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Psylisa's Guide to Freely - 6/26/20

Welcome all, to another edition of Psylisa's Guides! You didn't think I was going to forget the guide, did you? Things have been quite crazy both in the larger world and my world lately, so I'm a bit behind on everything. I hope everyone reading is staying safe. On to the champion!   Freely is a Gold Find and Support Champion. He increases your divine favor directly with his Adventurous Tale ability. When you want to add Freely to your formation, you can swap him with Minsc (Slot 7).  

CNE Blog Highlight

 

Statistics

----- Core Stats -----
Race: Halfling Class: Bard/Warlock Alignment: Neutral Good
Age: 42 Affiliation: None
STR: 13 DEX: 17 CON: 10
INT: 8 WIS: 10 CHA: 16
  Role: Support/Gold Eligible for Patrons: Mirt    

Buffs/Debuffs

Requisition - Fruit Stagger - Shield Follow-Through - Border Opportunity - Cornucopia
 

Abilities

Eldritch Blast: A beam of aquamarine crackling energy streaks towards a random enemy.   Luck of Yondalla: Freely, and any allies granted this ability through his specializations, have the Luck of Yondalla backing them up. Whenever they attack, one of the following Lucky Breaks occurs completely at random, affecting all enemies hit by the attack. Each Lucky Break can be applied on each enemy once for each Champion with Luck of Yondalla. Each application lasts for 15 seconds, so even if 10 Champions are attacking a single enemy with Luck of Yondalla, the actual Lucky Break applications on the enemy will vary over time.  
 
  Unlucky For Them: The total effect of Luck of Yondalla: Opportunity is increased by 100% on enemies affected by it. This buff applies once to the total value of the applications.
  An Adventurous Tale: If Freely is in your formation when you complete an area for the first time, he keeps track of it for future tales. When you reset your adventure, you'll collect an additional .01% of Divine Favor for each area Freely tracked, stacking additively but applying multiplicatively. Freely does not have to be in your formation when you reset to gain the additional Divine Favor, but he does need to be in your formation when you complete an area to increase his bonus. The bonus resets when you complete your adventure. This ability is buffed by feats and equipment.
  Cutting Words: Freely distracts enemies if he is within 3 slots of a Tank Champion who is under attack by at least 1 enemy, increasing the overwhelm point of such Champions by 5. This ability is not buffed.
 

Specializations

Trust in Law: Grants Luck of Yondalla to all Lawful Champions in your formation. Affected Champions now cause Lucky Breaks whenever they attack.   Value Neutrality: Grants Luck of Yondalla to Neutral Champions (on the Lawful/Neutral/Chaotic scale) in your formation. Affected Champions now cause Lucky Breaks whenever they attack.   Always Expect Chaos: Grants Luck of Yondalla to Chaotic Champions in your formation. Affected Champions now cause Lucky Breaks whenever they attack.
 

Ultimate Attack

I Will Not Deafen: Freely grabs his sword and launches himself toward an enemy, showering green and red lightning in his wake until he smashes into his opponent for massive damage. It also applies all four Lucky Breaks on that enemy or any they didn't already have.
 

Achievement:

Everyone Got Lucky Complete 500 Areas in a Full Formation Empowered by Luck of Yolondalla.
 

Equipment

Slot 1: Global DPS Slot 2: Luck of Yondalla: Requisition Slot 3: Unlucky For Them Slot 4: An Adventurous Tale Slot 5: Ultimate Damage Slot 6: Ultimate Cooldown  

Who should I focus on?

My advice: 1) Freely 2) Deekin 3) Walnut
 

My Thoughts

Freely's Gold ability is a bit odd in that it increases direct favor by a % as well as providing a gold boost through Luck of Yondalla: Requisition.   In 500 areas cleared (without geafeats), you can expect a ~10% increase in Divine Favor gained. Not too shabby, and you don't even have to use him in your final levels! I can see players getting a 2x bonus to favor with decent gear.   For Azaka formations, he should absolutely be utilized over Catti-Brie. Assuming you are using Drizzt, Catti will provide a 2x boost to your Gold Find, which is a low bar to beat. Speaking of Azaka, if you are using Freely solely for Gold Find/Favor, then you'll most likely want to pick his Lawful specialization. Azaka, Drizzt, Krull, and Nrakk are all lawful, as is Spurt with Freely always getting his own buff - bringing the count to 6 attackers buffed. Don't forget his Fortuitous Feat to increase the base value of Requisition by 40%! The question for you Azaka fans out there will be whether you sub out Regis and Wulfgar in exchange for Lawful champions that can apply another stack of Requisition. I think if you're over 200% Requisition, you absolutely should. And that doesn't really require much gear to achieve.   In terms of Support, Freely will not disappoint. Even gearless, he'll slide in with an e9-e10 buff ability, depending on how many stacks of Opportunity you manage to get. His key will be applying at least one stack of Opportunity to activate Unlucky For Them as well as the gear increase for it. Keep in mind, that with no stacks of Opportunity, you lose out on both the gear increase and the skill damage increase, so it's extremely important to keep this debuff up. It should also be noted that Yondalla will activate per target hit, so attacks that cleave/pierce become very valuable. As a debuff, it also double-dips with certain abilities (such as Stoki's Ki Explosion). Briv/Zorbu combination (they are both Chaotic; Zorbu pierces, Briv cleaves) along with Morgaen (attacks twice) and Avren (attacks three times) ended up pushing my levels quite a bit. Unlocking Freely's DPS potential will be reliant on using a champion that can double-dip on the debuffs (such as Stoki). Stoki is simply the easiest fit here. If you are lacking her or other champions that can double-dip, Freely's DPS potential definitely drops. Depending on your gear, you might consider other options.
 

Verdict

Support: 8/10 (10/10 if using double-dip mechanics) Gold: 10/10
 

TL;DR

 

Open Bugs

submitted by Psylisa to idlechampions [link] [comments]

A guide to Battlecast Brawler Hyper Roll for patch 10.13

A guide to Battlecast Brawler Hyper Roll for patch 10.13

https://preview.redd.it/6auss91plw651.jpg?width=1209&format=pjpg&auto=webp&s=eb1e07aee7f71aa96df8c52179dfa6d0bd8b2b64

This is a guide to a battlecast brawler hyper roll build I've been working on in patch 10.13. (Or HyperBeam HyperRoll as i like to call it)


Down below I've shown what the comp should look like at various stages of the game, as well as the general strategy and itemization.

Hyper roll builds have disappeared from the meta with the introduction of set 3.5, mostly to to the nerfing of key 1 cost units like Poppy and Xylah, the removal of the Void alliance, and level 4 rolling odds changing from 60% to 55% for 1 cost units.
However, I think with the massive buffs to Illaoi and the battlecast synergy and it's units, as well as the massive increase in odds for 3 cost units from 10% to 15% at level 4 make this build viable if you abuse those odds to find an early Cassiopeia, and get 4 battlecast online early after hyper rolling at stage 3-1. You're almost guaranteed to have her on round 3-2, often you will even find 2 copies or a 2 star Cassiopeia on your first hyper roll. I think by shifting the focus of hyper roll builds away from 3 starring a board of 1 and 2 cost units, and focusing more on abusing the 15% odds for 3 cost units, and focusing on 3 starring a few one cost units, and getting super early 2 star 3 costs who unlock important synergies, hyper rolling can be quite good again.
Anyways, here's the rundown of the comp:

The build focuses on building Illaoi and Cassiopeia as your carries. The compound effect of all the buffs to Illaoi and battlecast have made her tankiness and power increase exponentially, especially at 3 star. Combining the buffed heal from battlecast with the bonus HP she got this patch, 10% more armor and magic resist steal and the massive 50% increase from 4 second to 6 second steal duration, allowing her to stack up much more at a single time makes her a way stronger unit at 3 star than she was in 10.12. Combining this with the right set of items easily rivals Poppy in the golden days of the Candyland build. As for Cassiopeia, despite getting a nerf to DPS, the amount of damage instances she does is very powerful with the battlecast synergy. With Blue Buff and Morellonomicon, you'll be dealing 2 instances of tick damage on your opponents entire team very early into the fight, triggering tons of blasts/heals. When played in this comp, she is a way stronger carry than she is in the Vanguard Mystic build, despite being nerfed. The 4 battlecast synergy has been buffed enough that it can crush early game and carry you through mid, until you find Urgot later, and the 6 battlecast alliance has been buffed enough to make this build viable in the late/top 4 portion of the game. Buffs to Nocturne and Kog'Maw aren't huge, but still relevant. This comp also makes great use of spatula. If you can get battlecast spat, you can run 6 battlecasts at level 6, without needing to to wait all the way to level 8 to find Urgot. The 480 damage blasts/heals at earlier stages of the game will pretty much ensure you steamroll.
In summary, the comp wants to have long fights with an unkillable Illaoi and Malphite 3 star in the front, buying time for Cassiopeia's damage over time, and your battlecast procs to do work, while the combination of Ionic Spark and Illaoi's resistance reductions massively increase your damage output as your tanks run endlessly into the opponents units and debuff them to oblivion.

Super Early Game (Stage 1-2)

In the super early game, you should econ as much as possible. Focus on making interest at all times, and only deviate from this if it means picking up an Illaoi, Cassiopeia, Malphite, or Nocturne. You want to hang onto as few units as possible that don't go into the level 5 comp shown below. Holding onto one Kog'maw is a good idea, but 2 starring him before you roll down your gold at 3-1 isn't worth it. It costs way too much in interest gold and you will always be able to 2 star him very early with your hyper rolls, and having him 2 star isn't the most important thing. What really matters is having him for an early 4 battlecast synergy. If you can sell Cog'Maw to make interest it's generally worth it, as you can always find another copy during your hyper roll. You want to streak for maximum econ without ever breaking your streak, which usually means loss streaking until the crug round. This also ensures you get first/early pick at the carousel. Getting the right items, specifically an early bramble for your Illaoi, is important for this comp, so it's normally the best approach. I wouldn't recommend committing to win streaking unless you're entering the first PVP rounds with 2 star units and some solid completed items, or if you lucked out and got Cassiopeia on stage 1. Ideally you want between 40-50 gold for stage 3-1, at which point you hyper roll to 0 and try to 3 star Illaoi Malphite and Nocturne, while 2 starring Kog'Maw, and finding Cassiopeia 1 or 2 star. Consider holding onto Blitz crank and Vi during your roll, until you find the 4 battlecasts so you can play a 4 brawler start as a backup plan if need be.

Sidenote: picking up as many 1 cost and 3 cost units as possible while you're rolling down your gold will slightly increase your chances of 3 starring units and hitting Cassiopeias by removing some units from the pool. This isn't huge but it can be the difference between hitting a 3 star unit a round or two earlier, which does matter.

