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	<channel>
		<title><![CDATA[FEPlanet Community - Bugs and Suggestions ]]></title>
		<link>http://forums.feplanet.net/</link>
		<description><![CDATA[FEPlanet Community - http://forums.feplanet.net]]></description>
		<pubDate>Tue, 21 Apr 2026 06:57:10 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Can't buy Master Seals]]></title>
			<link>http://forums.feplanet.net/thread-1078.html</link>
			<pubDate>Mon, 17 Apr 2017 16:51:09 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1078.html</guid>
			<description><![CDATA[Well as the title says i cant buy master seals to promote units. It is just me or other have the same problem?]]></description>
			<content:encoded><![CDATA[Well as the title says i cant buy master seals to promote units. It is just me or other have the same problem?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Starting HP]]></title>
			<link>http://forums.feplanet.net/thread-1045.html</link>
			<pubDate>Fri, 07 Oct 2016 06:37:30 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1045.html</guid>
			<description><![CDATA[Not sure if this is a temporary thing since the update, but mercs, knights, archers and mages start with reduced hp. Just lettin u know.<br />
Can be seen here <a href="http://feto.feplanet.net/battle/139486" target="_blank">http://feto.feplanet.net/battle/139486</a> We havent fought yet as logs show, but all mentioned units have reduced hp]]></description>
			<content:encoded><![CDATA[Not sure if this is a temporary thing since the update, but mercs, knights, archers and mages start with reduced hp. Just lettin u know.<br />
Can be seen here <a href="http://feto.feplanet.net/battle/139486" target="_blank">http://feto.feplanet.net/battle/139486</a> We havent fought yet as logs show, but all mentioned units have reduced hp]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dual stat skills not activating]]></title>
			<link>http://forums.feplanet.net/thread-982.html</link>
			<pubDate>Fri, 01 Apr 2016 14:43:52 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-982.html</guid>
			<description><![CDATA[Note: Both with and without nihil it were greatshield and mirage that weren't activating so it is probably a problem with the dual stat skills and not nihil. I didn't have any other dual stat skills so I couldn't test any others, but I'm guessing that there are more dual stat skills that aren't activating correctly and my post about twins not activating dual stat skills might just have been astra not working correctly the same way that mirage and greatshield weren't working correctly here.<br />
<br />
<br />
In these scenarios greatshield is not activating (at least according to the match up preview).<br />
<br />
12 def, 5 res knight did not activate greatshield against the following units:<br />
<br />
5 def, 8 res aurora shaman<br />
8 def, 4 res counter gladiator<br />
<br />
Here were some scenarios where mirage didn't activate:<br />
<br />
13 speed, 7 luck lunar knight did not activate mirage against the following units:<br />
<br />
10 speed, 5 luck pursuit lancer<br />
9 speed, 6 luck counter gladiator<br />
<br />
10 speed, 9 luck monk does not activate mirage against the following units:<br />
<br />
10 speed, 5 luck pursuit lancer<br />
9 speed, 6 luck counter gladiator<br />
<br />
10 speed, 9 luck peg. archer does not activate mirage against the following units:<br />
<br />
10 speed, 5 luck pursuit lancer<br />
9 speed, 6 luck counter gladiator<br />
<br />
<br />
Here are some match ups with nihil involved:<br />
<br />
12 def, 5 res greatshield knight vs 25 hp, 6 def, 4 res nihil fighter. <br />
Doesn't activate.<br />
<br />
13 speed, 7 luck mirage lunar knight vs 25 hp, 6 speed, 8 luck nihil fighter.<br />
Doesn't activate.<br />
<br />
13 speed, 7 luck mirage lunar knight vs 24 hp, 7 speed, 7 luck nihil curate<br />
<br />
10 speed, 9 luck peg. archer vs 25 hp, 6 speed, 8 luck nihil fighter.<br />
Doesn't activate.<br />
<br />
10 speed, 9 luck peg. archer vs 24 hp, 7 speed, 7 luck nihil curate<br />
Doesn't activate.<br />
<br />
10 speed, 9 luck monk vs 25 hp, 6 speed, 8 luck nihil fighter.<br />
Doesn't activate.<br />
<br />
10 speed, 9 luck monk vs vs 24 hp, 7 speed, 7 luck nihil curate<br />
Doesn't activate.<br />
<br />
29 hp, 12 pow colossus guard vs 25 hp 9 pow nihil fighter.<br />
Does activate.<br />
<br />
29 hp, 12 pow colossus guard vs 24 hp, 8 pow nihil curate.<br />
Does activate]]></description>
			<content:encoded><![CDATA[Note: Both with and without nihil it were greatshield and mirage that weren't activating so it is probably a problem with the dual stat skills and not nihil. I didn't have any other dual stat skills so I couldn't test any others, but I'm guessing that there are more dual stat skills that aren't activating correctly and my post about twins not activating dual stat skills might just have been astra not working correctly the same way that mirage and greatshield weren't working correctly here.<br />
<br />
<br />
In these scenarios greatshield is not activating (at least according to the match up preview).<br />
<br />
12 def, 5 res knight did not activate greatshield against the following units:<br />
<br />
5 def, 8 res aurora shaman<br />
8 def, 4 res counter gladiator<br />
<br />
Here were some scenarios where mirage didn't activate:<br />
<br />
13 speed, 7 luck lunar knight did not activate mirage against the following units:<br />
<br />
10 speed, 5 luck pursuit lancer<br />
9 speed, 6 luck counter gladiator<br />
<br />
10 speed, 9 luck monk does not activate mirage against the following units:<br />
<br />
10 speed, 5 luck pursuit lancer<br />
9 speed, 6 luck counter gladiator<br />
<br />
10 speed, 9 luck peg. archer does not activate mirage against the following units:<br />
<br />
10 speed, 5 luck pursuit lancer<br />
9 speed, 6 luck counter gladiator<br />
<br />
<br />
Here are some match ups with nihil involved:<br />
<br />
12 def, 5 res greatshield knight vs 25 hp, 6 def, 4 res nihil fighter. <br />
Doesn't activate.<br />
<br />
