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Messages - Deathlike2

151
General Discussion / Re: NFL season 2013-2014 week 6
« on: October 10, 2013, 07:13:07 PM »
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Bengals @ Bills

Bills

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Lions @ Browns

Browns

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Raiders @ Chiefs (division)

Chiefs

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Panthers @ Vikings

Vikings

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Steelers @ Jets

Steelers

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Eagles @ Buccaneers

Bucs

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Packers @ Ravens

Packers

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Rams @ Texans

Texans

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Jaguars @ Broncos

Broncos

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Titans @ Seahawks

Seahawks

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Cardinals @ 49'ers (division)

49ers

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Saints @ Patriots

Saints - I'm crossing my fingers here...

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Redskins @ Cowboys (division)

Redskins

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Colts @ Chargers (Monday)

Colts

152
General Discussion / Re: NFL season 2013-2014 week 6
« on: October 10, 2013, 07:03:06 PM »
Week 6 schedule:
Giants @ Bears (Thursday)

Bears

Will post the rest of them soon.

153
(out of curiosity: do they work the same in reverse?  will initial Weak give Resist to opposite, or Very Weak provide Immune to opposite?)

It does. However, physical elemental attacks operate completely differently than magical elemental attacks.

The FireDog example I use often reflects this. If you give Yang the FireClaw, he will do half damage than normal. If you give him the IceClaw, he will do 4 times as much damage than normal (the target is very weak to Ice). If you equip both the Fire AND Ice Claws, he will expose the monster's elemental weakness, despite having a weapon that reacts to the monster's resistance.

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i understand the desire to try and "complete" an item like Glass Helm that has a bit set.  but it's always possible that it was set for no good reason, or that whatever aborted plan the designers had in mind with it simply can't be discerned from available information.

Having seen how the Cursed Ring works, where elemental equipment benefited from the effects of the Cursed Ring (resistance to elemental -> Absorbs elemental), Immune ideally would reflect this. Say you had an Ice Shield + Cursed Ring combo... all Fire elemental magic attacks would be absorbed (think Rubicante). Having an Ice Shield + Flame Armor would allow you to absorb both.

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a couple of items in FF6 -- Paladin Shield and Memento Ring, iirc -- have a mystery bit set that does jack squat.  it can be fun to speculate on why it's there, but there's no actionable info.  and it's possible that whatever goal the designers had for it was eventually accomplished by one of the items' many other data fields.

It is possible that the Paladin Shield was intended for a small story bit or event bit (perhaps from the guy you get it from)... or perhaps some mechanism to get more Cursed Shields. For the Memento Ring, you figure some story/event thing would occur somewhere along the line... ideally with the fight with Wrexsoul (3rd Memento Ring). Even if you didn't have Locke, the Thief Knife would have provided an opportunity for Shadow to steal it... imagine if the entire Dream World for Cyan changed just a little bit if you had Shadow+Relm involved (and perhaps Strago, for some better context). It would be nice if the 3rd Memento Ring was usable by Strago as a result.

154
I thought Double Meteor was a near guarantee in FFIV:A when you had the Twin Stars? I guess I'm recalling incorrectly then. Possibly it just takes Comet's probability, and uses Comet's original slot (quite a simple "Is Character equipped with Twin Stars...  Will Comet Occur? Then BEQ to Double Meteor" Then again, I can't recall Double Meteor too well in FFIV:A.

Double Meteor is almost guaranteed, but it's closer to 50-66, or even 75%. However, Comet and Burst still occur at a far lower rate and the chance to fail (1/256) is probably still there.

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I've already written in my bugs list, but I'll just reiterate problems with the Immune bug.. some of which is covered here, others... not at all.

1) The Glass Mask and the Adamant Armor are most affected by this, as these pieces of equipment use that bit.

2) The Glass Mask in conjunction with ANY element resistant armor does NOTHING to take advantage of this behavior. Don't ask me why... it happens to be the case.

3) The Adamant Armor as designed is the only piece of equipment that uses the Immune Bit correctly. However, it fails to "clear out the bits", making you weak to all elementals... fire and ice makes you twice as vulnerable (Fire and Ice protection elemental bits magnify the damage, see Protect Ring vs Physical Elemental Attacks).