Early Game (Level 4-5)

Level 5
You want to get Illaoi to 3 star as your top priority, while looking for Malphite and Nocturne 3 star along the way. Kog'Maw 3 star is nice but it isn't worth the bench space and gold and will ultimately slow you down too much. Getting him to 2 star early is all you need. The other goal is to find Cassiopeia 2 star early during the hyper rolls, but never roll specifically for her, as a 1 star Cassiopeia is all you need early on, and you should get her to 2 star extremely early naturally with your hyper rolls now giving you 15% chance for 3 cost units in the early game anyways. The only 3 star unit that is absolutely crucial to the comp is Illaoi. Malphite makes the comp much stronger if you can 3 star him, but the comp can function without him. 3 star Nocturne is much like Zoe in Candyland; a nice bonus if you find him, and quite useful with his 4 second stun, but you don't need him 3 star. It's always worth the econ and bench to hang onto him though. Since this is a hyper roll build, you never spend money on exp until you are fully ready to go to level 6, where your odds for finding 1 cost units decrease drastically. Once you find Illaoi 3 star, you should go to level 6 if you aren't anywhere near finding Malphite and nocturne 3, but if you have 5 or more copies of either of them, and if the units aren't being heavily contested, it's worth staying at level 5 longer and rolling down again for 3 star on all your 1 costs first. Be patient with your gold, and try to econ up to 30-50 gold before rolling down each time, instead of rolling all your gold as you get it, unless you are dying and have no other option. You usually want to run the 5 units shown above, however if you failed to find 4 battlecast, you can run 4 Brawler instead, although this isn't as good. The other main thing to consider is running Zed instead of Malphite. Zed can be worth it if you ended up with a 3 star Nocturne, or if you somehow didn't find 2 star Malphite on your first hyper roll, which is incredibly unlikely. Otherwise the 2 Brawler front line with 4 battlecast is your best option.

Mid Game (Level 6-7)

Level 6
level 7
At this point, hopefully Illaoi and as many other 1 costs as possible are 3 starred, or 1-2 copies away from being 3 starred, and you have 2 star Cassiopeia. The best option at level 6 is to add a Mystic to further increase your units durability. Soraka is great, and her healing has great synergy with the innate tankiness of your units. Karma is also great to link to your Cassiopeia. If you can't find a mystic the option of throwing in a 2 star Zed or a Fizz is also okay. Running Infiltrator in the place of Mystic can actually be better up until late game if Nocturne is 3 starred. At this point in the game, you don't want to be rolling any more. Just econ up and pick up more brawlers, and finish 2 starring everything you can, and finishing 3 star units unless it becomes unrealistic to keep looking for them. At level 7, you want to add in two brawlers and take out the mystic, for 4 brawler 4 battlecast. Adding Vi and Gnar provides much more valuable front line to buy time and drag out the fight for your Cassiopeia and battlecast procs to do work, as well as providing you with lots of CC. If the game is going well, i prefer to econ up to 50 on level 6 and slowly pump gold into exp, while remaining at 50 gold, then pump all my gold into levels to jump strait to level 8 right after, but if you are being pressured it's fine to go to 7 sooner if you're taking too much damage.

Late Game (Level 8-9)

Level 8
Level 8 alt
Level 9
At level 8, add your Mystic back in (Soraka being the best). You don't have much to do here as far as your build, aside from trying to find Urgot and Viktor, if you don't already have him, to go to 6 battlecast. Once you find Urgot, either replace Cog'Maw with him (or Nocturne if you never 3 starred him) or take out 2 of your brawlers and go for 6 battlecast, 2 brawler, 2 mystic. If the game goes to Level 9, you can simply play 4 brawler 6 battlecast. If you're facing heavy magic damage lineups that don't require you to strengthen your front line as much (such as Gangplank/Riven and 6 sorcerers) you can consider 4 mystics instead of 4 brawlers. This is especially effective if you have dragon scale on Illaoi, and practically allows her to 1v9 against those kind of comps.

Spatula Variation

Level 6
Level 9
If you get a spatula, you can make battlecast spat and put it onto your Malphite. Malphite carries Ionic spark in this comp, so giving him the ability to output some magic damage is nice while hes tanking for you, but more importantly he has tons of hp to work with so he will survive on the front line for much longer with battlecast heals and keep that ionic spark aura up for longer.
With battlecast spat, you can add Viktor in at level 6 for the 6 battlecast synergy. The DPS increase to 480 for each battlecast proc at this early in the game is brutal, and also makes Illaoi unkillable with the increase heal. You can play 4 brawler 6 battlecast at level 8 now as well, and at level 9 you can play a mystic on top of the normal comp, while dropping one of your less useful battlecasts.

Items

Carousel Priority is Spatula > Chain Vest > Cloak > TeaRod > Belt/Gloves

It's essential that you prioritize getting Bramble first, Blue Buff second, then two additional tank items for Illaoi and Morellonomicon as a third priority, and lastly Ionic Spark or Rapid Firecannon are luxury items (they help you win more if you're ahead, but don't stabilize you if you're behind).

Basically, Bramble vest is the most important item in the comp, with Blue Buff being a close second. They are the only irreplaceable items. Bramble plays a crucial role in carrying you through all stages of the game. It's value on tanky units, especially at 3 star, is too great to ever pass up. It will do a ton of AOE damage, and it creates quite a lot of damage instances throughout the fight to fuel battlecast.

Ideally, Illaoi wants Bramble, Dragon Scale and Quicksilver. I believe these items best leverage her stolen resistances from her spell and increase her survivability.
The armor from vest, plus the negating of crits, coupled with 20% evasion from quicksilver, makes her very durable against physical damage.
The magic resist provided by Dragon scale and Quicksilver bring her magic resistance extremely high, and she ends up taking almost no damage when incoming magic damage is reduced by 50% by scale before even considering her resistances.
The immunity to crowd control from Quicksilver is very important on her as well, as it allows her to cast without interruption, and she can't be stunned before she has a chance to steal resistances. Stacking up a few casts in the first 10 seconds of the fight is enough to make sure she is always working with added armor and magic resist.
Getting these 3 items isn't imperative though, as long as you have bramble you can replace one of the other slots. Warmog's works fine in giving her more raw HP to leverage her mass stolen armor and magic res, and gives her more HP to stay alive and heal back up with battlecast procs. Titan's resolve is also an acceptable replacement as she is one of the units who can actually get it to 50 stacks and then stay alive and heal back up for a long time thereafter to make good use of the item to its full potential.

Cassiopeia wants Blue Buff and Morellonomicon. With this combination of items, she can dish out tons of damage over time as long as she has a tanky front line to buy time for the damage to do its work, as we've seen in builds like Vanguard Mystic and Mystic Protectors. Given two sources of tick damage on every unit that she casts on, not only does she melt entire teams, she goes rapid-fire with the battlecast procs, even managing to stay alive through rapid healing if she gets jumped on the back line.

The last item is Ionic Spark. This is best on Malphite 3 star, but can be on any Brawler. I don't recommend putting it on Illaoi because it offers less defensively and we just want to make her as tanky as possible with her 3 slots. Combining the magic resistance debuff aura and Illaoi stealing 60% resistances every cast from whoever she hits, your team will be able to easily melt enemies.

Almost all item components have good use in this comp, but BF Sword is quite a dead item. The best you can do is make a Zeke's Herald or GA with it.

Other notable items if you happen to get them:

Rapid Firecannon - Great on Cassiopeia, and allows you to position her as safe and far away as possible. Any Bows you pick up should go towards building this item. It didn't make the cut for the item build, but it would be the next best thing that isn't on the core 6 item list. Don't prioritize bows on the carousel over anything else for this item, but it's nice if you end up with one.

Protector Spat - Spatula should be built into battlecast spat, but if that ends up being impossible, or you pick up the full item on a later carousel, it can be great for Cassiopeia to perma-shield once you activate protector synergy with Urgot. Jarvin and Karma can be played until you find Urgot, to get protector and dark star.

Thief's Gloves - If you end up with extra Sparring Gloves you can just combine them onto Nocturne or victor to get some value out of them.

Frozen Heart - If you have spare chain vest and tear drops, this is a nice item to have on either a brawler, or on Nocturne.

ZZ'Rot Portal/Redemption - If you end up with these, they're nice on Nocturne, as he will jump to the back line, cause havoc, then give you benefits for dying.

Positioning

Depending on what brawlers you're using, there are two general approaches to positioning Cassiopeia. If you have all your brawlers up front, it's best to have her to the second row against one of the edges, with a brawler directly in front of her. If you're running Blitzcrank, you can put him in the corner with Cassiopeia next to him. This will give her a target to attack in between casting her spell. Since she only needs to hit once to gain full mana with blue buff, she should be able to distribute her poison to most of the enemy team from the safety of the back row before the pulled unit dies, forcing her to move up closer.

Malphite (or whoever ends up with Ionic Spark) should be towards the center to maximize the aura's effect. Illaoi should also be centered. Her and Malphite are the tankiest units assuming they're three starred, and it's also best to have her near the Ionic spark to ensure she stacks magic resistance reduction from Tentacle Smash and ionic spark onto the same units, helping your team burst down targets better.

Nocturne can typically kill off a target during his 4 second stun duration, so having him jump onto a key spell caster such as Lulu/Xeraph or a carry is important. In the top 4 and above, his positioning becomes increasingly more important as you can target specific players more easily.

Cow'Maw isn't the most impactful unit, so he should be positioned in such a way that he will tankenemy Blitzcranks.

In general, I prefer to play towards one side in the early game, to better help your units focus fire, and cause battlecast to target the same unit. later on, I typically prefer to spread out more.

Pros and Cons

Pros:

- Counters Vanguards and Mystics. Cassiopeia with Morellonomicon melts them, and Illaoi's spell turns their own strength against them, making her ridiculously tanky and stripping them of their alliance bonuses.

- Counters Protectors due to Cassiopeia 50% shield reduction.

- Not Super contested in general. Not many players are 3 starring these units, and with hyper rolls you can get your hands on the highly contested Cassiopeia before anyone has a chance to empty them out of the pool.

- Good in Trade Sector, Neekoverse, Star Cluster, Superdense Galaxies.

- Easy Top 4 if you get some 3 stars at a reasonable time, or hit your items on Cassiopeia and Illaoi

Cons:

- Easy Bottom 4 if you get unlucky with your hyper rolls

- Can struggle against Blasters with the 80% true damage from Giant Slayers against your High HP units, and heal reduction from Red Buff. If more than two players are going blaster brawler, you shouldn't go for this comp, as your units will be contested as well and 3 starring the important ones could become impossible.

- Can be weak against sorcerers. Burst damage comes in less, more intense damage instances, and doesn't let you proc enough battlecast heals. Their units often don't have much resistance to steal making Illaoi less effective and more vulnerable, as well as losing value on HP% burn from Cassiopeia since their units are fairly low hp.