13 speed, 7 luck mirage lunar knight vs 25 hp, 6 speed, 8 luck nihil fighter.<br />
Doesn't activate.<br />
<br />
13 speed, 7 luck mirage lunar knight vs 24 hp, 7 speed, 7 luck nihil curate<br />
<br />
10 speed, 9 luck peg. archer vs 25 hp, 6 speed, 8 luck nihil fighter.<br />
Doesn't activate.<br />
<br />
10 speed, 9 luck peg. archer vs 24 hp, 7 speed, 7 luck nihil curate<br />
Doesn't activate.<br />
<br />
10 speed, 9 luck monk vs 25 hp, 6 speed, 8 luck nihil fighter.<br />
Doesn't activate.<br />
<br />
10 speed, 9 luck monk vs vs 24 hp, 7 speed, 7 luck nihil curate<br />
Doesn't activate.<br />
<br />
29 hp, 12 pow colossus guard vs 25 hp 9 pow nihil fighter.<br />
Does activate.<br />
<br />
29 hp, 12 pow colossus guard vs 24 hp, 8 pow nihil curate.<br />
Does activate]]></content:encoded>
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			<title><![CDATA[[Dual stat skill] Nerf colossus]]></title>
			<link>http://forums.feplanet.net/thread-977.html</link>
			<pubDate>Sat, 19 Mar 2016 16:13:33 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-977.html</guid>
			<description><![CDATA[Colossus is extremely overpowered. Not only is it stronger than impale, but it is also much easier to activate.<br />
<br />
If you run 40 hp 20 pow then anytime impale would activate colossus will also be able to activate, but because a lot of units don't run 40/20 colossus can activate more often even on units that have (near) max pow.  The most common impalers are mystics and nomads. Mystics often run the 40 hp 20 pow combo and nomads can easily get it as well, but a lot of other units can reach it too without sacrificing too much in other stats mostly axe and dark units excel at this. Using impale on axe or dark users isn't very common, but with the power that colossus gives a unit colossus should be run on basically any unit with high hp and pow at this point.<br />
<br />
If you don't want to risk getting OHKOed by a mithril bow colossus then you need to build your pegs something like this:<br />
<br />
Lunar Kn. [Brave]<br />
Stats at level 20<br />
HP [2/20%]: 40.00<br />
POW [0/0%]: 9.00<br />
SKL [0/0%]: 10.00<br />
SPD [2/10%]: 24.00<br />
DEF [2/10%]: 12.00<br />
RES [0/0%]: 13.00<br />
LCK [0/0%]: 13.00<br />
<br />
Of course, mithril bows aren't the most accurate things in the world, but that's still more than 50% from a -skill and -luck mystic and around 70% from a berserker nomad that runs something along the lines of 40/20/17/16.<br />
<br />
You'll have to rely on mirage which is probably what you want to do if you use dual stat skills, but you don't even get max speed and with that mediocre luck you're not even guaranteed to activate it against non peg mages.<br />
<br />
<br />
The old standard 32 hp 9 def nomad builds take an amazing 46 damage from colossus halberds. As M pointed out the nomad needs to wear a 1 wt weapon for you to activate colossus in this scenario, but worry not we still have the twin hatchet which deals 33 damage and if you run a 42/44hp max pow armour you can just use a reliable silver and OHKO with 15% more accuracy. This means that an armour can reach 65% or more without any investment in skill or luck. <br />
<br />
I haven't looked at all the different units, but what it comes down to is that any unequipped unit with 32 hp and 20 pow or less in either that has less than 10 in either def or res can be OHKOed by an axe and/or dark colossus user. Armours can activate colossus against units with as much as 40 hp and 20 pow if they use a twin weapon although they won't be OHKOing anymore at that point.<br />
<br />
<br />
I haven't looked at promo yet, but even if it's better in promo colossus is still way too strong compared to impale and completely broken in unpromo.<br />
<br />
Edit: <br />
lvl 1<br />
Against a heaven knight <br />
Cololossus attacks! [Item: Bronze Axe; Skill: Colossus; ATK: 18; HIT: 88.5; CRIT: 0]:<br />
Random Numbers: Hit - 53.4; Crit - 31.5<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Martyr takes 18 damage. (0/18 HP)<br />
<br />
Martyr is defeated!<br />
<br />
level 2<br />
Against a mystic<br />
Cololossus attacks! [Item: Iron Axe; Skill: Colossus; ATK: 21; HIT: 94.5; CRIT: 0]:<br />
Random Numbers: Hit - 71.3; Crit - 70.6<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Zix takes 21 damage. (0/21 HP)<br />
<br />
Zix is defeated!<br />
<br />
Against a lancer<br />
Cololossus attacks! [Item: Iron Axe; Skill: Colossus; ATK: 19; HIT: 100; CRIT: 0]:<br />
Random Numbers: Hit - 68.6; Crit - 25.6<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Shinda takes 19 damage. (0/26 HP)<br />
<br />
Shinda is defeated!<br />
<br />
Level 3<br />
Mercenary on a forest<br />
Cololossus attacks! [Item: Iron Lance; Skill: Colossus; ATK: 18; HIT: 90.25; CRIT: 0]:<br />
Random Numbers: Hit - 56; Crit - 65.1<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Edwin takes 18 damage. (0/18 HP)<br />
<br />
Edwin is defeated!]]></description>
			<content:encoded><![CDATA[Colossus is extremely overpowered. Not only is it stronger than impale, but it is also much easier to activate.<br />
<br />
If you run 40 hp 20 pow then anytime impale would activate colossus will also be able to activate, but because a lot of units don't run 40/20 colossus can activate more often even on units that have (near) max pow.  The most common impalers are mystics and nomads. Mystics often run the 40 hp 20 pow combo and nomads can easily get it as well, but a lot of other units can reach it too without sacrificing too much in other stats mostly axe and dark units excel at this. Using impale on axe or dark users isn't very common, but with the power that colossus gives a unit colossus should be run on basically any unit with high hp and pow at this point.<br />
<br />
If you don't want to risk getting OHKOed by a mithril bow colossus then you need to build your pegs something like this:<br />
<br />
Lunar Kn. [Brave]<br />
Stats at level 20<br />
HP [2/20%]: 40.00<br />
POW [0/0%]: 9.00<br />
SKL [0/0%]: 10.00<br />
SPD [2/10%]: 24.00<br />
DEF [2/10%]: 12.00<br />
RES [0/0%]: 13.00<br />
LCK [0/0%]: 13.00<br />
<br />
