
Certainly! Here are the extracted characters: “` Help An expert archer with unmatched accuracy Equipment “Bow” Skill “Guaranteed Hit” Sniper LV 1 E — HP 28/28 Item 2/3 Silver Bow 20/20 E White Gem 1/1 Medicine 3/3 Equipment Range 2 Attack 27 Critical 6 Accuracy 108 Evasion 64 “`
Sometimes the attacks always hit.
>>1
A skill that hardly has any use outside of the communication arena.
The large shield does not activate.
However, it may be the case that the causal relationship is reversed, and if the great shield is activated, the guaranteed hit may not activate.
I don’t know this game, but could it be that it’s not guaranteed to hit?
>>4
In normal play, the probability of this activating is lower than the probability of a regular attack hitting.
>>7
Could it be that it’s not a passive skill, but rather triggered randomly? It feels pretty underwhelming…
>>4
There is a chance that regular attacks will have a guaranteed hit effect.
So when a sure hit is activated, it will hit for sure, but whether the sure hit itself is activated is a separate matter, so it’s possible to miss an attack normally.
In the arena, it’s quite a strong skill.
If you’re shooting against the enemies of the holy magic, the sniper’s accuracy will ensure it hits in the first place…
It might have been okay if a warrior had it.
Isn’t this game less simple than the two earlier releases?
>>11
The holy magic is even gentler than the gentle seal of fierce fire.
In the first place, snipers have a high hit rate, so they are almost unnecessary.
It might have been interesting if there were high-power bows that are currently underperforming.
Wouldn’t it be useful to think that there are two chances for the attack to hit?
>>13
It’s usually a game that’s 90-100%.
>>13
Skills are based on the character’s level percentage.
Maximum level is 20.
Even with a hit rate of 0, attacks can hit by probability.
I guess that’s what it means, but I’ve never been in such a situation.
I started yesterday, but the Jagen slot is incredibly strong, and it’s growing like crazy, so I’m really wondering what the heck is up with this guy.
>>15
It’s probably a good work that almost everyone can use, right?
>>15
The late-coming Oguma slot is extremely strong too!
Hit + adjustments are still more appreciated.
>>17
After all, the penetration alone is strange…
This class has a high hit rate, so it’s even more useless.
The inability to handle the three-way standoff is a minor flaw, but Wyvern Knights are strong and so cool…
>>23
Wyvern-kun seems inconvenient without hands.
Turner always gets confused about whether to choose a wyvern or a falcon.
I only used iron bows and silver bows.
But in Forest Night, you can only become Naemi or Gist.
Well, it feels like even if the general gets hit by the bow attack…
At this time, even with a 90% notation, the actual hit rate is about 98%, so it’s even less likely to miss.
I wish it were at least a tech percentage or something.
I was reminded of the thread with the rhythm of the engagement’s heavenly clock, but was the activation rate really that low to begin with?
>>35
The time mark can be placed by anyone, and there are many evasion opportunities for enemies, so it really shines…
I want to create at least one character because Wyverns are strong and can only be used in Sacred Magic.
It can be said that it’s better than having no skills at all.
Even if I don’t feel much of a benefit.
Is the skill the Holy Magic the first one?
>>39
On the GBA, it’s only Sacred Stones.
The skill system itself is from the Holy War.
I don’t feel that Forest is as strong as the nomadic cavalry, so I would make Naimy a sniper.
Of all things, this is the archer class, which has the largest difference in convenience compared to the comparison class.
Summoner’s summoning might be a type of skill.
That was quite convenient in terms of specifications because it was able to create disposable pieces.
>>43
I quietly liked the part where there are differences in the stats of the ghost soldiers depending on the character used for summoning.
It seems that no follow-up classes are being released, possibly because they are too strong.
>>51
Is the one who summons while playing Momanne-chan’s theme song, in a way, a druid?
Skills can be attached and detached starting from Radiant Dawn, right?
It feels like I went through awakening and more skill freedom since then, leading to Heroes.
>>44
“Taking off aside, putting on is from Thrace.”
>>47
At that time, I could use M as a disposable book, but it was a valuable one-of-a-kind item, so it caused me quite a bit of trouble.
There seemed to be skills like increased critical hit rate and nullification of special attacks from the seal.
It would be fine if everything hit perfectly against slower opponents.
The sealed Sodomas had a +30 to critical attacks, so why…
Because there are pursuit rings and elite rings, I think enhancing skills essentially starts from the Holy War.
The great shield and the necessity of such a skill fundamentally rely on probabilities that you can’t count on, you know.
>>53
With the rewind feature of Switch Online, it’s possible to persist until it activates, but the difficulty isn’t high enough to warrant going that far…
The “Sniping” of Blue Flame activates with a passive that doubles accuracy and causes sleep.
Excluding the sky, it’s one of the strongest classes.
