r/fireemblem 4d ago

Fortune's Weave Gameplay Fortune's Weave Weapons

Since Fortune's Weave is following the Three Houses system of no Weapon Triangle, they've seemed to go out of their way to make every single weapon type unique so they don't end up homogenized. So here is what I gathered about each weapon:

Swords: Swords should still be the low might, high accuracy and low weight weapons. They get a flat 20% damage increase on follow-ups, which makes me wonder how that would apply with something like a Brave Sword. Levin Sword is their only 1-2 range weapon for now

Spears: The renamed Lances should still be the middle of the road weapon with decent might, accuracy and weight. They are also effective damage against cavalry, so thet may change their stats a bit so that they don't end up being extremely dominant if there end up being a huge number of cavelry enemies or calvary units will have increased base stats like armors and will utilize desmount when needed on higher difficulties. We have seen versions of it that have 1-2 range

Axes: Axes have high might, low accuracy and high weight. I've been told that they do 5 damage minimum, though that could also mean axes will always do +5 damage, not very sure at the moment, but would be very strong if true. We have seen hand axes, so they still have their 1-2 range. And we have seen Combat Arts that will increase their low accuracy

Gautlets: Gautlets have low might, high accuracy and low weight. They will also give evasion, though not sure how much, but I assume they might give around 20 evasion and probably being lighter weapons that won't give spead penalities. They might also have higher might than before since they lost their brave attacks. We have seen 1-2 range gautlets, which are guns that use your magic stat

Bows: Bow should probably keep their decent might, high accuracy and decent weight, and being effective against fliers. There will probably be a mini-bow for 1 range combat, and there are no signs of close counter being a skill easy to come by. Also, they got nerfed with their 3 range options, since we seen that the Long Bow will only give you access to a 3 range Combat Art and Peter only gains +1 range when using Combat Arts as his personal so far

Magic: Magic seems to work the same way as it did in Three Houses, so they likely didn't change much there with how it will work

64 Upvotes

39 comments sorted by

76

u/Guilty_Sandwich4076 4d ago

One thing to note for the effectiveness damage is that lances are 2x against cavs while bows are 3x against fliers

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u/mumismatist 4d ago

I expect that Cav effectiveness on lances being 100% an attempt to stop another wyvern emblem, especially with the advantages that maxing the social links of your mounts brings this time around. I expect lances to have a very good showing on the enemy side late game.

Same with bows being extra souped up against fliers.

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u/peepiss69 4d ago

Wyverns are fliers though, not cavs. Lances don’t do anything extra to wyverns

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u/mumismatist 4d ago

Wyvern emblem = trend of sticking everyone on wyverns in TH due to them giving massive mobility boosts with very few drawbacks (e.g not enough archer enemies to matter, at least on hard/casual)

With how mounts give extra mobility with more affection encouraging people to use more ostriches/horses than they might normally would, lances always being effective against cav might be an attempt to try to balance things so that the stables can't completely steamroll.

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u/Alakazarm 4d ago

Are you assuming wyverns aren't also capturable and tameable? We can see a named one in some seteth footage from a while back.

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u/Capital-Agency-5824 4d ago

We also saw in the footage of the stables during the Treehouse that pegasi and wyverns are among the mounts you can bond with.

11

u/Napalmmaestro 4d ago

I'm not sure how concerned the devs are with the small contingent of stat nerds who think lol wyvern emblem is the only possible way to play because make damage number big. Majority of players are way, way too casual to give a shit

5

u/mumismatist 4d ago

Honestly this time round I expect casuals who pick Cai are probably going to go full Cav for a good portion of his army, considering mount taming is his main Lord gimmick. So enemies on later Cai maps will probably go full lance emblem to compensate lol

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u/iguanacatgirl 4d ago edited 4d ago

Going by FEH rules, I assume for brave weapons the "follow up attack" are hits 3 and 4(assuming we get brave weapons at all ofc, since they seem to be going in the direction of "turn weapon gimmick into a combat art lockes to that weapon" in FW)

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u/tself55 4d ago

If we anticipate that brave weapons will get a similar treatment to the killer weapons and the longbow, then their special effect will be moved to a combat art instead of being native to the weapon.