Of course, mithril bows aren't the most accurate things in the world, but that's still more than 50% from a -skill and -luck mystic and around 70% from a berserker nomad that runs something along the lines of 40/20/17/16.<br />
<br />
You'll have to rely on mirage which is probably what you want to do if you use dual stat skills, but you don't even get max speed and with that mediocre luck you're not even guaranteed to activate it against non peg mages.<br />
<br />
<br />
The old standard 32 hp 9 def nomad builds take an amazing 46 damage from colossus halberds. As M pointed out the nomad needs to wear a 1 wt weapon for you to activate colossus in this scenario, but worry not we still have the twin hatchet which deals 33 damage and if you run a 42/44hp max pow armour you can just use a reliable silver and OHKO with 15% more accuracy. This means that an armour can reach 65% or more without any investment in skill or luck. <br />
<br />
I haven't looked at all the different units, but what it comes down to is that any unequipped unit with 32 hp and 20 pow or less in either that has less than 10 in either def or res can be OHKOed by an axe and/or dark colossus user. Armours can activate colossus against units with as much as 40 hp and 20 pow if they use a twin weapon although they won't be OHKOing anymore at that point.<br />
<br />
<br />
I haven't looked at promo yet, but even if it's better in promo colossus is still way too strong compared to impale and completely broken in unpromo.<br />
<br />
Edit: <br />
lvl 1<br />
Against a heaven knight <br />
Cololossus attacks! [Item: Bronze Axe; Skill: Colossus; ATK: 18; HIT: 88.5; CRIT: 0]:<br />
Random Numbers: Hit - 53.4; Crit - 31.5<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Martyr takes 18 damage. (0/18 HP)<br />
<br />
Martyr is defeated!<br />
<br />
level 2<br />
Against a mystic<br />
Cololossus attacks! [Item: Iron Axe; Skill: Colossus; ATK: 21; HIT: 94.5; CRIT: 0]:<br />
Random Numbers: Hit - 71.3; Crit - 70.6<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Zix takes 21 damage. (0/21 HP)<br />
<br />
Zix is defeated!<br />
<br />
Against a lancer<br />
Cololossus attacks! [Item: Iron Axe; Skill: Colossus; ATK: 19; HIT: 100; CRIT: 0]:<br />
Random Numbers: Hit - 68.6; Crit - 25.6<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Shinda takes 19 damage. (0/26 HP)<br />
<br />
Shinda is defeated!<br />
<br />
Level 3<br />
Mercenary on a forest<br />
Cololossus attacks! [Item: Iron Lance; Skill: Colossus; ATK: 18; HIT: 90.25; CRIT: 0]:<br />
Random Numbers: Hit - 56; Crit - 65.1<br />
Cololossus's Colossus skill activated!<br />
It's a hit! Edwin takes 18 damage. (0/18 HP)<br />
<br />
Edwin is defeated!]]></content:encoded>
		</item>
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			<title><![CDATA[[Bug?] Twin dual skill activation]]></title>
			<link>http://forums.feplanet.net/thread-966.html</link>
			<pubDate>Thu, 18 Feb 2016 10:56:17 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-966.html</guid>
			<description><![CDATA[I had a match up where I was 1 point away from activating astra with 0 wt weapons, but using my twin weapon didn't activate it. <br />
<br />
Are twins supposed to have no effect on dual stat skills or is this a bug?]]></description>
			<content:encoded><![CDATA[I had a match up where I was 1 point away from activating astra with 0 wt weapons, but using my twin weapon didn't activate it. <br />
<br />
Are twins supposed to have no effect on dual stat skills or is this a bug?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[broken link]]></title>
			<link>http://forums.feplanet.net/thread-959.html</link>
			<pubDate>Mon, 01 Feb 2016 20:47:36 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-959.html</guid>
			<description><![CDATA[my items storage is just a blank screen <a href="http://feto.feplanet.net/items/storage" target="_blank"><span style="color: #91ad9f;">http://feto.feplanet.net/items/storage</span></a><br />
<br />
user     <a href="http://oldforums.feplanet.net/index.php?showuser=91730" target="_blank">http://oldforums.feplanet.net/index.php?showuser=91730</a>]]></description>
			<content:encoded><![CDATA[my items storage is just a blank screen <a href="http://feto.feplanet.net/items/storage" target="_blank"><span style="color: #91ad9f;">http://feto.feplanet.net/items/storage</span></a><br />
<br />
user     <a href="http://oldforums.feplanet.net/index.php?showuser=91730" target="_blank">http://oldforums.feplanet.net/index.php?showuser=91730</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Settings bug]]></title>
			<link>http://forums.feplanet.net/thread-954.html</link>
			<pubDate>Mon, 18 Jan 2016 20:33:18 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-954.html</guid>
			<description><![CDATA[So.. yeah, I think this is the right section for this.<br />
<br />
Anyway, for some reason, every time I click on either Settings(Messenger Settings and Display Settings) it just kicks me to the Main Index of FETO instead.]]></description>
			<content:encoded><![CDATA[So.. yeah, I think this is the right section for this.<br />
<br />
Anyway, for some reason, every time I click on either Settings(Messenger Settings and Display Settings) it just kicks me to the Main Index of FETO instead.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Old Forums Login Problems]]></title>
			<link>http://forums.feplanet.net/thread-952.html</link>
			<pubDate>Thu, 14 Jan 2016 16:34:27 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-952.html</guid>
			<description><![CDATA[Um, not sure if this in the right place but...<br />
<br />
Okay, I've been super busy lately so I haven't tried to get on the other forums to play FETO for awhile.<br />
So I tried recently, and when I attempted to log on, it said that a user with that name could not be found. I looked up my user name in the members list and it still won't work. I even tried resetting my password using my email, but to no avail. So, what should I do now?]]></description>
			<content:encoded><![CDATA[Um, not sure if this in the right place but...<br />
<br />