- Bad in Binary Star and Galactic Armory. Risky in Littler Little Legends Galaxy. If you snowball early you can crush the game easily, but if you take a bit too long hitting your power spikes, you'll be in a rough spot.

That's it for the guide, thanks for reading! I hope you give this comp a try and have fun!

If you have any feedback or questions, feel free to DM me!
submitted by vice4862 to TeamfightTactics [link] [comments]

Step-by-Step Guide for Adding a Stack, Expanding Control Lines, and Building an Assembler

After the positive response to my first tutorial on expanding the RAM, I thought I'd continue the fun by expanding the capabilities of Ben's 8-bit CPU even further. That said, you'll need to have done the work in the previous post to be able to do this. You can get a sense for what we'll do in this Imgur gallery.
In this tutorial, we'll balance software and hardware improvements to make this a pretty capable machine:

Parts List

To only update the hardware, you'll need:
If you want to update the toolchain, you'll need:
  1. Arduino Mega 2560 (Amazon) to create the programmer.
  2. Ribbon Jumper Cables (Amazon) to connect the Arduino to the breadboard.
  3. TL866 II Plus EEPROM Programmer (Amazon) to program the ROM.
Bonus Clock Improvement: One additional thing I did is replace the 74LS04 inverter in Ben's clock circuit with a 74LS14 inverting Schmitt trigger (datasheet, Jameco). The pinouts are identical! Just drop it in, wire the existing lines, and then run the clock output through it twice (since it's inverting) to get a squeaky clean clock signal. Useful if you want to go even faster with the CPU.

Step 1: Program with an Arduino and Assembler (Image 1, Image 2)

There's a certain delight in the physical programming of a computer with switches. This is how Bill Gates and Paul Allen famously programmed the Altair 8800 and started Microsoft. But at some point, the hardware becomes limited by how effectively you can input the software. After upgrading the RAM, I quickly felt constrained by how long it took to program everything.
You can continue to program the computer physically if you want and even after upgrading that option is still available, so this step is optional. There's probably many ways to approach the programming, but this way felt simple and in the spirit of the build. We'll use an Arduino Mega 2560, like the one in Ben's 6502 build, to program the RAM. We'll start with a homemade assembler then switch to something more robust.
Preparing the Physical Interface
The first thing to do is prepare the CPU to be programmed by the Arduino. We already did the hard work on this in the RAM upgrade tutorial by using the bus to write to the RAM and disconnecting the control ROM while in program mode. Now we just need to route the appropriate lines to a convenient spot on the board to plug the Arduino into.
  1. This is optional, but I rewired all the DIP switches to have ground on one side, rather than alternating sides like Ben's build. This just makes it easier to route wires.
  2. Wire the 8 address lines from the DIP switch, connecting the side opposite to ground (the one going to the chips) to a convenient point on the board. I put them on the far left, next to the address LEDs and above the write button circuit.
  3. Wire the 8 data lines from the DIP switch, connecting the side opposite to ground (the one going to the chips) directly below the address lines. Make sure they're separated by the gutter so they're not connected.
  4. Wire a line from the write button to your input area. You want to connect the side of the button that's not connected to ground (the one going to the chip).
So now you have one convenient spot with 8 address lines, 8 data lines, and a write line. If you want to get fancy, you can wire them into some kind of connector, but I found that ribbon jumper cables work nicely and keep things tidy.
The way we'll program the RAM is to enter program mode and set all the DIP switches to the high position (e.g., 11111111). Since the switches are upside-down, this means they'll all be disconnected and not driving to ground. The address and write lines will simply be floating and the data lines will be weakly pulled up by 1k resistors. Either way, the Arduino can now drive the signals going into the chips using its outputs.
Creating the Arduino Programmer
Now that we can interface with an Arduino, we need to write some software. If you follow Ben's 6502 video, you'll have all the knowledge you need to get this working. If you want some hints and code, see below (source code):
  1. Create arrays for your data and address lines. For example: const char ADDRESS_LINES[] = {39, 41, 43, 45, 47, 49, 51, 53};. Create your write line with #define RAM_WRITE 3.
  2. Create functions to enable and disable your address and data lines. You want to enable them before writing. Make sure to disable them afterward so that you can still manually program using DIP switches without disconnecting the Arduino. The code looks like this (just change INPUT to OUTPUT accordingly): for(int n = 0; n < 8; n += 1) { pinMode(ADDRESS_LINES[n], OUTPUT); }
  3. Create a function to write to an address. It'll look like void writeData(byte writeAddress, byte writeData) and basically use two loops, one for address and one for data, followed by toggling the write.
  4. Create a char array that contains your program and data. You can use #define to create opcodes like #define LDA 0x01.
  5. In your main function, loop through the program array and send it through writeData.
With this setup, you can now load multi-line programs in a fraction of a second! This can really come in handy with debugging by stress testing your CPU with software. Make sure to test your setup with existing programs you know run reliably. Now that you have your basic setup working, you can add 8 additional lines to read the bus and expand the program to let you read memory locations or even monitor the running of your CPU.
Making an Assembler
The above will serve us well but it's missing a key feature: labels. Labels are invaluable in assembly because they're so versatile. Jumps, subroutines, variables all use labels. The problem is that labels require parsing. Parsing is a fun project on the road to a compiler but not something I wanted to delve into right now--if you're interested, you can learn about Flex and Bison. Instead, I found a custom assembler that lets you define your CPU's instruction set and it'll do everything else for you. Let's get it setup:
  1. If you're on Windows, you can use the pre-built binaries. Otherwise, you'll need to install Rust and compile via cargo build.
  2. Create a file called 8bit.cpu and define your CPU instructions (source code). For example, LDA would be lda {address} -> 0x01 @ address[7:0]. What's cool is you can also now create the instruction's immediate variant instead of having to call it LDI: lda #{value} -> 0x05 @ value[7:0].
  3. You can now write assembly by adding #include "8bit.cpu" to the top of your code. There's a lot of neat features so make sure to read the documentation!
  4. Once you've written some assembly, you can generate the machine code using ./customasm yourprogram.s -f hexc -p. This prints out a char array just like our Arduino program used!
  5. Copy the char array into your Arduino program and send it to your CPU.
At this stage, you can start creating some pretty complex programs with ease. I would definitely play around with writing some larger programs. I actually found a bug in my hardware that was hidden for a while because my programs were never very complex!

Step 2: Expand the Control Lines (Image)

Before we can expand the CPU any further, we have to address the fact we're running out of control lines. An easy way to do this is to add a 3rd 28C16 ROM and be on your way. If you want something a little more involved but satisfying, read on.
Right now the control lines are one hot encoded. This means that if you have 4 lines, you can encode 4 states. But we know that a 4-bit binary number can encode 16 states. We'll use this principle via 74LS138 decoders, just like Ben used for the step counter.
Choosing the Control Line Combinations
Everything comes with trade-offs. In the case of combining control lines, it means the two control lines we choose to combine can never be activated at the same time. We can ensure this by encoding all the inputs together in the first 74LS138 and all the outputs together in a second 74LS138. We'll keep the remaining control lines directly connected.
Rewiring the Control Lines
If your build is anything like mine, the control lines are a bit of a mess. You'll need to be careful when rewiring to ensure it all comes back together correctly. Let's get to it:
  1. Place the two 74LS138 decoders on the far right side of the breadboard with the ROMs. Connect them to power and ground.
  2. You'll likely run out of inverters, so place a 74LS04 on the breadboard above your decoders. Connect it to power and ground.
  3. Carefully take your inputs (MI, RI, II, AI, BI, J) and wire them to the outputs of the left 74LS138. Do not wire anything to O0 because that's activated by 000 which won't work for us!
  4. Carefully take your outputs (RO, CO, AO, EO) and wire them to the outputs of the right 74LS138. Remember, do not wire anything to O0!
  5. Now, the 74LS138 outputs are active low, but the ROM outputs were active high. This means you need to swap the wiring on all your existing 74LS04 inverters for the LEDs and control lines to work. Make sure you track which control lines are supposed to be active high vs. active low!
  6. Wire E3 to power and E2 to ground. Connect the E1 on both 138s together, then connect it to the same line as OE on your ROMs. This will ensure that the outputs are disabled when you're in program mode. You can actually take off the 1k pull-up resistors from the previous tutorial at this stage, because the 138s actively drive the lines going to the 74LS04 inverters rather than floating like the ROMs.
At this point, you really need to ensure that the massive rewiring job was successful. Connect 3 jumper wires to A0-A2 and test all the combinations manually. Make sure the correct LED lights up and check with a multimeteoscilloscope that you're getting the right signal at each chip. Catching mistakes at this point will save you a lot of headaches! Now that everything is working, let's finish up:
  1. Connect A0-A2 of the left 74LS138 to the left ROM's A0-A2.
  2. Connect A0-A2 of the right 74LS138 to the right ROM's A0-A2.
  3. Distribute the rest of the control signals across the two ROMs.
Changing the ROM Code
This part is easy. We just need to update all of our #define with the new addresses and program the ROMs again. For clarity that we're not using one-hot encoding anymore, I recommend using hex instead of binary. So instead of #define MI 0b0000000100000000, we can use #define MI 0x0100, #define RI 0x0200, and so on.
Testing
Expanding the control lines required physically rewiring a lot of critical stuff, so small mistakes can creep up and make mysterious errors down the road. Write a program that activates each control line at least once and make sure it works properly! With your assembler and Arduino programmer, this should be trivial.
Bonus: Adding B Register Output
With the additional control lines, don't forget you can now add a BO signal easily which lets you fully use the B register.

