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Conegamer said:
NoirSon said:
RolStoppable said:
Conegamer said:

Hmm, I guess it's a tricky thing to balance. Hopefully the system will be more refined in future installments (if they include it).

Just about to start my Lunatic playthrough, so let's see how that goes.

Hopefully they don't include it ever again. Also, the whole dual attack/dual guard stuff adds a layer of randomness that I cannot appreciate. Well, dual guard has no drawbacks for the player, but the activation of dual attack or lack thereof can mess up things badly.

You get around Dual attacks just by either unequiping the weapon on the supporting paired unit, that way you still get the occassional dual guard but all the experience still goes to the main unit. That is usually how I grind for experience when trying to also grind supports without using those seeds. Given that they actually give you percentages of potential dual attacks or guards once you target the enemy, I don't see them as being less random then a critical hit although they do give the player a bit of an unfair advantage.

It depends on the units. My Lucina and Owain are married and have something ridiculous like a 95% chance of a dual strike.

Yeah but what else is the point of marriage if you don't have your partner's back in fights:). I keep my married pairs seperated unless the fight is expected to be rough for one of them doing it solo and their are no other support options. Married pairs do have a ridiculously high percentage of activation probably just a bit south of the activation of the Vengenace skill on most characters after a while. Not to mention, Lucina and Chrom have the dual strike skill but in the end you can work around it just by not positioning the two together or not pairing them up or pairing them up and making sure the backrow character's weapon is unequipped. Short of unequipping certain skills and weapons at the beginning of battles, I find it harder to judge how to stop critical hits from killing off characters I wanted to keep alive.