FIXED vs RANDOM Growths!
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#fireemblem #fireemblemengage #feengage
What is the difference between FIXED and RANDOM GROWTHS in Fire Emblem Engage? This is something that I wanted to learn more about so I did some research (googling things) and some basic testing (playing a video game) and found out how the system works more or less (yay).
Пікірлер: 131
Thanks for constantly putting out these videos! I'm a casual player looking to improve so I can play FE at higher difficulties, these videos definitely help give insight on the numerous amount of mechanics and things I should be considering when playing.
Thank you, I was looking everywhere for something that properly explained how fixed growths work and your video was the first to explain it in a way that makes sense.
I really like fixed, worrying about if one of your fav units gets rng screwed it's just not fun and with fixed at least you can plan to cover their weaknesses with stat booster or class changing. I am currently planning on doing an unused/underused units run for my second maddening playthrough meaning that most of my available roster is just bad units, which means i have to invest in units with very specific goals in mind which would be difficult with random growths. Will probably do the third one with random growths tho
This is the best explanation I've found so far. I just started my first Maddening run yesterday and I had no idea how it actually works, but now I do!
Fixed growths is good for guides since everyone gets the same results and random is great for the true FE experience.
This is a great video, I was wondering what the difference was and meant to look it up, but now I don’t have to :)
I actually had no idea that's how the growths worked so this was super helpful.
Fixed 100% for me. I have OCD, so if I’m not careful, I obsess over rigging good level ups and rerolling bad ones to the point that it makes the game not fun. Especially on hardest difficulties. I cannot understate how much fixed level ups will improve my gameplay experience. I will miss the fun variation of random growths, but it is a sacrifice I am more than willing to make. I think having it only on Maddening was a smart move for them. However, I would have been equally happy if they just made rerolling random level-ups truly impossible, I.e. by determining the RNG seed for each level ups when the game is first started.
I'm just glad I know the difference now. I'm not sure what I'll do with this information yet. I might attempt to plan out my first maddening playthrough team before giving it a go. Maddening with fixed growths sounds really fun if/when you already know about it
@rhettmitchell
Жыл бұрын
Yeah I’m thinking that too but my first playthrough on hard random (I think it makes you do random the first time) is already hard enough lol. I always coast through maddening in 3H and this game is sooooo different
Random growth is fun for replay value but it's annoying to hold onto your stat boosters until late game because you don't know how your units will end up.
@jaredkhan8743
Жыл бұрын
I played with fixed growths but I alwaysss save them for the endgame just cuz its better to decide when I have the whole picture and see everyone's performance
@Akinon93
Жыл бұрын
I feel like I've gotten mass unlucky for my hard playthrough with random growths. Well, some characters are monsters (40 mag on Anna after ring buffs, chapter 15), but then my Alear has drawn every short stick imaginable and still has like 15 STR while around the same level (maybe 5 total under). Granted I haven't given him any boosting items but still.
@MinkDaddy
Жыл бұрын
I always prefer random because when a unit randomly turns out good, I get more attached to them. Granted, the other way sucks too. For example: when I was playing blazing sword, I never had a good Hector. No joke, got that unlucky.
and to add to that Fixed Growth formula, your first level up is your unit growth rates + unit and class growth rates. Example: Alear has 35% Str unit growth and 10% for Class growth. So on their first level up level their total first level up growth score would be 35%+45% which is 80%, thus they wouldnt level up Str on their first level up. Take Speed now for Alear, the unit Speed growth rate is 50% and Starting class is 15% thus 50%+50%+15%= 115% o they would level up Speed on their first level and the extra 15% will carry over to the next time they level up.
thanks for the video it's very helpful
Personally I like random growth more, but I understand why maddening would lock you into fixed
@GIR177
Жыл бұрын
Only on a first playthrough.
@sevenzik
Жыл бұрын
and I do not inderstand)
Honestly I love fixed growths. With random I'm too tempted to restart the chapter for level ups I'm actually satisfied with.
