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The Manual of FESS Prowess - This is mandatory reading for everyone!
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Author Topic: Balancing the Laguz  (Read 1816 times)
Time Mage



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« on: September 29, 2008, 11:01:05 AM »

So, they tried to balance Laguz on RD, by giving them freedom to transform whenever they want once the bar is filled, giving them increased power on their weapon for each weapon level and more bar-filling items... And they still are much worse than the Beorc units. Not counting the royals or the herons, of course.

What are the Laguz strengths and weaknesses, then? Let's see:

+ Huge HP.
+ Unbreakable weapons.
+ Get automatically better weapons as they gain weapon levels.
+ Good (but not great) stats when transformed.

- Can't attack when untransformed.
- Really weak when untransformed, despite the high HP (most get doubled by most enemy units).
- Untransformed counters are pretty much worthless.
- Lack of options: Little to no critical, no ranged attacks, no special effects (like double hits or effective vs effects)
- Untransform after a few battles (Cats only last 8 battles untransformed with a full transfomation gauge, that's just one turn sometimes).
- Don't get the big stat bonus Beorc get every 20 levels for promoting.
- Low caps mean "double stats" are not that good, after all. Example: Mia with Vague Katti 20/20/20 vs tranformed Ranulf level 40 SS Claw, average stats (Trueblade vs Cat, since they are similar in their stat distribution):
Code:
1  HP ATT SKL SPD LUK DEF RES
2 
3 Mia: 50 51 40 40 29 28 20
4 
5 Ranulf: 65 54 40 40 30 30 28

That's +15 HP, +3 Att, +1 Luk, +2 Def, +8 Res for Ranulf, and +5 Hit, +5 Crit for Mia (not counting the innate +20 Crit Mia has as a Trueblade). While better, Ranulf's stats are not that much superior, considering the lack of versatility and the fact that he has to be transformed to get there.
- And finally, horrendous EXP growth. They get to level 40 max, and Beorc to level 60 max, so it's logical that they get less exp, but not THAT low.


So, what would you do if you could fix them? Not making them unbalanced, just on par with Beorc.

I'd do the following:
* They would get exp as a level*1.5 Beorc (since 40*1.5 = 60, corresponding to their level cap differences).
* Add innate class abilities (like cats getting +5 critical from level 1-10, +10 critical from 10-20, +15 from 20-30 and +20 from 30-40, for example)
* Some sort of long range option, possibly in the form of Laguz-only skills (like Quickclaw, but on command, like selecting another weapon).
* Increase the transformation bar gain per turn.
* Increase their stat caps a little so that the stat doubling corresponds to clearly better stats.

With this, they would still have to transform, and have limited actions per transformation, but they would be more powerful when transformed, a bit more versatile, and would get decent exp per action (Ranulf, at his starting level of 26, would be gaining exp roughly as a level 39 = 19 promoted unit).

In conclusion: I'd LOVE to use Laguz if they had those changes. Right now, unless you really, really like one, they are not worth using.
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« Reply #1 on: September 29, 2008, 01:55:30 PM »

+ Good (but not great) stats when transformed.
What do you mean? Even in your example, you show that their raw stats are on par with some of the strongest units in the game. Also, you forget that their raw stats while transformed are going to be better than your beorc units until they reach their 3rd tiers.

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- Can't attack when untransformed.
Can still counterattack, and it's not useless because it helps build their strike level and their gauge while not killing enemies so that more can't come in and attack them. Granted, they can't take too much punishment, but no unit can take beatings forever.

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- Lack of options: Little to no critical, no ranged attacks, no special effects (like double hits or effective vs effects)
This isn't that big a deal. People love to bring this up all the time, but really, how often are you going to be using a killing edge rather than an iron blade? How about a wyrmslayer over a steel sword? The answer is almost never, most likely just against bosses.

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- Untransform after a few battles (Cats only last 8 battles untransformed with a full transfomation gauge, that's just one turn sometimes).
If a cat fights 8 times in a single turn, you're letting a unit get ganged up on. In such a position, even a beorc, depending on where you are in the game, will probably have issues surviving.

That said, items fix this with ease, which are a cheaper investment than providing a beorc with weapons the entire game.

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- Don't get the big stat bonus Beorc get every 20 levels for promoting.
But beorc have lower overall stats until they reach their final tiers.

