@@billytringuyen1 any run that mathematically requires you to grind out supports in order to survive is more difficult than a "normal run" ... this was an actually interesting challenge, unlike many other types.
Now, create a Murphy's Law Patch for an FE game: -Ally growth rates round down to the nearest integer multiple of 100%. -Enemy growth rates (for calculating enemy stats) round up to the nearest integer multiple of 100%. -Blue/green/yellow unit hit/crit rates less than 100 round down to 0. -Red unit hit/crit rates greater than 0 round up to 100. -Blue/green/yellow units will never proc skills unless mathematically guaranteed. -Red units will always proc skills when mathematically possible. -Hidden treasure cannot be picked up unless a unit is guaranteed to do so. -Similar for any other RNG-based mechanics present in the particular game
A strategy game where every character gets 1 shot actually sounds challenging and is a cool concept. The 0%, rigging mod, and game mechanics like weapon triangle and supports makes it a cool and very possible concept
Congratulations on the amazing video! I had no expectations going into it as I hadn't watched any of your other videos before, but you had my undivided attention after just a few minutes. The narration flowed really, really nicely and I think it complemented the gameplay perfectly. When you explained you are a senior in Computer Engineering I actually popped off a little (CS is one of my special interests) and the fact you made your own patch is impressive. I was hoping to hear about the process of editing the ROM itself, but that there was a tangent about it at all was enough for me. I'm surprised by all the little details that compounded to distinguish this run from a typical playthrough of FE8 (and any Fire Emblem game, really). It made me want to give the game a shot with this exact same run, just to get my own feel for it, which I think is the very best thing a video like this could do. Oh and thank you for taking the time to manually insert the subtitle track! Your tone of voice was very clear and easy to follow throughout the entire video, but I still always watch videos with subtitles on and they made my viewing experience even smoother. So yeah, overall, great video as I said before! I'm definitely interested in whatever else you will publish in the future, as well as what is already on your channel. Thank you! EDIT: OH AND THE NATASHA FAVORITISM WAS SO REAL!!
Thanks for all the kind words! Happy to hear you liked the bit about CS/making the patch, since it was one of my favorite aspects of doing the run. If you're interested in learning a bit more about how modding the GBA games all works, I'd be happy to share the guide I used to learn the basics! The person who wrote it gives a really thorough explanation of pretty much every step of the process and provides a lot of specific/helpful examples. The programming logic involved usually isn't actually _too_ crazy for the most part; it tends to be a lot more about problem-solving and finding exactly where in the game's code you need to make your changes, and there are a lot of really neat tools you can use to help you do so! Even if you don't plan on making any mods yourself, if it sounds interesting it might be worth skimming over just to see how it all works, because at least for me seeing how you can just mess around with the game's code was really cool. But yeah, really glad to hear you liked the video! I've gotten a lot of positive feedback about adding subtitles and the general format for the video, and I really enjoyed making it, so you can definitely expect more like it in the future!
It was nuts to see those map wins. I don't recall the Hammerne staff getting mentioned, but I imagine you had never considered using it on siege tomes before!
I didn't end up including it in the commentary but yeah 2/3 of the Hammerne uses were dedicated to Eclipse/Purge, which was definitely something I never thought I'd see myself do haha
I'm not sure if you're aware ( it being missing from the shout-outs I assume you don't) but lapogne36 did an identical run to this but in fe7 a few years back. They did Lyn Mode and the first 5 maps I believe of Hector Mode all without the perfect luck patch before switching which was fun to watch. Anyways cool run, would recommend watching certain chapters if you're interested, and also congrats on your run, it was entertaining!
Thanks, glad you liked it! Yeah I somehow completely missed lapogne's run haha, just got done watching a couple clears and it looks pretty interesting so I'll definitely have to watch the rest of it later. Thanks for letting me know though; while it's too late to shout them out directly in the video, I can still at least link/mention it in the description
Awesome run! It certainly had its ups and downs, but I think it's pretty cool to see that the game is still possible in spite of the insane restrictions. Even if a lot of the important details for the run aren't as relevant in vanilla SS (weapon triangle hit/avoid boosts, Luck being involved in hit), I'm sure we won't be quick to forget them anymore. So in the end, I suppose all the end-of-map deaths were worth it- even if Tana repeatedly dying to Gorgons was quite painful. And I totally agree, approaching the game in such a different way and getting to make particularly strong use of typically underwhelming tools like Eclipse and the trainees looks really cool. Not sure I have the fortitude to attempt a 0% bases/growths myself though haha. Also, I really enjoyed the scripting/editing for this one! You did a great job at conveying a full narrative, and not just giving a cut and dry play-by-play. Now I'm really looking forward to whatever comes from the Radiant Dawn project.
Haha yeah, between the hatching gorgon eggs and the importance of things like supports/luck, there was certainly no shortage of surprises and interesting discoveries along the way. It was absolutely worth all the effort/silly resets to be able to play one of my favorite games in such a new & uniquely "fun" way. And thanks! I was kind of nervous going into this since it was a bit more ambitious/high effort than what I've typically done in the past, so that really makes me happy to hear. I'm not sure if there will be quite as much of a narrative element to the Radiant Dawn run as there was for this, but I'd definitely be interested in trying to spice things up a bit beyond just describing the gameplay/strats, especially since it's already going to be in a slightly different & more condensed format anyways
That was a really fun video to watch. I'll be going through your LTC now (I hope you make old man dondon proud). One aspect of the video I'd like to point out: I think you could spare a little bit more time to point out mechanics, that are rare in Fire emblems/specific to FE8. Wasn't an issue for me, since i love FE8, but I was pretty surprised to not hear a word about Myrrh joining (By far your strongest and tankiest unit in the game, thanks to Dragonstone), or Ewan promoting into a summoner (As far as I know, only available in FE8 and a pretty weird class at that. 0 stats probably massively affects the way enemies treat summons, since they're suddenly not the easiest unit to kill) Granted, it won't matter for 99% of people watching, who know Fe8, so I don't know how useful of a criticism that is. I'm used to watching random challenge runs of games I have no idea about, so I find those minor explanations very helpful in videos like this :) Again, great job on the run and video. Sorry for messy language, not my mother tongue.