@Jojjefan
Жыл бұрын
Maddening still locks in your levels on random, if you get 3 empty levels in a row then thats life
@woopboop1481
Жыл бұрын
@@Jojjefana yea but you can reroll your seed by going out of the chapter and into a paralogue
@timm8998
Жыл бұрын
@@Jojjefan What do you mean? They are fixed, youll never get 3 empty levels in a row.
@hibiv8844
Жыл бұрын
@@Jojjefan is it like Fates lunatic then? Where they’re still random but predetermined for the whole game the time the unit joins
@licota11
Жыл бұрын
@@hibiv8844 yeah exactly, all unit growths are predetermined from the first battle of the game
That makes sense. I was confused when I was maxing out Alear, changed class and he was suddenly not maxed on everything.
@theolong6689
Жыл бұрын
No that is different every class has specific stat caps for the class. For example a general can only get a max of 17 speed but a cap of like 50 defense. So even with say 50% growth in speed. Once you've hit the cap for that class you will stop gaining level ups in that stat. Thats why it's generally better to pair units with high growth rates in a specific stat with a class that has a high cap for that stat. Example is Luis with general or great knight since they have a very high def cap. That way you are not wasting lot of potential with that unit. Again though thats only if you care about min maxing which doesn't not really matter all that much at the end of the day. Any unit can become a god tier unit in pretty much any class with enough investment and a good emblem.
I just wish the game would just let you pick from the start. The fact you’re forced into two completely different types, based on difficulty, is silly.
@carstan62
Жыл бұрын
Mm, I think it's fine. Maddening is basically just there for the accomplishment and removing a big chunk of luck from it makes that accomplishment mean more while also preventing you from getting screwed into an even more difficult situation. I guess it would be cool if you didn't necessarily need to beat Maddening in order to unlock fixed growths for normal and hard, but that might already be the case; idk.
@popers1328
Жыл бұрын
I felt this way at first but halfway through my first playthrough I changed my mind. Having random growths can really color your experience, especially in the lategame. Getting a poorly grown or blessed Alear would massively affect your experience with the game so locking the first playthrough to fixed growth's makes sense to make sure players are able to enjoy their first run properly.
@carstan62
Жыл бұрын
@@popers1328 Despite agreeing with you, I don't think that argument really holds merit since most people won't/shouldn't be having their first experience with the series in Maddening.
@SH1NK1R01
Жыл бұрын
@@carstan62 it is already the case. Beating the game in general unlocks the choice for non maddening.
@SH1NK1R01
Жыл бұрын
You say that now. But getting a stat screwed unit is utterly crippling in a mode with no grinding and cut xp. Forced fixed mode means that you can accurately plan out units. It also makes the stat boosters far more valuable. In normal/hard you basically only use them on the player character as everyone else is a literal gamble. Or you just don’t use any like most people end up doing. And on lower difficulty settings having random stat ups feels better as it allows you to pick a favorite unit that may just be good for YOU. They got good levels or pulled off some amazing feat and now you like them. That doesn’t happen in fixed.
I did hear something about if you start with Maddening and when you have the option to lower the difficulty to Normal/Hard you keep the Fixed Growth Rates on but i am not sure if that is true or not
@IcedCoffeeGaming
Жыл бұрын
Not sure but definitely needs tested
@Liquid_Paper
Жыл бұрын
@@IcedCoffeeGaming le dot
I'm enjoying the fixed grows overall. It keeps you from getting stat screwed so a good unit will always be good. Though with random, a mediocre unit can be better sometimes.
Fixed mode is definitely an interesting addition that was last in POR. You could still alter your stat point accumulation slightly depending on the weapon you had equipped and the enemies you fight; but it made the game much more predictable for speedrunning.
I think if you like meticulously planning out your team based on unit growth rates, class growth rates, point of recruitment, and other viability factors, having a unit really pop off because you planned well, and not because it got rng-blessed, can be extremely rewarding.
