Joke Collection Website - Talk about mood - About Fire Emblem---"Fire Sword"
About Fire Emblem---"Fire Sword"
That would be fun~~ Don’t you think so? It’s good to have different results in the same place~ It’s a random number~~ So there is a concave point~~~
1. Random numbers
1. The role of random numbers
p>If you want to learn to make concave points as you like, you must understand the concept and function of random numbers. In FE, random numbers are the basis for judging the results of all random events. For example, in the game, whether our attacks hit or not, whether a certain ability will be increased when upgrading, whether professional special effects such as instant kills are activated, etc. are all determined by random numbers. In order to judge the results of these random events, a series of random numbers are prepared in the game's memory. The random numbers in GBA Fire Emblem are all random and irregular natural numbers between 0 and 99 (including the unnatural number 0). As the game progresses and random events occur, these random numbers are consumed in turn. So, how exactly do these random numbers work? In other words, how do they determine the outcome of random events? We all know that random events are linked to percentages. Take character upgrades as an example: Lutega's HP growth rate is 80 and his strength is 30 in Sealed Sword. Assume that when his LV UP occurs, the current system's The first two random numbers are 70 and 33, which correspond to HP judgment and force judgment respectively. Because 70 is less than 80 and 33 is greater than 30, this upgrade increases HP but not strength. Another example: a character's critical kill rate in a certain attack is 50. At this time, if the corresponding random number is 49, the critical kill is established, and if it is 50, the critical kill is denied. From these two examples, we can see that the way random events are judged by random numbers is: when the random number is less than the probability number of the random event, the event is judged to be true; when the random number is greater than or equal to the probability number of the random event, the event is judged to be true. veto. This is how random numbers in games determine the outcome of random events. It can be said that after understanding this, we have "see the essence through the phenomenon."
2. The consumption rules of random numbers in the game
After understanding the above common sense, let’s take a look at the consumption rules of random numbers in the game. This is also the necessary basis for mastering the concave point method. one. We already know that random numbers serve random events, and its responsibility is to determine the results of random events. From another perspective, not all events in the game consume random numbers. In GBA Fire Emblem, random consumption only appears in combat, LV UP plus ability points, end of round, treasure hunting, changing movement routes, controlling the amount of blood deducted per round for poisoned characters, and determining the enemy's actions. The specific instructions are as follows:
1) Combat:
A. In the Sealed Sword: the order of determination of a unilateral attack is "hit→kill". If the attack hits If the determination is established, it will continue to determine whether the critical kill is activated; if the hit determination is negative, that is, MISS, there will no longer be a critical kill determination, which means that there is no situation where the critical kill is missed (the same is true for Agni and Holy Demon). Among them, two random numbers are consumed to determine a hit (but which one is responsible has not yet been determined. Some say that the average of these two random numbers is taken), and one random number is consumed to determine a sure kill. Therefore, the actual situation is: if the attack misses (MISS), 2 random numbers are consumed, if the attack hits but does not kill, 3 random numbers are consumed, and if the attack hits and kills, 3 random numbers are also consumed. In addition, you must remember: even if the hit rate is 100, 2 random numbers must be consumed to determine the hit (same for Agni and Holy Demon).
B. The Sword of Fire: Compared with the seal, it has an additional instant kill stunt, so the situation is a little more complicated. The order of determination of unilateral attacks has changed to "hit→certain kill→instant kill". If the hit determination of this attack is established, it will continue to determine whether the critical kill is activated. If the critical kill determination is also established, it will continue to determine whether the instant kill is activated. Activate (if the sure kill is not established, the instant kill will not be determined). Among them, 2 random numbers are consumed to determine a hit (same as a seal), 1 random number is consumed to determine a sure kill, and 1 random number is consumed to determine an instant kill. Therefore, the actual situation is: if the attack misses (MISS), it consumes 2 random numbers, if the attack hits but does not kill, it consumes 3 random numbers, if it hits and kills, it consumes 4 random numbers, and if it hits and kills instantly, it consumes 4 random numbers.