Thanks for the feedback! Funnily enough, both of those points were initially in the script (some exposition about Myrrh and Summoner Ewan) but ended up getting cut for time and to help with pacing/making things flow a bit better. Myrrh in particular also wasn't actually _that_ spectacular (the dragonstone not giving speed and her lack of avoid-boosting supports means it's actually a bit rough getting her to dodge/survive a lot of the enemies you'd want her to kill), so she didn't end up being too crucial to the run overall. Ewan and his summons, on the other hand, were actually really important for a lot of clears, and definitely could've used more of a proper explanation. It honestly hadn't even occurred to me that some people may not be super familiar with FE8's unique mechanics, so I really appreciate that sort of feedback! I'll definitely be sure to keep that in mind for future projects. I hope you enjoy the LTC! It has a lot of clears that I found pretty interesting to plan/figure out, and was a big part of what inspired me to eventually do this run. And your writing/English was totally fine, I honestly wouldn't have even suspected it wasn't your first language if you hadn't mentioned it haha
Glad you liked it! And yeah that's a really good point! Since the GBA uses a pseudo-random number generator, it isn't actually perfectly random, so there are some RN strings that just don't exist. I've seen some discussion about finding a formula to calculate if an RN string exists but don't really know how to do it myself, so I can't say for sure if the specific outcomes that occurred in this run are technically possible. Either way, I'm content knowing that if it _was_ actually perfectly random it'd technically be possible, whether or not it'd theoretically take years to actually find the right RN strings to make all the super unlikely enemy phases/boss kills happen haha
So the reason some of the units got high magic is because, in the code, some characters "level up" with class growths. IIRC, Knoll is coded as a Level 9 Shaman, and when he joins at Level 11 or whatever, he gets a few extra variable stats, so no Knoll will always start the same, despite what the wiki says.
What a madman, amazing run, I'm glad you didn't cheese the whole game with pierce + crit, I'll check your LTC run, you have a pretty good channel, keep it up :D I wonder how long it would take to rig all the RNG you need but in vanilla FE8 as in no scripts, not even the rng-viewer one, even if you had savestates it would take a while lol, talking from experience since I sometimes rig lvl ups/crits/dodges myself
I don't even wanna think about how long it would take to manually rig all the low% Eclipses/Purge crits haha. A lot of the late game bosses also just have pretty cracked hit/avo, but honestly even just rigging some of the longer enemy phases where you're facing lots of combat would be a nightmare
Awesome run man! Not sure if it's something you're interested in but I've found that FE8 randomizer ironman runs are pretty difficult you should try one out!
I've actually never done a randomizer before but as someone that's a fan of Ironmans and has played Vanilla FE8 wayyy too many times, that sounds pretty interesting! I'll def have to check it out
@@osfe_ Would love to see your opinion on it! The randomizer allows you to specify what you want to randomize before the game starts and let's you randomize your units into monster which is a really fun thing to do. It also let's you randomize abilities for characters which adds another layer of fun to the game!
@@mackowens7234 That all sounds really fun! I'm always looking for ways to spice up my FE8 playthroughs so that's definitely something I'll have to check out
Could you add a worst luck patch to download? Where it's the opposite for enemies and non enemies hit and crit. But also the growths. Maybe skills even. Although if skills have worst luck do not include the general's skill. Maybe just increase the skill percent chance by half idk. I've been wanting to try this challenge soon after watching all these wacky challenge videos and I wondered if it would even be possible... Idk, you could do a video about it if you want. At least your units would have starting stats ^^.
I can definitely do that! I already made something I called the "Knoll Luck" patch that's basically the reverse of the Perfect Luck Patch (favors the enemies for hit/crit and penalizes non-enemies). While at the moment it only affects hit/crit (and not Growth Rates/Skill procs), I can definitely look into adding those. At the very least, altering Growth Rates to 0% should be fairly easy, though I probably won't touch skill procs for now (since they appear relatively infrequently on enemies in-game and rigging enemy Great Shield just soft-locks you at Ch.8). Either way I should be able to post a worst luck hit/crit/growths patch sometime over the next few days, either in a community post or in the description, probably both.
Yeah the great shield would make the game impossible. But every other % based skill would not, at least in theory. Also it wouldn't be fair to lower all growth's to 0. As myrrh does have 2 stats that are always gained per lv no matter the luck. This would also account for using a methys tome to increase a 95% to a 100% stat growth. But there are no characters with 95% stat growth in the sacred stones from what I can see.
@@juanvega594 Yeah the non-great shield skill procs _probably_ wouldn't softlock the game (the only other issue I can think of off the top of my head is Ch.15 Valter having high-ish crit with a spear and guaranteed Pierce, so you'd probably need to find a way to OHKO or tank a non-crit Pierce, which should be doable). The main reason I mentioned leaving all proc skills off the patch was mostly due to time constraints; I'm still pretty busy with senior project stuff atm so while I can definitely try to get it done sometime in the future, it would probably take a bit longer than just a worst luck hit/crit/growths patch. And yeah iirc Myrrh has >100% growth in HP/Def so to simulate worst luck you'd just set those to 100 instead. I guess my mind just went to 0% growths for everything by default haha
@@osfe_ yeah take your time man. Make sure you pass that senior project as well as you can ^^. Best of luck and thank you if you end up making that patch. no matter how long it takes or whether it's with or without pierce included.
Massive respect for creating a perfect luck patch for fe8 on your own; I may actually end up using it in a future LTC (if it ends up not affecting AI behavior). I did an investigation a while back as to whether the inverse of this challenge (normal bases, but worst luck (and thus min% growths + enemies always highrolling their stats)) would be possible, and the answer is sadly no. The ch. 8 boss's Great Shield skill will always proc, and it can only be pierced by poison weapons. By using the enemy control glitch in a previous chapter, you can get the poison axe (and ONLY the poison axe), but Seth doesn't have the ability to use it, and none of your axe users have the ability to pull enough hit on the boss to actually hit him with the poison axe. IIRC, the lads on Mekkahcord determined that fe6 hard mode + worst luck is walled by Wagner, but fe6 nm (w/o the true ending bc you have to sac Lilina to avoid fighting Henning) and fe7 might be possible. The fe6 armor knight triangle attack is useful in that context and that's very funny to me. 9:46 For the record, you can fix her stats mid-run by renaming your save file to "name.emulator.sav" and pressing f5 in febuilder to initiate a "test run" of your rom with febuilder's debugger attached. Once you load up your save, the "Etc" tab of that debugger should have a list of your units in it, and you can fiddle around with their stats, whether or not they're alive/dead, etc. Once you're done, you can save your game, rename your save file to what it originally was, and continue your run as normal.