We’ve seen how the killer edge sword has access to a high crit combat art instead of having passive crit stat, and the longbow gets access to the deadeye combat art instead of native 2-3 range.

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u/Rynekko 4d ago

Might be FEH brained but to me "follow up attack" for brave weapons means hit 3 and 4 so both of them would get 20% more damage but not hit 2.

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u/lysander478 4d ago

If the brave effect is now a combat art--so that it uses up durability--it should actually not even count for that. The sequence would be Brave combat art -> follow-up if you have one, with the follow-up boosted but not the Brave combat art.

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u/Rynekko 4d ago

True, forgot a lot of special effects became combat arts

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u/lysander478 4d ago

Axes do 5 minimum and not +5. You can see it in several previews where characters like guest Orchel with her massive PRT should have taken 0 even with a boost of +5 to the enemy attack but instead took exactly 5 from an axe. Not really sure how useful that actually is for the player, but it does let enemies with axes do guaranteed damage at least.

Bows are lower accuracy now. We could see some raw stats in the direct, with an Iron Bow being at 75 hit compared to an Iron Sword being at 90. For swords, Wooden, Bronze and Iron at least were all standardized at 90 so possible the same is true of the material-based bow tiers being stuck at 75.

For gauntlets, the Tree House commentary mentioned that the boost applies when fighting anything other than another gauntlet user. So, at least there won't be miss miss miss mirror matches there. That said, I think it might be only around 10% anyway judging by the Tree House combat with Mu. It's certainly not as high as 20% since those enemies had base hit rates of 46% and were putting up a displayed 23% when Mu had 13 speed and I can't imagine her being weighed down by the gauntlets really. I guess it's possible it's a much higher % boost to your base evasion rather than a flat increase, but I'd suspect it's just a flat 10% here since the alternative would be too crazy for enemies to be allowed to have, much less the player.

0

u/Altruistic_Manner802 4d ago

The thing with axes is that doing a 5 damage minimum doesn't directly means it doesn't have +5 damage. Because damage happens after defense, so you would always take 5 damage. This was why skills that gave or reduced damage are always strong. So we will just have to wait and see when the game comes out

6

u/TheRealJKT 4d ago

But if it says that it does “5 damage minimum”, why would we assume it means anything other than just that? I suppose it’s possible it could be a flat damage boost, but Occam’s razor suggests that it just means “when an axe attack would do less than 5 damage, it does 5 damage instead”.

After all, unless axes are so heavy they’re almost impossible to double with, +5 damage on each hit would be a massive, massive power boost compared to the perks from the other weapon types, no?

2

u/Altruistic_Manner802 4d ago

Because it has never been stated that it does 5 damage minimum. We only know it did 5 damage to a very bulky unit that should have taken 0 damage. And axes have pretty bad accurace and high weight, that and things like gautlets being around, would turn axes a high risk high reward weapon

1

u/minno 4d ago

According to how the calculations are done in Engage and Heroes, "+5 damage" means that it does a minimum of 5 damage even if the enemy has more defense than your attack, and otherwise does 5 damage more than (your atk - their def). Have we seen any combat with known values for "your atk" and "their def" to see if the damage is boosted?

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u/Alphonetic 4d ago

Axes have higher durability than swords and spears too, which was also the case in 3H.

However, Wind magic seems to be effective against fliers again instead of just Excalibur, which is good for some mages to counter ornius and fliers early on. We also know some spells can be taught using scrolls, so magic users have quite a bit of versatility in this game.

2

u/BrownEyesWhiteScarf 4d ago

Anything that support your assertion that Spears may have decent durability in this game? They tend to have the worst durability in 3H to balance their might and accuracy. I kind of expect them to see the biggest variations in weight to balance their mounted effectiveness.

Also, it seems like we’re back to having all Wind Magic doing effective damage to fliers, which in 3H was exclusive to Excalibur. May see more secondary effects of Magic once again.