The specific activation conditions for instant kill are: the fatal kill determination is established and the random number subsequently used to determine instant kill must be less than 50. It should be noted that according to the game settings, the fire dragon and the demon sealer in the fire cannot be killed instantly. In addition, although assassins are the only profession in the game that have instant kill skills, in order to save the trouble of special calculations, the system also performs instant kill determinations after all professions' fatal kill determinations are established. Therefore, in the fire, any fatal kill is Each attack consumes 4 random numbers.
C. In the Holy Magic Light Stone: Due to the addition of various professional special effects, the situation is more complicated than the fire. The judgment rules for each stunt are different and must be memorized one by one. However, the combat judgment method other than stunts is the same as that of Agni Fire, so I will only talk about stunts below:
Instant kill: Same as Agni Fire. And professions other than assassins will also perform instant kill determination after launching a sure kill. Ineffective against Demon King and Leon.
Big Shield: The activation probability is the opponent's LV, and the judgment time is after the opponent's hit judgment is established, a random number is consumed.
If the opponent's hit determination is negative, the large shield determination will no longer be made)
Penetration: The activation probability is one's own LV, and the determination time is after one's own hit determination is established and after oneself Before the fatal kill determination,
consumes a random number. (After the penetration is activated, the critical kill can still be launched. If the hit is not established, the penetration judgment will not be made)
(In actual combat, the large shield takes precedence over the penetration judgment. After the large shield judgment is established, the penetration will no longer be performed. (Judgment)
Must hit: The activation probability is one's own LV, the judgment time is before one's own hit judgment, and a random number is consumed. If the sure-hit determination is established, no further hit determination will be made.
Summoning: Summoning this stunt itself does not consume random numbers, but determining the ability of the summoned undead warrior will consume random numbers. The specific consumption rules are unknown...
Other professional stunts will not occur. Random consumption.
In addition, in the 3 games, attacking walls and ancient trees is also regarded as a battle, and one attack consumes 3 random numbers; and
Professional skills such as dancing, stealing, and using staffs Since there are no random events involved, no random numbers are consumed.
2) The consumption of random numbers when LV UP:
When the character is upgraded in Seal Demon 3, the system will use random numbers to determine whether the character's various ability values ??have increased. Since all characters
have 7 specific abilities, 7 random numbers will be consumed in sequence to determine the growth of these abilities. The order of judgment is: HP, strength, skill, speed, defense, magic, and luck. As long as the growth rate of a certain ability is greater than the corresponding random number, this ability will grow.
3) When our "turn ends", 1 random number will be automatically consumed.
4) Desert treasure hunting:
It is well known that if you use a thief and wait in the designated area, you will get 100 treasures. Obtaining treasures for non-thief professions
is related to their own luck. The higher the luck, the greater the chance of obtaining them. Regarding the probability of finding treasures for non-thief professions, I used to think that the character's lucky value was compared with the first random number in standby, that is, when the random number is less than the lucky number, the treasure will be obtained. However, in the recent tests of Agni, it was found that when the random number table is the same, sometimes the treasure can be obtained, and sometimes not. It seems that treasure hunting is not only related to random numbers, or in other words: it is not only related to the "random numbers" we are talking about.
5) Poisoning and blood deduction
The character enters the poisoned state after being attacked by poisonous weapons or hit by poisonous mist. After being poisoned, 1~3 HP points are randomly lost each round. I haven't studied the specific rules of blood reduction, but this is generally not very important. Just pay attention to reply in time.
6) The consumption of random numbers by the enemy's actions:
The consumption and determination rules of random numbers between the enemy and our side during the battle are the same, but the enemy's AI consumes random numbers. It is still unknown and difficult to test. For example, which enemy will attack first and where to attack will consume a certain amount of random numbers. Therefore, if we want to make concave points, it is best to do it during our own army's round.
