| Viewing Single Post From: Mekkah vs Sentenal | |
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| Mekkah | Sep 12 2007, 08:58 AM |
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I agree almost completely, except Beowulf will also be fighting his friends for a level. I wouldn't worry much about Holyn's level lead here - Beowulf will be hitting the arena pretty soon too and throughout the rest of the game be drawing first blood all the time to compensate.
If Holyn's offense is insane, Beowulf's isn't shabby either. He catches up to Holyn at Str thanks to his higher growth - before promotion Beowulf even wins until the promotion bonus puts Holyn in a 2 str lead. About the speed issue, here's the list of Chapter 2 enemies Holyn can double with his 12 AS (Iron Blade) that Beowulf can't with 8 (Steel Sword): - Fury - Troubadours in Zyne's army Oh, and Beowulf cannot double himself obviously. The Troubadours are really, really insignificant, especially given Beowulf has had the time to level up some more by now (he needs 2 or 3 level-ups on average to get the 9 treshold and double them). FE4 is basically a big fest of low speed enemies - people say FE7 enemies are slow and those don't even have negative AS. Holyn doesn't double significantly more than Beowulf. By the time you face somewhat fast enemies (Chapter 4 Wind Mages) Beowulf will be promoted and have closed in on Holyn (+6 vs +2 promotion bonus), with enough AS to double even the fastest Wind Mages.
Beowulf is doubling 99% of the enemies as well, as I stated above. Charge will activate pretty often too: user AS - enemy AS + (HP/2) Against random McKeily swordfighter, one of the fastest enemies in Chapter 2: 8 - 10 + 17 = 15% Against the bowfighters: 8 - 5 + 17 = 20% Against the ass-slow armor knights with Javelin, against which Moonlight hit makes the most difference: 8 - -12 + 17 = 37% And this is at base level. Beowulf rules.
Beowulf is sturdy enough to take even another hit of combat most of the time, and unlike Holyn he can retreat and get a heal before the enemies target him because of low HP. Charge will trigger most often against enemies with axes which can hardly hit Beowulf anyway. And while we're on the subject of skills, Beowulf also gets Continue upon promotion (unlike Holyn who gets nothing), and with his 17 (or 14 with a blade) AS he will be triggering that 37% or 34% out of every single of his hits as well. Pursuit/Continue/Charge is the same skill set Jamka employs so succesfully, and in the hands of Beowulf it is quite deadly as well.
He's winning by 6HP and 2DEF at L16 while Beowulf is at his base level. And by about 13 avoid, which isn't much at all. Especially when you take into account that Beowulf is gaining more experience per kill. Experience from defeating enemy = 30 + ( (enemy level - unit level) x 2 ) So if Beowulf kills, for example, one of these L8 Firemages from McKeily, he gains 28 EXP, whereas Holyn gets only 14, assuming the level you estimated Holyn at.
The vast majority of your units (except Lachesis, maybe Jamka and (heh) Holyn) have had two arenas to exploit by now, plus the gold you get at the beginning of every chapter for keeping your castles in one piece. There is also a gazillion villages near where Beowulf is recruited. You have cash coming out of your ears. The cash you hand over to Beowulf gives him some starting money for repairing and stuff, which as you said, he cannot do as well as Holyn. At least not until he's promoted and gains Continue and a bunch of Spd and Skl, at which point I'd say Beowulf is about as good if not better than Holyn at arenawhoring.
The stat gap is relatively small and almost invisible in the endgame of Generation 1. But being mounted makes or breaks a unit - 2 extra movement before and 3 after promoting means a lot when you got a tactics rating to fulfill and villages to save. Beowulf can always be in the heat of the action with his mounted friends, Holyn only gets to kill whatever they leave alive. |
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| Mekkah vs Sentenal · Debates | |




7:50 AM Nov 29