I think for my first maddening playthrough, I'm glad they did fixed cuz it gives me a fair shot. I think random would still be fun tho. All in all I'm fine with either but I also think I somewhat prefer fixed just cuz its consistent
one question i always had with random growths is when exactly is a unit screwd? how many bad lvl ups are okay, i usually considered them bad after like 3 bad lvl ups, but i was never sure especially considering other factors like bad lvl ups early/late game or pre/post promoted
@IcedCoffeeGaming
Жыл бұрын
It depends on the unit and how easily you can fix it
@Cerdmasterjgcc
Жыл бұрын
I think it can be fairly obvious when a unit is falling behind, example, both my playthrough Alfred falls off really hard around chapter 6 or 7 so he has gotten benched
I love the fixed growths for maddening.
Can we tweak this by lowering difficulty on maddening to get fixed growth? Im on chptr 20 maddening and kinda bummed out i benched my fav chars
After my Anna not getting a single point in luck for 8 levels on 60% chance growth, I'm a new fan of fixed growths. Units with personal skills that proc off specific stats are too susceptible to RNG. Also fixed growths practically guarantees your units gets a few build levels. A 10 or 5 percent chance on getting a build level is not good odds. Units like Alfred needs build bad to stay from being trash.
@IcedCoffeeGaming
Жыл бұрын
Agreed, Fixed is WAY BETTER. I had 15% BLD growth on Timerra and calculated when she'd get it and like clockwork she got it after a few levelups. Fixed should be the default, I don't think I'll ever go back to Random if there is a choice :).
Do the 15%/points bonus growths from Tiki skill count for fix growths?
@IcedCoffeeGaming
Жыл бұрын
Yes
I like random more, can’t speak for maddening but on hard difficulty I keep some units close to leveling up. Then I perform an action and see if I like the level up the majority. If I not I retry the battle until I get good ones. Anyone who I don’t like I just don’t use the rest of the battle. Not sure how viable that strategy would be on maddening though
@timm8998
Жыл бұрын
Sounds more like an issue with random :D I mean, the fact that it can be abused so easily, is in my eyes a negative.
@alextorres5467
Жыл бұрын
@@timm8998 It's not really abusable, its a largely waste of time to rest and reroll for stats you want. Its a cheap tactic but isn't as abusable as you think
@timm8998
Жыл бұрын
@@alextorres5467 Im just responding to the OP here. The advantage of random is that you can revert the levelup, his explanation :D
How do fixed and random work with jeans ability and tiki ring
@IcedCoffeeGaming
Жыл бұрын
It increases the amount of attribute points you get as you would expect but it does it more reliably. If you have 60% growth in something, you will get guaranteed 6 levels in that stat per 10 unit level ups. You can just divide the growth rate by 10 to get the amount of stat increases per 10 levels. So 45% would be 4.5 level ups per 10 levels, or 9 level ups per 20 unit levels.
Is there a way to see the growth rates on the game, or do I have to look them up online like other FE?
@IcedCoffeeGaming
Жыл бұрын
You have to look them up.
Man your Chloe on this screen has the same strength as mine had as a lv17 basic flier on my first playthrough.
@IcedCoffeeGaming
Жыл бұрын
I am on fixed growths and did not use an energy drop on her
@carstan62
Жыл бұрын
@@IcedCoffeeGaming Perfect example of why you might want fixed growths lol.
@MogofWar
Жыл бұрын
@@carstan62 Several of my early units got RNG screwed. Then I get Framme leveling strength and speed at every level for 5 levels in a row... The fact that fist units break archers, thieves, and makes, becomes slightly less relevant when the still unpromoted monk is quadrupling swordsmasters for 12 damage a hit.
How does that (random) work? If I wanted to put a non mage in a mage role, would they have a chance at being good mage unit?
@IcedCoffeeGaming
Жыл бұрын
Depends on their magic growth stat/speed
Would Tiki Starsphere skill make the fixed stat growth rate better?