However, this does not mean that we are completely helpless in controlling the enemy. After mastering the concave point technology skillfully, we can sometimes control the results of the enemy's actions based on actual conditions.
3. How to predict random numbers
Among the random number consumption rules mentioned above, there is still one missing item: "the consumption of random numbers by moving routes", and this content is also a method of predicting random numbers, which is The most important content in this post, so I will take it out and explain it separately.
After understanding the content of random number consumption rules, our next step is to look at how to predict random numbers in the game. Only by correctly predicting the size of random numbers can we use them in practice. In GBA Fire Emblem, the only way to predict random numbers is to use the character's movement route. Although there is currently no way to predict the specific number of each random number in the game, we can measure the size range of all random numbers in the future by controlling the character's movement route, that is, they fall between 0 and 49 (commonly known as small random numbers) It is still between 50 and 99 (commonly known as a big random number).
Let’s experiment together. First, find an "open area" on the map, that is, a place without special terrain or enemy interference, so that the character's movement is not affected (flying units that are not affected by terrain are much more convenient). Let any of our characters "A" stand on this ground, and let his movement force be x. Now we use the A key to activate A, and we can see that a blue diamond with a "radius" of x appears with A as the center, which is the character's action area. Then, we use the arrow keys to move the cursor, and the character's movement line pointer appears. As we move the pointer arbitrarily within the blue area, the line track behind the pointer also continues to grow longer. When the total movement length reaches x 1 grid, the trajectory line cannot continue to grow because it has exceeded the upper limit of movement of the character. The system will forcibly change the style of the trajectory so that its length is less than x but still achieves the purpose of movement. Okay, now press the B button to cancel the line, then reactivate A, and use the same steps a few more times. We will find that the trajectory line style and pointer direction adjusted by the system are not all the same, but change randomly. The person who determines the changes in the trajectory line and pointer style is random number. The trajectory lines and pointers display random number information on the screen, thus providing us with the most important basis for predicting the size of random numbers. So, how to interpret these twists and turns? Below we combine several common steps to interpret the trajectory and learn to judge the size of random numbers.
1) Figure 1 shows Nils of Fire, a professional bard with a mobility of 5. We will move the trajectory around to the state shown in Figure 1. At this time, the total length of the trajectory has reached 5 grids. If we continue to move, the style of the trajectory will change:
When the cursor moves one grid to the right, the trajectory's The end point (i.e. the pointer) will be on the same straight line as the character. Since "the line segment between two points is the shortest" and the system's working principle is "shortcut first", the trajectory at this time will definitely become a straight line without any twists and turns ( Figure 2). Since the second type of trajectory will never appear, there is no random determination involved. In other words, the generation of this straight-line trajectory does not require the consumption of random numbers. Since random numbers are not consumed, it is meaningless to us, and this situation should be avoided in actual operations.
When the cursor moves up one space, the end point of the trajectory will be in the diagonal direction of the character. Since there are no diagonal lines in the game, the trajectory will become a polyline. At this time, there will be random figures 3 and 4. Two situations arise. Since randomness is involved, random numbers must be inseparable. The state in Figure 3 indicates that the generation of the trajectory consumes a random number with a value between 50 and 99, that is, a big random number (hereinafter referred to as the big number). That is to say, if the first random number in the random number table before the trajectory changes is is large, then the trajectory will definitely become the state shown in Figure 3. The state in Figure 4 indicates that the generation of the trajectory consumes a random number with a value between 0 and 49, that is, a small random number (hereinafter referred to as small). That is to say, if the first random number in the random number table before the trajectory changes is small, then the trajectory will definitely change to the state shown in Figure 4. In this way, we can measure the sizes of a series of random numbers that are consumed and remember them by repeatedly operating the steps from Figure 1 to Figure 3(4).
