Three Houses Maddening Pacifist Run - Endgame (with commentary)
FlashingFire
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Three Houses Maddening Pacifist Run - Endgame (with commentary)
513 просмотров · 3 года назад
FlashingFire
704 подписчика
513 просмотров · 3 года назад
Lysithea's training finally culminates in the least bloody clear of this chapter that is possible. Luna ignores enemy resistance, so the only damage mitigation Nemesis has against Lysithea comes from the 2 resilience provided by his Stronghold tile. Since he has 107 HP, as long as we can strike twice with at least 56 attack power, we're golden.
Alternatives to Ignatz' Rally Dex include Wyvern Alois/Annette for Rally Strength (the only open spot to do this from is a rock tile to Claude's right, with my setup) and Ingrid for Rally Magic. These lower the Str/Mag thresholds for Claude (34 to 30) and Lysithea (36 to 32), respectively. Claude is more likely to need the boost since Lysithea has to perform the Chapter 21 Warp whereas Claude's Thales kill has an alternative solution. Meanwhile, Lysithea can grab 3 extra Magic Attack at the cost of reliability by opting for the Magic Staff here. There are multiple opportunities to burn RNs, so the reliability cost could be absorbed by Divine Pulse.
The opportunities for kill count optimization are in chapters 2, 3, 4, 7, 14, and 16. Of these, I know that chapter 4 and 16 can get to just 1 and 3 kills respectively via LTC strats, which is a net -4 kills. Exp distribution would be impacted significantly by the chapter 4 changes though. It is theoretically possible to clear Chapter 14 in 3 turns with the kill boss method, which would reduce the number of times you have to immobilize enemies. However, I think it would require some absolutely cracked Warps since you'd have to move two enemies at the Onager out of the way of the Swordmaster NPC on turn 2, AND not die to the nearby pegasus knights. Azure Moon might have a better shot at it with their early dancer battalion, but that's a whole route change and you lose Claude for it.
And of course there's the possibility of skipping both of the Kill Boss paralogues I completed. All that Oil and Water really helps with is EXP, which became less of an issue than I anticipated, but ditching Death Toll sacrifices a lot of reliability in the 3 Wootz Steel and battalions, not to mention Claude Archer exp.
Recruiting Bernadetta earlier might open up some possibilities. She gets access to Encloser and could still perform her Chapter 21 duties as a Pegasus Knight with Movement +1, which also reduces her weapon rank requirements and removes the need for Axe training entirely. You could get a replacement Paladin like Ferdinand for the chapters where her current role is just mobile Stride utility.
Anyways, thanks for watching my first (chronologically speaking) foray into "efficient" Fire Emblem play. It's not the usual metric of efficiency, but I think that's the whole reason it piqued my curiosity. I got to explore something new.
*Timestamps*
Battle Start: 1:35
Nemesis Approach: 3:30
Moon's Haunted: 4:30
Final Thoughts: 5:36
*Major Consumables Used*
N/A
*Meals Cooked*
Dexterity x4
*Certifications*
Seteth: Assassin
*Thumbnail Design*
RisingSunfish: / sunfishart
*Rules*
Maddening Classic Difficulty
no New Game +
no DLC
no deaths
no online features
A kill is when any player or ally unit reduces an enemy's HP to 0 and removes them from the map.
Ally unit deaths do not count as kills.
The goal is to complete the game with a low kill count, not necessarily the lowest kill count
Kills this map: 1
Total kills: 96
*Golden Deer Low Kill Count Run Spreadsheet*
https://docs.google.com/spreadsheets/...
*Resources and References*
Silver Snow Maddening LTC by Consoler_R: • Silver Snow Maddening LTC Episode 1: Prolo...
Reddit post by u/Pionfou about optimizing professor experience: / professor_exp_optimizations
Spreadsheet of Verdant Wind Maddening Mode enemy stats: https://docs.google.com/spreadsheets/...
Spreadsheet of unit stats and skill experience at various join times: https://docs.google.com/spreadsheets/...