Computers are actually very bad a producing random results. The game uses something called a seed to determine outcomes. Think of it as a randomly generated number, which the game uses to determine chance results. The same number will always give the same result. So when you manipulate the result by say entering the arena, you have forced the game to generate a new seed number.
Very bad, as in incapable. Computers cannot fundamentally create "random" results. Rather, they follow an internal timer, so every result appears at least once per cycle, which is not how probability works in the real world.
Additionally, all computer programs work the same way. Each time the rng is advanced, it will always advance to the next number in the sequence. What is unusual, but certainly not unique, to engage is that it will only advance the rng when it has to, and it uses several different rng threads to control different things. Ring rng is tied to some other element that allows it to be advanced without pulling rings unlike most other random events in the game. Like character specific level up rng can only be advanced by leveling up that character. They do it this way to eliminate the phenomenon of “save scumming” to repeatedly redo random events until you get a result you want.
It's not just the position on the 10 pull that's seeded in, it's also locked into the corresponding character for their row. For example in your pull, silque is the 4th row character for Celica. If you reset and chose Marth's bond rings instead, you would get an S rank Merric as they're the 4th row bond ring for him.
@@AstraProc i feel it would be since youre skipping atleast 2 or more loading screens i think when doing the chapter method. Atleast you're still in the Somniel and you can just fast travel from the Arena to the ring room
What I’ve tried is: Yes different arena battles produce different rings but if i kept using the same unit and then going back into the ring chamber, the seed is still the same. Once I’ve exhausted all arena attempts, I would need to go back into the chapter method.
I hope I'm right cuz this worked for me. If you have a lot of points you can do it like this: Pick a Emblem and roll 1k until you have a S Ring you want. Let's say it took you 7 tries, that means that S ring is 70 rings away. Now if you reload and enter a Battle with lets say 30 non playable units and leave it, you automatically skiped 30 rings and are now only 40 away from your S ring of your choosing. Enter the Battle again and leave it and now if you buy the next 1k you should see your ring. If you remembered the position of the S ring you don't need to spend 1k, just buy 100 4× if the S ring was on the 4th position, saving you 600.
If you use battles instead you can actually know how far you're moving because it's tied to the amount of non player units in the battle prep. The Exalt paralogue has 9 so you can move down 9 rings ensuring you never skip over an S rank. I'm not sure if the arena has any correlation like this.
Yeah there was stuff about that in Choops' comment section and I can say it works (though on some maps the numbers feel a little off sometimes; I probably just miscounted at some point on the larger maps, which are the ones I used). This works best with a few thousand bond fragments though. Like with 6,000 bond fragments you could see 60 pulls into the future and if an s rank ring shows up reload and enter and leave paralogues the appropriate amount of times (I still make backup saves just in case I mess it up though). Like if it showed up on position 56 I could probably enter the paralogue with 9 units about 6 times (9x6 being 54 forward) then pull a couple times to make up the difference only spending about 200 fragments. The reason I can say it works is I used this method to get a couple S rank Olwen rings for that juicy dire thunder.
Fire emblem games have always used a psudo random rng using a seed. Different actions arbitrarily effect the rng seed a fixed amount every time. This is most apparent when using the time crystal. Everythubg typucally references the same seed. In a way it represents a timeline of actions, as doing the same thibg will always produce the same result. Doing the same exact thing creates the same exact rng seed, or else you could easily abuse the time mechanic to brute force an option without making any actual change in actions. This has been around since GBA fe games, to prevent save scumming lol. If you use an emulator and use your "Time Crystal" save load options, you will also notice the same rbg effect clearly. This is because they had the forsight to realize kids would angrily turn of their GBA(I did this lol) and they could never guarentee a save. So by having the randomness always be predetermined, it avoided save scumming in an ingenious way. Like I said, different actions will effect the seed arbitrarily, and in cases like bond rings, the rng manipulation is very obvious.
Yea this Method is called save scumming, this method has been used in countless games for different RNG results without barely using any resources. It's cool how it works for this game as well.
I noticed that some S ranked rings don't have a skill attached to it. My S ranked Dorcas ring doesn't have that skill that makes it one of the best. So even if you roll a S ranked ring you might not get the skill attached to it.
There also two S rank ring for each Emblem ring that give certain passive effect, for example with Celica, there chance can get S rank Alm which as well as boosting stats, believe allows sword users to attack twice in row if can double.
I already knew this exploit existed, but even after seeing it in action... i still don't care enough about bond rings to be bothered doing this. Just doesn't seem worth the hassle. TBH if not for the fact that you need bond rings to earn SP in combat, i wouldn't bother with them at all.