Since Aohen also used up the skill book, I’m wondering who to give the ultimate move to.
It’s quite a powerful skill to send out disposable pawns to lure the enemy while being okay with them dying.
>>57
It feels natural to have some kind of limit on the number of times, like with Tanis.
The probability of getting a large shield is high, so that’s awful.
It’s about you standing with Rezaiah and a large shield in the arena of the holy war.
>>58
At that time, it was a skill that caused a lot of stress because you couldn’t deactivate it in advance.
The annoying problem of Baron around the final chapter Hilda.
A skill that feels bothersome when the enemy deals 0 damage due to probability.
I think it’s one of the best ways to get used to FE easily by playing on the Switch.
>>64
There’s nothing particularly wrong with doing it too much; the fact that you can train as much as you want is a strong point.
Recent Fire Emblem games are fun because there are too many things you can do with skills, but it’s also puzzling.
It’s just a bit lucky if it activates, like with our army’s big shield.
When the enemy activates, it’s really annoying.
>>66
In the end, players do not rely on defensive skills that activate based on probability.
Relying on it at a timing where I would die if it doesn’t activate is too great of a risk.
>>71
Well, even if you don’t rely on it, the Holy Demon General itself is quite strong.
It’s not a bad skill to have as a bonus.
Well, it seems like they wanted to make it feel like an inflation battle similar to the Famicom version side story, which is evident from the Gold Knight and the field movement style.
>>68
The Gold Knight has nothing to do with the story of the Holy Magic.
Does that mean there’s a possibility of it hitting even at 0%?
>>69
So it can be a bit risky to take on enemy snipers while flying.
It’s not something I’m overly concerned about since it doesn’t show up on the free map.
I’m a hardcore Fire Emblem fan.
I’ve been sad lately because there aren’t many characters like Geb-sama.
>>70
Head dick guy!
If it’s not a holy war type of prayer, the operation feels a bit scary.
>>74
Let’s raise Finn’s luck to 20 in Thracia and have him charge with the Hero’s Lance.
The current large shield can only defend against close combat and reduces damage by half, right?
A skill called “Holy Shield” that prevents indirect attacks has also emerged.
>>76
Well, the armor type has also gained an incredibly strong skill called defensive formation in return.
It’s a useless skill that only benefits enemies at random activation points and can’t be incorporated into strategies.
I like Vanessa, even though she’s a bit plain.
Though serious and a bit stiff in both performance and personality, they surprisingly have a weakness for being pushed and make me want to let them feel my breeze.
I always thought G Knight was an abbreviation for Great Knight since the Sacred Stones came out, but I was surprised to find out through Echoes that it actually stands for Gold Knight.
>>79
In fact, the holy magic is Great and the side story Echoes is Gold, so it’s not wrong.
I love Düsseldorf.
They’re usually just strong, and their support has a playful side, plus they can give you spare axes.
There is no need to rely on a large shield to receive it.
There is no need to rely on attacking necessarily.
If activated, it’s a little bit lucky.
Well, it’s not often that you miss with a sniper…
>>86
In the end, even with awakening, it becomes tedious to use anyone other than those with weapon savings.
The Falchion is forgiven because its durability is infinite, but…
The weapon durability system is sometimes present and sometimes not, but I wonder if they are still unsure which is the optimal solution.
>>91
There probably isn’t an optimal solution.
If there’s no weapon durability, it tends to be that you can just equip that one item.
The weapon itself is fine if it’s a rare side story, but maybe they went a little overboard with Engage.
Even if the skill takes a significant dip, it can be covered by support and the hit rate of the bow itself, so it really doesn’t get rated higher than “better than nothing”…
If there is weapon forging, I prefer infinite durability; if not, I think durability is fine.
Engagement has a separate element where you start seriously and apply stamps, so I think the fact that the weapons are infinite is just a minor difference.
The super strong staff has a usage limit, how considerate.
In a dodging environment, you can use skills like this.
This game isn’t mainly about competition…
It seems like having only the important characters’ weapons be indestructible is a good compromise.
Dissent is acknowledged.
I think weapon durability isn’t needed for free maps.
Engage doesn’t have weapon durability, but staves and some other items do have durability, so it tends to become a simple matter of just beating each other with weapons.
Well, I know I have enough leeway to clear it even if I use a bit too much.
A sword of sealing that can only be used 20 times!
I liked that the Falchion felt special with its seemingly infinite durability.
A weapon as strong as Excalibur is more exciting in the game if it has a usage limit.
I really like the system of limited usage based on repair and reuse, like in a holy war.
I wonder if it’s really okay for legendary weapons to break so easily rather than worrying about balance.
>>104
Good…!
If it’s the type that can be repaired when it breaks, I feel like a subscription model could work.
Excalibur breaking is unworthy of Malik.
>>106
Elrain’s response
The durability system is excellent as a balance adjustment, allowing strong weapons like Aura and Excalibur to be used from the early stages.