Okay, I've been super busy lately so I haven't tried to get on the other forums to play FETO for awhile.<br />
So I tried recently, and when I attempted to log on, it said that a user with that name could not be found. I looked up my user name in the members list and it still won't work. I even tried resetting my password using my email, but to no avail. So, what should I do now?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Music Submissions for FETO!]]></title>
			<link>http://forums.feplanet.net/thread-950.html</link>
			<pubDate>Thu, 07 Jan 2016 04:07:10 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-950.html</guid>
			<description><![CDATA[As you may or may not have noticed, there is now a music jukebox in the works. It's not much, but it does add a bit of flavor to FETO. You can be able to toggle the music on and off during battles. Right now, we only have one track, but we're working on expanding it so you can select up to 15.<br />
<br />
Later on, if the demand becomes apparent, we might expand it a bit more, but I think 15 is a good number for now. Post here what music tracks you want included in FETO. Because we're only doing 15, we should keep it as fire emblem-related as possible.<br />
<br />
As such, we're only allowing up to:<br />
<br />
FE 1-14<br />
FE x SMT<br />
BS FE<br />
Super Smash Bros Melee<br />
Super Smash Bros Brawl<br />
Super Smash Bros for 3DS/Wii U<br />
Various FE Romhacks (only if permission is granted)<br />
<br />
Post your suggestions here on what songs you'd like to incorporate into FETO! Preferably, map themes would be ideal, but it's not a map theme, and it still fits, we may still accept it.]]></description>
			<content:encoded><![CDATA[As you may or may not have noticed, there is now a music jukebox in the works. It's not much, but it does add a bit of flavor to FETO. You can be able to toggle the music on and off during battles. Right now, we only have one track, but we're working on expanding it so you can select up to 15.<br />
<br />
Later on, if the demand becomes apparent, we might expand it a bit more, but I think 15 is a good number for now. Post here what music tracks you want included in FETO. Because we're only doing 15, we should keep it as fire emblem-related as possible.<br />
<br />
As such, we're only allowing up to:<br />
<br />
FE 1-14<br />
FE x SMT<br />
BS FE<br />
Super Smash Bros Melee<br />
Super Smash Bros Brawl<br />
Super Smash Bros for 3DS/Wii U<br />
Various FE Romhacks (only if permission is granted)<br />
<br />
Post your suggestions here on what songs you'd like to incorporate into FETO! Preferably, map themes would be ideal, but it's not a map theme, and it still fits, we may still accept it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Map Submissions for FETO!]]></title>
			<link>http://forums.feplanet.net/thread-946.html</link>
			<pubDate>Tue, 29 Dec 2015 02:11:13 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-946.html</guid>
			<description><![CDATA[<div style="text-align: center;">For the first time in over five years we have had no new additions to the maps in FETO. Today I am proud to announce that we have figured out how to add maps to the game and are now taking submissions for new ones. Below will be a list of guidelines that have to be followed for map submissions.</div>
<br />
<div style="text-align: left;">When submitting maps, you will have to submit the following:</div>
<br />
<div style="text-align: justify;"><ul>
<li>A downloadable png or gif file containing said map<br />
</li>
<li>A "text" version of the map (reference <a href="http://feto.feplanet.net/mechanics" target="_blank">here</a> for what goes in the txt file) <span style="font-weight: bold;">as well as starting positions!</span><br />
</li>
<li>For map dimensions, no larger than 36 tiles wide, and 40 tiles tall (there are a few outliers, bit this is general)<br />
</li>
<li>Indicators for player/team starting positions, number of players/teams/units per team as well as tiles for Assault/Defense<br />
</li>
<li>Also think about balance, opposing teams should start at least 16 spaces away from one another (unless gimmick maps like Gauntlet)<br />
</li>
<li>Only submit a grid <span style="text-decoration: underline;"><span style="font-weight: bold;">IF AND ONLY IF</span></span> you submit a map w/o one<br />
</li></ul>
</div>
<br />
<br />
<br />
An example of a correct submission:<br />
<br />
Map Name: Song of the Day Sparrow [2P]<br />
Image of Said Map:<br />
<div style="text-align: center;"><img src="http://feto.feplanet.net/files/maps/daysparrow.png" border="0" alt="[Image: daysparrow.png]" /></div>
Text Version of the Map<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8;</code></div></div>
<br />
Starting positions<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>{1|1,2;1,3;1,4;1,5;1,6;1,7;1,8;2,5;}<br />
{2|28,2;28,3;28,4;28,5;28,6;28,7;28,8;27,5;}<br />
<br />
1 being orange, 2 being blue and so on~</code></div></div>
<br />
<br />
That's the general, happy mapping~]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;">For the first time in over five years we have had no new additions to the maps in FETO. Today I am proud to announce that we have figured out how to add maps to the game and are now taking submissions for new ones. Below will be a list of guidelines that have to be followed for map submissions.</div>
<br />
<div style="text-align: left;">When submitting maps, you will have to submit the following:</div>
<br />
<div style="text-align: justify;"><ul>
<li>A downloadable png or gif file containing said map<br />
</li>
<li>A "text" version of the map (reference <a href="http://feto.feplanet.net/mechanics" target="_blank">here</a> for what goes in the txt file) <span style="font-weight: bold;">as well as starting positions!</span><br />
</li>
<li>For map dimensions, no larger than 36 tiles wide, and 40 tiles tall (there are a few outliers, bit this is general)<br />
</li>
<li>Indicators for player/team starting positions, number of players/teams/units per team as well as tiles for Assault/Defense<br />
</li>
