 on: May 20, 2010, 10:02:47 AM »
Save
...into the nightfall.

Dark Holy Elf

  • Moderator
  • Denizen
  • *
  • Posts: 8134
  • Well-behaved women seldom make history
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #3 on: May 21, 2010, 12:01:58 AM »
If you're going to factor Aether into damage directly I definitely disagree with not scaling it against occults on the entire rest of the cast, given that they use the same resource (doing otherwise is like hyping Kid and Korcha with Prism weapons while everyone else gets Stone in CC).

AS scaling idea in general is fine. I'd be interested in if using HM enemies changes things any, but this is mostly because I always play the game that way rather than me saying that's how I'd vote. Also I'd hand out some Knight Ward use to those who are able, at the very least along the lines of what I did in the equal exp topic (all BExp after Chapter 13 is assumed to be KW'd). It's a perfectly valid advantage.


EDIT: Also this is my usual problem with crits/skills in averages and I never intend to subscribe to it for FE, but Boyd being outdamaged by the likes of Ike and Soren (ignoring doubles even) just makes my head hurt. So untrue to in-game. I imagine giving him Colossus would fix this a little but it shouldn't even be necessary. Boyd's much better at scoring reliable 2HKOs in-game (chances are he's the only one who'll down a high-level general) and no reason this shouldn't also be true in the DL; let the crits/skills matter for tilting longer fights.
« Last Edit: May 21, 2010, 07:20:11 AM by Dark Holy Elf »

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #4 on: May 21, 2010, 08:37:02 AM »
I would imagine the HM generally ratches up all enemy stats, so the effect would be spread across everything. It would explain Naesala's pointlessly high speed too...

Sometimes damage that isn't so great in game looks better in the DL. In game FE, more reliable damage might take primacy thanks to enemies not being very durable. When either a crit or a skill is going off on average turn 2 (As is the case with Ike and Soren), and then you throw out that by this view (and against most randoms in game!) they are often doubling (And Soren is something countering to me, and those can Adept too, I believe?), then the only relevant for longer matches doesn't really work since they'll be looking at something going off turn 1. Of course, you've made a valid point that Ike should be scaled against a stricter standard anyways, so it's really just Soren. I should note that the low rate crits are somewhat offset inaccuracy; I also know that I believe that you set crits and skills to a 67% barrier for activation, right? In that case, I could see ignoring them here (Only arguably Stefan could get them to activate them in time), but with a 50% barometer, they are going off within 3 turns on average.
...into the nightfall.

metroid composite

  • m_ACac
  • Administrator
  • Denizen
  • *
  • Posts: 4370
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #5 on: May 23, 2010, 10:20:31 PM »
Oh, I like this way of handling FE speed.  (Side note: are all enemies in such a narrow speed band?  I notice there's no PC that doubles some enemies and also gets doubled by other enemies).

I would imagine the HM generally ratches up all enemy stats, so the effect would be spread across everything. It would explain Naesala's pointlessly high speed too...

Higher stats won't be a linear change, though--more people would take an HP penalty due to getting doubled, for instance.  Higher enemy defence would make swordmaster damage a bit worse.

Dark Holy Elf

  • Moderator
  • Denizen
  • *
  • Posts: 8134
  • Well-behaved women seldom make history
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #6 on: May 23, 2010, 10:44:18 PM »
Enemies are generally in a fairly narrow band (18-22 on HM) except Swordmasters (~26), Wyverns (~15-16), and Generals (~8). Not sure how this looks like on NM, but I'd think it's similar minus a couple points on average. So... generally things are reaaaasonably bunched up outside Generals (unpromoted wyverns are almost as bad).

Naesala's speed is even more pointless on HM because he doesn't fight randoms any more! (Only thing he can fight is Ashnard who the other two more damage to anyway.) Yeah, lol HM laguz royals.

Quote
Sometimes damage that isn't so great in game looks better in the DL.

Only when you take a flawed view of damage like you are now. <_< This is the same problem as things like hyping Belcoot's 40% chance of omg overkill, overkill damage doesn't matter. Something like the chance of Aether criticalling spikes up Ike's damage amazingly (well into 3-digit damage!) and it's completely pointless since nothing in the game has more than like 50 HP, so rewarding his average damage for this is stupid. Against tankiest enemies your best damage-dealers are thus the ones which kill most often, which are ones with high Strength, not people relying on ~25% skill activations and ~10% crits.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Fire Emblem 9 (AS Scaled against In-Game Enemies)
« Reply #7 on: May 23, 2010, 11:19:04 PM »
I assumed that the ratio of being doubled and doubling cancelled out. So, a character with a 20% doubling rate and a 20% doubled by rate would effectively have no rate at all.

On damage, yes, I understand that it doesn't match what is best in game. And yet nevertheless, especially with this view where a lot of people are getting a double on turn 1, on average they are seeing a crit or other special move by turn 2 generally. If someone on average going to see a big damage move going off by turn 3, it at least should be factored into the average (Since...that's effectively how any other game that is backmatch oriented works. Go off by turn 3 and you count! Of course, crits aren't guaranteed, but the same time, can happen on turn 1). If anything, it sounds like there should be a damage cap at the point where all additional damage is basically irrelevant in game. Saying any damage done above say 60 in a turn would certainly take some of the shine off (Especially considering some of that doubling!)

...into the nightfall.