The feeling of invincibility when I got Ragnell in Radiant Dawn is amazing.
I feel that it wouldn’t have been bad to have an infinite balance for some weapons and engage weapons.
It’s more of an issue with adjusting the physique; I don’t really mind the weapons.
I think the HP consumption of the magic in the side story is, somehow, perfectly balanced.
Even so, the game balance is still rough around the edges.
The lure summon was too convenient.
I think Excalibur is well-balanced.
The seal sword is too few.
The sealed sword is not just the sealed sword, but due to the overall limited instances of divine weapons, it’s tough since it’s also a condition for the true ending!
When it comes to S weapons, it’s all about saving them for the end due to elixir sickness!
Vanessa’s sister came out earlier…
I tested Excalibur on Fochan and immediately thought, “Is it okay for this guy to die so quickly?”
That’s why you become a joke character.
Idun laughed when she knew that even without training Roy at all, she could one-shot him with the Binding Blade by boosting his critical with support.
It must be an element of salvation, but…
>>119
They’re adjusting it so that even a Roy with no level-up and only CC bonuses can be defeated.
On the contrary, if you don’t use the special attack, it’s reasonably tough.
If there is a usage limit, I think rare weapons should be introduced a bit earlier, around the middle of the game.
Blue flames and raging fire…
The Idun battle is more like a practical event battle rather than a salvation…
Idun can be defeated by Fa, or…
Basically, since you’ll end up defeating it with the sword of sealing, I feel like there might be quite a few people who are unaware of the existence of ending branches.
I think it’s fine as it is since it’s a condition for the true ending regarding Idun, but I think the previous map could have been a bit more challenging.
>>125
I’m convinced that if it gets remade, the range will definitely be 1 to 2.
>>127
Once the Dragon Palace’s range becomes 1 to 2, the difficulty really skyrockets…
The reason the battle dragons are weak is because they can be safely killed with magic, but if they are allowed to retaliate, that number becomes tough.
>>132
Dragon Zombie: “Hey, what’s up?”
>>135
There aren’t really a lot of dragon zombies, so it’s not a big deal…
>>138
The mouth that didn’t dive into the Ragdu ruins…
>>140
I dived in, but since I had finished carefully selecting and training them, I didn’t have much trouble at all…
>>138
After the two of us were taken away and went mad on the top floor of the ruins, I gave up on getting Fard and Leon…
>>127
A machine that gives birth, isn’t it?
The protagonist’s rapier is one thing, but the timing of when to use the pre-existing ultimate weapon is incorporated into the strategy, which makes it interesting.
Idun is weak…
The fire dragon is strong…
Fochan is weak…
Such pendulum adjustments in GBAFE.
If there were no usage limits for things like rapiers, Wolfbile, or Reginleiv, it would be too lawless…
>>129
This damage calculation formula makes the two-type super effective attack usable from start to finish.
>>131
In the later stages of Sacred Stones, most of the enemies become monsters, so Reginleif doesn’t shine.
Does it pierce through a centaur?
Fo-chan accepting monster attack is just too much of a gag.
Without special effects, the Demon Lord is tough.
It’s not good that everyone can have special abilities.
The skills required for a sniper are Hunter Valley.
It feels like Eirika only deals pathetic damage even when holding a rapier.
Please, for the love of God, don’t go to the dragon zombie’s place, Priest.
The inevitable that is comparable to certainty.
The Dragon Zombie in the side story only had body slams, didn’t it?
Just when I thought that, they presented a normal dragon that uses both fangs and breath in Echoes, and it really threw me off…
Is this the kind of thing where a character suddenly disappears or leaves midway and then turns against you?
>>145
Once a holy demon becomes an ally, they generally do not leave.
For a while, the female protagonist that was used in the early part might be absent from the main character route for a bit.
>>145
There are those who will betray you.
Since we only use one map, the damage is minimal even if we use it extensively.
>>150
I wrote that I wouldn’t withdraw, but now that I think about it, that guy was there…
In order to not struggle with the opening Dragon Zombie siege, it must have taken a considerable amount of effort to master it.
Isn’t the type of dragon zombie swarm in the ruins one that doesn’t move unless you’re within a certain range?
I remember it had an impact, but it wasn’t that tough.
The thorough tutorial is a good point.
Vanessa, who is said to be relatively weak, was sweeping away everything except the final boss in my FE Sacred Stones.
It’s that loose.
>>155
Basically, other than spiders or gargoyles, most monsters are weak…
Loosely in a good way.
I think it’s the most recommended for someone new to SRPGs and their first Fire Emblem.
>>156
The map of the person who is good at battling against ghost ships is a difficult area.
There is also an easy solution just to clear that part, which is impressive.
It’s nice that you can normally use Sodomus Marika too.
I can only trust 100 or 0.
I think the Hard Ghost Ship is quite a well-made map.