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- Low caps mean "double stats" are not that good, after all.
How so? Is 36-40 somehow a bad amount for a unit to have in terms of raw stats? Allowing for much higher stats would break them, as 50-60 is far too much for any single stat, especially since it means bosses will have to be made stronger to compensate (and a boss with 55 speed isn't exactly what I'd call fun when beorc can only hit 40 at best).

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That's +15 HP, +3 Att, +1 Luk, +2 Def, +8 Res for Ranulf, and +5 Hit, +5 Crit for Mia (not counting the innate +20 Crit Mia has as a Trueblade). While better, Ranulf's stats are not that much superior, considering the lack of versatility and the fact that he has to be transformed to get there.
What versitility does Mia have? She's locked to a single weapon type and there's better classes that can use swords. Sure, she can fight at any time, but if you plan ahead Ranulf shouldn't be caught in a position where he's against a lot of enemies and can't fight.

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- And finally, horrendous EXP growth. They get to level 40 max, and Beorc to level 60 max, so it's logical that they get less exp, but not THAT low.
Paragon. You get 3 and most beorc don't need them, though I do agree it's a lot worse than it should be.

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* Some sort of long range option, possibly in the form of Laguz-only skills (like Quickclaw, but on command, like selecting another weapon).
Dragons can attack at 1-2 range.

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In conclusion: I'd LOVE to use Laguz if they had those changes. Right now, unless you really, really like one, they are not worth using.
Or you could look at the map and plan ahead so that you can use your laguz accordingly to avoid getting them into any sticky situations. They take more work to use than beorc, yes, but I hardly think that's an issue in a strategy game.
« Last Edit: September 29, 2008, 02:00:09 PM by Apollo Justice » Logged

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« Reply #2 on: September 29, 2008, 06:12:04 PM »

Well another minus that Laguz have on average for the unexperienced Fire Emblem player is that they are much more difficult to use since your strategy has to change quite a bit when placing one into your roster as opposed to putting in another beorc unit.

Having one or two laguz in your party should be easy to accomplish since the game throws sooo much olivi grass at you but more then that and it becomes more of a hassle unless you dont mind a much slower advance....

I personally like the laguz but aside from  Royal/Herons and Ranulf, Janaff, Ulki most of them arent that great or just come at bad times.

EDIT: Dragons are great for their utility sense and if trained can be good.....

so in the end I think they morbidly slow experience gain is their greatest downfall
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Time Mage



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« Reply #3 on: September 30, 2008, 01:54:47 AM »

What do you mean? Even in your example, you show that their raw stats are on par with some of the strongest units in the game. Also, you forget that their raw stats while transformed are going to be better than your beorc units until they reach their 3rd tiers.
I mean that the stats are not good enough, considering the other disadvantages.

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Can still counterattack, and it's not useless because it helps build their strike level and their gauge while not killing enemies so that more can't come in and attack them. Granted, they can't take too much punishment, but no unit can take beatings forever.
A Beorc unit can do worthwhile counterattacks, while either not being doubled and dodging a lot, taking little damage per attacks, or in the case of some units, both. The Laguz takes a lot of damage, and don't kill anything on the enemy phase.

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This isn't that big a deal. People love to bring this up all the time, but really, how often are you going to be using a killing edge rather than an iron blade? How about a wyrmslayer over a steel sword? The answer is almost never, most likely just against bosses.
And still, the options are there. If attacking with an Iron Blade I'm going to leave the enemy with 2 HP, and attacking with a Killing Edge will leave it with 6 HP, I'll use the KE for the chance of an OHKO. And some times it will OHKO, some times not, but with a 30% critical chance and two hits per battle, that's roughly a 50% chance to kill the enemy instead of having it block the path/get attacked in the enemy phase.
And what about range? ALL Beorc units, save Archers, Monks, Bow Knights and Bow Paladins (three unpromoted units, and one 2nd tier) have dual range options, and the four who doesn't evolve in something that have dual range. Laguz, except Dragons, can't.