Actually I plan on covering hogwarts, it reminds me of the oldschool harry potter platformers sorcerers stone and chamber of secrets on PC. Loved those games :)
Depend, if buy DLC, Tiki give more luck as well as boost growth rate so will passively get more luck, except for that then is nice early game, however later on there Emblem ring that give money on death as well and another ring that can give luck +10.
Depends, 2 points won't do a ton but it can help for when you are out of emblem rings so a luck ring during midgame emblem event (you know what it is :) ) could be good
The Bond Rings are actually very bad on average, you only want specific rings for builds, but this requires a powerful fighter in the first place. They should add more abilities to all rings that scales. For instance the Rank A that heals 2 HP, while the rank S that heals 5. Stat wise, a lv20 Emblem grants 4 times more state, and several skills.
@@IcedCoffeeGaming The early game isn't so hard at all. Most of the time I just flank and kill the targets as usual, they don't scale beyond what is beatable with lv1 units so to speak.
wow did not know that arena does the same thing as story thanks man it will save way more time
Actually. Now it can be done casually between fights since u dont have to releave/enter somniel
Computers are actually very bad a producing random results. The game uses something called a seed to determine outcomes. Think of it as a randomly generated number, which the game uses to determine chance results. The same number will always give the same result. So when you manipulate the result by say entering the arena, you have forced the game to generate a new seed number.
Very bad, as in incapable. Computers cannot fundamentally create "random" results. Rather, they follow an internal timer, so every result appears at least once per cycle, which is not how probability works in the real world.
Additionally, all computer programs work the same way. Each time the rng is advanced, it will always advance to the next number in the sequence. What is unusual, but certainly not unique, to engage is that it will only advance the rng when it has to, and it uses several different rng threads to control different things. Ring rng is tied to some other element that allows it to be advanced without pulling rings unlike most other random events in the game. Like character specific level up rng can only be advanced by leveling up that character. They do it this way to eliminate the phenomenon of “save scumming” to repeatedly redo random events until you get a result you want.
It's not just the position on the 10 pull that's seeded in, it's also locked into the corresponding character for their row. For example in your pull, silque is the 4th row character for Celica. If you reset and chose Marth's bond rings instead, you would get an S rank Merric as they're the 4th row bond ring for him.
He said that
I didn't know doing an arena battle re-rolled the RNG, that's much faster than going into a chapter and backing out, thanks ~
Is it quicker?
@@AstraProc i feel it would be since youre skipping atleast 2 or more loading screens i think when doing the chapter method. Atleast you're still in the Somniel and you can just fast travel from the Arena to the ring room
What I’ve tried is:
Yes different arena battles produce different rings but if i kept using the same unit and then going back into the ring chamber, the seed is still the same.
Once I’ve exhausted all arena attempts, I would need to go back into the chapter method.
So its fixed when you do the arena , but its a pretty good way to farm, thank you , since im on post , this will come in handy
I hope I'm right cuz this worked for me.
If you have a lot of points you can do it like this:
Pick a Emblem and roll 1k until you have a S Ring you want. Let's say it took you 7 tries, that means that S ring is 70 rings away. Now if you reload and enter a Battle with lets say 30 non playable units and leave it, you automatically skiped 30 rings and are now only 40 away from your S ring of your choosing. Enter the Battle again and leave it and now if you buy the next 1k you should see your ring. If you remembered the position of the S ring you don't need to spend 1k, just buy 100 4× if the S ring was on the 4th position, saving you 600.
This is a great optimization to know
If you use battles instead you can actually know how far you're moving because it's tied to the amount of non player units in the battle prep. The Exalt paralogue has 9 so you can move down 9 rings ensuring you never skip over an S rank. I'm not sure if the arena has any correlation like this.
Yeah there was stuff about that in Choops' comment section and I can say it works (though on some maps the numbers feel a little off sometimes; I probably just miscounted at some point on the larger maps, which are the ones I used). This works best with a few thousand bond fragments though. Like with 6,000 bond fragments you could see 60 pulls into the future and if an s rank ring shows up reload and enter and leave paralogues the appropriate amount of times (I still make backup saves just in case I mess it up though). Like if it showed up on position 56 I could probably enter the paralogue with 9 units about 6 times (9x6 being 54 forward) then pull a couple times to make up the difference only spending about 200 fragments. The reason I can say it works is I used this method to get a couple S rank Olwen rings for that juicy dire thunder.