<li>Also think about balance, opposing teams should start at least 16 spaces away from one another (unless gimmick maps like Gauntlet)<br />
</li>
<li>Only submit a grid <span style="text-decoration: underline;"><span style="font-weight: bold;">IF AND ONLY IF</span></span> you submit a map w/o one<br />
</li></ul>
</div>
<br />
<br />
<br />
An example of a correct submission:<br />
<br />
Map Name: Song of the Day Sparrow [2P]<br />
Image of Said Map:<br />
<div style="text-align: center;"><img src="http://feto.feplanet.net/files/maps/daysparrow.png" border="0" alt="[Image: daysparrow.png]" /></div>
Text Version of the Map<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;<br />
8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8;</code></div></div>
<br />
Starting positions<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>{1|1,2;1,3;1,4;1,5;1,6;1,7;1,8;2,5;}<br />
{2|28,2;28,3;28,4;28,5;28,6;28,7;28,8;27,5;}<br />
<br />
1 being orange, 2 being blue and so on~</code></div></div>
<br />
<br />
That's the general, happy mapping~]]></content:encoded>
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			<title><![CDATA[My Dark Knight has overcaped Def.?]]></title>
			<link>http://forums.feplanet.net/thread-932.html</link>
			<pubDate>Sun, 29 Nov 2015 00:58:15 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-932.html</guid>
			<description><![CDATA[So. I'm playing FETO, trying to add on to my losing streak when LLL says.. <br />
<br />
WorkingMan (Nov 28 2015, 08:46 PM): Um, me being new and all, what should my DK be at?<br />
WorkingMan (Nov 28 2015, 08:41 PM): Really? That's strange.<br />
MMM (Nov 28 2015, 08:40 PM): Also, that DK overcaps defense, you might wanna look into that<br />
WorkingMan (Nov 28 2015, 08:40 PM): Hmmm. The parity bow.<br />
WorkingMan (Nov 28 2015, 08:34 PM): :0<br />
MMM (Nov 28 2015, 08:19 PM): rofl Master Surgeon, time to make one your units a victim of genderbending L<br />
WorkingMan (Nov 28 2015, 08:15 PM): Dang, I missed a turn. Oh well<br />
<br />
So, It's a Lv.1 DK with a Def. of 12. It's nature is Brute.<br />
<br />
Is it a problem, and if so, how do I fix it?]]></description>
			<content:encoded><![CDATA[So. I'm playing FETO, trying to add on to my losing streak when LLL says.. <br />
<br />
WorkingMan (Nov 28 2015, 08:46 PM): Um, me being new and all, what should my DK be at?<br />
WorkingMan (Nov 28 2015, 08:41 PM): Really? That's strange.<br />
MMM (Nov 28 2015, 08:40 PM): Also, that DK overcaps defense, you might wanna look into that<br />
WorkingMan (Nov 28 2015, 08:40 PM): Hmmm. The parity bow.<br />
WorkingMan (Nov 28 2015, 08:34 PM): :0<br />
MMM (Nov 28 2015, 08:19 PM): rofl Master Surgeon, time to make one your units a victim of genderbending L<br />
WorkingMan (Nov 28 2015, 08:15 PM): Dang, I missed a turn. Oh well<br />
<br />
So, It's a Lv.1 DK with a Def. of 12. It's nature is Brute.<br />
<br />
Is it a problem, and if so, how do I fix it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Short Bows unbuyable (unpromo tourney)]]></title>
			<link>http://forums.feplanet.net/thread-928.html</link>
			<pubDate>Sat, 21 Nov 2015 16:17:50 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-928.html</guid>
			<description><![CDATA[<img src="http://i64.tinypic.com/fmszn7.png" border="0" alt="[Image: fmszn7.png]" /><br />
<br />
Fix pls]]></description>
			<content:encoded><![CDATA[<img src="http://i64.tinypic.com/fmszn7.png" border="0" alt="[Image: fmszn7.png]" /><br />
<br />
Fix pls]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Suggestion] Add con to the statistics calculator]]></title>
			<link>http://forums.feplanet.net/thread-926.html</link>
			<pubDate>Wed, 18 Nov 2015 15:36:15 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-926.html</guid>
			<description><![CDATA[I've mentioned this before: I would really like to see con added to the statistics calculator.<br />
<br />
I hate figuring out after I've build a team that their con isn't compatible and this  would be especially useful for everyone now that we've got new natures, units and some changes in con.]]></description>
			<content:encoded><![CDATA[I've mentioned this before: I would really like to see con added to the statistics calculator.<br />
<br />
I hate figuring out after I've build a team that their con isn't compatible and this  would be especially useful for everyone now that we've got new natures, units and some changes in con.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tourny mixing rentals and non-rentals]]></title>
			<link>http://forums.feplanet.net/thread-925.html</link>
			<pubDate>Wed, 18 Nov 2015 13:41:29 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-925.html</guid>
			<description><![CDATA[When you create rentals and pick some of your own units for a tournament you can get more than 8 units.<br />
<br />
I made 4 rentals and ended up with 11 units. M made 2 rentals and was able to pick 9 units.<br />
<br />
I decided to do some testing and here are some things that I found:<br />
<br />
The only rental that feto seems to count is the first one you make. This can be a lord or any rental you make after picking one of your own lords. <br />
<br />
After you create your first rental you can keep making rentals until you have 7 units without it decreasing the amount of units you can pick. If the 8th unit you pick is a rental then you can't pick any units after that, but if the 8th unit is not a rental you can pick an extra unit for every rental you made after the first one. <br />
<br />
You can not make new rentals after you've picked 8 units.<br />
<br />
I ended up with 14 units <a href="http://imgur.com/WuZdbaA" target="_blank">http://imgur.com/WuZdbaA</a><br />
<br />
I think people were already aware of this bug, but I don't know how well you knew it worked and I decided to post it here now that people are actually working on feto again. <br />
<br />
I hope this is helpful.]]></description>
			<content:encoded><![CDATA[When you create rentals and pick some of your own units for a tournament you can get more than 8 units.<br />
<br />
I made 4 rentals and ended up with 11 units. M made 2 rentals and was able to pick 9 units.<br />
