FE6 Reverse LTC Chapter 18 Sacae: The Law of Sacae

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Chapter 18 completed in 2 turns (76 total).

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Second chapter and spacewise there really isn't such a long distance between our starting position and the boss. Without getting any staves involved, dancing Zeiss twice lets him drop Karel right in front of the boss for the enemy phase bosskill, and canto away a little to where it's advantageous to be (mostly to gain some exp countering nomads). Karel has massive defence due to being guaranteed a boost upon every level-up while Zeiss is pretty much impervious to damage thanks to the Delphi Shield. Karel doubles the boss with most of the weapons available to him, so the bosskill isn't so problematic.

No issues with Karel and Zeiss's survival or the bosskill... Easy 2-turn?

Not really.

Since we're taking another turn, we want to make the most out of it so that we can benefit from our work in the further chapters. In practice, what this means is that we want to milk as much combat exp for Clarine as possible from this chapter... and I gotta say it's a gold mine.

We start by having our fliers drop Clarine in the bushes where she will most likely not die to the enemies attacking her (Clarine's avoid stat is really enormous) and she'll counter them without really killing anyone - still good experience.

The character who IS a lot more likely to die this turn is Lalum, the frailest of the dancers by far. Any combination of two enemies attacking her KOs her, and often one hit is enough - there's a Killing Edge Myrmidon there somewhere. Overall, the enemy phase is brutal to Lalum considering how many enemies gang up on her.

Not only can Lalum die, but she and Elphin can be surrounded so badly that they won't be able to dance their way out next turn in order to help Clarine self-improve.

Manipulating a favourable outcome seemed impossible and terribly inconsistent because even by repeating the same actions the positions and numbers of the nomads spawning from the forts vary each time, determined by the secondary RNG, and I found no way to manipulate that. The solution came from the extrapolation of the desert item trick - restart the game before the very last action, and since the RNG will be at the zero position - every time, no nomads will spawn from the forts whatsoever. This way, they don't clog up Lalum's way to the other units nearly as badly, requiring just one enemy to be killed.

On turn 1 enemy phase, Karel crits the boss but doesn't kill him, leaving him at such low HP that Clarine can finish him off with her minuscule chip. She will get another dance after this, this time to kill a promoted nomad that Zeiss weakened for her (because she can't 1RKO). Now Clarine's magic has grown to the point where it's not so rare to see her destroy an enemy from full HP in one single round, which is exactly what we have wanted all along. Sadly, the exp she gains from kills is also gradually slowing down, but we see the positive feedback from it regardless.

Other units of mine self-improve a little bit too, with decent level-ups for Zeiss, Miledy and, of course, Dayan, staple units from the very earliest chapters in this patch. Shin visits a shop to sell some items and buy some Physics, since we still don't have any. I hope this is money well-spent!







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