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If a cat fights 8 times in a single turn, you're letting a unit get ganged up on. In such a position, even a beorc, depending on where you are in the game, will probably have issues surviving.
As I said, that's an extreme case. But running out of transformation in two turns isn't: turn 1, player phase: transform, attack (meter 30-4). Turn 1, enemy phase, get attacked twice (meter 26-2*4), Turn 2 player phase, attack (meter 18-5-4), Turn 2, enemy phase, get attacked twice (meter 9-2*4). Unit untransforms at the beginning of Turn 3. Is that good at all? You're going to spend a MINIMUM of 1 player phase not doing anything (and that if you use a rare Laguz Stone). If you use Olivi Grass, you're spending at least 1 full turn, considering the enemy attacks and the Laguz gets the 15 remaining points filled by those attacks (not doing anything in return, of course). So that leaves us, in the most optimistic scenario, with a unit that can attack twice every three turns. Wow.

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But beorc have lower overall stats until they reach their final tiers.
True. But considering the disadvantages, still not enough.

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How so? Is 36-40 somehow a bad amount for a unit to have in terms of raw stats? Allowing for much higher stats would break them, as 50-60 is far too much for any single stat, especially since it means bosses will have to be made stronger to compensate (and a boss with 55 speed isn't exactly what I'd call fun when beorc can only hit 40 at best).
I'm just saying that, if in their "specialty" stats they tie with a Beorc, there's something wrong, as the Beorc can keep those stats forever. A cap just 2 points higher would provide a good enough difference, I'm not asking for stats in the 50 range, of course.

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What versitility does Mia have? She's locked to a single weapon type and there's better classes that can use swords. Sure, she can fight at any time, but if you plan ahead Ranulf shouldn't be caught in a position where he's against a lot of enemies and can't fight.
She can use ranged sword, for example. Has a pretty reliable innate critical chance, that can be further boosted with specific weapons. Has access to weapons with situational, but good special effects (Wyrmslayer), and weapons with simply awesome special effects (Brave Sword). And even if it isn't necessary at all, can choose the power of her attack, with the proper choice of a weapon, so that a weaker unit can finish off the enemy. Ranulf simply lacks all those options.

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Paragon.
Paragon on a Beorc. Seriously, both species can access Paragon, that' not exactly a Laguz advantage.


And finally:

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Or you could look at the map and plan ahead so that you can use your laguz accordingly to avoid getting them into any sticky situations. They take more work to use than beorc, yes, but I hardly think that's an issue in a strategy game.
In a well designed strategy game all units should have roughly the same usability, so that you decide which ones to use according to your play style and personal preferences, not just power. Using an example from a game I know like the back of my hand, yes, you can clear Final Fantasy Tactics with a group of Squires using only Squire skills, with no other reaction, support or movement abilities, and with self-imposed level caps... But that doesn't make them as usable as, say, Summoners or Geomancers or Lancers.

It's the game's fault that Laguz are not an option as good as Beorc, simply as that. I'm not denying they can be used, but unless you want to limit yourself or like them a lot, they are not contenders. And I think that, with the changes I proposed (specially the EXP one, and being able to last transformed more, but range and innate skills are also an issue), they would be ON PAR with Beorc, leaving using them or not up to the player preferences and play style.
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« Reply #4 on: September 30, 2008, 06:51:41 AM »

Don't forget the other thing Radiant Dawn to the Laguz.

Made their growth rates terrible (so terrible pretty much all of them are better off with BXP). The Path of Radiance Laguz had godly grwoths though even with them they couldn't cap their stats. Radiant Dawn has lower caps which is why the growths were lowered but it is still a kick in the face when they take years to level and then usually the only stats to increase are level and HP...

I thnik the Laguz are not meant to be balanced. They are meant to be for more maverik players hence their rather lopsided stats and nature. I'm guessing this was taken to an extreme for Radiant Dawn since most players avoided them in Path of Radiance.

To be honest I prefer Path of Radiances Laguz system with the whole fast-medium-slow transformer (though I seem to remember a demi ring being used on a fast transfer in preparations and then being unequiped left the fast trasnformer with an empty gauge).
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« Reply #5 on: September 30, 2008, 11:22:58 AM »

I mean that the stats are not good enough, considering the other disadvantages.
They can't exactly go crazy with making their stats insane, otherwise they risk breaking them.

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A Beorc unit can do worthwhile counterattacks, while either not being doubled and dodging a lot, taking little damage per attacks, or in the case of some units, both. The Laguz takes a lot of damage, and don't kill anything on the enemy phase.
This is like the archer debate... If they are human they will likely be pulled back behind the front lines where enemies won't be attacking them or any of the other back-liners. If enemies aren't attacking them on the enemy phase, whether or not they can kill on the counterattack is meaningless.