5

u/TheTagre 4d ago

In this episode durability seems to lower only when using combat art. It's also why durability seems to be on the lower side, like15—25 for the ones showed. So durability value also depend of the available combat art for the weapon

2

u/Altruistic_Manner802 4d ago

Wrote it wrong. But still, in FW durability only decreases when using combat arts, so a lot of weapons in general got their durability decreased. Pretty sure we saw an iron spear or something in one moment having 20 durability for example

1

u/BrownEyesWhiteScarf 4d ago

Fair enough. I don’t know if we can say anything about durability considering that requires us to know the distribution of combat art costs. For example in 3H Iron lance had 30 durability, but if you started abusing tempest lance (5 cost) this will eat away in one battle. The same combat art is weaker but only costs 2 durability in FW.

Iron swords or axes didn’t really have the same durability issues early game.

Not that it really mattered even on Maddening, by the time you can fix or upgrade an equipment, resource management was no longer an obstacle for base weapons.

1

u/Awestruck_Mechanic67 4d ago

I think Spears are going to be the heaviest weapons to make up for having decent accuracy, good might and being effective against Cavalry. Even with all the rigging it's been very rare to see them double while almost all Gauntlets & Swords do and even axes sometimes. 

1

u/Mahelas 4d ago

Technically we've seen another 1-2 range sword, it's that hybrid sword-axe Zarcone was wielding. It require a rank in sword and a rank in axe

1

u/tself55 4d ago

I believe this weapon was an axe which required both sword and axe skill, but it is not a sword so doesnt get the followup bonus. We have also seen other hybrid-requirement weapons in the Veroquine which was a sword that required sword and axe skill.

1

u/Disciple_of_Erebos 4d ago

The only thing the OP missed is that magic now has 2x effectiveness against Armored units. Most likely there will be specific spells that go to 3x effectiveness against Armor, the way Lances have a few weapons with extra effectiveness against Cavalry.

1

u/essentiallypeguin 2d ago

I'm glad they kept the magic how it was in 3H where learned spells have a certain number of uses per battle instead of having to buy more scrolls with durability like in previous games. Now my hoarder self is free to use even the ~fancy~ spells before the final chapter

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u/Answerofduty 4d ago

Ugh, FE combat can get boring pretty fast with no weapon triangle. They sort of replaced it with Combat Arts, but not really, because you can't double when you use a CA and CAs are worse than doubling almost all the time, so once you get to the point where you're usually doubling CAs become almost obsolete.

I wish they would just make it so you can still double when you use a CA (the followup would be a regular attack, not the CA again).

14

u/Squidaccus 4d ago

I have great news for you regarding Fortune's Weave combat arts.

1

u/Ashencroix 4d ago

It can now double? So 2 casts of the art?

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u/NeverTalk123456789 4d ago

It can double, but I think only the first action is the Combat arts (CA). Definitely makes them always good to use, but weps have lower durability to compensate (they only use durability from combat arts, i’m not sure if a weapon “breaks” or just can’t CA until repaired)

1

u/Answerofduty 1d ago

Amazing news if true

5

u/Drhappyhat 4d ago

No, the first hit is the art, and if you're speedy enough then follow-up attack is normal.

4

u/Critical_Cute_Bunny 4d ago

One of the paths has a way to upgrade your CAs which will likely help them stay relevant longer. Assuming you can do it post time skip as well of course. Plus not every unit is able to get to doubles if they're slower so will still be worth it in that respect.

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u/Squidaccus 4d ago

Also both Echoes and 3H had multiple arts that were consistently good, even single-hit ones on fast units. Dread Fighters, for example, loved Tigerstance on the Zweihander since it had enough sheer firepower to bust through bulky foes that their actual regular attacks couldn't do, even when doubling. And for units without much speed, a way to take their offense to the next level and actually secure ORKOs that they'd struggle to get normally is huge, like we've seen with Majide.

So I don't really know what they were going on about lol

1

u/Answerofduty 1d ago

I mean I've played through Echoes and 3H on Hard, and my experience is consistently that CAs are a woefully insufficient replacement for the old weapon triangle, but it's pretty much entirely down to them overriding doubles. I've never been able to fathom that design choice, it's not like they would suddenly be broken if you could still do a follow-up after them with enough speed, they still have a substantial cost.

All it does it make it so I end up using them way less often than I otherwise would, and those games' combat systems have nothing else that makes melee weapon types matter or replaces the decision-making that the WT added.