Thanks! I can't say I made the perfect luck patch _entirely_ on my own, since I used Scraiza's FE7 version as a reference to help figure out how to handle the logic behind it (basically, comparing the hit rate to 0/100 and setting the value to 100/0 based on the result), but there were a few key differences that still left a lot to be done. If I'm remembering correctly, the way that crit in particular gets calculated ends up looking quite a bit different in FE7 (since it has extra checks for things like tactician stars), as well as generally using different registers/memory addresses, so the problem-solving involved in making one for FE8 was still quite fun/interesting. And yeah, absolutely feel free to use it in the future if you want! When it comes to affecting AI, I haven't done any extensive side-by-side comparisons/testing yet so I can't say anything _too_ confidently, though if I had to guess I'd say there probably isn't much of an impact compared to AI behavior in Vanilla. Based on how the patch works and some observations I made during the run (specifically, Gorgons in Ch.18 choosing to attack summons they had ended up having 0 hit on over Tana, who they had 100 hit on), I'd be willing to guess the AI targeting isn't affected, but it's definitely still worth testing a bit if you plan on using it for something like an LTC. It's funny you mention the inverse of the challenge, since that was something I'd also been thinking about lately (and had already made an inverse to the Perfect Luck Patch for, which I dubbed "Knoll Luck" haha), but yeah seems like you've explored it pretty thoroughly already. After doing some quick head calcs it looks like you'd need something like 140+ hit with the poison axe to guarantee you hit Tirado, which definitely seems out of reach for the early game axe users. I'll look into FE6/7 though since they seem promising. Thanks for the FEBuilder tips! I'm definitely still fairly unfamiliar with FEBuilder beyond the basics, and haven't even touched the debugger yet, so that'll be super helpful in the future. I'd imagine you could also use it for other useful savefile-editing-related things, which could also be quite handy for grabbing miscellaneous footage for editing in the future.
@@osfe_ note that if you are looking into fe6/fe7 worst luck, you should make sure that your patch also maximizes enemy stats from levels/hmbs (even nm enemies have some restricted stat variance). IIRC, the fe6 worst luck patch that fire pop posted on mekkahcord does this. I also stared at fe7 ch. 11 for a bit and concluded that hector normal mode and hector hard mode almost certainly get walled there. Matthew can't reach 100 base hit with an iron sword without supports, Hector can't reach 100 hit *with weapon triangle advantage* without supports, and the only support rank you can gain that map gives a whopping +2 hit. Lyn and Eliwood mode might be on the table, though. A worst luck ltc could be interesting? you wouldn't have to do any arrow dancing sections, and you'd get the 0% growths advantage of not needing to route exp, but you'd unfortunately need to replace that exp routing with support routing. an ltc needing to spend 70 turns spamming end turn to build a support would be peak comedy, though.
@@athath2010 Ah ok cool, if I end up doing a worst luck run enemy stat variation seems like a really nice inclusion so I'll definitely check it out in Mekkahcord if/when I get there. I also briefly thought about what early game HHM would look like earlier today but only superficially so I'm glad you looked at it a bit already. Given that you don't have a strong/accurate pre-promote like Marcus and instead being stuck with inaccurate axes or being at weapon triangle disadvantage with swords, it definitely wouldn't surprise me if you can't get past the very first chapter of HHM haha. But yeah Lyn/Eliwood mode sounds a bit more promising though, I'll probably look into both & FE6 and try to get an idea of what each run would end up looking like, because it definitely sounds like it'd be pretty interesting if it _is_ in fact possible. A worst luck LTC does actually sound kinda interesting, though idk if I have the fortitude to plan a full one out lol. It'd at least make for an interesting thought experiment to find exactly what hit/support thresholds you need to hit by certain chapters and try to rout in the requisite number of support turns to make it work.
@@osfe_ after a little bit more digging, lyn hard mode looks impossible because of batta, but lyn *normal* mode might be possible because of the rigging the game does for your tutorial combats. also, according to fire pop, because your patch affects displayed hit, the AI might choose targets slightly differently than how it would in a (really unlucky) normal game (bc it no longer has to factor in accuracy), but the differences are slight enough that it shouldn't matter much.
@@athath2010 Oh interesting! I'm still doing some preliminary research into both FE6/7, but that's really good to know about Lyn hard mode. I imagine if there's a part of the game where you're most likely to get stuck (disregarding the occasional super-dodgy boss like the FE6 Ch.8x boss) it's the early game where you don't have time to build supports/customize the team. And for my patch's effect on enemy AI, that doesn't surprise me to hear. That's why I was a bit hesitant to say anything too confidently without doing more thorough testing, although yeah, the effect did feel minimal from the AI behavior I saw throughout the run. Does make me a bit curious about how difficult it'd be to create a version of the patch where the rigging occurs _after_ starting combat, though that'd probably be a bit more involved.
Silence Staff was not an option to take care of riev?? It will almost for sure silence him and make him unable to use aura, making the kill on ch 19 way easier. Sleep maybe work as weel, no?
That's a really good point! I honestly didn't even think of status staves at all for most of this run. As you may have noticed, status staves weren't actually included in the Perfect Luck patch (they weren't common enough on enemies that I felt it was necessary, and there are plenty of work-arounds like using Restore). Actually, looking at the staff hit/avoid formulas, I think Riev might just have too much Res to get the 1 hit required to land silence/sleep even if I did include that in the patch, though it still might be worth looking into. At the very least, sleep would probably have some applications on some of the lower Res enemies
@osfe_ True... But that made me think. Is it possible to complete a staff-only run? You would need to create a staff to kill the last unit to clear rout maps and the perfect patch. The challenge would be to rely on infinite berserks to deal with the mass. It's a weird concept, but it could make for an interesting challenge, especially with only five staff users. You could even change to start with natasha instead of eirika!!
@@RafalToDs Yeah rout maps would be bit tricky but I love the idea of just spamming berserk on enemies, and the idea of making Natasha the lord is amazing haha
Ohhhh, I wonder what will you do for the Demon King. Luna/Eclipse shenanigans? If it's not that I'm not even sure you can kill him even if you get more than 0% crit chance. Edit: Of course, Myrrh can do a lot because bases and growths don't matter (a lot) to her. I think it's still possible if you nerf the stone.
Yeah I honestly somehow managed to completely forget about Myrrh and how useful she'd be with the dragonstone until she showed up in Chapter 16 so it's definitely beatable without her haha
14:39 The first proc skill of many to come? In theory we could see an invincible general but I guess perfect luck hasn't accounted for that explicitly yet. Pierce might be pretty valuable though as usual for rigged runs. 16:20 Rare instance of a short bow being the most threatening weapon on the map. 17:20 Unfortunately you rolled high on Gheb's defense too hitting 14 instead of 13. The decision on pierce here was fair, but I was wondering if Ross did have a path to victory, maybe by building a Lute support to get 2 more attack. Or using Assassin Colm as an alternate cheap proc win. 28:00 I like how Summoner Ewan happened offscreen, cameos in chapter 13 before his big moment in chapter 14... causing a reset. Even with perfect luck everywhere else, this chapter still finds a way to put up a fight as usual. 32:55 The first and only double we may see. 35:00 Very weird discovery about eggs and probably the only instance where it has ever made a difference. 39:53 This calculated Ewan moment working out exactly was great. Even summoner's +1 skill on promo mattered over druid. 41:02 Funny that enemies all upgrading their weaponry makes them worse in this challenge. 44:20 I respect the shameless Natasha support. 45:02 If only there was still a body ring to allow Tana to get 11 con and not get weighed down to have 4 avoid... 48:04 And Natasha didn't even use the body ring in this attempt anyway. smh 49:00 Final kill checks out. Overall I agree with your conclusion that this was a pretty interesting perspective to see FE8 from, and I was also invested trying to think of what strats would pop up next. Cool idea and neat work.