To actually give a relevant response, you don't have to kill an enemy to make use of their counter. Sometimes you don't want an enemy to die since that makes room for another to come in and fight, so they at least have meatshield uses with that absurdly high HP. And considering the amount of magic power healers get in this game, they should be able to get back to full or at least a reasonable amount of HP restored from one healer.

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And still, the options are there. If attacking with an Iron Blade I'm going to leave the enemy with 2 HP, and attacking with a Killing Edge will leave it with 6 HP, I'll use the KE for the chance of an OHKO. And some times it will OHKO, some times not, but with a 30% critical chance and two hits per battle, that's roughly a 50% chance to kill the enemy instead of having it block the path/get attacked in the enemy phase.
That's why you have more than one fighting unit in a chapter. If you need to kill an enemy before the enemy phase and one won't cut it, you attack it with another unit. You don't rely completely on luck to kill it, regardless of how reasonable the odds may be, as that's not very good tactics.

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And what about range? ALL Beorc units, save Archers, Monks, Bow Knights and Bow Paladins (three unpromoted units, and one 2nd tier) have dual range options, and the four who doesn't evolve in something that have dual range. Laguz, except Dragons, can't.
They might have that advantage, but how often are they going to use it? Wind swords, hand axes, and javelins have horrible accuracy and are very expensive, and money is actually pretty scarce in this game. You're going to be relying on the basic steel weapons until units have the skill for using blades/greatlances/etc. because they are cheap, yet strong enough to get the job done. I admit they exist for those rare occasions, but laguz have range-hitting skills for such equally rare occasions.

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As I said, that's an extreme case. But running out of transformation in two turns isn't: turn 1, player phase: transform, attack (meter 30-4). Turn 1, enemy phase, get attacked twice (meter 26-2*4), Turn 2 player phase, attack (meter 18-5-4), Turn 2, enemy phase, get attacked twice (meter 9-2*4). Unit untransforms at the beginning of Turn 3. Is that good at all? You're going to spend a MINIMUM of 1 player phase not doing anything (and that if you use a rare Laguz Stone). If you use Olivi Grass, you're spending at least 1 full turn, considering the enemy attacks and the Laguz gets the 15 remaining points filled by those attacks (not doing anything in return, of course). So that leaves us, in the most optimistic scenario, with a unit that can attack twice every three turns. Wow.
Give me one example of a non-defense battle where the majority of the fight lasts more than 2 or 3 turns. Reasonably, by the time they revert, the big battles are over.

Olivi grass being used on their turn shouldn't be that big a deal. Considering how much value you put in the ability to counterattack on the enemy phase, using an Olivi grass on their turn shouldn't matter much since they can then counterattack enemies on the enemy phase (and the use in this is why I made defense missions an exception to the above... in defense missions the battles usually do last more than a few turns and you rarily attack during your turn so that enemies come to you, making it the perfect time for them to use Olivi grass).

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True. But considering the disadvantages, still not enough.
It's an advantage they have until the final stretch of the game. That should at least justify temporary use of a few (for example, Lethe and Muarim are very useful in part 2 and Ranulf and the hawks are really useful in part 3).

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I'm just saying that, if in their "specialty" stats they tie with a Beorc, there's something wrong, as the Beorc can keep those stats forever. A cap just 2 points higher would provide a good enough difference, I'm not asking for stats in the 50 range, of course.
A stat of 42 is, frankly, a negligable difference from 40. 2 stats isn't that major, not to mention it still doesn't solve the issue of "low stats while human" since 21 isn't really any different from 20.

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She can use ranged sword, for example.
Until the Alondite, they are all expensive and highly inaccurate with low uses.

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Has a pretty reliable innate critical chance, that can be further boosted with specific weapons.
People keep saying a swordmaster's critical is "reliable", but I really think this is an exaggeration. It's 15% + what she gets from her skill, which is at most 20%, making it 35%. 35% growths are generally considered low in this game, so why is it suddenly good when it's attributed to criticals? And critical-boosting weapons are too expensive to waste on random enemies.

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Has access to weapons with situational, but good special effects (Wyrmslayer),
Only really good in the chapter against Goldoa, which is the tail-end of the game.

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and weapons with simply awesome special effects (Brave Sword).
Point taken, though still a bad idea to waste such a rare and useful weapon on random enemies.