4) FF4 Advance (GBA port) removes the evasion behavior (possibly including the Wonderswan port) indicating the likely "intended" behavior of the max evasion aspect... which is not to have it at all.

5) I still think the 99% evasion was supposed to be for magic evasion, since it is not possible (at least with the game's own equipment and math) to reach 99% magic evasion. It is easier to each 99% evasion with Kain, Cecil, and Edge... with Rosa+Rydia abusing the Shield bug. Any damage that would have been dealt would have been minimal to a wearer of a Glass Mask (why would you need high evasion to do with the highest defensive helmet in the game?) Someone like Rydia would best benefit from a Glass Mask... being able to have the highest Magic Evasion multiplier is appropriate for a Wizard while having increased physical defense. Although the monster has a terrible defense, it is a wizard of both magics...

Anyways, carry on. The Glass Mask is still a terribly useless piece of equipment as currently constituted. I think it was meant to max out out magic evasion of any character in addition to its immunity property, which doesn't work because it doesn't attach to elemental equipment like the Protect Ring.

An "ultimate armor set" would have actually consisted of the Glass Mask, Adamant Armor, and Protect Ring (well, actually, the Crystal Ring is the best loot).

156
That said, I'm not sure how the Slumber Blade worked previously... it is the only Weapon Spell Effect that did not seem 100%, but clearly the Ignore Accuracy byte was enabled normally. I think the team must not have been aware of this byte, as the Weapon Spells clearly were not meant to be 100% seeing as they have Accuracy that are in all different amounts.


AFAIK, the Slumber Sword's spell worked through Agility, through my testing.

I could be wrong, but that's how I remember it to be.

Also, am I reading this correctly?

Twin's #s are listed as such:
1/4 (64/256) chance to Comet, 1/256 chance to fail, and 195/256 chance for Burst (mini-Flare).

Now, if I could only get numbers for Double Meteor in the GBA port.

157
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 04, 2013, 10:07:31 AM »
Level definitely influences back attacks, as that tends to tell you that you're underleveled.

It's more noticeable in TAY, probably due to "adjusted limits".

I'd have to look into FF4A with the ability to use Cry+Steal.

158
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 03, 2013, 07:37:46 PM »
"Run Strength" to my knowledge had a lot more to do with the level of the enemy you are running from.

For instance, if you do an initial run of the Lunar Subterrane, running from the basic enemies wasn't too hard.

When you reach the Lunar Core... every monster takes forever to run away from. AFAIK every monster is @ level 99.

Do what you will with this info.

It has zero to do with bosses (other than Cry not working vs them), but has everything to do with level.

159
General Discussion / Re: NFL season 2013-2014 week 5
« on: October 03, 2013, 07:32:09 PM »
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Saints @ Bears

Bears

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Patriots @ Bengals

Pats

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Lions @ Packers (division)

Packers

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Chiefs @ Titans

Chiefs

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Seahawks @ Colts

Seahawks

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Jaguars @ Rams

Rams

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Ravens @ Dolphins

Dolphins

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Eagles @ Giants (division)

Giants

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Panthers @ Cardinals

Panthers

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Broncos @ Cowboys

Broncos - It'll be some sort of embarrassment of sorts.

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Texans @ 49'ers

49ers

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Chargers @ Raiders (division)

Chargers

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Jets @ Falcons (Monday)

Falcons

160
General Discussion / Re: NFL season 2013-2014 week 5
« on: October 03, 2013, 07:22:18 PM »
Week 5 schedule:
Bills @ Browns (Thursday)

Browns

Will post the rest soon.

161
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 02, 2013, 01:59:01 AM »
Hm... Cry+Steal.

If only that worked on bosses... (it doesn't AFAIK)

162
Hmm? I never knew that this information was already found. Did I waste my time looking for it then? If so, could you point me to where I can see the notes another may have written, they might shed some more light on the subject for me.

It's known about the behavior... not as much know about where to look for it (unless some of the data is already someplace like DataCrystal).