This method of moving the route consumes and measures a random number every time the trajectory changes. It is commonly known as the "one at a time method". It is suitable for all characters with odd movement power. The "one at a time method" is not limited to the circle method shown in Figure 1. We can also circle in the opposite direction of Figure 1, or for example, the cursor in Figure 5 moves one space to the right, and the cursor in Figure 6 moves one space upward. , can detect a random number. The basis for judging the size of the consumed random numbers is Figure 7 (the pointer points horizontally to indicate a small random number, and to point vertically indicates a large random number; the part of the trajectory that is in the same straight line as the character, that is, the decolored part in the figure, does not reflect the random number information. ).
2) Let’s introduce a method of measuring multiple random numbers in one move. Figure 8 shows the Falcon Knight with a mobility of 8. We move the cursor to the state in Figure 8. At this time, the trajectory length is 8 cells. After moving one space to the left, the trajectory will randomly undergo the following 7 changes (Figures 9 to 15). The random number consumption represented by the trajectories in each figure is: :
Figure 9, the generation of this trajectory consumes 1 random number, big;
Figure 10, consumes 2 random numbers, the order is small and large;
Picture 11, 3 random numbers were consumed, the order is small, small and big;
Picture 12, 4 random numbers were consumed, the order is small, small and big;
Picture 10 Three, 5 random numbers were consumed, and the order was small, small, small, and big;
Figure 14, 6 random numbers were consumed, and the order was small, small, small, and large;
Figure Fifteen, 6 random numbers were consumed, in order of small, small, small, small.
The order of interpretation is to start from the pointer and advance to the character according to the pattern (see Figure 16 for the method). The range of random numbers at the turning point of the trajectory will definitely change. Note that, as above, ignore the part of the trajectory that is in the same straight line as the character (the decolored part). This winding method is commonly known as the "multiple-at-a-time method". One trajectory change can measure up to x-2 consecutive random numbers. Therefore, the character with higher mobility is better to use. The "multiple at once method" can also be performed according to other steps. After we move the cursor arbitrarily x 1 square in the blue area, the trajectory will change, thereby predicting multiple random numbers. Figures 17 to 21 are all applications of the "many-at-a-time method". We can follow the instructions in Figure 16 to judge the status of random numbers in these pictures. In practical applications, we should choose the winding method according to the specific situation in the game and be flexible.
2. Concave Point
Concave point is the process of predicting and adjusting random numbers to achieve the purpose of controlling character growth, controlling hit avoidance, etc. In the above content, we learned how to predict the size of random numbers by judging the trajectory, but there is a problem, that is, when we use the trajectory to judge the random numbers, these random numbers have been consumed. Since they are consumed How to use them? We know that the storage method of Fire Emblem is automatic storage. When we use the character to complete commands such as attack, access, theft, door opening, support, standby, etc., the system will immediately record the current situation and random table status. Even after RESET, We can only return to the state after the most recent attack, standby and other instructions were completed. But if we just use the movement trajectory to consume random numbers, the system will not store the consumption of random numbers until the next combat or standby instruction is completed. For example, we first use A to execute the standby command, then use B to consume a few random numbers by moving, then RESET to return to the state after A's standby, and then use B to test the random numbers. We can find that the consumption of random numbers is the same as before RESET. , that is to say: B's consumption of random numbers before RESET has not been stored, but we already know the size of the random numbers in the future. Only when B is on standby or chooses "End of Round" will the random numbers he consumes be "really" recorded by the system. Taking advantage of this, we can make concave points.
1. Concave points when upgrading:
The main purpose of our concave points is to enable the character to achieve better growth when upgrading. On the basis of understanding the random number consumption rules in the game and being able to predict the random numbers proficiently, we can already obtain a satisfactory upgrade result by adjusting the random numbers.
To get the best upgrade results, you must find a way to make the 7 consecutive random numbers used for character upgrade determination all small random numbers. However, there are rarely 7 consecutive small random numbers in the game, so under normal circumstances, it is enough to have 5 or 6 small random numbers among these 7 random numbers.
