The Knight Witch: A Revolutionary Game for the Nintendo Switch

By admin

In the world of gaming, there have been many iconic characters and franchises that have captured the hearts of players worldwide. One such character is the legendary hero, the knight, who has embarked on countless adventures to save the day. But what happens when this brave knight collides with the magical world of Nintendo? Enter the Knight Witch Nintendo Sitch - a unique crossover that merges the world of armored warriors with the vibrant and enchanting universe of Nintendo. This peculiar blend offers a fresh and exciting gaming experience for fans of both genres. In this imaginative scenario, the knight finds himself transported to the colorful land of Nintendo, a place filled with familiar characters, such as Mario, Link, and Pikachu, to name just a few. As the knight navigates through this new environment, he encounters challenges and obstacles that require his strength, agility, and swordsmanship.


Viper Rune - 1-handed swords: inst.death, lowered ACC. Usable once per battle.
-Bought in Raftfleet
-Reward from the Zahhak/Alenia fight
*Equipped on Lelei

Knight Rune - Defend allies with 1 5 HP or less -Reward from battle directly after Lelcar strategy battle -dropped by Godwin soldiers in Doraat in Childerich Pursuit battle Equipped on Ghalleon Permanent. As for command runes, since we re calculating damage potential for 3 turns, it can be a huge difference if a character has let s say either 1 or 2 Lv3 spells available.

Command rune amazes

As the knight navigates through this new environment, he encounters challenges and obstacles that require his strength, agility, and swordsmanship. The knight also discovers new allies along the way. He may team up with Mario, the Italian plumber, to defeat Bowser and rescue Princess Peach from his clutches.

Suikosource

Here’s the damage calculator for fighter’s rune combinations:

ST_Damage_Calculator3.xlsx

The first table is the calculator. The second table is an explanation of the total damage formula, and it tells you what numbers to use if you want to include modifiers.

What you can modify:
- Str, Weapon attack, PDf, MDf, Mag and Enemy Def.
- Attack bonus from equipment, Direction bonus, Battle Lust bonus and Terrain mod: use the numbers from Table 2.

What you can’t just modify:
- Rune Slots and Number of Spells. Needless to say, but with less rune slots more rune combinations become unavailable and with more rune slots more become available. The number of spells is crucial for Magic Sword and Command Runes. You can’t use Magic Sword at all without an available Lv3 spell. As for command runes, since we’re calculating damage potential for 3 turns, it can be a huge difference if a character has let’s say either 1 or 2 Lv3 spells available. I used Lv37-40 characters, and all the calculations that include Magic Sword and/or Command Runes are based on the rune slots and number of available spells of these characters. Sure, you can use different numbers of rune slots and spells, but then you must change the formulae manually.
- The normal Ratio_mod and the Warrior Rune Ratio_mod are calculated automatically.

As mentioned above, the damage calculations take 3 turns into account. If you only do it for 1 turn, I think the results become blurred, because for example Kika can’t use her Lv3 spell every turn in a battle. However, unless you’re overleveled, you normally level up after 2 or 3 hits/kills, so I think 3 turns are fine to calculate with. Moreover, 3 turns is a full Magic Sword cycle.

Miscellaneous:
- The damage relations between the runes or rune combinations will change if you use modifiers, and you should use them to simulate realistic battle circumstances!
- A red cell means either that this rune (combo) is unavailable because of spell or rune slot restrictions or because there’s no command rune for that character; or that one rune of that combo doesn’t add any damage.


What do you think about the following test and its results?

Frederica , Lv39, 2 rune slots, 6/3/1
Atk 135, Mag 40

I’m adding the damage output of a fight that lasts at least 5 turns, so we can take the gale rune into account. Most fights last at least 5 turns, so that’s fair. By the time a character had 5 turns, the same character would’ve had 6 turns with a gale rune. That’s estimation, but it should be something like this. Note that Frederica has an above average Mag stat, so the Magic Sword will have above average effect. Let’s assume she levels up after 3 hits (everything restored), so she has Magic Sword activated all the time and can use the 2nd level Hawk Rune spell all the time (that’s actually perfectly realistic).