I still need to determine the chance that you will get an item in the first place.

It's probably a good idea to just get a monster that summons another monster (like an Imp/Goblin) and trace it after killing a bunch of them.

5/96 chance to drop for most monsters (set by the data, as referenced in zyrothgar's editor) with certain ones getting the 25% chance to drop (it's the monsters that drop Tents and Cabins).

163
I was fully aware how not random FF4 battles ran and it's not random.

The plus is that you know you are guaranteed to fight every possible on the encounter list the longer you are in a specific location.

It was more problematic in FF4A, but significantly better in FF4:TAY (although, I think the emulation is screwing with the drop distribution).

164
General Discussion / Re: NFL season 2013-2014 week 4
« on: September 26, 2013, 07:06:15 PM »
Week 4 schedule:

Yay for surprise upsets... boo to my suffering record.

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49'ers @ Rams (division, Thursday)

Rams

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Ravens @ Bills

Ravens

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Bengals @ Browns (division)

Bengals

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Bears @ Lions (division)

Bears

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Giants @ Chiefs

Chiefs

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Cardinals @ Buccaneers

Cards

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Colts @ Jaguars (division)

Colts

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Seahawks @ Texans

Seahawks

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Steelers @ Vikings

Steelers

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Jets @ Titans

Jets

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Redskins @ Raiders

Raiders

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Eagles @ Broncos

Broncos

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Cowboys @ Chargers

Chargers

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Patriots @ Falcons

Pats

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Dolphins @ Saints (Monday)

Saints

165
Well, it's a straight damage attack powered by your actual weapon power... it's the basic idea that I made for a hack that replaced the godawful Goblin's Punch to the same concept that was used in FF5 (the FF4 version is technically better... plus it's great for a hack).

I never thought about fixing Goblin Punch to make it unique with this formula but it makes a good deal sense now that I think about it. Using level comparisons to boost damage x8 or so. Good thinking there.

It wasn't about the damage bonus... it was to use Rydia's "poor" attack power and converting that into damage through a summon. It would actually help through using a Bow+Arrow over a Whip.

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Where to start... I know there are several formulas which are basically "damage determination", but even with physical attacks I saw no reference to a character's Physical Attack Base. Only to their chance to hit for several matters. That is worth further exploration.

I kinda meant the damage dealt algo through Poison....


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Really? I thought it was pretty unyielding here. It took roughly 10 casts from a Level 1 Rydia to kill a group of Level 5 Larva with it. It's even worse in the GBA Port then?

Well, the Black Flan (Pudding) in this game are at level 50... whereas the GBA port's version is @ level 98. Although, levels are likely altered to counter Steal, not nerf Odin.


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I'm not sure what enemies use Remedy either. 10% HP doesn't seem very... good. However that is a misconception with Absorb (I even noticed this using my Twin Healing Hack) what it heals is 1/3 of the Target's Current HP. Not Max HP. So if you're down to 60 you would heal 20 regardless of your Max HP and the code backs that up as well. I do know that no monsters seem to have a programmed "Strength" stat. So if these were ever in their plans to use effectively it likely dealt with the player or maybe monster layout was difference once upon a time?

I meant to use 1/3 of currentHP. In my hack I have Asura set up to regular healing, Remedy healing (1/10 maxHP) (purple face), and Absorb healing (1/3 currentHP) (yellow/orange mad face).

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Indeed, that's what I had expected to see. I tried it on my characters but still monsters attacked them at random rather than set to attack the one that had Search used. Golbez uses targets from within his script to directly target the party members for Black Fang. Maybe it's only special attacks. I was fighting against a group of enemies which never did anything special so that could have been the problem.

You would have to manipulate ALL of the monsters on the field's targeting... since the code probably alters "self" (meaning the lone monster) on the field.


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You're likely right but there's still one unknown to that still. The monster is listed as "Egg" while inside of an Egg, which is probably what some of that code has a hand in changing to its proper name, now that I think on it.

It is tied to a few things, so you'd have to track down the details. You could probably manipulate it for actual Pigs, Toads, and Mini if you were clever.