A FE8 PME like many others (or maybe not)

It’s been a while since Iast played this. Before the bosses got added to be specific. Been going through some of the later things and can only say I really respect what you are doing. If you want any ideas for my playables or boss I’d be glad to give my input.

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I am always open to ideas, so if there is something you want to suggest, feel free to do so.

As for ideas I could specifically want about your characters, I can think of a few:

  • As I mentioned in my first devlog, I’ve decided to let Rune have a Dark weapon rank instead of Shadowgift. This means that she would need a new personal skill. Any suggestions?

  • I also mentioned that instead of giving Tulli 4 skills that boost avoid, I decided give her a new personal skill that gives her x1.5 Avoid (she still has the doubled growths). This means that Tulli now has free skill slots. Do you want to give her some new skills or is she okay as it is?

  • Tying to the previous point, Nihil no longer nullifies personal skills, so Sagumoto will have trouble hitting Tulli. Do you want to make any change to Sagumoto’s prf/skills to compensate for that?

  • Then there’s also the changes I made to Alora’s prf: it is now a Smash weapon with double Mt that grants 100% skill activation rate. Of course, this means that as soon as she reaches level 3 she can just spam Aether. Do you want me to change the level at which she learns it? If so, do you have any level in particular in mind?

  • Do you have any thoughs on forge bonuses for the prfs of any of your characters? I already proposed my idea for Festung, but I need to think about the others.

  • This one has less priority than the others, but: what do you think of the idea that I mentioned in the second devlog of having Rune’s sister appear as a Deadlord?

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Alright let me see what we can do here.

Rune: for a new skill how about “Gleam Reduce enemy Skill and Res by 7” Might be nice to give her some incentive to attack if no healing is neccary.

Tulli: How about adding Night Tide and drive def and drive Res instead of the burner skills. I kinda wanna take her down a notch so she won’t juggernaut that hard if that’s fine. Level 7 Drive Defense Level 12 Drive Res Level 20 Night tide. I read through your log and I’d like the idea of having to invest into her to get a good unit from it. If you have anything to add I’d be open to suggestions.

Alora: I think that change is fine she would already spam soul alone from her class skill so maybe some tweaking is in order. Maybe shuffling her skill around a bit is good. Removing life taker from her, Putting Aether to level 12 and put provoke on level 5. Maybe a new personal if fine. “Steel Stance: Adjacent allies cannot be crit” I don’t know how soul and Aether interact but if aether takes priority it’s fine as is.

Sagumoto: Give Dawn breaker Sure shot. Is he already threatening enough? is there something he struggling against? Or is he overturned?

Festung: I like the idea. Can you add a brave effect on later levels or dose it have to be already there on the base weapon.

Alora Prf: Just give it 2 might for every upgrade. Translates nicest into aether spamming

Dawn breaker: Is it even obtainable?

Hide: I feel like boy needs some kind of buff… Don’t know what tho just seems lacking with nothing standing out… Maybe offensive Drives?

Last point: Go ahead add what you want story is yours to shift.

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I was actually thinking of Acrobat, since she only has 5 move.

Aether does take priority. That being said, Aether’s second hit can (and will, if using her prf) trigger Sol too. And she can get a third hit too if she has the Thunder Force scroll. Then there’s the Moonlight’s Grace scroll halving all damage received, but I’ll probably replace said skill.

Hard mode stats

My knowledge of him is a bit biased, since I tend to play on Hard and without skirmishes and statboosters (and I have yet to do a run with the new characters and changes), but in those circunstances I did find him quite challenging (especially due how high his Avoid is). That being said, its difficult to gauge how well he will do after all the changes that will be introduced in this update (particularly against Balmung and Valflame, since I plan to hand them to the player in Darkling Woods preparations).

…I should mention that he can actually be cheesed, since you can use the Entrap staff to move him out off the gate, which allows you to either ignore him and seize or put him to sleep and gang up on him.

Technically the forge system isn’t designed for that, but I should be able to add that function.

Also, no suggestions for Annihilation? And I remember you once saying you wanted to give Rune an unique staff. Got any ideas about that?

It is obtainable through Capture, although it is currently locked to Sagumoto so the player can’t really use it. Either way, I’m thinking of giving forges to enemy weapons on higher difficulties, so I could still use the bonuses.