Glad you liked it! I appreciate all the insights/observations; especially glad to hear about some alternate boss kills for Gheb. Since it was the only time in the run where I thought I actually _needed_ to rig skill procs in order to progress, it's cool to find out that the run didn't actually depend on it, even if I didn't notice it at the time.
Yknow i think a character could technically kill gheb without piece Its just that the character who can do it is lute who was not allowed for unfortunate reasons
Due to the "unfortunate reasons" we couldn't use Lute I'd never even thought to see if she could do it, but you're absolutely right! I just did some preliminary calcs and, if my math is right, it looks like she'd be able to do _just enough_ damage to take him down. With Ross A support (+3 Atk, +7 Crit), Vanessa B support (+2 Atk), and the +2 Str/Mag from Mage Knight promo, with a 5 mt fire tome she should be able to get up to 3 + 2 + 2 + 5 = 12 Magical Atk, which would do exactly 6 damage to Gheb with a crit, which after throne healing nets us 2 damage per turn. So yeah, it looks like you don't actually need Pierce at all! Thanks for pointing this out, I don't think I would've given it a second thought otherwise and it's pretty cool to be able to prove that pierce isn't required at all for this run
It's common while theorycrafting ltcs and such to use perfect luck so you don't have to reroll rng thousands or millions of times. This is a literal interpretation of "can you beat" instead of the obviously possible challenge runs I keep seeing on yt.
I've been exposed as a fake gamer 😔 No but yeah as someone else already said this was using the most literal interpretation of "can you beat," with the main objective being to just prove that beating the game's theoretically possible under the given restrictions without having to spend dozens of hours manually rigging RNG
Well done! You can't manipulate RNG during enemy phase, right? Is it possible there are enemy phases so long that even the longest run of good random numbers isn't long enough rig the enemy into missing each and every attack? If so, then a perfect luck mod isn't accurate to the base game, since it gives you better luck than you could possibly get naturally.
Thanks, and you bring up a really good point! Since the GBA uses a Pseudo-Random Number Generator that always starts with the same RNG seed, it technically isn't perfectly random and there are some strings of RNs that just don't exist. I've seen some talk about creating a formula to determine if a specific RN string is theoretically possible with the GBA's specific PRNG, but the math/theory involved for that was waaay too complicated for me to figure out/use properly haha. But yeah, there are some RN strings that just don't exist, so the Perfect Luck Patch can't perfectly emulate what's possible on real hardware. Although if you assume the GBA uses a true Random Number Generator and/or don't want to do the math to see if you can achieve a specific RN string/outcome, it's still a helpful way to see what's theoretically possible, which is why I was satisfied using it for the run.
The reason why that lamia attacked the summon is that summons have a weird mechanic of taking all agro as long as they are alive, the enemies will always target a summon over other troops
Before. Video… I can see hard for 0 growths,but both 0 growths and base stats….hell. You might be able to get some into the game, but, by the monster levels where demon surge….then no.
Yes, you could definitely rig great shield! Similar to Pierce, however, I feel like using it other than when it was _absolutely_ necessary would completely trivialize the game, even more so than Pierce. With Greatshield always active, Amelia would literally be invincible, though honestly tbh using a patch that rigged Greatshield somehow never even crossed my mind during the run haha. I do think it'd be kinda fun though to make one and just throw her on the boat and watch her obliterate everything, I did something a bit similar with the Always Pierce patch for Chapter 13 just for fun and it was pretty funny
It's a quality of life patch that's made to work with all the GBA games! Along with showing combat stats with animations off, it also lets you toggle global enemy ranges, play on casual mode, and some other things: feuniverse.us/t/fe6-fe7-fe8-plus-enhancement-patch/12603
That was a clip from my Reverse Recruitment 0% Growths LTC in which you get Syrene in the Prologue as the Seth replacement, and she was instrumental to getting the Ch.13 3-Turn clear that I was talking about at the time. I probably could've been a bit more explicit about that though haha
To me, that perfect luck patch defeated the purpose of the challenge. So the answer to the title of this video is no it's not possible cause a patch is needed.
46:40 Emulation isn't illegal despite how much Nintendo tries to make you think it is. Good video, but that's a cringeworthy joke that I'm tired of seeing everywhere.
Well if you wanted to do this realistically you would just grind rn's until it works out. I don't really consider that cheating since it's necessary to some degree even in a completely normal playthrough of fire emblem.
At the end of the video osfe literally says they found the patch more engaging because it forced them to pay attention to the enemies instead of just going unga-bunga with a 2 range weapon like you can in vanilla.
Skill activation guaranteed is pretty funny. Pierce wasn't the first thing that came to mind though - I went to Gilliam. "IM FUCKIN INVINCIBLE!"
Cool, a “can you” challenge video that doesn’t actually mean “can I, specifically”.
use the lucky patch, you won;t get hit again make it easier than normal run lol
@@billytringuyen1 any run that mathematically requires you to grind out supports in order to survive is more difficult than a "normal run" ... this was an actually interesting challenge, unlike many other types.
"A massive +2 magic"
Now, create a Murphy's Law Patch for an FE game:
-Ally growth rates round down to the nearest integer multiple of 100%.
-Enemy growth rates (for calculating enemy stats) round up to the nearest integer multiple of 100%.
-Blue/green/yellow unit hit/crit rates less than 100 round down to 0.
-Red unit hit/crit rates greater than 0 round up to 100.
-Blue/green/yellow units will never proc skills unless mathematically guaranteed.
-Red units will always proc skills when mathematically possible.
-Hidden treasure cannot be picked up unless a unit is guaranteed to do so.
-Similar for any other RNG-based mechanics present in the particular game
I was SHOCKED to find you only had 60 subs- this was an amazing video i love you
Then he has had amazing growth in such a short time. That’s absolutely awesome to see.
A strategy game where every character gets 1 shot actually sounds challenging and is a cool concept. The 0%, rigging mod, and game mechanics like weapon triangle and supports makes it a cool and very possible concept
"Garcia, while not as strong as Ross..." *Mekkah crying in the distance*
mekkah got no idea what he talking about cuz ross is way stronger lol even the japanese crowd think so and they are better then most players lol
@@TrueLight-zr8ou have you watched WAIFU: Ross?
@@TrueLight-zr8oucringe
The circumstances here are quite different
Very interesting video! Keep up the good work.