Magic Sword + Warrior Rune: (135+40+17)*5 = 960
Magic Sword + Wizard Rune: (135+40+18.5)*5 = 967.5
Magic Sword + Hawk Rune 2nd level spell (Magic Sword *2, Strong Arm*3): (135+40)*2 + (135*1.5)*3 = 958
Gale Rune + Warrior Rune: (135+17)*6 = 912
Gale Rune + Magic Sword: (135+40)*6 = 1050
Gale Rune + Hawk Rune 2nd level spell: (135*1.5)*6 = 1215
Warrior Rune + Hawk Rune 2nd level spell: ((135+17)*1.5)*5 = 1140
Hawk Rune 2nd level spell (alone or + Balance Rune or so): (135*1.5)*5 = 1012.5

There are 43 fighters (Lazlo does more damage as a mage, so I don’t treat him as a fighter). 18 of them have a 1st or 2nd weapon command rune spell that has a 1.5 damage multiplier or higher, so the Gale Rune + Command Rune combo will do the most damage. There’s only 1 exception: Wendel. Her Mag stat is so high that she’ll do slightly more damage using the Gale Rune + Magic Sword combo. Flare has the second highest fighter Mag stat and does slightly less damage using Gale and Magic Sword. So there are 17 fighters with the highest damage output using Gale and Command Rune: Seneca, Coop, Sigurd, Dario, Nalleo, Flare, Selma, Axel, Mitsuba, Kate, Nalkul, Champo, Frederica, Akaghi, Mizuki, Kika, and Yellow Mercenary.

I would test every fighter like this, but before I do that, I would like to ask you if there are mistakes or if I missed something. Any criticism?

As mentioned above, the damage calculations take 3 turns into account. If you only do it for 1 turn, I think the results become blurred, because for example Kika can’t use her Lv3 spell every turn in a battle. However, unless you’re overleveled, you normally level up after 2 or 3 hits/kills, so I think 3 turns are fine to calculate with. Moreover, 3 turns is a full Magic Sword cycle.
The knight witcj nintendo sitch

Or perhaps he may join forces with Link, the hero of Hyrule, on a quest to defeat Ganon and save the kingdom. With each unique alliance, the knight learns to adapt his fighting style and tactics to overcome the various enemies he encounters. The Knight Witch Nintendo Sitch also introduces the knight to whimsical and innovative gameplay mechanics. In the Nintendo world, he may acquire power-ups that grant him temporary abilities like invincibility or enhanced strength. He may also explore sprawling levels filled with hidden treasures and secret passages, adding an immersive and exploratory aspect to the gameplay. Moreover, this crossover intertwines two distinct art styles. The knight's medieval aesthetic clashes with the vibrant and cartoony graphics synonymous with Nintendo. This fusion creates a visually stunning and captivating world where players can truly immerse themselves. All in all, the Knight Witch Nintendo Sitch intertwines the worlds of armored warriors and Nintendo's beloved characters, resulting in a captivating, imaginative, and unique gaming experience. Through this crossover, players can enjoy the best of both genres and embark on an exciting adventure like none other. So, don your armor, grab your controller, and prepare to embark on a journey unlike any other in the wondrous Knight Witch Nintendo Sitch..

Reviews for "Exploring the Rich Lore of The Knight Witch on the Nintendo Switch"

1. Stephanie - 1/5 stars
"The Knight Witch Nintendo Sitch was an absolute disappointment. The plot felt disjointed and lackluster, leaving me feeling unfulfilled. The characters lacked depth and development, making it difficult to become invested in their journeys. The humor fell flat, with jokes that felt forced and unnatural. Overall, I found this game to be boring and uninspiring. I would not recommend it to anyone seeking an engaging and enjoyable gaming experience."
2. Michael - 2/5 stars
I had high hopes for The Knight Witch Nintendo Sitch, but unfortunately, it didn't live up to my expectations. The gameplay mechanics were clunky and unresponsive, making it frustrating to navigate through the game. The graphics were also underwhelming, especially when compared to other games in a similar genre. Additionally, the story felt predictable and lacked originality. Overall, I was disappointed with this game and would not recommend it unless you're a die-hard fan of the genre."
3. Emma - 2/5 stars
"The Knight Witch Nintendo Sitch failed to capture my interest. The dialogue was cheesy and the voice acting was subpar, making it difficult to connect with the characters. The gameplay itself was repetitive and lacked variety. I found myself losing interest quickly, as the missions lacked excitement and challenge. Overall, this game felt shallow and uninspired, leaving me feeling unsatisfied. I wouldn't recommend it to gamers looking for an immersive and engaging experience."

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