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Tulli: Acrobat sounds like a good idea honestly. Since my last playthrough I noticed her being able to walk on walls wich is funny.

Alora: Then keep it as is she needs to stand out a bit even though I’m of the opinion that she is an excellent filler unit and a great asset when trained.

Sagumoto: I dislike him getting cheesed honestly just with 1 staff use… But maybe giving the player and incentive to kill him would be nice. Making him either recruit able as a gotho but we are way past the point of making such an exception. So dropable dawn breaker would be cool I guess. Maybe give him aegis and pavise if he is to cheesable. Giving dawn breaker “hero” would be cool as a reward for some chars. Or just make him immune to being moved would also work. S rank myrm lock don’t want any armors running around with this antic sword (I know a certain Assassin who could go on a spree with that thing)

Forges:
Annihilation 1 Mt 6 hit per level
Dawn breaker: 1 Mt 10 hit per level

Rune staff: Yeah had an idea like that at the beginning for her regalia having a personal staff since she is the staff lord, tho atm she kinda can just do what she wants. Not something broken just nice utility but if I where to give her something 40 use staff that buffs skill by 10. Gives 5 exp. Something to help consistency.

Sagumoto fight: If I remember correctly I kinda designed him in a way to force the player to not just mindlessly throw their boss killer at him, that’s why I made him absolutely murder Tulli specifically, since he can be cheesed I think making it more of a struggle sounds better if something can be gained by Killing him. Also I’ve been out of the loop for a while now so I don’t know what other broken stuff the player has access too.

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It’s Fences, actually. It’s something FE6 manaketes can do, so I decided to keep it. Also fun fact: the Demon King uses the same movement table as FE6 manaketes, meaning that he, too, can walk on them.

Anyway. At which level should Tulli learn Acrobat?

Lets make a small roll call:

  • Shiraha: has Rabbit’s Foot (Grants a Lck% chance of restoring damage dealt as HP. If HP < 50%, gain Lck +13.)
  • Zalda: if promoted to Masurao, gains Colossus (Triples Attack (Dex% activation)) It’s not the first time I say this, but I should nerf Colossus. He doesn’t get any proc skills if he promotes to Blade Lord.
  • Xilian: has Petrify (Inflicts stone (Dex% activation)) and, after promotion, gets Bane (Leaves opponent with 1 HP (Dex% activation)).
  • Edji: learns Lethality (Instantly kill opponent (Dex/2% activation)) and Rightful Arch (Sets Skill activation rate to 100%). Not as broken as it sounds, since he’s already pretty lethal without it, and he can’t take a hit. Though he can dodge, especially with Absolute Focus (which I need to nerf, too).
  • Razmataz (prepromote Swordmaster): doesn’t have any proc skills.
  • Xihe (postgame-only, I suppose Blademaster counts): doesn’t have any proc skills.
  • Darkhon (postgame-only, prepromote Swordmaster): I need to change his skill loadout (used to have the old version of Astra and Rightful Arch).

Those are the playable myrmidons, which would benefit from Dawnbreaker. I suppose I could also extend it to sword “lords”, since Eirika can use the Shamshir in vanilla, though the only one with a proc skill is Ethel with Vengeance (add half of damage taken to damage dealt. (Dex x1.5% activation)).

So, in FEGBA, the amount of experience a staff grants is Cost per use/20 + 10, and this amount gets halved if the unit is promoted.

For example, in the case of vanilla Heal, this means (600/30)/20 + 10 = 11 (5 if promoted).

Now, I actually buffed the formula to Cost per use/20 + 15 (still halved if promoted). This means that the minimum amount of exp a staff can grant now is 15 (7 if promoted).

Though if we’re talking about WExp, that can be 5.

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@Someone would it be okay if i could come up with a better personal for Ricardo? Currently it’s a budget petrify and I was hoping if it’d be alright to make it more unique.

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Sure.

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Ricardo’s Description: A military captain from unknown lands. Borish tactics have gotten him this far.

(New Personal Skill)

Order, Charge! : Unit refreshes all adjacent Allies and themselves. All refreshed units gain +1 Mov, +35 Hit, and Debuffed by -7 in all stats except Mov and Con for 1 turn. Skill can be used once per turn.

Changed his Description to better suit the new skill.

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Level 3 sounds fine fence hoping sounds fun anyway seems like something she would do.

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Where is link for patch? Cuz it sounds cool to try out.