Funny finding you here
@@JayySurvivor 👀
Well, well, well...
Very cool to see so much knowledge on display here, and supports actually being vital to success 🙌
thank you so much for the detailed and punctuated captions!!! Made this video much more enjoyable for me :)
Really cool video! Very enjoyable watch from start to finish.
Congratulations on the amazing video! I had no expectations going into it as I hadn't watched any of your other videos before, but you had my undivided attention after just a few minutes. The narration flowed really, really nicely and I think it complemented the gameplay perfectly. When you explained you are a senior in Computer Engineering I actually popped off a little (CS is one of my special interests) and the fact you made your own patch is impressive. I was hoping to hear about the process of editing the ROM itself, but that there was a tangent about it at all was enough for me.
I'm surprised by all the little details that compounded to distinguish this run from a typical playthrough of FE8 (and any Fire Emblem game, really). It made me want to give the game a shot with this exact same run, just to get my own feel for it, which I think is the very best thing a video like this could do.
Oh and thank you for taking the time to manually insert the subtitle track! Your tone of voice was very clear and easy to follow throughout the entire video, but I still always watch videos with subtitles on and they made my viewing experience even smoother.
So yeah, overall, great video as I said before! I'm definitely interested in whatever else you will publish in the future, as well as what is already on your channel. Thank you!
EDIT: OH AND THE NATASHA FAVORITISM WAS SO REAL!!
Thanks for all the kind words! Happy to hear you liked the bit about CS/making the patch, since it was one of my favorite aspects of doing the run. If you're interested in learning a bit more about how modding the GBA games all works, I'd be happy to share the guide I used to learn the basics! The person who wrote it gives a really thorough explanation of pretty much every step of the process and provides a lot of specific/helpful examples. The programming logic involved usually isn't actually _too_ crazy for the most part; it tends to be a lot more about problem-solving and finding exactly where in the game's code you need to make your changes, and there are a lot of really neat tools you can use to help you do so! Even if you don't plan on making any mods yourself, if it sounds interesting it might be worth skimming over just to see how it all works, because at least for me seeing how you can just mess around with the game's code was really cool.
But yeah, really glad to hear you liked the video! I've gotten a lot of positive feedback about adding subtitles and the general format for the video, and I really enjoyed making it, so you can definitely expect more like it in the future!
It was nuts to see those map wins. I don't recall the Hammerne staff getting mentioned, but I imagine you had never considered using it on siege tomes before!
I didn't end up including it in the commentary but yeah 2/3 of the Hammerne uses were dedicated to Eclipse/Purge, which was definitely something I never thought I'd see myself do haha
Lute with 31 magic : PUMPUMPUN PUM!
Also great run btw!
Can I beat Fire Emblem 8 playing it like it was Fire Emblem Heroes?
I'm not sure if you're aware ( it being missing from the shout-outs I assume you don't) but lapogne36 did an identical run to this but in fe7 a few years back. They did Lyn Mode and the first 5 maps I believe of Hector Mode all without the perfect luck patch before switching which was fun to watch. Anyways cool run, would recommend watching certain chapters if you're interested, and also congrats on your run, it was entertaining!
Thanks, glad you liked it! Yeah I somehow completely missed lapogne's run haha, just got done watching a couple clears and it looks pretty interesting so I'll definitely have to watch the rest of it later. Thanks for letting me know though; while it's too late to shout them out directly in the video, I can still at least link/mention it in the description
Awesome run! It certainly had its ups and downs, but I think it's pretty cool to see that the game is still possible in spite of the insane restrictions. Even if a lot of the important details for the run aren't as relevant in vanilla SS (weapon triangle hit/avoid boosts, Luck being involved in hit), I'm sure we won't be quick to forget them anymore. So in the end, I suppose all the end-of-map deaths were worth it- even if Tana repeatedly dying to Gorgons was quite painful. And I totally agree, approaching the game in such a different way and getting to make particularly strong use of typically underwhelming tools like Eclipse and the trainees looks really cool. Not sure I have the fortitude to attempt a 0% bases/growths myself though haha.
Also, I really enjoyed the scripting/editing for this one! You did a great job at conveying a full narrative, and not just giving a cut and dry play-by-play. Now I'm really looking forward to whatever comes from the Radiant Dawn project.
Haha yeah, between the hatching gorgon eggs and the importance of things like supports/luck, there was certainly no shortage of surprises and interesting discoveries along the way. It was absolutely worth all the effort/silly resets to be able to play one of my favorite games in such a new & uniquely "fun" way.
And thanks! I was kind of nervous going into this since it was a bit more ambitious/high effort than what I've typically done in the past, so that really makes me happy to hear. I'm not sure if there will be quite as much of a narrative element to the Radiant Dawn run as there was for this, but I'd definitely be interested in trying to spice things up a bit beyond just describing the gameplay/strats, especially since it's already going to be in a slightly different & more condensed format anyways
That was a really fun video to watch. I'll be going through your LTC now (I hope you make old man dondon proud).
One aspect of the video I'd like to point out: I think you could spare a little bit more time to point out mechanics, that are rare in Fire emblems/specific to FE8.
Wasn't an issue for me, since i love FE8, but I was pretty surprised to not hear a word about Myrrh joining (By far your strongest and tankiest unit in the game, thanks to Dragonstone), or Ewan promoting into a summoner (As far as I know, only available in FE8 and a pretty weird class at that. 0 stats probably massively affects the way enemies treat summons, since they're suddenly not the easiest unit to kill)
Granted, it won't matter for 99% of people watching, who know Fe8, so I don't know how useful of a criticism that is. I'm used to watching random challenge runs of games I have no idea about, so I find those minor explanations very helpful in videos like this :)
Again, great job on the run and video. Sorry for messy language, not my mother tongue.
Thanks for the feedback! Funnily enough, both of those points were initially in the script (some exposition about Myrrh and Summoner Ewan) but ended up getting cut for time and to help with pacing/making things flow a bit better. Myrrh in particular also wasn't actually _that_ spectacular (the dragonstone not giving speed and her lack of avoid-boosting supports means it's actually a bit rough getting her to dodge/survive a lot of the enemies you'd want her to kill), so she didn't end up being too crucial to the run overall. Ewan and his summons, on the other hand, were actually really important for a lot of clears, and definitely could've used more of a proper explanation. It honestly hadn't even occurred to me that some people may not be super familiar with FE8's unique mechanics, so I really appreciate that sort of feedback! I'll definitely be sure to keep that in mind for future projects.
I hope you enjoy the LTC! It has a lot of clears that I found pretty interesting to plan/figure out, and was a big part of what inspired me to eventually do this run. And your writing/English was totally fine, I honestly wouldn't have even suspected it wasn't your first language if you hadn't mentioned it haha
It's not possible, not even technically. There are no strings in the RNG that would allow for this. Fun video!!