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And even if it isn't necessary at all, can choose the power of her attack, with the proper choice of a weapon, so that a weaker unit can finish off the enemy. Ranulf simply lacks all those options.
But then your "reliable crit rate" has Mia run the risk of accidentally killing the enemy unit. And while I admit it's not as good, you can have the enemy target Ranulf while human so he can kick their HP down slightly with no chance of accidentally killing them.

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Paragon on a Beorc. Seriously, both species can access Paragon, that' not exactly a Laguz advantage.
Didn't read anything past "paragon"? I specifically said you get 3 of them and the majority of beorc don't need it. I even agreed that EXP is still an issue for them.

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In a well designed strategy game all units should have roughly the same usability, so that you decide which ones to use according to your play style and personal preferences, not just power. Using an example from a game I know like the back of my hand, yes, you can clear Final Fantasy Tactics with a group of Squires using only Squire skills, with no other reaction, support or movement abilities, and with self-imposed level caps... But that doesn't make them as usable as, say, Summoners or Geomancers or Lancers.
I've never played Final Fantasy Tactics, just Tactics Advance. I guess going by the game I do know, you could win FFTA with just soldiers and soldier skills (especially since the game is supposedly that much easier), but the problem is the analogy falls through when you compare the soldiers to the laguz directly. In order to compare a class to the laguz, you need a class that operates like the laguz (weak normally, but stronger under certain conditions). Comparing them to a flat-out inferior class just doesn't work, no matter how flat-out inferior you think laguz are (especially when you consider that transformed laguz stats are on par with some of the strongest beorc... a soldier will never have the superior stats of a fighter or paladin).

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It's the game's fault that Laguz are not an option as good as Beorc, simply as that. I'm not denying they can be used, but unless you want to limit yourself or like them a lot, they are not contenders. And I think that, with the changes I proposed (specially the EXP one, and being able to last transformed more, but range and innate skills are also an issue), they would be ON PAR with Beorc, leaving using them or not up to the player preferences and play style.
While I agree the EXP is an issue, I fail to see how using a laguz is "limiting yourself". They require completely different tactics to use properly, and a lot more thinking ahead, but I fail to see how being forced to put more work into thinking ahead and working with your strategy to account for them should count against you when you're supposed to be doing stuff like that in the first place. It's not limiting yourself, it's simply using different tactics from normal.
« Last Edit: September 30, 2008, 11:33:19 AM by Apollo Justice » Logged

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« Reply #6 on: October 06, 2008, 01:14:50 AM »

I know this topic is kinda dead, but I'm not necroposting yet! Just wanted to mention a few things.
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Made their growth rates terrible (so terrible pretty much all of them are better off with BXP). The Path of Radiance Laguz had godly grwoths though even with them they couldn't cap their stats. Radiant Dawn has lower caps which is why the growths were lowered but it is still a kick in the face when they take years to level and then usually the only stats to increase are level and HP...
Nah, the growths weren't lowered because of the caps. They were lowered because the growths are worth twice as much transformed. If you take a set of laguz growths and double the non HP/luck values you get pretty good growths. For instance Volug has only 150 in his non HP/luck stats, which is pretty dismal, but in his transformed state that's 3 stat points BESIDES HP, luck and defense over the course of a level. If you BEXP a laguz 2 levels it will almost always get a point in HP and luck, then only one stat somewhere else, meaning you only get 2 stats when transformed per level. Pretty pathetic. Of course once you cap even one stat your chances of growth with a normal level may be much lower... (beorc tend to need 2-3 stats capped before BEXP is preferable to CEXP levels I believe).

Also, Time Mage, in that stat comparison you use cat caps which are probably the least exceptional, while trueblades have one of the highest single-stat caps in the game (40 spd and skill). Most beorc units best stats don't get up to 40 (marshalls have 37 def, I think reavers have 38 attack), but Skrimir and other lions can have as much as 46 def while the birds get anywhere from a cap of 42 to 50 spd (!!!).

Also, Ranulf has twice the chance Mia does to activate his mastery (astra is skill/2) and it's more likely to be a one-round KO (str*5 >>> final damage * 5). Frankly, unless mia is using a killer blade or a wo dao later game (which is not that great due to low might + low str cap) her crit rate is easily beaten out by ranulf's high rend rate (he's usually doubling so he should be getting it once every other round). If you use a wo dao to beat out the rend rate, you're doing piss poor damage and your crits don't really matter IMO.
 
