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Forums - Nintendo - Is it just me...

Or does Fire Emblem Fates have a lying RNG?  I'm currently playing Birthright on Hard/Classic, doing the first Paralogue and I've had desensitize myself to knowing that my opponent's hit rate % is a lie.  It's happened in every chapter thus far but it's particularly bad here as none of my units have dodged a single attack.  I'm talking 41%s, 34%s, even 16%s.  On the flipside, my units hit rates have been pretty depressing, as anything lower than 90% has a good chance at missing.

 I have a theory in assuming that opponent hit rate = x+20% and my unit's hit rates = y-15%

 

 So is it just me or is anyone else experiencing this?

 



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I think you're just extremely unlucky.



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It definitely feels like that at times, but it's more often than not that you notice it happen more when it works against your favour..

I have yet to play Fates but with the older games, I've been hit with long range spells with only 5-10% chance of hit more often than I can remember :/



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I don't recall having that issue so maybe it's your bad luck



                                                                                     

I once failed to evade two 1% attacks in a row in Blazing Swords (the GBA FE). RNG is not lying, it's just that RNG God has forsaken you for the time being.



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Can't say thay something like that has happened to me in Conquest.

RNG can be a real pain in any game, though, so it's probably just a string of bad luck.



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When i have a 95% chance to hit and I MISS FUUUUUUUUUUUUUU



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RolStoppable said:

If it's anything like in Awakening (and it should be), the random numbers are created long in advance, not at the time you perform an action. This means that if you execute the same chain of commands from a save that was made during a chapter, the results will be the same. Switch up the order or amount of actions and things will play out differently. Note that merely moving your units does not advance the random numbers, you'll have to enter battle.

As for the hit rates, the way they work in Fire Emblem is either via a single rolling number or two of them. I think that the developers have returned to a single number after Radiant Dawn. The random number generator uses the numbers from 0 to 99 and if the generated number is equal or higher than the predicted accuracy, then an attack misses.

(The dual-number generator made the predicted accuracy deceiving because it only held true at 0, 50 and 100%. But it favored strategic play, because it was deceiving in the sense that the actual accuracy was higher when above 50, and lower when below 50. That's why units in Radiant Dawn will hardly ever miss when the predicted accuracy is at 90%. Two random numbers from 0-99 were averaged, decimals were rounded up. If the result was equal or higher than the predicted accuracy, the attack would miss. Let's take 99% as predicted accuracy. With a single RNG, it was indeed a 99% chance (only the 99 of the RNG could make you miss). But with a dual RNG, there are only three combinations to make you miss: 99+99, 98+99, 99+98. Three out of 10,000 possible combinations. That means the actual accuracy was 99.97%.)

Sometimes you have bad luck and two of three enemies who have a hit rate of 33% land a hit, even though probability suggests that only one should succeed. At other times you are lucky and all three of them miss. Each attack gets its own random number, it isn't calculated in the sum.

It's also human nature that you perceive occasions where things work against you stronger than occasions where things play out in your favor.

I see.  I read about the roll and how you can influence it and such.  I realize it effects both hit rates as well as level ups, which is rather irritating.  It's ironic that I hate games with random elements but Fire Emblem is my favorite series.



"You should be banned. Youre clearly flaming the president and even his brother who you know nothing about. Dont be such a partisan hack"

For awakening I guess it happened a couple of times for me, but not frequently. Sooo im not sure What they changed for Fates.



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RolStoppable said:

If it's anything like in Awakening (and it should be), the random numbers are created long in advance, not at the time you perform an action. This means that if you execute the same chain of commands from a save that was made during a chapter, the results will be the same. Switch up the order or amount of actions and things will play out differently. Note that merely moving your units does not advance the random numbers, you'll have to enter battle.

As for the hit rates, the way they work in Fire Emblem is either via a single rolling number or two of them. I think that the developers have returned to a single number after Radiant Dawn. The random number generator uses the numbers from 0 to 99 and if the generated number is equal or higher than the predicted accuracy, then an attack misses.

(The dual-number generator made the predicted accuracy deceiving because it only held true at 0, 50 and 100%. But it favored strategic play, because it was deceiving in the sense that the actual accuracy was higher when above 50, and lower when below 50. That's why units in Radiant Dawn will hardly ever miss when the predicted accuracy is at 90%. Two random numbers from 0-99 were averaged, decimals were rounded up. If the result was equal or higher than the predicted accuracy, the attack would miss. Let's take 99% as predicted accuracy. With a single RNG, it was indeed a 99% chance (only the 99 of the RNG could make you miss). But with a dual RNG, there are only three combinations to make you miss: 99+99, 98+99, 99+98. Three out of 10,000 possible combinations. That means the actual accuracy was 99.97%.)

Sometimes you have bad luck and two of three enemies who have a hit rate of 33% land a hit, even though probability suggests that only one should succeed. At other times you are lucky and all three of them miss. Each attack gets its own random number, it isn't calculated in the sum.

It's also human nature that you perceive occasions where things work against you stronger than occasions where things play out in your favor.

I noticed this too. The actions are generated before calculations are shown. If it says 35%, it's already decided how it's going to play out. That's why saving and reloading doesn't change this.

IIRC it was the exact same with advance wars.