<br />
I decided to do some testing and here are some things that I found:<br />
<br />
The only rental that feto seems to count is the first one you make. This can be a lord or any rental you make after picking one of your own lords. <br />
<br />
After you create your first rental you can keep making rentals until you have 7 units without it decreasing the amount of units you can pick. If the 8th unit you pick is a rental then you can't pick any units after that, but if the 8th unit is not a rental you can pick an extra unit for every rental you made after the first one. <br />
<br />
You can not make new rentals after you've picked 8 units.<br />
<br />
I ended up with 14 units <a href="http://imgur.com/WuZdbaA" target="_blank">http://imgur.com/WuZdbaA</a><br />
<br />
I think people were already aware of this bug, but I don't know how well you knew it worked and I decided to post it here now that people are actually working on feto again. <br />
<br />
I hope this is helpful.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Proposition] New Game Modes]]></title>
			<link>http://forums.feplanet.net/thread-921.html</link>
			<pubDate>Sun, 15 Nov 2015 19:28:32 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-921.html</guid>
			<description><![CDATA[Since not many people play up to promo, when you actually promote, often you set up the tag as : "B-ranks max plz"<br />
<br />
So why not have a mode which limits weapon ranks to a maximum?<br />
<br />
would also make some battle interesting even if all your units have max ranks (ok maybe not)<br />
<br />
<br />
AND<br />
<br />
We could have a mode to limit unbuyables, if you were really unlucky (or only played maps with no chests) and don't have any unbuyable with your units at lv20, it kind of sucks to play another member who did treasure rushes and has full longbows, killers, loltwins, etc.<br />
<br />
So restriction of unbuyables (could be by ranks too, blocking B-ranks+ unbuyables, A-ranks+, etc...)<br />
<br />
<br />
Just throwing this out there, have fun debating, I'm not in the secret Feto Dev Group, so can't be debating with them for new things.<br />
<br />
______<br />
Edits : Game mode proposed : <br />
<br />
Limited Weapon Ranks<br />
<br />
Limited Unbuyables<br />
<br />
Kill X units (for FFAs)]]></description>
			<content:encoded><![CDATA[Since not many people play up to promo, when you actually promote, often you set up the tag as : "B-ranks max plz"<br />
<br />
So why not have a mode which limits weapon ranks to a maximum?<br />
<br />
would also make some battle interesting even if all your units have max ranks (ok maybe not)<br />
<br />
<br />
AND<br />
<br />
We could have a mode to limit unbuyables, if you were really unlucky (or only played maps with no chests) and don't have any unbuyable with your units at lv20, it kind of sucks to play another member who did treasure rushes and has full longbows, killers, loltwins, etc.<br />
<br />
So restriction of unbuyables (could be by ranks too, blocking B-ranks+ unbuyables, A-ranks+, etc...)<br />
<br />
<br />
Just throwing this out there, have fun debating, I'm not in the secret Feto Dev Group, so can't be debating with them for new things.<br />
<br />
______<br />
Edits : Game mode proposed : <br />
<br />
Limited Weapon Ranks<br />
<br />
Limited Unbuyables<br />
<br />
Kill X units (for FFAs)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lv. 20 & **/20 modes randomly don't fix HP values?!]]></title>
			<link>http://forums.feplanet.net/thread-911.html</link>
			<pubDate>Sat, 31 Oct 2015 21:58:47 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-911.html</guid>
			<description><![CDATA[I feel like I've encountered this before but I'm not sure.<br />
In any case...<br />
The battle in question is here: <a href="http://feto.feplanet.net/battle/136312" target="_blank">http://feto.feplanet.net/battle/136312</a><br />
<br />
<img src="http://i63.tinypic.com/2eajlon.png" border="0" alt="[Image: 2eajlon.png]" /><br />
<br />
As you can see Blackstorm's War Mage has 34 (which I think would be the value at her actual level, 20/1) out of its 46 HP. It's turn 1, I haven't attacked him yet, Sudden Death isn't in this and it seems that the War Mage is the only unit affected for whatever weird reason. I don't think it will affect the outcome of this particular battle given that we're still far apart, but this could be worth looking into.]]></description>
			<content:encoded><![CDATA[I feel like I've encountered this before but I'm not sure.<br />
In any case...<br />
The battle in question is here: <a href="http://feto.feplanet.net/battle/136312" target="_blank">http://feto.feplanet.net/battle/136312</a><br />
<br />
<img src="http://i63.tinypic.com/2eajlon.png" border="0" alt="[Image: 2eajlon.png]" /><br />
<br />
As you can see Blackstorm's War Mage has 34 (which I think would be the value at her actual level, 20/1) out of its 46 HP. It's turn 1, I haven't attacked him yet, Sudden Death isn't in this and it seems that the War Mage is the only unit affected for whatever weird reason. I don't think it will affect the outcome of this particular battle given that we're still far apart, but this could be worth looking into.]]></content:encoded>
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		<item>
			<title><![CDATA[Bug Report - Can't Start Battles]]></title>
			<link>http://forums.feplanet.net/thread-908.html</link>
			<pubDate>Tue, 27 Oct 2015 19:41:04 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-908.html</guid>
			<description><![CDATA[I can't find a specific bug report thread for this, so if there is one, direct me to it and I can move this.<br />
<br />
Anyway, I am having a problem in FETO. When I go to the page to start a battle, I am unable to choose a map for the battle, because the dropdown menu doesn't have any maps in it. Effectively, I have no maps to choose from. In addition, while I am on this screen, three error messages appear below the announcements ad and above the battle settings menu. The messages are as follows.<br />
<br />