@timm8998
Жыл бұрын
yeh it does
@jaredkhan8743
Жыл бұрын
Ya it does. I had tiki on Louis from the very moment I could get tiki, and I'm in endgame and Louis has 70 HP and nearly 50 defense lmaoo
@rexbolt4086
Жыл бұрын
Did it with Anna, and got her Magic growth to 90 for basically a guaranteed magic level up basically
@Konan_Lightning
Жыл бұрын
@@rexbolt4086 on Maddening tho. If he said it’s point system that mean 90 points to Anna magic then. I guess because 9/10 levels she will get one point. Is this factor true tho.
@timm8998
Жыл бұрын
@@Konan_Lightning yes that means you get 9 magic guaranteed in 10 levels.
So how do starsphere and jean’s personal work on fixed?
@IcedCoffeeGaming
Жыл бұрын
It increments hidden points faster causing growths in stats on level up. So 50% growth on fixed means 1 stat increase every other level, 30% would take 4 levels in a row to hit 120 points (hidden) in that stat to then raise it by 1, and you keep the remaining hidden points. Any amount over 100 converts into an attribute increase, the remainder is kept. The growth rate = the amount of points earned.
@erikbell1723
Жыл бұрын
@@IcedCoffeeGaming do you know by how much ?
I am liking fixed stats so far. 93 hours on hard and 13 on maddening. I think I am enjoying hard more. I just want some skirmishes
So this is the same fixed growths as Path of Radiance, but in PoR, growths were also effected by equipped weapon and enemy class. Haven’t heard anyone talk about that yet though, so maybe that didn’t come back in this game, what a shame.
I think we gotta give more props to fixed growths for how well balanced maddening is. There were sooo many times where my characters could just barely edge out a one round kill by using Alears Personal Skill. You could tell the devs playtested the shit out of this and ran the numbers. It might be more satisfying to level up with random growths, but I'll take better balance over that anyday
Fixed all the way, it’s consistency, and on maddening, you need consistency
I might be better off with fixed cause I'm the type to reset instead of taking a bad level up
I loved fixed growths, becouse on my first playtrough of three houses, my byleth had no growth in strengh... for 20 levels... so the fact that with fixed growths it is impossible to be rng screwed.
@Yangblaze11
Жыл бұрын
Unlucky, mine were almost always ogre like in strength.
I thought fixed meant all the rolls are done when the character is recruited. That explains why my units aren't getting any bld, and why Alear wasn't getting different level ups after starting a new game several times.
@IcedCoffeeGaming
Жыл бұрын
BLD has a very low increase, most units have 0 - 10 starting BLD, which could take 10 to 20 levels to see a single increase.
How fixed growth works on Jean?
@IcedCoffeeGaming
Жыл бұрын
His passive still functions, so for example lets say Jean is a Sage. His base growth rate on Magic is 20%. His passive doubles his class growth rate modifier (Class + base unit growth = final growth rate %) Sage has 30% magic growth modifier. Jean's passive increases this to 60% and is then added to his base magic growth rate of 20% giving him a growth rate of 80% magic growth. As Jean levels up, assuming his current magic point progress (for fixed mode) is 0/100, he will gain 80 points (his final growth rate) and not get a magic increase. On his next level up, he will gain 80 more points, giving him 160. His magic point XP is now 160/100 so the game subtracts 100, gives him +1 magic point on his final stats then he has 60 magic point xp left. On another levelup, he gains 80 more points and would have 140 points (over 100) gaining another magic level and reducing his magic point xp to 40.
Wait you said it’s for your first maddening? So I can change to random growth on my second maddening?
@darkmentalmaster
Жыл бұрын
Yes
@melon42301
Жыл бұрын
@@darkmentalmaster so If I make a maddening save, and then make a different maddening save, will the 2nd one have random growths?
@IcedCoffeeGaming
Жыл бұрын
You need to beat the game on maddening to choose, otherwise it stays on fixed.
@ZoltanLehr
Жыл бұрын
@@IcedCoffeeGaming thank you very much this is super helpful
@melon42301
Жыл бұрын
@@IcedCoffeeGaming is this only true for maddening? My first run for example was on Hard
From watching this I'm thinking Random is "harder" than fixed. I could be wrong though. I guess you can minip the RNG of level ups on random Vs Fixed too so there is that. Thoughts?