Glad you liked it! And yeah that's a really good point! Since the GBA uses a pseudo-random number generator, it isn't actually perfectly random, so there are some RN strings that just don't exist. I've seen some discussion about finding a formula to calculate if an RN string exists but don't really know how to do it myself, so I can't say for sure if the specific outcomes that occurred in this run are technically possible. Either way, I'm content knowing that if it _was_ actually perfectly random it'd technically be possible, whether or not it'd theoretically take years to actually find the right RN strings to make all the super unlikely enemy phases/boss kills happen haha
Cool idea for a run, and very well made video 😊
31 magic lute is literally perfect
So the reason some of the units got high magic is because, in the code, some characters "level up" with class growths. IIRC, Knoll is coded as a Level 9 Shaman, and when he joins at Level 11 or whatever, he gets a few extra variable stats, so no Knoll will always start the same, despite what the wiki says.
Bro why this guy only has 66 subs? 💀💀💀💀💀
Great video
damn bro you're cooking, and really nice video quality too, I'm shocked you've got so few subs.
What a madman, amazing run, I'm glad you didn't cheese the whole game with pierce + crit, I'll check your LTC run, you have a pretty good channel, keep it up :D
I wonder how long it would take to rig all the RNG you need but in vanilla FE8 as in no scripts, not even the rng-viewer one, even if you had savestates it would take a while lol, talking from experience since I sometimes rig lvl ups/crits/dodges myself
I don't even wanna think about how long it would take to manually rig all the low% Eclipses/Purge crits haha. A lot of the late game bosses also just have pretty cracked hit/avo, but honestly even just rigging some of the longer enemy phases where you're facing lots of combat would be a nightmare
Awesome run man! Not sure if it's something you're interested in but I've found that FE8 randomizer ironman runs are pretty difficult you should try one out!
I've actually never done a randomizer before but as someone that's a fan of Ironmans and has played Vanilla FE8 wayyy too many times, that sounds pretty interesting! I'll def have to check it out
@@osfe_ Would love to see your opinion on it! The randomizer allows you to specify what you want to randomize before the game starts and let's you randomize your units into monster which is a really fun thing to do. It also let's you randomize abilities for characters which adds another layer of fun to the game!
@@mackowens7234 That all sounds really fun! I'm always looking for ways to spice up my FE8 playthroughs so that's definitely something I'll have to check out
Could you add a worst luck patch to download? Where it's the opposite for enemies and non enemies hit and crit. But also the growths.
Maybe skills even. Although if skills have worst luck do not include the general's skill. Maybe just increase the skill percent chance by half idk.
I've been wanting to try this challenge soon after watching all these wacky challenge videos and I wondered if it would even be possible... Idk, you could do a video about it if you want. At least your units would have starting stats ^^.
I can definitely do that! I already made something I called the "Knoll Luck" patch that's basically the reverse of the Perfect Luck Patch (favors the enemies for hit/crit and penalizes non-enemies). While at the moment it only affects hit/crit (and not Growth Rates/Skill procs), I can definitely look into adding those. At the very least, altering Growth Rates to 0% should be fairly easy, though I probably won't touch skill procs for now (since they appear relatively infrequently on enemies in-game and rigging enemy Great Shield just soft-locks you at Ch.8). Either way I should be able to post a worst luck hit/crit/growths patch sometime over the next few days, either in a community post or in the description, probably both.
Yeah the great shield would make the game impossible. But every other % based skill would not, at least in theory.
Also it wouldn't be fair to lower all growth's to 0. As myrrh does have 2 stats that are always gained per lv no matter the luck. This would also account for using a methys tome to increase a 95% to a 100% stat growth. But there are no characters with 95% stat growth in the sacred stones from what I can see.
@@juanvega594 Yeah the non-great shield skill procs _probably_ wouldn't softlock the game (the only other issue I can think of off the top of my head is Ch.15 Valter having high-ish crit with a spear and guaranteed Pierce, so you'd probably need to find a way to OHKO or tank a non-crit Pierce, which should be doable). The main reason I mentioned leaving all proc skills off the patch was mostly due to time constraints; I'm still pretty busy with senior project stuff atm so while I can definitely try to get it done sometime in the future, it would probably take a bit longer than just a worst luck hit/crit/growths patch. And yeah iirc Myrrh has >100% growth in HP/Def so to simulate worst luck you'd just set those to 100 instead. I guess my mind just went to 0% growths for everything by default haha
@@osfe_ yeah take your time man. Make sure you pass that senior project as well as you can ^^. Best of luck and thank you if you end up making that patch. no matter how long it takes or whether it's with or without pierce included.
Massive respect for creating a perfect luck patch for fe8 on your own; I may actually end up using it in a future LTC (if it ends up not affecting AI behavior).
I did an investigation a while back as to whether the inverse of this challenge (normal bases, but worst luck (and thus min% growths + enemies always highrolling their stats)) would be possible, and the answer is sadly no. The ch. 8 boss's Great Shield skill will always proc, and it can only be pierced by poison weapons. By using the enemy control glitch in a previous chapter, you can get the poison axe (and ONLY the poison axe), but Seth doesn't have the ability to use it, and none of your axe users have the ability to pull enough hit on the boss to actually hit him with the poison axe.
IIRC, the lads on Mekkahcord determined that fe6 hard mode + worst luck is walled by Wagner, but fe6 nm (w/o the true ending bc you have to sac Lilina to avoid fighting Henning) and fe7 might be possible. The fe6 armor knight triangle attack is useful in that context and that's very funny to me.
9:46
For the record, you can fix her stats mid-run by renaming your save file to "name.emulator.sav" and pressing f5 in febuilder to initiate a "test run" of your rom with febuilder's debugger attached. Once you load up your save, the "Etc" tab of that debugger should have a list of your units in it, and you can fiddle around with their stats, whether or not they're alive/dead, etc. Once you're done, you can save your game, rename your save file to what it originally was, and continue your run as normal.
Thanks! I can't say I made the perfect luck patch _entirely_ on my own, since I used Scraiza's FE7 version as a reference to help figure out how to handle the logic behind it (basically, comparing the hit rate to 0/100 and setting the value to 100/0 based on the result), but there were a few key differences that still left a lot to be done. If I'm remembering correctly, the way that crit in particular gets calculated ends up looking quite a bit different in FE7 (since it has extra checks for things like tactician stars), as well as generally using different registers/memory addresses, so the problem-solving involved in making one for FE8 was still quite fun/interesting. And yeah, absolutely feel free to use it in the future if you want! When it comes to affecting AI, I haven't done any extensive side-by-side comparisons/testing yet so I can't say anything _too_ confidently, though if I had to guess I'd say there probably isn't much of an impact compared to AI behavior in Vanilla. Based on how the patch works and some observations I made during the run (specifically, Gorgons in Ch.18 choosing to attack summons they had ended up having 0 hit on over Tana, who they had 100 hit on), I'd be willing to guess the AI targeting isn't affected, but it's definitely still worth testing a bit if you plan on using it for something like an LTC.