"Warning: Invalid argument supplied for foreach() in /home/feplanet/public_html/feto/files/cache/battle_start.php on line 14"<br />
<br />
"Warning: ksort() expects parameter 1 to be array, null given in /home/feplanet/public_html/feto/files/cache/battle_start.php on line 42"<br />
<br />
"Warning: Invalid argument supplied for foreach() in /home/feplanet/public_html/feto/files/cache/battle_start.php on line 44"<br />
<br />
attached is a screenshot of the window with the error messages. I am using Firefox 41.0.2. If anyone can help me with this, it would be much appreciated.<br />
<br />
If anyone can help me with this, it would be much appreciated.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://forums.feplanet.net/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=12" target="_blank" title="">Bug Report.png</a> (Size: 108.18 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I can't find a specific bug report thread for this, so if there is one, direct me to it and I can move this.<br />
<br />
Anyway, I am having a problem in FETO. When I go to the page to start a battle, I am unable to choose a map for the battle, because the dropdown menu doesn't have any maps in it. Effectively, I have no maps to choose from. In addition, while I am on this screen, three error messages appear below the announcements ad and above the battle settings menu. The messages are as follows.<br />
<br />
"Warning: Invalid argument supplied for foreach() in /home/feplanet/public_html/feto/files/cache/battle_start.php on line 14"<br />
<br />
"Warning: ksort() expects parameter 1 to be array, null given in /home/feplanet/public_html/feto/files/cache/battle_start.php on line 42"<br />
<br />
"Warning: Invalid argument supplied for foreach() in /home/feplanet/public_html/feto/files/cache/battle_start.php on line 44"<br />
<br />
attached is a screenshot of the window with the error messages. I am using Firefox 41.0.2. If anyone can help me with this, it would be much appreciated.<br />
<br />
If anyone can help me with this, it would be much appreciated.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://forums.feplanet.net/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=12" target="_blank" title="">Bug Report.png</a> (Size: 108.18 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Slots: -1]]></title>
			<link>http://forums.feplanet.net/thread-883.html</link>
			<pubDate>Sat, 26 Sep 2015 22:57:45 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-883.html</guid>
			<description><![CDATA[I officially broke FETO.<br />
I'm guessing what happened is, when there was one slot left, I challenged ZZZ at the same time as LLL joined, so FETO processed both of these things at the same time while there was one spot left. And this happened.<br />
<img src="http://i59.tinypic.com/x5dog2.png" border="0" alt="[Image: x5dog2.png]" /><br />
<br />
After that it didn't show up on ZZZ's battle list or that of The Green Sentinel (I have no idea why he showed up...) but this is... weird.<br />
And The Green Sentinel still shows up when the battle was active.<br />
<br />
<img src="http://i57.tinypic.com/okpdfa.png" border="0" alt="[Image: okpdfa.png]" /><br />
<br />
However neither ZZZ nor The Green Sentinel got any extra battle records or rewards.<br />
<br />
...still weird.]]></description>
			<content:encoded><![CDATA[I officially broke FETO.<br />
I'm guessing what happened is, when there was one slot left, I challenged ZZZ at the same time as LLL joined, so FETO processed both of these things at the same time while there was one spot left. And this happened.<br />
<img src="http://i59.tinypic.com/x5dog2.png" border="0" alt="[Image: x5dog2.png]" /><br />
<br />
After that it didn't show up on ZZZ's battle list or that of The Green Sentinel (I have no idea why he showed up...) but this is... weird.<br />
And The Green Sentinel still shows up when the battle was active.<br />
<br />
<img src="http://i57.tinypic.com/okpdfa.png" border="0" alt="[Image: okpdfa.png]" /><br />
<br />
However neither ZZZ nor The Green Sentinel got any extra battle records or rewards.<br />
<br />
...still weird.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Problem opening tabs]]></title>
			<link>http://forums.feplanet.net/thread-854.html</link>
			<pubDate>Sat, 15 Aug 2015 00:57:38 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-854.html</guid>
			<description><![CDATA[hi <br />
<br />
I have problems opening "characters and items" and other tabs. It wont open. <a href="http://feto.feplanet.net/user/profile/91730" target="_blank">http://feto.feplanet.net/user/profile/91730</a><br />
<br />
Lok]]></description>
			<content:encoded><![CDATA[hi <br />
<br />
I have problems opening "characters and items" and other tabs. It wont open. <a href="http://feto.feplanet.net/user/profile/91730" target="_blank">http://feto.feplanet.net/user/profile/91730</a><br />
<br />
Lok]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Feature suggestion] MANAKETES!!!]]></title>
			<link>http://forums.feplanet.net/thread-792.html</link>
			<pubDate>Sat, 13 Jun 2015 12:48:06 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-792.html</guid>
			<description><![CDATA[Manakete [Scholar]<br />
Stats at level 20/20<br />
HP [2/17.5%]: 80.00<br />
POW [2/2.5%]: 25.00<br />
SKL [0/15%]: 25.00<br />
SPD [0/0%]: 15.00<br />
DEF [2/12.5%]: 25.00<br />
RES [2/10%]: 25.00<br />
LCK [0/12.5%]: 26.00<br />
<br />
+<br />
<br />
<blockquote><cite>Quote:</cite>Dark Dragonstone: 22 Mt, 2 wt, 100 hit, Boosts Stats - SKL: +5, DEF: +10, RES: +10, LCK: +5</blockquote>
<br />
=<br />
<br />
OP OP OP OP<br />
<br />
<br />
<br />
This should be changed. Because let's face it, having Manaketes on FETO would be absolutely AMAZING, but as they are now they would wreck any non-Manakete units. Seriously, 80 HP, 35 def and 35 res? That's the closest I've seen to a unit that isn't OTKOable (turn, as in, by an entire army) in a standard 6-man match.<br />
<br />
Manaketes can be nerfed in 2 ways, by reducing their stats or by reducing the power their stones have. If their stats are lowered and the stones are rebalanced I think they can become usable. I also don't think they should have 7 movement, 6 should be fine.<br />