Step 3: Add a Stack (Image 1, Image 2)

Adding a stack significantly expands the capability of the CPU. It enables subroutines, recursion, and handling interrupts (with some additional logic). We'll create our stack with an 8-bit stack pointer hard-coded from $0100 to $01FF, just like the 6502.
Wiring up the Stack Pointer
A stack pointer is conceptually similar to a program counter. It stores an address, you can read it and write to it, and it increments. The only difference between a stack pointer and a program counter is that the stack pointer must also decrement. To create our stack pointer, we'll use two 74LS193 4-bit up/down binary counters:
  1. Place a 74LS00 NAND gate, 74LS245 transceiver, and two 74LS193 counters in a row next to your output register. Wire up power and ground.
  2. Wire the the Carry output of the right 193 to the Count Up input of the left 193. Do the same for the Borrow output and Count Down input.
  3. Connect the Clear input between the two 193s and with an active high reset line. The B register has one you can use on its 74LS173s.
  4. Connect the Load input between the two 193s and to a new active low control line called SI on your 74LS138 decoder.
  5. Connect the QA-QD outputs of the lower counter to A8-A5 and the upper counter to A4-A1. Pay special attention because the output are in a weird order (BACD) and you want to make sure the lower A is connected to A8 and the upper A is connected to A4.
  6. Connect the A-D inputs of the lower counter to B8-B5 and the upper counter to B4-B1. Again, the inputs are in a weird order and on both sides of the chip so pay special attention.
  7. Connect the B1-B8 outputs of the 74LS245 transceiver to the bus.
  8. On the 74LS245 transceiver, connect DIR to power (high) and connect OE to a new active low control line called SO on your 74LS138 decoder.
  9. Add 8 LEDs and resistors to the lower part of the 74LS245 transceiver (A1-A8) so you can see what's going on with the stack pointer.
Enabling Increment & Decrement
We've now connected everything but the Count Up and Count Down inputs. The way the 74LS193 works is that if nothing is counting, both inputs are high. If you want to increment, you keep Count Down high and pulse Count Up. To decrement, you do the opposite. We'll use a 74LS00 NAND gate for this:
  1. Take the clock from the 74LS08 AND gate and make it an input into two different NAND gates on the 74LS00.
  2. Take the output from one NAND gate and wire it to the Count Up input on the lower 74LS193 counter. Take the other output and wire it to the Count Down input.
  3. Wire up a new active high control line called SP from your ROM to the NAND gate going into Count Up.
  4. Wire up a new active high control line called SM from your ROM to the NAND gate going into Count Down.
At this point, everything should be working. Your counter should be able to reset, input a value, output a value, and increment/decrement. But the issue is it'll be writing to $0000 to $00FF in the RAM! Let's fix that.
Accessing Higher Memory Addresses
We need the stack to be in a different place in memory than our regular program. The problem is, we only have an 8-bit bus, so how do we tell the RAM we want a higher address? We'll use a special control line to do this:
  1. Wire up an active high line called SA from the 28C16 ROM to A8 on the Cypress CY7C199 RAM.
  2. Add an LED and resistor so you can see when the stack is active.
That's it! Now, whenever we need the stack we can use a combination of the control line and stack pointer to access $0100 to $01FF.
Updating the Instruction Set
All that's left now is to create some instructions that utilize the stack. We'll need to settle some conventions before we begin:
If you want to add a little personal flair to your design, you can change the convention fairly easily. Let's implement push and pop (source code):
  1. Define all your new control lines, such as #define SI 0x0700 and #define SO 0x0005.
  2. Create two new instructions: PSH (1011) and POP (1100).
  3. PSH starts the same as any other for the first two steps: MI|CO and RO|II|CE. The next step is to put the contents of the stack pointer into the address register via MI|SO|SA. Recall that SA is the special control line that tells the memory to access the $01XX bank rather than $00XX.
  4. We then take the contents of AO and write it into the RAM. We can also increment the stack pointer at this stage. All of this is done via: AO|RI|SP|SA, followed by TR.
  5. POP is pretty similar. Start off with MI|CO and RO|II|CE. We then need to take a cycle and decrement the stack pointer with SM. Like with PSH, we then set the address register with MI|SO|SA.
  6. We now just need to output the RAM into our A register with RO|AI|SA and then end the instruction with TR.
  7. Updating the assembler is easy since neither instruction has operands. For example, push is just psh -> 0x0B.
And that's it! Write some programs that take advantage of your new 256 byte stack to make sure everything works as expected.

Step 4: Add Subroutine Instructions (Image)

The last step to complete our stack is to add subroutine instructions. This allows us to write complex programs and paves the way for things like interrupt handling.
Subroutines are like a blend of push/pop instructions and a jump. Basically, when you want to call a subroutine, you save your spot in the program by pushing the program counter onto the stack, then jumping to the subroutine's location in memory. When you're done with the subroutine, you simply pop the program counter value from the stack and jump back into it.
We'll follow 6502 conventions and only save and restore the program counter for subroutines. Other CPUs may choose to save more state, but it's generally left up to the programmer to ensure they're not wiping out states in their subroutines (e.g., push the A register at the start of your subroutine if you're messing with it and restore it before you leave).
Adding an Extra Opcode Line
I've started running low on opcodes at this point. Luckily, we still have two free address lines we can use. To enable 5-bit opcodes, simply wire up the 4Q output of your upper 74LS173 register to A7 of your 28C16 ROM (this assumes your opcodes are at A3-A6).
Updating the ROM Writer
At this point, you simply need to update the Arduino writer to support 32 instructions vs. the current 16. So, for example, UCODE_TEMPLATE[16][8] becomes UCODE_TEMPLATE[32][8] and you fill in the 16 new array elements with nop. The problem is that the Arduino only has so much memory and with the way Ben's code is written to support conditional jumps, it starts to get tight.
I bet the code can be re-written to handle this, but I had a TL866II Plus EEPROM programmer handy from the 6502 build and I felt it would be easier to start using that instead. Converting to a regular C program is really simple (source code):
  1. Copy all the #define, global const arrays (don't forget to expand them from 16 to 32), and void initUCode(). Add #include and #include to the top.
  2. In your traditional int main (void) C function, after initializing with initUCode(), make two arrays: char ucode_upper[2048] and char ucode_lower[2048].
  3. Take your existing loop code that loops through all addresses: for (int address = 0; address < 2048; address++).
  4. Modify instruction to be 5-bit with int instruction = (address & 0b00011111000) >> 3;.
  5. When writing, just write to the arrays like so: ucode_lower[address] = ucode[flags][instruction][step]; and ucode_upper[address] = ucode[flags][instruction][step] >> 8;.
  6. Open a new file with FILE *f = fopen("rom_upper.hex", "wb");, write to it with fwrite(ucode_upper, sizeof(char), sizeof(ucode_upper), f); and close it with fclose(f);. Repeat this with the lower ROM too.
  7. Compile your code using gcc (you can use any C compiler), like so: gcc -Wall makerom.c -o makerom.
Running your program will spit out two binary files with the full contents of each ROM. Writing the file via the TL866II Plus requires minipro and the following command: minipro -p CAT28C16A -w rom_upper.hex.
Adding Subroutine Instructions
At this point, I cleaned up my instruction set layout a bit. I made psh and pop 1000 and 1001, respectively. I then created two new instructions: jsr and rts. These allow us to jump to a subroutine and returns from a subroutine. They're relatively simple:
  1. For jsr, the first three steps are the same as psh: MI|CO, RO|II|CE, MI|SO|SA.
  2. On the next step, instead of AO we use CO to save the program counter to the stack: CO|RI|SP|SA.
  3. We then essentially read the 2nd byte to do a jump and terminate: MI|CO, RO|J.
  4. For rts, the first four steps are the same as pop: MI|CO, RO|II|CE, SM, MI|SO|SA.
  5. On the next step, instead of AI we use J to load the program counter with the contents in stack: RO|J|SA.
  6. We're not done! If we just left this as-is, we'd jump to the 2nd byte of jsr which is not an opcode, but a memory address. All hell would break loose! We need to add a CE step to increment the program counter and then terminate.
Once you update the ROM, you should have fully functioning subroutines with 5-bit opcodes. One great way to test them is to create a recursive program to calculate something--just don't go too deep or you'll end up with a stack overflow!

Conclusion

And that's it! Another successful upgrade of your 8-bit CPU. You now have a very capable machine and toolchain. At this point I would have a bunch of fun with the software aspects. In terms of hardware, there's a number of ways to go from here:
  1. Interrupts. Interrupts are just special subroutines triggered by an external line. You can make one similar to how Ben did conditional jumps. The only added complexity is the need to load/save the flags register since an interrupt can happen at any time and you don't want to destroy the state. Given this would take more than 8 steps, you'd also need to add another line for the step counter (see below).
  2. ROM expansion. At this point, address lines on the ROM are getting tight which limits any expansion possibilities. With the new approach to ROM programming, it's trivial to switch out the 28C16 for the 28C256 that Ben uses in the 6502. These give you 4 additional address lines for flags/interrupts, opcodes, and steps.
  3. LCD output. At this point, adding a 16x2 character LCD like Ben uses in the 6502 is very possible.
  4. Segment/bank register. It's essentially a 2nd memory address register that lets you access 256-byte segments/banks of RAM using bank switching. This lets you take full advantage of the 32K of RAM in the Cypress chip.
  5. Fast increment instructions. Add these to registers by replacing 74LS173s with 74LS193s, allowing you to more quickly increment without going through the ALU. This is used to speed up loops and array operations.
submitted by MironV to beneater [link] [comments]

RESULTS of the State of the Game Survey: April 2020

Weekly/Important Megathreads:
Weekly Discussion Megathread
Edelgard Legendary Hero Battle Megathread
Legendary Hero Banner Megathread
Green Grapple Voting Gauntlet Megathread

 
Hi all,

It’s time for the results!

Thank you to everyone who took the time to respond - we had over 1600 responses, which is great! These insights wouldn’t be possible without your time and support.

As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels.

Now let’s get into it!
 
Previous Survey Results: February_2020_State_of_the_Game_Survey

~ Demographics ~

54.3% began playing FE:H in February 2017, with 22.6% more joining during the first year of the game. 13.0% of respondents joined during the second year, 7.8% joined during the third, and 1.5% joined during the fourth year (the last 3 months).

The age range breakdown of respondents is as follows:
  • (2.9%) 12 – 15 years old
  • (15.0%) 16 – 18 years old
  • (23.5%) 19 – 21 years old
  • (20.7%) 22 – 24 years old
  • (27.0%) 25 – 30 years old
  • (8.5%) 31 – 40 years old
  • (0.9%) 40+ years old

77.5% of respondents identified as Male, 17.7% as Female, and 2.6% as Non-binary.

18.5% of respondents have never missed a daily login (though note that this option was added many hours after the survey’s release). A further 44.2% have missed less than a month’s worth of logins, 12.8% missed 1-2 months, 9.6% missed 3-6 months, 4.7% missed 7-12 months, and 3,8% missed over a year’s worth.

34.8% report being F2P, while 29.8% have spent less than $100, 16.2% spent between $100 - $499, 6.3% spent between $500 - $999, and 10.4% have spent over $1000.

34.8% last spent money on FE:H during the fourth year of the game (the last 3 months), while 12.0% last spent money during the third year of the game, 9.4% last spent during the second year of the game, and 6.6% last spent money during the first year of the game.