I dont quiet get that can you rephrase it pls?
you repeating “she will act as your opponent today” 😭😭😭
This is pretty useful, I need some S rank rings
Fire emblem games have always used a psudo random rng using a seed. Different actions arbitrarily effect the rng seed a fixed amount every time. This is most apparent when using the time crystal.
Everythubg typucally references the same seed. In a way it represents a timeline of actions, as doing the same thibg will always produce the same result.
Doing the same exact thing creates the same exact rng seed, or else you could easily abuse the time mechanic to brute force an option without making any actual change in actions.
This has been around since GBA fe games, to prevent save scumming lol. If you use an emulator and use your "Time Crystal" save load options, you will also notice the same rbg effect clearly.
This is because they had the forsight to realize kids would angrily turn of their GBA(I did this lol) and they could never guarentee a save. So by having the randomness always be predetermined, it avoided save scumming in an ingenious way.
Like I said, different actions will effect the seed arbitrarily, and in cases like bond rings, the rng manipulation is very obvious.
I dont know if this appeared earlier in the previous games btw. I wouldnt be surprised. I just know it was around at least since gba.
Yea this Method is called save scumming, this method has been used in countless games for different RNG results without barely using any resources. It's cool how it works for this game as well.
It wouldn't be a fire emblem game if it didn't have cheese and save scumming tbh
@@IcedCoffeeGaming Amen, looking at you Fates/Conquest/Rebirth/Awakening! Jesus, the warp meta was stupid
I think your opponent is determined by class or weapon because when I was getting all alear classes it changed up whenever I wasn't a sword class
Bond rings are cool
Should I skip these rings and wait until one with an effect comes because pulling for Olwen before I lose my chance is hard lol
I noticed that some S ranked rings don't have a skill attached to it. My S ranked Dorcas ring doesn't have that skill that makes it one of the best. So even if you roll a S ranked ring you might not get the skill attached to it.
It's so weird how RNG is predetermined 😭
Can you pull infinite s-rank rings once you know the placement? Or does it just work for one?
You can get one in that place at that time. The order is preset to some degree and changes when you enter/leave a mission.
Only issue is that given the dlc, youll have enough emblems for all hour characters. Is there a reason to do this apart from dire thunder?
claude's ring is just as powerful imo
There also two S rank ring for each Emblem ring that give certain passive effect, for example with Celica, there chance can get S rank Alm which as well as boosting stats, believe allows sword users to attack twice in row if can double.
Byleth actually has 3...Edelgaard, Dimitri, Claude
@@magegeneral6988 Ah, never realised, honestly by time get to Byleth, should have so many ring that there no point in going gacha again.
@@Grimrai悲壮ライPlay I mean... Claude outright gives Bows range+1 when at full health so that alone can make rolling on Byleth worth
@@goldencyclone4984 That is fair.
Does this one still work in the latest update ??
I already knew this exploit existed, but even after seeing it in action... i still don't care enough about bond rings to be bothered doing this. Just doesn't seem worth the hassle.
TBH if not for the fact that you need bond rings to earn SP in combat, i wouldn't bother with them at all.
Off topic but are you gonna play Hogwarts Legacy Four Houses? 😂 Thanks for all your videos and guides!
Actually I plan on covering hogwarts, it reminds me of the oldschool harry potter platformers sorcerers stone and chamber of secrets on PC. Loved those games :)
@@IcedCoffeeGaming yeah dude I loved those too! I'm hype to play it Monday! No review copy just a PS5 owner lol
Would a luck+2 ring like this one be better than an emblem on Anna?
Depend, if buy DLC, Tiki give more luck as well as boost growth rate so will passively get more luck, except for that then is nice early game, however later on there Emblem ring that give money on death as well and another ring that can give luck +10.
Depends, 2 points won't do a ton but it can help for when you are out of emblem rings so a luck ring during midgame emblem event (you know what it is :) ) could be good
Chrom's S ring give 5% activation bonus to all skills. But I think the luck boosting would be better from Byleth.
The Bond Rings are actually very bad on average, you only want specific rings for builds, but this requires a powerful fighter in the first place.
They should add more abilities to all rings that scales.
For instance the Rank A that heals 2 HP, while the rank S that heals 5.
Stat wise, a lv20 Emblem grants 4 times more state, and several skills.
They are free upside early game, the stats are decent.
@@IcedCoffeeGaming The early game isn't so hard at all. Most of the time I just flank and kill the targets as usual, they don't scale beyond what is beatable with lv1 units so to speak.
Dire Thunder is cracked, but on average the Bond Rings aren't crazy good effects
Huh??
This game seems to be an exercise in tediousness, my gosh, it's a slog, I stopped playing, everything is too slow.