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Fire Emblem Heroes - hats for everyone

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hyorinryu:

I managed to get in at 4874 or so.  But yeah, it was a lot harder for me this time. I had to do it twice. I replaced Moonbow on Reinhardt and Bonfire on Xander with their defaults so I could get more points.

commandercool:

So longer cooldowns are worth more points? I've heard passing references to that before but I don't really understand how it works.

Mеа:

the total sp cost of all your skills (the original cost of the skills, ie the 1.5x cost from skill inheritance isn't factored in) is a part of the formula used to determine your arena scoring range. Using skills like Aether (500sp) or the Growing/Blazing skills (450?sp) adds more to that total than something like Moonbow would. It's part of the reason why prf weapons are better for scoring, or why weapon refinery inflated the scores a bit.

commandercool:

Okay, gotcha. I didn't know that. What else factors into it? I've always assumed/been told stat totals before skills are applied is a big factor, that is true, right?

Mеа:

this is a pretty handy post on the subject.

To condense the info to answer your question, here are the relevant things to consider for scoring:
1) Rarity
2) level
3) merges
4) BST
5) sp total.

1, 2, and 3 are pretty obvious, so I'll skip over to 4 and 5.

The BST used in the formula for scoring is the completely vanilla stat total of the unit, so completely disregarding weapons, skills, summoner support and yes merges. The formula only considers the BST in bins of 5 (so 0-5, 6-10, etc), so a unit with 169 BST will weigh the same amount as a unit with 165 BST, while a unit with 170 BST will  weigh a little more than the previous two for being in a higher bin. This can come into play when some characters have banes that drop by -4 instead of the usual -3. You would want to avoid a bane in that stat if the extra -1 in net BST drops that unit into a lower bin. Or the other way around for some units that have a boon of +4 instead of the usual +3.

Stat totals are in bins of 100 (so 0-100, 101-200, etc.) so you want to cram in as many high cost skills as you can. Seals are worth the same as their existing skill (eg: Savage Blow 3 seal is worth the same as the Savage Blow 3 C slot skill).

e: I got some clarification on weapon refinery. Upgraded normal weapons cost 350sp compared to 300sp for their unrefined counterparts (eg: slaying axe++ vs slaying axe+). Prf weapons still only cost 400sp, so no boost there. So pretty much exactly what it cost in the menu pretty much lol. Also side note, seasonal blessings (like Fjorm's water blessing) doesn't affect score at all.

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