- 7 Players Remaining -
This Main Match will be called
Tellius Brawl. Those familiar with the Fire Emblem games will recognize the basic mechanics instantly, though those who have not played shouldn’t have too much difficulty figuring it out either.
The main spreadsheet to consult for all relevant data is
here. This spreadsheet contains all class information, weapons, ability options, and the map.
First, the basics:
- Each player will pick a class and give me their starting stat spread. Please note that the values in the spreadsheet I linked to are simply the stat caps for each class - these simply reflect the maximum capabilities of a class.
- All players will divide a total of 150 stat points - please note that two points of HP count as 1 stat point for these purposes (i.e. points in HP count half as much against your total). You must place a minimum of ten stat points in each category, and you may not go over the cap in any stat - otherwise, you are free to distribute as you see fit.
- You will also have the option to pick any number of abilities with capacity less than or equal to 30 from the ability list.
- Your goal is to stay within certain zones of the map. Each turn that you end within those zones will give you a certain number of points based on the zone. Additionally, each kill you score on another player will give you two points. If you are killed, you will miss your next turn and be revived to full HP from the place that you died on the start of your subsequent turn.
- Whoever ends the game with the most points wins.
- The game will end at the conclusion of the final player’s turn on round 8 - this means that this main match will consist of 56 total turns.
- The turns will go in reverse garnet order. You will have 2 minutes from the start of your turn to submit an action, or else you will idle. Please don’t test me on the timer - I really don’t want to have to idle people but with so many turns and the fact I have to calculate things between turns I don’t want this to take forever. It would be greatly, GREATLY appreciated if you guys could try and figure out what you’re doing before it is your actual turn.
So, what do the stats do:
- Str, or Strength, dictates how much damage you do with non-magical weapons. Your damage dealt to another target will be calculated as Str + Weapon Might - Target’s Defense + any additional modifiers
- Def, or Defense, dictates how much damage you take from non-magical weapons. See above for the calculation.
- Mag, or Magic, dictates how much damage you do with magical weapons. Your damage dealt to another target will be calculated as Mag + Weapon Might - Target’s Resistance + any additional modifiers
- Res, or Resistance, dictates how much damage you take from magical weapons. See above for the calculation.
- Skl, or Skill, influences your hit rate, your avoid rate, and your ability activation frequency. Your base hit rate is calculated as 2*skill + Luck. Your base avoid rate is calculated as .5*skill + .5*speed + luck (I know, this isn’t how it is calculated in the actual FE games - I prefer my calculation so we are going with that). See individual abilities for the influence of Skl on those.
- Lck, or Luck, influences your hit rate, your avoid rate, your critical strike rate, your dodge rate, and your ability activation frequency. See above for more details - this tends to tilt towards having a larger impact on ability activation, and your dodge rate is calculated simply as being equal to your luck. Your base crit rate will be .5*luck + base class value.
- Spd, or speed, influences how many times you get to attack during your turn, as well as your avoid rate and some ability activation frequencies. If your Spd is at least 4 higher than the player you are attacking or being attacked by, you will get to attack twice (note that the initiator will still attack first). Similarly, if your Spd is at least 4 lower, then the other player will get to attack twice.
- HP, or Hit Points. If these fall to zero you die, simple as that. Except that you don’t really die in this game, you just get knocked out for a turn.
- Levelling up: You will level up once per turn, plus once each time you score a kill. Each time you level up, you will get to distribute four additional stat points (with each HP point counting for .5, again), though you can only gain a maximum of 1 point in any individual stat. Additionally, on your fifth level up, instead of getting to distribute four stat points, you will instead promote to your next class. You will gain access to certain promotion bonuses, get to distribute ten stat points (instead of the usual four, and with a maximum gain of two in any individual stat), will gain one movement, and will get 30 additional capacity with which to select new abilities. Additionally, you will be able to wield your class’ legendary weapon, which can be picked up from any chest - you won’t automatically receive one, however!
- Chests: These are scattered across the map. If you open one, you will receive your class’ legendary weapon - though you won’t be able to use it unless you are promoted. Note that you cannot attack on a turn in which you open a chest. You may, if you choose to open subsequent chests, pick any of the stat booster items to supplement your stats with (though you may not pick up more than one stat booster of any kind this way).
Finally, the main change that I will be making from the games (and that even those who play Fire Emblem religiously will want to read): there is no luck or RNG involved in this game. Instead, each player will have a running and public hit counter and crit counter. These counters start at 50 for all players to start the game. On an attack, a player will add his base hit to his weapon’s hit, and subtract his opponent's avoid. This difference will then be what he adds to his hit counter (he can add at most 100 on any given attack). If the counter goes over 100, subtract 100 from his counter and the attack hits successfully. So, lets say that on turn 1 DLE has innate hit 85 and a weapon with 75 hit, and attacks zorbees, who has innate avoid 70. 85 + 75 - 70 = 90, so DLE adds 90 to his current counter of 50. This gives him 140, so subtract 100 to get 40 for his new hit counter, and his attack succeeds. Double attacks are immune to this - there will be one hit calculation per turn. The critical calculation will work the same way, with Dodge instead of Avoid and Crit instead of Hit. Note that Critical strikes will triple the damage dealt. Double attacks cannot critically strike.
Miscellaneous:
- You may always choose which weapon in your possession you want to fight with if you are engaged in a fight, even if you are attacked.
- You may not trade items.
- Each player may pick two other players to be their ‘supports’ at the start of the game. If those players did not pick you as their support, you will simply lose access to that support. If you are within 3 tiles (adjacent, not diagonal - all movement etc. is done to adjacent tiles only) of a player you are supporting with while you fight another player then you will deal +1 damage and take -1 damage. These bonuses can stack, and double when you are both promoted. So, in theory, a group of three players could all support each other, and, upon promotion, would all receive a +4 damage boost and take -4 damage on each attack. Supports will be publicly declared prior to the start of the main match - get these into me BEFORE the match starts, along with your stat distribution etc.
- Bonus damage dealt will triple the might impact of your weapon when calculating damage. So, if you use a Double Bow imbued with Wind via the Whirlwind ability (might 22) on a pegasus knight, then you would count weapon might as 44 when calculating damage dealt.
- Stat Boosters: You can buy stat boosters to boost any of your stats by 2 (or HP by 4) on top of the stat points that you distribute. These will cost 2 garnets each. You can buy up to 3 of these in any individual stat.
- Capacity Booster: You can buy 10 additional capacity for abilities 5 garnets. You may only do this twice, maximum.
- Boots: You can buy Boots (gain 2 movement) for 8 garnets. You can only buy this once.
I want to schedule this main match for some time in the next week or so, by next Sunday at the latest. Please refer to the
prior scheduling sheet t
o provide times you cannot make, and I’ll pick a time within the next day or two. I can’t promise I will pick the time with the fewest conflicts, but I will try my best - ultimately I have to pick a time that I can make it, however. Hopefully we can find one that everyone can make.
Please post any questions to this thread if they relate to general mechanics, and PM me privately if they relate to strategy-based stuff.
What to send me prior to the main match:
1. Stat distribution
2. Abilities select
3. Class selection
4. Supports selection
5. Any stat booster buys you may want
Rewards:
1st: Token of Life + one other token to give to another player + 10 garnets
2nd: Token of Life + 8 garnets
3rd: 6 garnets
4th: 4 garnets
5th: 2 garnets
6th: Not death match candidate
7th: Death match candidate
Current Garnet Count:
Blazade: 29
Da Letter El: 27
zorbees: 19
VigilanteVigoroth: 16
CaffeineBoost: 11
apricity: 6
LightWolf: 0