It's funny you mention the inverse of the challenge, since that was something I'd also been thinking about lately (and had already made an inverse to the Perfect Luck Patch for, which I dubbed "Knoll Luck" haha), but yeah seems like you've explored it pretty thoroughly already. After doing some quick head calcs it looks like you'd need something like 140+ hit with the poison axe to guarantee you hit Tirado, which definitely seems out of reach for the early game axe users. I'll look into FE6/7 though since they seem promising.
Thanks for the FEBuilder tips! I'm definitely still fairly unfamiliar with FEBuilder beyond the basics, and haven't even touched the debugger yet, so that'll be super helpful in the future. I'd imagine you could also use it for other useful savefile-editing-related things, which could also be quite handy for grabbing miscellaneous footage for editing in the future.
@@osfe_ note that if you are looking into fe6/fe7 worst luck, you should make sure that your patch also maximizes enemy stats from levels/hmbs (even nm enemies have some restricted stat variance). IIRC, the fe6 worst luck patch that fire pop posted on mekkahcord does this.
I also stared at fe7 ch. 11 for a bit and concluded that hector normal mode and hector hard mode almost certainly get walled there. Matthew can't reach 100 base hit with an iron sword without supports, Hector can't reach 100 hit *with weapon triangle advantage* without supports, and the only support rank you can gain that map gives a whopping +2 hit. Lyn and Eliwood mode might be on the table, though.
A worst luck ltc could be interesting? you wouldn't have to do any arrow dancing sections, and you'd get the 0% growths advantage of not needing to route exp, but you'd unfortunately need to replace that exp routing with support routing. an ltc needing to spend 70 turns spamming end turn to build a support would be peak comedy, though.
@@athath2010 Ah ok cool, if I end up doing a worst luck run enemy stat variation seems like a really nice inclusion so I'll definitely check it out in Mekkahcord if/when I get there. I also briefly thought about what early game HHM would look like earlier today but only superficially so I'm glad you looked at it a bit already. Given that you don't have a strong/accurate pre-promote like Marcus and instead being stuck with inaccurate axes or being at weapon triangle disadvantage with swords, it definitely wouldn't surprise me if you can't get past the very first chapter of HHM haha. But yeah Lyn/Eliwood mode sounds a bit more promising though, I'll probably look into both & FE6 and try to get an idea of what each run would end up looking like, because it definitely sounds like it'd be pretty interesting if it _is_ in fact possible.
A worst luck LTC does actually sound kinda interesting, though idk if I have the fortitude to plan a full one out lol. It'd at least make for an interesting thought experiment to find exactly what hit/support thresholds you need to hit by certain chapters and try to rout in the requisite number of support turns to make it work.
@@osfe_ after a little bit more digging, lyn hard mode looks impossible because of batta, but lyn *normal* mode might be possible because of the rigging the game does for your tutorial combats.
also, according to fire pop, because your patch affects displayed hit, the AI might choose targets slightly differently than how it would in a (really unlucky) normal game (bc it no longer has to factor in accuracy), but the differences are slight enough that it shouldn't matter much.
@@athath2010 Oh interesting! I'm still doing some preliminary research into both FE6/7, but that's really good to know about Lyn hard mode. I imagine if there's a part of the game where you're most likely to get stuck (disregarding the occasional super-dodgy boss like the FE6 Ch.8x boss) it's the early game where you don't have time to build supports/customize the team. And for my patch's effect on enemy AI, that doesn't surprise me to hear. That's why I was a bit hesitant to say anything too confidently without doing more thorough testing, although yeah, the effect did feel minimal from the AI behavior I saw throughout the run. Does make me a bit curious about how difficult it'd be to create a version of the patch where the rigging occurs _after_ starting combat, though that'd probably be a bit more involved.
Silence Staff was not an option to take care of riev?? It will almost for sure silence him and make him unable to use aura, making the kill on ch 19 way easier. Sleep maybe work as weel, no?
That's a really good point! I honestly didn't even think of status staves at all for most of this run. As you may have noticed, status staves weren't actually included in the Perfect Luck patch (they weren't common enough on enemies that I felt it was necessary, and there are plenty of work-arounds like using Restore). Actually, looking at the staff hit/avoid formulas, I think Riev might just have too much Res to get the 1 hit required to land silence/sleep even if I did include that in the patch, though it still might be worth looking into. At the very least, sleep would probably have some applications on some of the lower Res enemies
@osfe_ True... But that made me think. Is it possible to complete a staff-only run? You would need to create a staff to kill the last unit to clear rout maps and the perfect patch. The challenge would be to rely on infinite berserks to deal with the mass. It's a weird concept, but it could make for an interesting challenge, especially with only five staff users. You could even change to start with natasha instead of eirika!!
@@RafalToDs Yeah rout maps would be bit tricky but I love the idea of just spamming berserk on enemies, and the idea of making Natasha the lord is amazing haha
A little surprised you didn’t use triangle attack pierce to beat the last few bosses, good vid tho
Ohhhh, I wonder what will you do for the Demon King. Luna/Eclipse shenanigans? If it's not that I'm not even sure you can kill him even if you get more than 0% crit chance.
Edit: Of course, Myrrh can do a lot because bases and growths don't matter (a lot) to her.
I think it's still possible if you nerf the stone.
Yeah I honestly somehow managed to completely forget about Myrrh and how useful she'd be with the dragonstone until she showed up in Chapter 16 so it's definitely beatable without her haha
14:39 The first proc skill of many to come? In theory we could see an invincible general but I guess perfect luck hasn't accounted for that explicitly yet. Pierce might be pretty valuable though as usual for rigged runs.
16:20 Rare instance of a short bow being the most threatening weapon on the map.
17:20 Unfortunately you rolled high on Gheb's defense too hitting 14 instead of 13. The decision on pierce here was fair, but I was wondering if Ross did have a path to victory, maybe by building a Lute support to get 2 more attack. Or using Assassin Colm as an alternate cheap proc win.
28:00 I like how Summoner Ewan happened offscreen, cameos in chapter 13 before his big moment in chapter 14... causing a reset. Even with perfect luck everywhere else, this chapter still finds a way to put up a fight as usual.
32:55 The first and only double we may see.
35:00 Very weird discovery about eggs and probably the only instance where it has ever made a difference.
39:53 This calculated Ewan moment working out exactly was great. Even summoner's +1 skill on promo mattered over druid.
41:02 Funny that enemies all upgrading their weaponry makes them worse in this challenge.