Regarding the dragonstones, they could be changed to have weapon ranks as well so that they don't get +5 stats at level 1 which would be a bit ridiculous. And apart from Bronzes, they should also have limited uses so using these guys isn't too cheap (pun intended).<br />
<br />
They should also have 3 different promotion choices, like every other unit. One of them could focus on being offensive (focus on pow, skl, lck), the other on being tanky (focus on hp, def, res) and one that's glassy (pow, skl, spd and lck but with more focus on speed, a bit less on skill and frailer than the offensive version) although maybe the particular examples could be different ones. And just as an example, stat caps could look like this (with luck last):<br />
<br />
OffKete: 60/30/30/20/20/20/30<br />
TanKete:   70/25/20/15/25/25/20<br />
GlassKete: 50/30/25/30/20/20/25<br />
<br />
This would be assuming S-rank Dragonstones give +5/6 to 2 stats, and def+res as well as pow+spd are unavailable combinations because they would absolutely break their respective dragons, and again that all Manaketes could use the same stones. I felt like including a balanced option but I feel like those would be hard to absolutely balance so instead I made OffKete. It still looks good and not too powerful or too weak, imo, roughly like a traditional Manakete but not overpowered xD<br />
TanKete has 15 speed cap because assuming that there's a speed-boosting dragonstone, cap at 20 would mean it could reach 25 speed and only be pursuited by peg mages -&gt; too op? I'm not sure, this could actually be tested, because as of now I don't have any particular idea about how many stat points they get in total. =P<br />
I'm also not 100% sure about whether GlassKete's spread would be considered balanced. If Dragonstones are to have the same power as lances, it can almost be ORKOd with by a Counter Mage Knight (assuming the Dragonstones are physical. If they're actually magical, replace that with something that has Aurora lol) for example, BUT that's assuming it has all of its max stats, in reality the stats will be slightly lopsided. If there's a +skl/spd Dragonstone it would probably also have the potential to annihilate glassy units single-handedly which is why I'm not sure about giving 30 as opposed to 25 speed as the max stat.<br />
<br />
That would be my take on balancing them, anyway. I'd be happy just to be able to use them xD]]></description>
			<content:encoded><![CDATA[Manakete [Scholar]<br />
Stats at level 20/20<br />
HP [2/17.5%]: 80.00<br />
POW [2/2.5%]: 25.00<br />
SKL [0/15%]: 25.00<br />
SPD [0/0%]: 15.00<br />
DEF [2/12.5%]: 25.00<br />
RES [2/10%]: 25.00<br />
LCK [0/12.5%]: 26.00<br />
<br />
+<br />
<br />
<blockquote><cite>Quote:</cite>Dark Dragonstone: 22 Mt, 2 wt, 100 hit, Boosts Stats - SKL: +5, DEF: +10, RES: +10, LCK: +5</blockquote>
<br />
=<br />
<br />
OP OP OP OP<br />
<br />
<br />
<br />
This should be changed. Because let's face it, having Manaketes on FETO would be absolutely AMAZING, but as they are now they would wreck any non-Manakete units. Seriously, 80 HP, 35 def and 35 res? That's the closest I've seen to a unit that isn't OTKOable (turn, as in, by an entire army) in a standard 6-man match.<br />
<br />
Manaketes can be nerfed in 2 ways, by reducing their stats or by reducing the power their stones have. If their stats are lowered and the stones are rebalanced I think they can become usable. I also don't think they should have 7 movement, 6 should be fine.<br />
Regarding the dragonstones, they could be changed to have weapon ranks as well so that they don't get +5 stats at level 1 which would be a bit ridiculous. And apart from Bronzes, they should also have limited uses so using these guys isn't too cheap (pun intended).<br />
<br />
They should also have 3 different promotion choices, like every other unit. One of them could focus on being offensive (focus on pow, skl, lck), the other on being tanky (focus on hp, def, res) and one that's glassy (pow, skl, spd and lck but with more focus on speed, a bit less on skill and frailer than the offensive version) although maybe the particular examples could be different ones. And just as an example, stat caps could look like this (with luck last):<br />
<br />
OffKete: 60/30/30/20/20/20/30<br />
TanKete:   70/25/20/15/25/25/20<br />
GlassKete: 50/30/25/30/20/20/25<br />
<br />
This would be assuming S-rank Dragonstones give +5/6 to 2 stats, and def+res as well as pow+spd are unavailable combinations because they would absolutely break their respective dragons, and again that all Manaketes could use the same stones. I felt like including a balanced option but I feel like those would be hard to absolutely balance so instead I made OffKete. It still looks good and not too powerful or too weak, imo, roughly like a traditional Manakete but not overpowered xD<br />
TanKete has 15 speed cap because assuming that there's a speed-boosting dragonstone, cap at 20 would mean it could reach 25 speed and only be pursuited by peg mages -&gt; too op? I'm not sure, this could actually be tested, because as of now I don't have any particular idea about how many stat points they get in total. =P<br />
I'm also not 100% sure about whether GlassKete's spread would be considered balanced. If Dragonstones are to have the same power as lances, it can almost be ORKOd with by a Counter Mage Knight (assuming the Dragonstones are physical. If they're actually magical, replace that with something that has Aurora lol) for example, BUT that's assuming it has all of its max stats, in reality the stats will be slightly lopsided. If there's a +skl/spd Dragonstone it would probably also have the potential to annihilate glassy units single-handedly which is why I'm not sure about giving 30 as opposed to 25 speed as the max stat.<br />
<br />
That would be my take on balancing them, anyway. I'd be happy just to be able to use them xD]]></content:encoded>
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