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Скачать с ютуб FE10 HM 0% growths chapters 1-8 and 1-9 (with commentary) в хорошем качестве

FE10 HM 0% growths chapters 1-8 and 1-9 (with commentary) 5 месяцев назад


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FE10 HM 0% growths chapters 1-8 and 1-9 (with commentary)

This is chapters 1-8 and 1-9 of my FE10 HM 0% growths playthrough, commentated by Mekkah and me. They are completed in 2 and 7 turns, respectively. At the start of 1-8, I also surveyed the soldiers and mages for their biorhythm rolls. Their biorhythm in this video was generally unfavorable (the dracoknight was also at best biorhythm, which I checked off-camera). If all enemies were at neutral biorhythm, Tormod would've had a slightly higher ~12.7% chance of ORKOing the boss and surviving this chapter. The stat rolls on the bandits took so many resets to get that I was willing to go with whatever biorhythm profile the enemies had. A L16 bandit's expected stats in part 1 are: 39.7 HP | 17.4 str | 1.4 mag | 15.9 skl | 16.5 spd | 15.6 def | 7 res | 9.8 luk I think these bandits have a -4 personal base str, which is why they only have 13 str in the recording. Expected generic unit stats are pretty simple to calculate in FE10, it's just class bases + (level - 1) * class growths. Stat variation is low in FE10 , but it's more pronounced as enemies get more level ups and in stats with higher growth rates. If you're double checking at home, do note that generics in part 1 get 1 fewer level up than what their displayed level would suggest. Now on 1-9. The way that 1-9 works is that Jarod shows up at the start of a player phase if there are no enemies left (this excludes any reinforcements that would appear on that same turn). I verified this by editing maximum vision onto the BK and playing through the chapter. Incidentally, FEWoD's reinforcement list is slightly wrong: the turns 6, 8, and 10 reinforcements actually appear on turns 5, 7, and 9, and the listed turn 5 reinforcements don't show up at all. When I mentioned enemies who don't OHKO 0% Seraph Robe Micaiah, I forgot about a couple of Javelin soldiers, but that doesn't matter - I did experiment with Wrath Micaiah for a bit and couldn't find any viable approaches that would reduce turn count. Stat checks in 1-8: Priest L15: Rolls 15 res instead of 16 res - very likely Bandit L16: Rolls 16 spd and either 7 res with 40 or less HP, or 6 res - very unlikely Bandit L16: Rolls 15 def and 40 or less HP - very unlikely Itemfinding in 1-9: Coin (50%) Forging: Fire (+5 MT, +5 hit, +15 crit, -1 WT) for 4960 G The 1-9 strategy without Celerity in my potato video:    • FE10 HM Chapter 1-9 (0% growths)  

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