44:20 I respect the shameless Natasha support.
45:02 If only there was still a body ring to allow Tana to get 11 con and not get weighed down to have 4 avoid...
48:04 And Natasha didn't even use the body ring in this attempt anyway. smh
49:00 Final kill checks out.
Overall I agree with your conclusion that this was a pretty interesting perspective to see FE8 from, and I was also invested trying to think of what strats would pop up next. Cool idea and neat work.
Glad you liked it! I appreciate all the insights/observations; especially glad to hear about some alternate boss kills for Gheb. Since it was the only time in the run where I thought I actually _needed_ to rig skill procs in order to progress, it's cool to find out that the run didn't actually depend on it, even if I didn't notice it at the time.
Yknow i think a character could technically kill gheb without piece
Its just that the character who can do it is lute who was not allowed for unfortunate reasons
Due to the "unfortunate reasons" we couldn't use Lute I'd never even thought to see if she could do it, but you're absolutely right! I just did some preliminary calcs and, if my math is right, it looks like she'd be able to do _just enough_ damage to take him down. With Ross A support (+3 Atk, +7 Crit), Vanessa B support (+2 Atk), and the +2 Str/Mag from Mage Knight promo, with a 5 mt fire tome she should be able to get up to 3 + 2 + 2 + 5 = 12 Magical Atk, which would do exactly 6 damage to Gheb with a crit, which after throne healing nets us 2 damage per turn. So yeah, it looks like you don't actually need Pierce at all! Thanks for pointing this out, I don't think I would've given it a second thought otherwise and it's pretty cool to be able to prove that pierce isn't required at all for this run
"Can I beat the game without stats?" *proceeds to cheat*
It's common while theorycrafting ltcs and such to use perfect luck so you don't have to reroll rng thousands or millions of times. This is a literal interpretation of "can you beat" instead of the obviously possible challenge runs I keep seeing on yt.
I've been exposed as a fake gamer 😔
No but yeah as someone else already said this was using the most literal interpretation of "can you beat," with the main objective being to just prove that beating the game's theoretically possible under the given restrictions without having to spend dozens of hours manually rigging RNG
@@osfe_Oh ok reasonable enough. Still a dirty dirty cheater though 😈
@@karlrudd8914 did you expect this man to rig thousands of 2RN 99s and 98s?
@@rosheafan No. Hence the emoji. Its just time saving in the end anyway
when fire emblem 8 so easy u have to do zero growth run lol
Well done!
You can't manipulate RNG during enemy phase, right? Is it possible there are enemy phases so long that even the longest run of good random numbers isn't long enough rig the enemy into missing each and every attack? If so, then a perfect luck mod isn't accurate to the base game, since it gives you better luck than you could possibly get naturally.
Thanks, and you bring up a really good point! Since the GBA uses a Pseudo-Random Number Generator that always starts with the same RNG seed, it technically isn't perfectly random and there are some strings of RNs that just don't exist. I've seen some talk about creating a formula to determine if a specific RN string is theoretically possible with the GBA's specific PRNG, but the math/theory involved for that was waaay too complicated for me to figure out/use properly haha. But yeah, there are some RN strings that just don't exist, so the Perfect Luck Patch can't perfectly emulate what's possible on real hardware. Although if you assume the GBA uses a true Random Number Generator and/or don't want to do the math to see if you can achieve a specific RN string/outcome, it's still a helpful way to see what's theoretically possible, which is why I was satisfied using it for the run.
The reason why that lamia attacked the summon is that summons have a weird mechanic of taking all agro as long as they are alive, the enemies will always target a summon over other troops
wonder if this is possible in fe 6 though?
Before. Video…
I can see hard for 0 growths,but both 0 growths and base stats….hell. You might be able to get some into the game, but, by the monster levels where demon surge….then no.
I was wondering for chapter 11 (haven’t finished video) can you rig great shield like you did pierce?
Yes, you could definitely rig great shield! Similar to Pierce, however, I feel like using it other than when it was _absolutely_ necessary would completely trivialize the game, even more so than Pierce. With Greatshield always active, Amelia would literally be invincible, though honestly tbh using a patch that rigged Greatshield somehow never even crossed my mind during the run haha. I do think it'd be kinda fun though to make one and just throw her on the boat and watch her obliterate everything, I did something a bit similar with the Always Pierce patch for Chapter 13 just for fun and it was pretty funny
I have question, which patch did you use to have the weapon and stats showing during the battle with animation off?
It's a quality of life patch that's made to work with all the GBA games! Along with showing combat stats with animations off, it also lets you toggle global enemy ranges, play on casual mode, and some other things: feuniverse.us/t/fe6-fe7-fe8-plus-enhancement-patch/12603
49:30 you mean dozens of years of rng to get this actual perfect run
Sorry but I would rather have this kind of luck on several lotteries instead xD
Why did you have Syrene in chap 13?
That was a clip from my Reverse Recruitment 0% Growths LTC in which you get Syrene in the Prologue as the Seth replacement, and she was instrumental to getting the Ch.13 3-Turn clear that I was talking about at the time. I probably could've been a bit more explicit about that though haha
@@osfe_ My bad, should have paid more attention
@@alexandrunache9078 Nah dw about it, since it was on screen for such a short period I can definitely understand the confusion
Only 168 subs ima make that 169
Also nice
Cool! Now remove promotion bonus, Stat boosters and do Ironman...
Can You Beat Fire Emblem 8 with 0 Bases AND 0% Growths? Answer: no
No 0 movement? What a casual:PPP
To me, that perfect luck patch defeated the purpose of the challenge. So the answer to the title of this video is no it's not possible cause a patch is needed.
"This game is too easy"
Gives himself perfect RNG.
46:40 Emulation isn't illegal despite how much Nintendo tries to make you think it is. Good video, but that's a cringeworthy joke that I'm tired of seeing everywhere.
Realistically without cheating? No.
Well if you wanted to do this realistically you would just grind rn's until it works out. I don't really consider that cheating since it's necessary to some degree even in a completely normal playthrough of fire emblem.
@@sebaschan-uwu That's not how pseudo-rng works, as someone else said in other comments, maybe some rng strings are impossible to replicate
It is not possible because a 0 HP unit is dead. Obvious clickbait.
"Can I beat sacred stones by actually modifying it to be easier than the base game?"
oh my god do you ever shut up. I swear any time you are there in a comment section it's only ever to say something just as snarky as it is stupid
At the end of the video osfe literally says they found the patch more engaging because it forced them to pay attention to the enemies instead of just going unga-bunga with a 2 range weapon like you can in vanilla.
@@TurboGhast. "can i beat fire emblem by paying attention to the enemies"
homie is taking advantage of the many-worlds interpretation of quantum mechanics to do this run