Endgame, the transformation only matters for one thing - inactivity during the first turn (i'm pretty sure in 4-3 your laguz start at 30 gauge so it doesn't matter there). This is too bad for chapter 4-E-2 where being able to run up and attack fast is good. But other than that, 2 laguz gems with 5 uses each, along with herons that can fill laguz gauge, will easily keep your laguz transformed 100% of the time (have reyson transform with laguz gem or stone and then use his 4-panel skill to fill gauges ASAP). You can also use up those gems as early as 4-3 since Nasir will come with a third laguz gem. I think it's only 2 laguz gems before then, right?

Another thing I love about Laguz: I don't fill their inventories with 6 different weapons. Their strike, a healing item, a formshift item or two. You have plenty of room to swap all your disarm-steal spoils from heather over and give her room to steal more during part 3.

I would agree that using laguz is tough if you try to use several. 3 and a heron is easily manageable. 2 and a heron is easy, especially with all the laguz gems and olivi grasses floating around.
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« Reply #7 on: October 06, 2008, 12:04:25 PM »

Maybe it's just me, and it probably is because there's no rational reason for why this should work, but I think that the Bonus EXP consumed by Laguz is not much worse than Beorc, IE it's less waste full to use BEXP on Laguz and then just train Beorc in the field.

And because of the ... stupid... BEXP level-up system, Laguz gain essentially four-five stats a level: one hp, most likely a luck, and two in something else (when transformed). If they don't get a luck or an hp, all the better, because the other stat they gain gives them a two boost in that stat. This allows them to essentially grow as fast as beorc (technically faster than all beorc that you BEXP abuse), and when they cap in their high growth stats, the BEXP system forces less-likely stats to get boosts. A Laguz that you BEXP abuse will pretty much always cap in every single stat (although if used strategically, BEXP can cause almost every unit in the game to cap, including beorc).

As far as using laguz... I don't. Because in Radiant Dawn almost any character can be capped in everything, so I just choose characters that I like since essentially they will all be ballers by the end of the game, and I just don't find any of the laguz besides Ranulf to be fun or interesting characters.
« Last Edit: October 06, 2008, 12:06:24 PM by Black Knight » Logged
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« Reply #8 on: October 06, 2008, 02:39:23 PM »

Honestly, in terms of raw stats, the laguz are far better than everyone seems to have given them credit for at first (except maybe Volug.  Ugh).  The only reason I avoid using regular laguz is because I don't have the patience to work out when I can fight with them and when I can't, and adjust my tactics based on that.  But then again. I use bow-users routinely, so...maybe I should try to use them during my next playthrough.

The royals, of course, are a different matter entirely.  Naesala capped everything but defense...he was one point short.  It's obscene.
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« Reply #9 on: October 06, 2008, 04:50:13 PM »

Quote
Maybe it's just me, and it probably is because there's no rational reason for why this should work, but I think that the Bonus EXP consumed by Laguz is not much worse than Beorc, IE it's less waste full to use BEXP on Laguz and then just train Beorc in the field.

And because of the ... stupid... BEXP level-up system, Laguz gain essentially four-five stats a level: one hp, most likely a luck, and two in something else (when transformed). If they don't get a luck or an hp, all the better, because the other stat they gain gives them a two boost in that stat. This allows them to essentially grow as fast as beorc (technically faster than all beorc that you BEXP abuse), and when they cap in their high growth stats, the BEXP system forces less-likely stats to get boosts. A Laguz that you BEXP abuse will pretty much always cap in every single stat (although if used strategically, BEXP can cause almost every unit in the game to cap, including beorc).
I definitely see what you're saying. To some extent I think that the BEXP wasted on capping HP and luck . There are certain laguz (Vika, Mordy, Volug, Kyza) who have such high HP and luck boosts, however, that you may as well level them up normally - Volug, for instance, has 90 or 95 in each so you'll get better stats leveling him with CEXP (at least till he caps some stuff).  Other laguz (muarim, vika) cap or nearly cap their essential stats anyway so beyond a couple BEXP levels they get already, there's not really any point in throwing in BEXP.

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Because in Radiant Dawn almost any character can be capped in everything, so I just choose characters that I like since essentially they will all be ballers by the end of the game
'struth.
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