Tbh I would miss my lucky perfect level ups
Fijo porque me recuerda a Path of Radiance
I see this kind of like the difficulty options in Pokemon BW2. My initiative reaction is "Wow great! What a good idea to include this option." Then I find out there's some kind of arbitrary shackling on how they can be accessed. Just, why? Why not include both options from the start????
Per level up I consider +3 as tolerable, +4 as good and any more as great (certain stats are more precious OFC). Alear and Jean are killing it, Clanne **ALWAYS** gets +2 and I will do my second playthru on fixed. At that point I will be happier to bench and kill people but also I wish my Clanne wasn't garbage!
I find it silly that they allow the option to choose permadeath but won't make their anti grinding and fixed growths optional.
soo in new mystery is it fix or not? Thanks
@IcedCoffeeGaming
Жыл бұрын
That's actually a great use case for her, griffin gets +15% magic as well, well plaid :)
Im glad someone could explain this without going into a history lesson.... and then never touching on Engage. Also, making it rediculously complicated
Started a maddening run today and got 2 levels in a row +1 hp… that was disgusting af..
Fixed has grown on me
See? This is why I told my doctor I didn't want this lump removed, the doctor kept saying it might spread and I was like, "yeah doc random growths are more fun."
What about Starsphere??
@IcedCoffeeGaming
Жыл бұрын
Adds to the amount incremented on fixed. So you will gain more attributes faster
@Zaemoncho
Жыл бұрын
@@IcedCoffeeGaming cool, thanks for the new knowledge.
Random all the way, but that's me being a FE boomer about it. I just feel the more resources or consistency you add to FE, the more it loses. Talking to people about unit viability is 100% better on fixed because it's uniform, but everyone having the exact same Alcryst doesn't create fun discussion.
Source for Engage?
@yuukiv7502
Жыл бұрын
Or does the game give you an option for both after you beat the game? Havnt finished yet.
@IcedCoffeeGaming
Жыл бұрын
You unlock an option after you beat it
I think the game's own description states that only character and class affect growths for both methods, so unless it's lying, I don't think we're dealing with getting extra magic from mages, Pokemon EV style. No strong opinions on this one. I prefer random slightly, as it can throw a monkey wrench in your plans and force the player to adapt unexpectedly, but based on the law of averages, it's not going to make a big difference either way. I suspect maddening may insist on fixed for the first run as in some Fire Emblem games, there are exploits for getting better random levels. Not sure if Engage fixed that by seeding level ups at the start of a run, but you could get a situation where, Chloe just gained a point of dex this level, then you turn back time, make some different moves, now she gains strength, speed, defense and res. I've definitely seen repeat level ups on random, so it's not fully random, but it could just be pulling from a list of random numbers, and the level ups just happened to pull from the same position on the list.
@plentyofpaper
Жыл бұрын
@@verde5738 I think it sounds more likely than not That's a pretty good way to do it, and just doing a copy paste job with code from the previous game seems easy.
I'm sure I'll play Engage more than 3H. The fact that I don't have restart a whole chapter, change units deployment because my favorite units got RNG screw already made it more enjoyable than 3H.
Fixed is better.
see, for me, random growths adds another layer on top of the game that feels more realistic. Not all the time do you get prodigy mages in life that pursue wizard college sometimes they just want to open up a veterinarian hospital for all animals and joust on horses and so a magic screwed mage, that leveled strength instead turns into a captain of the cavalry unit with sparky fingers to light things on fire occasionally. it forces me to rethink who gets the steroid shots and whether or not I should pair them up with a strength screwed unit who leveled magic and can use freeze staves in the merry band of misfits. because two lefts make a right
@IcedCoffeeGaming
Жыл бұрын
Yeah random can be more fun/chaotic, I do like fixed for consistency though.
@Mat-8071
Жыл бұрын
You have clearly been using Clanne xD