A slickproductions.org /forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=1440 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index07f7-2.html slickproductions.org /forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index07f7-2.html.z x h^ K OK text/html ISO-8859-1 gzip 0| Wed, 11 Mar 2020 08:31:08 GMT 0 0 P h^ +
We have EVEN MORE themes now, but some old ones are gone...This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
The following special cases are missing from the Critical Hit modifier section:
- bow OR arrow equipped
- Edge w/ one weapon, other hand empty
Also, according to the algorithm, the spell multiplier does not affect spell damage at all, only hit rate. Is this correct, or an oversight in the formula?
"There is a bug where monsters count the dead in the algorithm, found in one rare instance. This only applies to the SNES version of the game."
What is the rare instance?
"Cure4/Curaja - When an enemy target takes more than 16383 damage, this spell will heal the MP of that target instead due to overflow."
What happens if the MP healing overflows (say, if over 34000 damage has already been dealt)?
Consistency question - do you have any issue with me renaming / reordering things for consistency?
For example, when referring to bows and arrows, in one place you refer to the setup as "arrow in primary hand" whereas later it's "bow in recessive hand."
Also, the order in which you present the formulae for standard/unarmed/edge/yang/bow&arrow/monsters differs by section.
minor legibility suggestion: indent all formulae slightly (3 spaces?) to offset them from the descriptive text.
i'm going to do an anal proofreading readthrough during my down time here today.

Ah, okay then. I'm surprised they actually bothered to do it that way, I'm pretty sure FF5's wasn't random (I seem to remember it always changing into the same monster in the same battle, and I know it had its own versions of the monsters it turned into).
What I'm wondering, does it actually randomly change, or are there just four different formations, like there are two different trap door formations?
2) Master Flan can't be targeted...
I'm pretty sure this was intentional, and making it targetable was actually breaking that battle. Where I'm certain it was unintentional is another monster that uses a similar (I'm guessing the same) formation, the bog witch and tiny toads. This was a problem inherited from the WSC version, it's possible whoever designed the master flan (who's name should really have been "flan master"...) battle thought that was how the formation was intended to work.
the Metamorpha monster actually does change the monster into 4 random monsters (Behemoth, Blue Dragon, White Dragon, Ahriman).. which was not originally possible in FF4. I don't think there are that many actual additions though.
Are you sure, or is it just four different battle formations? That would have been possible in the original game.
I assume that changing these values will affect any other spells that use the "defense up" / "magic defense up" routines?
What I mean is, you couldn't have, say, one spell that's a single-target protect spell that boosts the target's defense a lot and a different spell, "Protect 2" or something that targets the group but gives less of a defense boost.
to no answers yet..