~ Summoning ~

“Which of the following banners have you used orbs on at least once?”
  • (63.0%) Harmony Amid Chaos
  • (57.0%) The Start of It All
  • (56.4%) Mythic Hero: Bramimond
  • (51.8%) Journey Begins
  • (47.3%) Legendary Heroes: Chrom
  • (43.2%) Familial Festivities
  • (37.2%) Double Special Heroes

“Which of the following banners did you use the most orbs on?”
  • (23.4%) Harmony Amid Chaos
  • (16.9%) Journey Begins
  • (16.3%) Mythic Hero: Bramimond
  • (14.4%) The Start of It All
  • (8.5%) Familial Festivities
  • (8.4%) Legendary Heroes: Chrom
  • (6.6%) Double Special Heroes

“What was your favorite banner?”
  • (23.8%) Harmony Amid Chaos
  • (18.3%) The Start of It All
  • (14.9%) Journey Begins
  • (13.5%) Mythic Hero: Bramimond
  • (8.5%) Double Special Heroes
  • (7.8%) Legendary Heroes: Chrom
  • (4.9%) Familial Festivities

“Did you spend money specifically to summon on any of the banners below?”
  • (7.9%) Harmony Amid Chaos
  • (7.8%) The Start of It All
  • (7.1%) Journey Begins
  • (6.7%) Mythic Hero: Bramimond
  • (4.3%) Familial Festivities
  • (4.2%) Legendary Heroes: Chrom
  • (4.0%) Double Special Heroes

“If you could only pick one method of making old Seasonal heroes available, which would you choose?”
  • (46.4%) Seasonal heroes are only available once a year on a re-run of their original banner
  • (25.7%) Seasonal heroes are only available through Double Special Heroes banners, and no seasonal banners are re-run.
  • (6.5%) Seasonal heroes are only available through Legendary and Mythical banners, and no seasonal banners are re-run.

43.8% would like Double Special Heroes banners to continue excluding year-one seasonals, compared to 31.9% who want them to include year-one seasonals.

4.19/5.00 is the average rating of how satisfied respondents were with the new feature allowing for your choice of free 5*-focus after 40 summons on New Heroes banners. 80.9% rated their satisfaction at a 4/5 or above.

36.1% reached the 40 summons needed for the feature allowing their choice of free 5*-focus on Journey Begins. 63.9% did not reach 40 summons on Journey Begins.
Of those who reached 40 summons, 51.2% say that they spent more orbs on the banner than they would have if the feature did not exist, while 19.8% say that they spent less orbs that they would have. 28.9% reported no change in orb spending behavior as a result of the feature.

~ Hall of Forms ~

“In this Hall of Forms, which Forma was your best unit?”
  • (56.7%) Olwen (WoT)
  • (10.6%) Leif
  • (10.1%) Finn
  • (9.9%) Reinhardt (WoT)

“In this Hall of Forms, which Forma was your worst unit?”
  • (34.0%) Leif
  • (26.3%) Reinhardt (WoT)
  • (22.3%) Finn
  • (3.5%) Olwen (WoT)

2.70/5.00 is the average rating of the addition of Forma Souls. 36.5% rated their feelings on Forma Souls at a 2/5 or below, while 16.2% rated 4/5 or above.

11.6% purchased a Forma Soul, compared to 88.1% who did not.

Of those who purchased a Forma Soul, 30.6% used it on Olwen (WoT), 29.7% used it on Leif, 26.1% used it on Finn, and 13.5% used it on Reinhardt (WoT)

Of those who have not purchased a Forma Soul, 71.1% say that they would never purchase a Forma Soul regardless of who is featured, while 28.8% say that they would if a certain hero was featured.

Of those who would pay a non-zero amount for a Forma Soul, $9.31 is the average of the amounts respondents would be willing to pay for a Forma Soul with no additional orbs.

~ Limited Hero Battles ~

47.5% completed all of the available Limited Hero Battle maps on their hardest difficulties, compared to 51.5% who did not.

19.5% needed to reference guides, videos, or other players’ clears in order to complete Limited Hero Battle maps, compared to 75.6% who did not.

3.19/5.00 is the average rating of preparedness for the Limited Hero Battles. 29.4% rated their preparedness at a 2/5 or below, while 44.4% rated their preparedness at a 4/5 or above.

64.6% had enough heroes to form a fully-built team of four for all of the battles, compared to 28.4% who did not.

3.38/5.00 is the average rating of how challenging respondents found the Limited Hero Battle restrictions. 15.2% rated the difficulty at a 2/5 or below, while 48.2% rated the difficulty at a 4/5 or above.

3.44/5.00 is the average rating for enjoyment of the Limited Hero Battles. 20.4% rated their enjoyment at a 2/5 or below, while 51.7% rather their enjoyment at a 4/5 or above.

~ Divine Codes ~

52.4% feel positively about the use for Divine Codes, compared to 7.3% who feel negatively. 38.5% are neutral.

“Which of the following Divine Code paths is most appealing to you?”
  • (27.2%) Holy War (Leif, Deirdre, Sigurd, Lewyn, Ishtar (Performing))
  • (22.0%) Awakening/Fates (Cordelia (Summer), Robin (M, Fallen), Owain, Xander (Performing), Corrin (M, Adrift))
  • (14.2%) Blades/Sacred Stones (Lilina (Valentines), Amelia, Nino (Fangs), Ephraim (Winter), Hector (Valentines))
  • (9.1%) Radiance (Leanne, Elincia (Performing), Lethe, Tanith (Valentines), Greil (Valentines))
  • (7.7%) Mystery/Shadows (Caeda (Bridal), Celica, Genny (Picnic), Palla (Spring), Kliff)
  • (5.1%) Heroes (Alfonse (Spring), Ylgr, Bruno (Spring), Fjorm (New Years), Laevatein (Summer))

“Which of the following Divine Code paths do you believe is the best value / best overall path to spend Divine Codes on?”
  • (25.5%) Awakening/Fates (Cordelia (Summer), Robin (M, Fallen), Owain, Xander (Performing), Corrin (M, Adrift))
  • (22.0%) Holy War (Leif, Deirdre, Sigurd, Lewyn, Ishtar (Performing))
  • (16.6%) Blades/Sacred Stones (Lilina (Valentines), Amelia, Nino (Fangs), Ephraim (Winter), Hector (Valentines))
  • (7.5%) Radiance (Leanne, Elincia (Performing), Lethe, Tanith (Valentines), Greil (Valentines))
  • (3.0%) Mystery/Shadows (Caeda (Bridal), Celica, Genny (Picnic), Palla (Spring), Kliff)
  • (3.0%) Heroes (Alfonse (Spring), Ylgr, Bruno (Spring), Fjorm (New Years), Laevatein (Summer))

51.4% got both 5* heroes from the Limited Time Compile path 3, while 25.6% only got Kagero (Spring), and 5.1% only got Camilla (Spring), while 15.8% got neither.

3.04/5.00 is the average satisfaction rating with the options of Limited Manuals offered so far. 27.3% rated their satisfaction at a 2/5 or below, while 32.8% rated their satisfaction 4/5 or above.

~ Feh Pass and Resplendent Heroes ~

57.0% feel negatively about the addition of the Feh Pass, compared to 10.1% who feel positively. 31.8% are neutral. Compared to last survey, this is a 13.6% reduction in negative feelings, with a 4.2% increase in positive feelings and the rest going to neutral.

30.7% have purchased the Feh Pass, compared to 69.3% who have not. This is a 6.7% increase compared to the last survey.

Of those who have subscribed to Feh Pass, 4.5% have purchased Resplendent Heroes separately, compared to 95.5% who have not.

“Which Resplendent Hero is your favorite?”
  • (19.5%) Eliwood
  • (17.9%) Cordelia
  • (13.3%) Sophia
  • (12.5%) Ike
  • (11.7%) Lyn
  • (10.4%) Azura

“Which Resplendent outfit theme is your favorite?”
  • (24.1%) Nifl
  • (18.8%) Muspell
  • (14.2%) Askr
  • (13.7%) Embla

“If you could only choose 1 of the Feh Pass features to make free, which would you choose?”
  • (41.7%) Auto-Start/Repeat
  • (27.8%) Resplendent Heroes
  • (14.6%) Expanded Summoner Support
  • (7.5%) Re-Act Button
  • (6.8%) Exclusive/Extra Quests

~ Miscellaneous ~

“Which game do you want a New Heroes banner from the most?”
  • (27.9%) Three Houses
  • (10.6%) Awakening
  • (9.2%) Radiant Dawn
  • (7.7%) Genealogy of the Holy War
  • (7.5%) Sacred Stones
  • (7.0%) Path of Radiance
  • (4.1%) Blazing Blade
  • (4.0%) Fates
  • (4.0%) TMS #FE
  • (3.4%) Thracia 776
  • (3.3%) Gaiden / Shadows of Valentia
  • (1.9%) Mystery of the Emblem / New Mystery of the Emblem
  • (1.8%) Binding Blade
  • (1.8%) Shadow Dragon and the Blade of Light / Shadow Dragon

20.4% feel positively about the introduction of Duo Heroes, compared to 30.4% who feel negatively. 48.6% are neutral.

“Which color would you choose / have chosen for the Free 5* Hero: Fire Emblem Leads, assuming you got all colors?”
  • (60.1%) Green
  • (19.4%) Red
  • (17.8%) Blue
  • (0.9%) Colorless

46.9% were satisfied with their summon from the Free 5* Hero: Fire Emblem Leads event, compared to 48.4% who were not.

67.0% participated in the Voting Jubilee event, compared to 31.7% who did not.

36.4% want to see more Trio Heroes in the future, compared to 33.5% who do not.

“Which FE continent / world’s Mythic Heroes are you most excited for?”
  • (20.5%) Fodlan
  • (15.7%) Tellius
  • (10.0%) Jugdral
  • (9.8%) Elibe
  • (7.5%) Valentia
  • (6.4%) Magvel
  • (5.2%) Fates Continent
  • (4.5%) Archanea
  • (1.2%) Zenith

“How many of the Rokkr Remnant accessories have you acquired?”
  • (35.2%) 0
  • (6.9%) 1
  • (5.7%) 2
  • (4.3%) 3
  • (3.2%) 4
  • (3.4%) 5
  • (4.3%) 6
  • (3.6%) 7
  • (15.7%) 8

Heroic Grails is the most desired premium item currency respondents want more of, at 47.8%. Next is Dragonflowers (25.4%), followed by Refining Stones / Divine Dew (15.3%), then Sacred Coins (8.5%).

“How much do you care about your rank in the following modes?”
  • (2.76/5.00 average) Arena
  • (2.70/5.00 average) Aether Raids
  • (2.43/5.00 average) PvE game modes with player ranking boards
  • (1.82/5.00 average) Arena Assault

32.8% have not played any other gacha games besides FE:H, while 19.8% have played 1 other gacha game, 18.6% have played 2, 10.5% have played 3, and 18.3% have played 4 or more.

~ Intelligent Systems Approval Ratings ~

The approval ratings are calculated by the proportion of Approve responses compared to the number of both Approve and Disapprove responses.

