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So far it seems like 10exp is the base for engagement, and you gain an additional +5 for not getting hurt yourself, or the base is 15 and you lose 5 for getting hit. And the whole net gain is diminished by internal level. I would need much much more testing to determine exactly what rate ILv lowers this, so instead I'll come up with a slope of my own.

PlatinumSkink said
I'm not sure how you're usually playing, but I am pretty used to getting exp from hitting enemies, so... yeah... haha... Maybe it is just because I play on Normal all the time... ... ... I just felt like mentioning.

On Normal, the ILv cap is 20. This makes the minimum Exp income possible higher than that of Hard mode. On Lunatic the ILv cap is 50, making the lowest possible Exp gain smaller than Hard mode.

On Hard mode, the lowest possible Exp gain from an engagement where the unit kills the enemy is a net earn of 8exp.
I'll run tests for it in Awakening.

Edit2: Test conclusions,

At an Internal level of 30 (the ILv cap on Hard mode), units will earn 1 exp from hitting but not killing an enemy. This does not depend on how much damage is dealt, and the unit's internal level is too high to determine if the enemy's class/level matters.

At an internal level of 1 (the minimum on all difficulties), the avatar earned 15 exp from hitting but not killing a level 1 base class enemy, and was not damaged by the enemy during engagement.

At an Internal level of 1, the avatar earned 10 exp from hitting but not killing a level 1 base class enemy, and was damaged by the enemy during the engagement.
I suppose some revisions should be made to the exp formulas then. I'll work on it in a little bit.
Also Destero, since it seems Asura has vanished, I'll give you two options:

-You can continue your Horde match as it stands currently without Asura, your Lord will be the only allied force on the map.

or

-You can drop out as well and play something else with someone else. Your stats and item uses will be restored, but any exp you gained during the match will be removed.
PlatinumSkink said
Alright. Another question, then.I've seen mentions of you "rolling the stats" of the characters. Does that mean that I should just lean back and wait for you to create one of those sheets of characters the rest of them have on the front page? Or should I do something?

Nope, I've got it taken care of. To create diversity among purchased units of the same class, I roll level zero to level one level up. It produces similar but slightly different starting stats for each unit, just like how two characters of the same class in normal FE games start with different stats.

PlatinumSkink said
Edit: Wait, hold on. They all start with E proficiency, and... Iron weapons need D? ... What is this foolishness... They can't wield Iron equipment...? That... got to be a first... Guess I'll need to rewrite some, or my normal units won't have any weapons...

Bronze-tier weaponry (and magic equivalents) are just as well-balanced in might, hit and weight as their Iron, Steel and Silver alternates. Having Bronze weaponry makes sure people aren't getting 2-hit KO'd all the time in early early game.

PlatinumSkink said
Edit 2: Seeing how my normal units by some reason cannot wield the most normal weapon in Fire Emblem history and have to resort to the younger adopted brother that is even worse and I would never hand to anyone in good faith, I have edited my above units. Yukiha, Naiyo and Yasuno now wields bronze weapons (gnfk. You know, bronze is hard to forge. Bronze weapons would be a lot more expensive than iron ones...), Takaho's vulnerary has been removed and Ayuna has been bought a Crossbow to ensure someone actually can do some damage against... things. Also, the mage's second reclass has been changed from Archer to Wyvern with the extra gold, because I don't think I'd ever want an additional archer. Not that I'm ever intending to reclass. And that's that.

Changes noted.

PlatinumSkink said
Edit 4: Excuse me. Um. It looks here like a normal Engagement will give only 1 Exp. Isn't that for when the character did no damage or was struck with no chance of attacking back? Don't you get, like, 10+ or something if you managed to do damage, less if you're a developed unit doing damage to a lesser unit and slightly more the more damage you do but at least 10? Or something? It kind of feels a bit weak if I weaken a unit with all my other units and they only get 1 exp each... Not to mention that isn't how it works in the games... I'm just wondering.

All the different actions that award Exp stack on eachother. Killing someone will give you the Kill exp and the Engage exp, which at base is 31 total Exp. As your unit is more seasoned and the opponent is less seasoned, you'll notice that internal and total levels play in to diminish the returns of the exp awards, just like in FE games. Additionally in FE13 (which is what I tried to base the exp gain on), you earn 1exp from a "both sides survived" scenario regardless of classes/levels.
Hi PlatinumSkink, thanks for joining!

All your stuff looks pretty spot on. There is a certain method to my madness (especially on the reclass question), but to keep in fairness, some info like that is secret to avoid players being able to break the game. Seeing these questions asked frequently reminds me that I need to put up an FAQ/Guide on it. I'll just need to go through your post and make sure all the numbers add up right.

As for the personality question, some of the other players have taken to creating development of their characters for their own purpose, but in the grand scheme of the game, there is no story or campaign, it's simply pvp/pve battles. But you have free reign to write out dialogue and scenes before/during/after battles as you please.
Asura are you still with us?
Freeshooter92 vs MercuryHg34
Rout the Enemy on Arena
With one eye closed from the burning, Kirin watched Alex and Katy break away from the man in the suit. After Alex's command for Maia to run, Kirin pointed to her and rose his voice. "You two go with her! It's me he wants! I'll meet up with you later!" And with that, Kirin took off in the opposite direction, towards the front of the school.
The man's presence took Kirin by surprise. It seemed that he WAS able to pinpoint the phone's location at all times. But he knew that if he was to survive, he needed to act. Kirin tilted the upper half of his body back to dodge the grapple, while also throwing his bottle at the man's face. It shattered right away, spewing the acid all over himself, Katy and the man's helmet. Kirin could feel the burning across his own face and arms, but that could be dealt with later. He then tried to push past the doorway, hoping that his attack was enough to at least distract the man.
Kirin nodded to Alex. He took a deep breath, turned the handle, and threw open the door.
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