Assume that the current game is Sealed Sword. After a certain round of our side starts, our *** has two characters: the protagonist and the nun (both EXP are on the verge of upgrading). There is 1 bandit on the enemy side (the HP is less than one hit from the protagonist). First, we consume some random numbers by moving trajectories and write them down. The assumption is that the order is: small, big, big, big, big, small, small, small, small. It can be found that there are 6 small random numbers among the 7 random numbers starting from the 11th random number, which basically meets the needs of upgrading. Then RESET re-enters the game, and the random number table will return to the state before the test. At this time, we use "multiple methods at a time" and "one method at a time" to consume the previous 10 random numbers, and then the nun uses the staff to upgrade. As mentioned before, skills such as using a staff, stealing, and dancing do not consume random numbers, so the next 11th random number is used for the nun's HP growth determination, and the following 12th to 17th random numbers are used for strength skills, speed, and magic defense luck. judgment. Since 6 out of 7 random numbers are small, the results of this upgrade should be very impressive. Still in the above situation, if you want the protagonist to upgrade through battle, you must consume the first 7 random numbers after RESET, so that the 3 random numbers 8 to 10 are used for the protagonist's hit and kill determination, and the next 7 random numbers will be used for the protagonist's hit and kill determination. 11~17 random numbers are still used for upgrade judgment. Of course, this arrangement is based on ensuring that the protagonist can hit. If the protagonist attacks MISS, the 10th random number will no longer be used for the protagonist's fatal kill determination but for the bandit's hit determination. In this way Once here, the situation is completely different. Therefore, when we upgrade, we must have a relatively accurate prediction of the outcome of the battle between the two sides. Due to the addition of special skills in Agni and Holy Demon, the random consumption in battle is more complicated and the battle results are more difficult to predict. However, I will not give examples to explain. You can refer to the previous "random consumption rules" to slow down your own in actual combat. Slow to understand. In addition, I would like to add some experience: when using the moving method to predict random numbers, it sometimes takes a long time to wait for the continuous small random numbers to appear, so it is best to use notes to record the results of each circle when you are a beginner. After RESET, you can repeat the previous results according to the notes. After you become proficient in moving and concave, you can get away from paper and pen by mentally memorizing the number of times to circle while waiting with the character.
2. Adjust hit, avoidance, sure kill, and instant kill
Have you ever had a time when you looked at your hit rate of over 50 and hesitated to attack? Using concave points, we can completely dispel this worry. Compared with upgrading concave points, concave hits and sure kills are easier to come by. As mentioned in the previous "random number consumption rules", two random numbers are needed to determine a hit, and one is required to determine a sure kill and instant kill. The total is only 3 or 4 random numbers, which is easier than finding 6 or 7 consecutive small random numbers. many. When the hit rate is not less than 50, just concave two consecutive small random numbers to ensure 100 hits. Even if the hit rate is lower than 50, the probability of hitting is twice as high as usual. Assassins in Fire and Holy Demons, when the hit rate and critical kill rate are both above 50, concave 4 consecutive small random numbers can ensure an instant kill. We can also miss the enemy's counterattack after our attack hits (that is, let the two random numbers used to determine the enemy's hit be larger). As long as you are familiar with the previous "random number consumption rules", you can do it easily. In addition, in the Holy Demon, since the activation probability of professional special skills other than instant kill does not exceed 20, it is not commonly used in actual concave spots.
Before the end of our turn, we can also use random numbers to affect the outcome of the enemy's turn. For example, when the enemy only has the BOSS on the Amyrlin, we can dent him before the end of the turn. MISS and so on. But remember, the system will automatically consume a random number when the round ends. In addition, when using the mine BUG to control the enemy, the random consumption rules remain unchanged, and we can control the enemy to continue to sink.
Let me tell you first~This is what I forwarded~~
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