Fire emblem radiant dawn max stats7/25/2023 ![]() The single most important stat in fire emblem. ![]() ![]() This stat affects a character's hit and critical hit rate. Principally affects how much damage you inflict to the enemy. Hp: Health power, pretty self-explanatory. Stats: A character's statistics, each of which is explained in detail below. Unlike FE 1-8, this game's RNG is not pre-set so any luck manipulation I do in the run involves constant resetting. Just keep in mind if I say I'm getting RNG screwed, it means I might've seen an 80% chance miss 12 times in a row or something, whereas RNG blessage could mean I got three 1% critical hits in a row. There are a lot of intricacies involving the RNG, such as the fact that hit rates are based on the average of 2 random numbers instead of the actual display hit, but I won't get into that unless I need to. For instance, if the RNG produces a number lower than a character's hit rate against an enemy, then the character will land a hit, otherwise he/she will miss. Basically anything involving combat such as critical hits, skill activation and hit rates have a percentage chance of activating. RNG: Stands for "random number generator". If you've played the game before and consider yourself a Fire Emblem vet, feel free to hit ctrl+f and search for "segment by segment analysis". However, if that doesn't suffice, I once again recommend visiting serenes forest as they have all the information about the Fire Emblem series one could ever ask for. This is mostly meant for viewers who haven't played Fire Emblem to familiarize themselves with the game mechanics or at least to answer whatever question they may have when watching the run. The next few sections of my comments cover the terminology, skills and characters I use in the run. Despite all this, I doubt that more than 5 seconds could be saved on average from each segment without major strategic improvements or glitches, so a time of sub 3 hours seems pretty out of reach. Aside from that, there were a few instances where I found a control trick at a certain point in the run that could've been applied to some of the previous segments in the run I had already recorded, though I reckon that's also a pretty common occurrence when performing a run. I blame this on the fact that I can't help but become more intense on major projects I work on as I go along, plus getting accustomed to the feel of speedrunning definitely led to improvements in how I'd mentally prepare and perform in a segment. In terms of improvements, my main self-criticism is that my early segments didn't have the same rigorous control optimization as my later ones, which should seem pretty obvious when comparing a chapter such as 1-2 to one like 4-E(3). Unfortunately for me, that means I have to reject a lot of segments due to control mistakes, which at times can make my re-try count increase by obscene amounts since I also have to worry about intensive luck manipulation and sure enough, I probably average well over 100 resets per segment, sometimes even when there is very little luck manipulation involved. This way I feel as though I'm making an authentic speedrun, not just playing through Fire Emblem with well thought out strategies and happening to go reasonably fast. I do my best to counter-act this trend by putting a lot of time into control optimization, such as learning to move my characters when holding the B button, which makes the cursor move somewhat uncontrollably fast. One of the criticisms I have against the Fire Emblem runs currently on the site is that they seem to have more emphasis on getting the planning right than they do performing each movement as fast as possible. On a random note, I use a gamecube controller to play the game since the wii remote isn't well suited to the game's play style. Another advantage of battle saving is that it reduces the amount of move memorization I have to do which in turn helps optimizing the moves I am focusing on. As you'll see the reason the run is so heavily segmented is because of the sheer magnitude of luck manipulation used in the run, which can only feasibly be done with a lot of battle saves per chapter. This run is the result of 10 months of work, which includes discussing strategies with forum members on various websites, recording a test run, completely re-planning my actual run almost entirely on my own and spending countless hours with recording attempts for each segment. This is my first speedrun submitted to SDA, though I hope to make many more in the near future. Thanks goes to Molotov, Nitrodon, Yoshmaster5, Ieattables, SMK, Kim Presea, Mekkah, Leopoldstotch711, Rolanmen1, DeathBorn668 and whoever else supported the run, as well as Nate for encoding and Mikwuyma, Radix, etc for running the site.
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