Percent who approve of the way Intelligent Systems is handling:
  • 62.7% - The addition of new heroes / characters to the game (-7.6)
  • 63.9% - The gacha mechanics and summoning banners (+22.6)
  • 49.8% - The story/plot (+0.7)
  • 86.4% - Unranked PvE game modes (Hero Battles, Forging Bonds, Tactics Drills, Lost Lore, Hall of Forms) (-2.6)
  • 53.3% - Ranked PvE game modes (Voting Gauntlets, Tempest Trials, Grand Conquest, Allegiance Battles, Rokkr Sieges, Mjolnir's Strike) (-6.1)
  • 40.8% - Arena
  • 41.3% - Arena Assault
  • 33.1% - Aether Raids

30.4% believe Intelligent Systems cares about its Free to Play userbase (up 8.7% from the last survey), while 47.4% do not. Since the last survey’s result was the lowest polling for this question in the game’s history, the 8.7% increase brings us to 27.6% lower than we were before the drop).

28.1% approve of the way Intelligent Systems is handling Fire Emblem: Heroes as a whole (up 5.2% from the last survey), while 26.5% disapprove. Since the last survey’s result was the lowest polling for this question in the game’s history, the 5.2% increase brings us to 22.5% lower than we were before the drop).

A NOTE ABOUT METHODOLOGY: The overall approval ratings question above has traditionally been the exact percent of Approve responses, as a proportion with both Neutral and Disapprove responses. Note that this is different than the way approval is calculated for individual modes (the proportion of Approve responses compared to the number of both Approve and Disapprove responses), where Neutral responses are excluded. The difference in calculation has continued this way in order to maintain comparability with previous survey results.
For comparisons sake, the overall approval rating trend going by raw Approval percentage over the last 3 surveys is: 50.6% (Dec) -> 22.9% (Feb) -> 28.1% (Apr)
Whereas the overall approval rating trend going by proportion of Approve/Disapprove with the Neutrals excluded over the last 3 surveys is: 82.2% (Dec) -> 41.0% (Feb) -> 51.3% (Apr).
I’d be interested to know which you prefer / find more valuable, so if you have opinions on it, please let me know in the comments!

~ Bonus Questions ~

24.4% prefer Feh’s old voice (Kimberly Tierney), while 45.9% prefer Feh’s new voice (Cassandra Lee Morris), with 29.7% unable to decide.

“Who is your Favorite Hero added since the last survey?”
  • Lysithea is the winner, followed by Bramimond, then Y!Minerva.
  • Full results here: [Graph]

“Who is your Most Wanted Hero added since the last survey?”
  • Bramimond is the winner, followed by Lysithea, then Palla (Young, Trio)
  • Full results here: [Graph].

“Which character would you most want to get a Resplendent version?”
  • Robin and Corrin are tied for the win, though both also get vote-sharing between M/F versions because way too many people didn’t specify.
  • Lucina is the runner-up, followed by Lloyd.
  • Top 10 here: [Graph].

“What would be the best Trio and why?”: [Selected Responses]

~ Feedback ~

As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious; feedback messages also included:

This fantastic song parody by u/juuldude

  • #DeleteL!AzuraFromFEH2020 #JusticeForSeliph #Floofmomgang #ResplendentHinokaWhen #ResplendentAlfonse #JusticeForJill #JusticeForTelliusUnits #NoMoreElibe #JusticeforCanas #sephiranwhen #StayInsideAndWashYourHands
  • "*dabs to try and get a Legendary Seliph to exist*"
  • “according to all known laws of aviation everything still dies to reinhardt”
  • “Bernadetta was social distancing before it was cool”
  • “Emblian Empire is grateful for your hard work like always, but slightly annoyed the +10 5-stars question was left out just when I finally completed an old project!”
  • “Greetings from the massive salt palace of Grado, where Formotiis awaits to either be summoned in the upcoming Fallen banner or to destroy Askr for their impudence! (seriously though its been like three years come on intsys Lyon is RIGHT THERE)”
  • “hi I was tempted to give a meme answer for the amount I'd be willing to spend on a forma hero but I think you take averages for that stuff so i wrote 0 instead of 69420 you're welcome” – thank you for your restraint :P
  • “i’m saving orbs to +10 azura this june please wish me luck 🤞🤞🤞” – Beaming luck to your location!
  • “Imagine this, you were playing P5R a new FEH channel comes out so start to watch it. Morgana's voice is still echoing in your head. Are you going crazy? Has the quarantine got you you?”
  • “You need orders, please? CHOP the curve. Submit to Dr. Grima and stay home. Iiiit's time to play it safe. Let's not fly and let's not swim publicly unless we have to. I can't stop this thing. A safe distance away is right where I want you. You...like Ike to stay home where he won't spread anything. COVID is powercreep at Alm-alt levels, something nobody wants.”
  • “In Nino We Trust”
  • “so like FEH is letting us put actual children to war now like est is a whole fetus and kiran whacky ass put her and her sisters out on a battlefield to fight literal murder clowns and actual satan. like is that me or is that just a little messed up they should be home enjoying Welch fruit snacks while watching paw patrol”
  • “JILL. WHEN.” – I think I’ve been getting these comments for over 2 years now and they keep getting more desperate ☹
  • “Remember to stay safe! We're all in a Fog of War map on Classic right now.” – Strangely accurate
  • And greetings from Chile, Colombia, Finland, Germany, Hong Kong, SEA, South Korea, Vietnam, Kuala Lumpur, Alaska, Florida, New Jersey, North Carolina, The Bahamas, Fodlan, Ravnica, Renais, Tellius, the Alliance, and Bernadetta’s room
And some more personal inquiries:
  • “Greetings, ShiningSolarSword! Nothing to report.”
  • “Hey didn't you just do one of these on the Magia Record subreddit?” – Yep :D
  • “How are you holding up in regards to the coronavirus? Thanks again for still doing these in times like... this.” - I’m doing well all things considered, hope you are as well!
  • “Hello, this is Azura. I am very angry to be replaced, u/ShiningSolarSword. What even is a Norne and how could she possibly be better than the queen of Valla? I do hope you consider appreciating me in the future, it would be a shame if a certain survey-giver were to turn up dead in the future, not like that’s a threat or anything.” – Y-y-yes, definitely. *quietly foddering Alm to Norne*
  • “Norne's reign of terror has ended. Reddit user ShiningSolarSword has secretly accepted the way of the Reinhardt by brandishing the tiny-handed grinning Azura.” - *quietly foddering Duo Ephraim to Norne*
  • “Resplendent Norne + refine when?” – this person knows what’s up
  • “Can we have another gag survey? Quarantine is boring.” – not a bad idea 👀

~ Closing Remarks ~

If you missed out on responding to this survey when it was available, consider subscribing to FEHSurveys. This subreddit serves as a place to organize FE:H-related surveys, make new releases more visible, and make it easier for users to see when surveys are active.

Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
submitted by ShiningSolarSword to FireEmblemHeroes [link] [comments]

New Guide for Installing GW on Linux (May 2020)

Since this is a topic that's still generating questions, and since there have been some significant recent changes to the optimal setup, I've decided to write new guide to installing GW on Linux. This guide is current as of May 2020.
In this guide, we're going to:
Setting Up BiArch:
Most people who game on Linux or use Wine already did this long ago. In which case, you can skip this section. For those who haven't:

sudo dpkg --add-architecture i386 sudo apt update 
Getting the Steam runtime environment:
Protonified Wine builds are intended to be used with the Steam runtime. I'm not aware of any breakage if you don't do this (at least not on Debian), but I can't guarantee that, and it's easy to set up anyway.
Getting Protonified Wine:
Glorious Eggroll does a wonderful community service by integrating the Proton patches (plus some other gaming/performance patches) into the latest versions of Wine. It's the best of both worlds -- up-to-date Wine and Proton's enhancements.
Raising File Descriptor Limits for Esync:
Esync is a Wine optimization in protonified builds that reduces wineserver overhead for synchronization objects, which can substantially improve performance, especially if you're CPU-bound. Esync consumes a very large number of file descriptors, potentially exceeding the default per-process limit in some Linux distros. To raise the limit:

* hard nofile 1048576 

DefaultLimitNOFILE=1048576 
Setting Up A New Wine Prefix for GW:

export WINEVERPATH="/dist" export WINELOADER="/dist/bin/wine" export WINESERVER="/dist/bin/wineserver" export WINEDLLPATH="/dist/lib64/wine":"/dist/lib/wine" export LD_LIBRARY_PATH="/dist/lib64":"/dist/lib":/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_32:/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64:/uslib/x86_64-linux-gnu/libfakeroot:/lib/i386-linux-gnu:/uslocal/lib:/uslib/mesa-diverted/i386-linux-gnu:/lib/x86_64-linux-gnu:/lib32:/lib:/lib/i386-linux-gnu/i686:/lib/i386-linux-gnu/sse2:/lib/i386-linux-gnu/i686/sse2:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib export PATH="/dist/bin:$PATH" export WINE="/dist/bin/wine" export STEAM_COMPAT_DATA_PATH=~/.steam/steam/steamapps/compatdata 

export WINEPREFIX=/home//.wine-gw-protonGEd9vk 

export WINEARCH=win32 

winecfg 
Installing D9VK:
D9VK is a DirectX9-to-Vulkan compatibility layer. It generally offers better performance than Wine's built-in DirectX-to-OpenGL implementation. (For example, it improves my uncapped FPS sitting in my guild hall from ~220 to ~380.) As best I can tell, all of the bugs relevant to GW have been ironed out, so it should look flawless.

cd ~/.wine-gw-protonGEd9vk/drive_c/windows/system32 

rm d3d9.dll rm d3d10.dll rm d3d10_1.dll rm d3d10core.dll rm d3d11.dll rm dxgi.dll 

ln -s /dist/lib.wine/dxvk/d3d9.dll d3d9.dll ln -s /dist/lib.wine/dxvk/d3d10.dll d3d10.dll ln -s /dist/lib.wine/dxvk/d3d10_1.dll d3d10_1.dll ln -s /dist/lib.wine/dxvk/d3d10core.dll d3d10core.dll ln -s /dist/lib.wine/dxvk/d3d11.dll d3d11.dll ln -s /dist/lib.wine/dxvk/dxgi.dll dxgi.dll ln -s /dist/lib.wine/dxvk/dxvk_config.dll dxvk_config.dll ln -s /dist/lib.wine/dxvk/openvr_api_dxvk.dll openvr_api_dxvk.dll 
Installing DirectSong and the Bonus Music:

sudo apt-get install libmpg123-0:i386 

 winetricks -q wmp10 
Run Windows Media Player 10 one time (from the same console with all those exports).

wine "C:\Program Files\Windows Media Player\wmplayer.exe" 

wine start /d "C:\DirectSong" "C:\DirectSong\RegisterDirectSongDirectory.exe" 
Actually Installing Guild Wars:

wine C:\\GwSetup.exe 

wine start /d "C:\Program Files\Guild Wars" "C:\Program Files\Guild Wars\Gw.exe" -image 
Installing uMod:
Creating a Launcher Script:

#!/bin/sh #set up environment variables to use alternate wine binaries export WINEVERPATH="/dist" export WINELOADER="/dist/bin/wine" export WINESERVER="/dist/bin/wineserver" export WINEDLLPATH="/dist/lib64/wine":"/dist/lib/wine" # set up LD_LIBARY_PATH the same as Proton does, except using our alternate wine libs instead of proton libs export LD_LIBRARY_PATH="/dist/lib64":"/dist/lib":/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_32:/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64:/uslib/x86_64-linux-gnu/libfakeroot:/lib/i386-linux-gnu:/uslocal/lib:/uslib/mesa-diverted/i386-linux-gnu:/lib/x86_64-linux-gnu:/lib32:/lib:/lib/i386-linux-gnu/i686:/lib/i386-linux-gnu/sse2:/lib/i386-linux-gnu/i686/sse2:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib export PATH="/dist/bin:$PATH" # this one's for winetricks export WINE="/dist/bin/wine" export STEAM_COMPAT_DATA_PATH=~/.steam/steam/steamapps/compatdata # turn on esync for improved performance export WINEESYNC=1 # The following two lines are not needed if you installed d9vk, so you can comment them out export __GL_SHADER_DISK_CACHE=1 export __GL_SHADER_DISK_CACHE_PATH=/home//.wine-gw-protonGEd9vk/drive_c/shadercache # disable IME keybindings so that game can use ctrl+space and such export XMODIFIERS="" export GTK_IM_MODULE="" export QT_IM_MODULE="" # disable debug messages for improved performance export WINEDEBUG=-all # set wine prefix export WINEPREFIX=/home//.wine-gw-protonGEd9vk # screen barf what we did echo "Set up environment variables for Glorious Eggroll build of Wine" echo "WINEVERPATH is:" echo $WINEVERPATH echo "WINE is:" echo $WINE echo "WINELOADER is:" echo $WINELOADER echo "WINESERVER is:" echo $WINESERVER echo "WINEDLLPATH is:" echo $WINEDLLPATH echo "LD_LIBRARY_PATH is:" echo $LD_LIBRARY_PATH echo "PATH is:" echo $PATH echo "Set up environment variables for performance" echo "WINEESYNC is: " echo $WINEESYNC echo "WINEDEBUG is:" echo $WINEDEBUG echo "Set up environment variables to disable IME keybindings" echo "XMODIFIERS is:" echo $XMODIFIERS echo "GTK_IM_MODULE is:" echo $GTK_IM_MODULE echo "QT_IM_MODULE is:" echo $QT_IM_MODULE echo "Set Wine prefix." echo "WINEPREFIX is:" echo $WINEPREFIX echo "Starting Guild Wars (uMod)..." #wine winecfg #wine start /d "C:\Program Files\Guild Wars" "C:\Program Files\Guild Wars\Gw.exe" -image wine start /d "C:\Program Files\uMod" "C:\Program Files\uMod\uMod.exe" 

chmod +x  
Updating:
To update for a new version of Wine, just edit the launcher script to point to the new binaries. To update d9vk, update the symlinks to point to the new binaries.
FAQ:
  1. Q: Can I just use ordinary Wine?A: Yes, you can. Just ignore the sections on protonified Wine, the Steam runtime, and esync, and omit the export statements relating to them. If you want d9vk, you'll have to download the binaries.
  2. Q: Can I use Proton instead of some random person's protonified Wine?A: Yes, you can, but you will need to use Proton 5.0 (or newer) if you want DirectSong to work. Change the exports pointing to Glorious Eggroll's build to instead point to the Proton binaries, and use the d9vk/dxvk binaries that came with Proton.
  3. Q: Can I just use Lutris?A: Go ahead, but don't ask me how to fix it when some outdated install script sets something wrong or breaks things altogether.
  4. Q: Will this work on Mac?A: Sort of... The first major roadblock is that MacOS dropped all 32-bit system libraries as of Catalina. Presently, the only option for running 32-bit programs on Catalina is Crossover, the paid version of Wine. For older versions of MacOS, any version of Wine should be able to at least run GW. So far as I know, there are no protonified versions of Wine available for Mac. There is no Steam runtime because there is no Steam for Mac. D9VK will not work because MacOS has no Vulkan drivers. (There is a third-party Vulkan-to-Metal translation layer called MoltenVK that is not presently able to run d9vk, but might be able to in the future.)
  5. Q: GW is sporadically crashing on launch.A: This is an ongoing issue that comes and goes with new versions of Wine. I have no idea what's causing it. Just kill the zombie Gw.exe process from the task manager and try again.
  6. Q: How can I multilaunch?A: Just make multiple wine prefixes.
  7. Q: What about toolbox?A: Don't ask me; I don't use toolbox.
submitted by ChthonVII to GuildWars [link] [comments]

Gaarawarr's Guide to Greengrass - Year 3

Last Updated: April 8th, 2020, at 8:27pm PDT - Added tips for The Problem Solvers and Wheat from the Chaff for brand new players
Last Updated: April 2nd, 2020, at 3:15pm PDT - Updated Melf's upgrade info; guide complete unless I missed something
Last Updated: April 1st, 2020, at 9:41pm PDT - Updated Melf's Feat info
Last Updated: Initial Post
 

Event Introduction

The start of spring is traditionally marked by a day of peace and rejoicing, featuring beautiful displays of flowers in celebration of Lathander, God of Spring and The Morninglord. Unfortunately for the town of Triboar on the Sword Coast, their celebrations are interrupted by the arrival of a githyanki raiding party...
Greengrass runs from Wednesday April 1st, 2020, at Noon PST, thru Monday April 13th, 2020, at Noon PST.
You can find the official Greengrass blog post here.
 

General Event Tips

I highly recommend reading my Guide to Event Planning for basic progression information and ways to maximize your gains/efficiency during Events. There is too much information to put here as this specific Event guide is long enough already.
 
Don't be afraid to ask questions in the comment section! Also, I stream the game now and welcome any and all questions there as well!
You can find all of my Idle Champions guides here.
Good luck & have fun!
~ Gaar
 
Note: Event guides are always a work-in-progress and will update over time so check back frequently! I'll note at the top in the revisions area when it's complete.
Important: In Year 3 and beyond, there will be a lot to do to unlock all Champions Gear from an Event if it's your first time doing it. I recommend focusing your time and resources on Gear for no more than 2 Champions as a new player. You can still unlock all 3 Champions though, and should. Your Event tokens are a finite resource, as is your time, and it can be challenging enough to complete two full sets of adventures as a new player, not to mention have time left to do Free Plays for more gear. You also end up with fewer Chests for each Champion if you go for 3+ Champions per Event.
Feel free to ask in the comments about which Champions are recommended in the current iteration of the game so you can make an informed decision on how to spend your time.
 

Year One Champion - Nrakk, the Githzerai Monk

You can find their Event Guide here.
Feel free to ask questions about them and their formations here in the comments as the linked discussion may be locked to new comments.
 

Year Two Champion - Aila, the Wild Elf Barbarian

You can find their Event Guide here.
Feel free to ask questions about them and their formations here in the comments as the linked discussion may be locked to new comments.
 

Year Three Champion - Melf, the Elf FighteWizard

You can read their original Champion Spotlight here.
Slot 12: Swaps with Arkhan, Azaka, Nerys, & Zorbu.
Good with: Elves; everyone
Eligible for Patrons: Mirt, Vajra, & Strahd
 
Class Race Alignment Gender Age Affiliation Role(s) Overwhelm Point
FighteWizard Elf Neutral Good Male 210 None Support 5
 
Strength Dexterity Constitution Intelligence Wisdom Charisma
17 15 14 19 11 10
 
Bio: Born into the royal family of Celene, he assumed the simple name of Melf eschewing a life of comfort as a noble to study the arcane arts and train as a swordsman. He delved in the dungeons of Castle Greyhawk, the Lost Caverns of Tsojcanth and many other harrowing places honing his skills, knowledge and amassing powerful magic items. Melf sees himself as a weapon of weal hurtling toward the heart of the darkest evils in the realm. He is opinionated and has a touch of conceit that he is blissfully ignorant of possessing.
 
Base Attack Speed: 5 seconds
Basic Attack: Zagyg’s Needle - Melf leaps out and attacks the nearest enemy with his magic spear. If Melf has any Minute Meteors active, he fires one at a random enemy as well.
Ultimate: Melf's Minute Meteors — Melf summons six Minute Meteors that float around him. They are fired when he attacks normally and deal BUD-based damage to all enemies in a small area.
 

Interesting Abilities

Melf's Adaptive Support Spell: Melf creates a new spell to assist the formation. He customizes it based on the Champions in the formation and where Melf is placed within it. It increases the damage of Champions adjacent to Melf by 100% and that value is augmented based on some other parameters, each of which applies multiplicatively.
  • If there is another Elf (aside from Melf) in the formation, increase the effect by 50%
  • Increase the range by 2 if Melf is not in the front-most or rear-most columns in the formation (affects all champions within 3 slots)
  • Increase the effect by 10% for each unique race in the formation
This ability is buffed by upgrades and equipment (buffs apply to the final calculated value, not the individual increases).
Melf's Augmented Support Spell: Melf augments his Adaptive Support Spell for each Champion it affects.
  • Increase the effect by 50% on the non-dominant gender in the formation (applies to non-binary champions all the time)
  • Increase the effect by 50% for each slot away from Melf a Champion is (multiplicatively)
Melf's Speedy Supplement: Melf provides one of the following effects at random. A new effect is chosen at random every 50 areas (though it could pick the same one multiple times in a row).
  • Increase chance to spawn an additional enemy with each wave by 25%
  • Increase enemy spawn speed by 25%
  • Increase chance of double quest drops by 25%
This ability is buffed by equipment; note if the chance of double quest drops gets above 100% it will then always cause double quest drops with a chance to cause triple quest drops, etc. Likewise with spawning additional enemies with each wave.
Melf's Righteous Determination: Melf knows exactly what evil is. Whenever an enemy spawns it has a 50% chance of being deemed "evil" by Melf. Enemies that are deemed evil take 100% more damage from all Ultimate attacks.
 

Specializations

Bonus Adaption: Increases the effect of Melf's Adaptive Support Spell by 100%
Extra Supplements: Increase the effect of Melf's Speedy Supplement by 100%
Absolute Righteousness: Increase the effect of Melf's Righteous Determination by 100%
 

Equipment

Slot 1: Spear - Increases the damage of all Champions
Slot 2: Shield - Increases the damage of all Champions
Slot 3: Cloak - Increases the effect of Melf's Melf's Adaptive Support Spell ability
Slot 4: Spellbook - Increases the effect of Melf's Melf's Speedy Supplement ability
Slot 5: Chainmail - Increases the effect of Melf's Melf's Righteous Determination ability
Slot 6: Meteor - Buffs Melf's Ultimate attack Damage
 

Feats

First slot is available at 60 while the second is available at 1140.
Default: Selflessness - Increases the damage of all Champions by 10%
Default: Supportive Ally - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 20%
12,500 Gems: Inspiring Leader - Increases the damage of all Champions by 25%
12,500 Gems: Melf's Medium Meteors - Increases the effect of Melf's Melf's Righteous Determination ability by 40%
Gold Chest: Encouraging Ally - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 40%
Gold Chest: Rushed Plans - Increases the effect of Melf's Melf's Speedy Supplement ability by 40%
 

Level Upgrades

  • 20 - Melf's Adaptive Support Spell
  • 40 - Increases the damage of Melf by 100%
  • 50 - Increases the damage of all Champions by 200%
  • 60 - Melf's Righteous Determination
  • 65 - Increases the damage of Melf by 100%
  • 70 - Melf's Speedy Supplement
  • 80 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 85 - Increases the damage of Melf by 100%
  • 90 - Increases the damage of all Champions by 200%
  • 95 - Ultimate
  • 100 - Specialization Choice
  • 110 - Increases the damage of Melf by 100%
  • 120 - Melf's Augmented Support Spell
  • 140 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 150 - Increases the damage of Melf by 100%
  • 160 - Increases the damage of all Champions by 200%
  • 210 - Increases the damage of Melf by 200%
  • 230 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 250 - Increases the damage of Melf by 200%
  • 300 - Increases the damage of Melf by 200%
  • 350 - Increases the damage of all Champions by 200%
  • 360 - Increases the damage of Melf by 200%
  • 370 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 430 - Increases the damage of Melf by 200%
  • 490 - Increases the damage of Melf by 300%
  • 500 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 550 - Increases the damage of Melf by 300%
  • 560 - Increases the damage of all Champions by 200%
  • 585 - Increases the damage of Melf by 300%
  • 645 - Increases the damage of Melf by 300%
  • 655 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 725 - Increases the damage of Melf by 300%
  • 765 - Increases the damage of Melf by 300%
  • 775 - Increases the damage of all Champions by 200%
  • 815 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 825 - Increases the damage of Melf by 300%
  • 920 - Increases the damage of Melf by 300%
  • 935 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 950 - Increases the damage of all Champions by 200%
  • 1010 - Increases the damage of Melf by 300%
  • 1025 - Increases the damage of all Champions by 100%
  • 1035 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
Current max upgrade level is 1035
 

Formation & Mission Information

Once you complete the first mission, three Variants and a Free Play show up. There is a new formation that holds 10 Champions. It has an Event-specific format that I've done my best to re-create below.
Back Column 4th Column 3rd Column 2nd Column Front Column
0
0
0
0 0 0
0 0
0
0
New Player Formation & Specializations:
Back Column 4th Column 3rd Column 2nd Column Front Column
NA
NA
Bruenor - Shield Master
Minsc - Humanoids Calliope - College of Lore Nayeli - Oath of Devotion
Asharra - Elves & Dwarves Jarlaxle - Leader of Bregan D'aerthe
Celeste - Life Domain
Hitch - Charismatic
This formation is for the first couple of runs where you're just not going to get enough Gold to get everyone on the field, let alone level people up into their power curves. At this point, Jarlaxle is focusing on being your Primary DPS while everyone else is set up to support him.
The following formation is for once you can get Hitch up into his power curve for damage and he starts outpacing Jarlaxle. You'll have to figure this out during your runs by swapping him and Jarlaxle around every now and then and seeing who's doing better in that Primary DPS slot.
Back Column 4th Column 3rd Column 2nd Column Front Column
Tyril - Moonbeam
Makos - Dark Blessing
Bruenor - Shield Master
Asharra - Humans Calliope - College of Lore Nayeli - Oath of Devotion
Jarlaxle - Leader of Bregan D'aerthe Hitch - Charismatic
Celeste - Life Domain
Minsc - Humanoids
This formation should get you through the Event as a new player. If you have other options or think a different DPS is geared better, try it out and see what happens! Swapping DPS around like this can help you figure out what works best for you with your specific items.
If you need assistance with formations, ask in the Comment section and be sure to list out what extra Champs you have so people know what to work with.
These are the rough Favor values you need to reach to make a Variant (Second through Fourth missions) show as Easy in terms of Difficulty. Keep in mind that this is just a generic rating system and some Variants may be harder than others, even when they show as Easy.
Mission Favor Level (Normal) Favor Level (Scientific Notation)
Second 20,000 ~2e04
Third 15,000,000 ~1.5e07
Fourth 1,000,000,000 ~1e09
 

Initial Mission: The Endless War (Melf)

Cost: 100 Bouquets
Complete: Level 50
Reward: Melf + whatever Lathander's Favor you earned
Info: No restrictions.
 

Second Mission: Honorable Discharge

Cost: 1,000 Bouquets
Complete: Level 75
Reward: Gold Melf Chest & whatever Lathander's Favor you earned
Info: Each Champion can only be used to complete 50 areas.
Gaar's Notes: Not gonna lie, this could be rough if you don't have much Favor. New players will need to remove all Champions from the formation and rely on Click Damage only through the first 25 levels and then build a formation on 26 to beat this due to lack of swappable Champions. Make sure it shows as Easy before starting. Even then, maybe wait until The Problem Solvers shows as Easy as well before starting this one.
 

Third Mission: The Problem Solvers

Cost: 2,500 Bouquets
Complete: Level 125
Reward: Gold Melf Chest & whatever Lathander's Favor you earned
Info: Only Champions with an INT score of 13 or higher can be used.
Gaar's Notes: Well, this is basically your introduction to Strahd as a Patron, only in an Event. Here's a list of viable Champs with those that can be used with a Feat in ():
  • Slot 1: Sisaspia, K'thriss, & Turiel
  • Slot 2: Regis & (Celeste)
  • Slot 3: Artemis
  • Slot 4: Jarlaxle, Paultin, & Stoki
  • Slot 5: Dhadius, Xander, & Qillek
  • Slot 6: Asharra, Krond, & Shandie
  • Slot 7: Jim, Catti-Brie, & Farideh
  • Slot 8: Delina, Vlahnya, Hitch, & (Nrakk)
  • Slot 9: Makos, Morgaen, Birdsong, & (Drizzt)
  • Slot 10: Tyril & (Rosie)
  • Slot 11: Strix, Dragonbait, & Avren
  • Slot 12: Melf, (Zorbu), & (Nerys)
If you don't have a viable formation after this restriction, stock up on Favor before attempting. Get it to Easy, or even better, get Wheat From the Chaff to show as Easy before starting.
As a brand new player who may only have Core Champs and Melf, you may end up at a point where your Champs just aren't doing damage. At that point, try leveling up your Click Damage. Normally I don't recommend this, but I beat it that way on my gearless account with Core/Melf in the formation. So keep it open as an option.
 

Fourth Mission: Wheat From the Chaff

Cost: 5,000 Bouquets
Complete: Level 175
Reward: Gold Melf Chest & whatever Lathander's Favor you earned
Info: Melf starts out in the formation with Melf's Righteous Determination unlocked. Only enemies that Melf deems evil can be damaged. Blockers, bosses, and boss trash mobs are always deemed evil. All non-evil enemies are invulnerable and can not even be attacked.
Gaar's Notes: Oof. Make sure you have a reliable tank for this one because they're going to get some work. Do not attempt this before it shows as Easy if you're new. This is going to be difficult without AoE DPS options. It's also going to take a long time... (pssst...set up your formation, level up your Champs, place familiars to level them up if you can, then go offline...)
If you're brand new and only have Core/Evergreen Champs plus Melf, here's a formation setup that should help get you through the early levels until you can get another tank in front. Basically, you're splitting damage between two Champs to help you die slower. Bruenor has his Overhwelm Feat slotted while Nayeli is in Devotion spec and Calliope is in Lore spec to increases survivability. Good luck!
 

Free Play

Cost: 500-2500 Bouquets
Complete: Level 50 to earn a random Melf chest
Reward: See above + whatever Lathander's Favor you earned
Info: No restrictions.
 

Achievements

Recruit Melf - 1%
Recruit Melf, the Elf Wizard/Fighter
Melf's Vigorous Variants - 1%
Complete all three variants of the "The Endless War (Melf)" adventure.
Melf's Marvelous Equipment - 1%
Obtain a piece of gear for each of Melf's six equipment slots. (Event Champ gear does not come from regular SilveGold Chests. You can earn Event Champ gear from their specific Event Chests, Time Gates, and other limited-time Chests as noted.)
Melf's Free Play Slog - 1%
Complete area 275 in any "The Endless War" free play.
Melf's "Broken" RNG - 1%
Complete 200 consecutive areas with Melf's Speedy Supplement providing the same buff.

Adventure Information

Indoor # Outdoor #
30 20

Type Summary

Bosses
  • Aberration - 4
  • Humanoid - 4
  • Fey - 1
  • Undead - 1
Normal Mobs
  • Humanoid - 26
  • Undead - 14
  • Plant - 11
  • Aberration - 11
  • Beasts - 7
  • Fey - 3

Type by Level - repeats after 50

  1. O - Beasts
  2. O - Beasts
  3. O - Beasts & Fey
  4. O - Beasts & Fey
  5. O - Beasts & Fey > Fey
  6. O - Beasts
  7. O - Humanoid
  8. O - Humanoid
  9. O - Humanoid
  10. O - Humanoid > Humanoid
  11. O - Humanoid
  12. O - Humanoid
  13. O - Humanoid
  14. O - Humanoid
  15. O - Humanoid > Humanoid
  16. O - Humanoid
  17. O - Humanoid
  18. O - Undead & Humanoid
  19. O - Undead
  20. O - Undead > Undead
  21. I - Undead
  22. I - Undead & Humanoid
  23. I - Humanoid > Blockade
  24. I - Humanoid
  25. I - Humanoid > Humanoid
  26. I - Undead
  27. I - Undead
  28. I - Undead
  29. I - Undead
  30. I - Undead > Aberration
  31. I - Plant
  32. I - Plant
  33. I - Plant & Aberration
  34. I - Plant & Aberration
  35. I - Plant > Aberration
  36. I - Undead & Beasts
  37. I - Undead & Humanoid
  38. I - Humanoid
  39. I - Aberration & Humanoid
  40. I - Humanoid > Humanoid
  41. I - Plant
  42. I - Plant & Aberration
  43. I - Plant & Humanoid
  44. I - Humanoid & Aberration
  45. I - Plant & Humanoid > Aberration
  46. I - Undead & Humanoid
  47. I - Undead & Plant & Humanoid
  48. I - Humanoid & Aberration
  49. I - Aberration & Plant
  50. I - Aberration > Aberration

Community Event Discussions

submitted by Gaarawarr to idlechampions