Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=1440e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index07f7-2.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index07f7-2.html.zxh^KOKtext/htmlISO-8859-1gzip0|Wed, 11 Mar 2020 08:31:08 GMT0 0Ph^+ Show Posts - Deathlike2

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Messages - Deathlike2

1441
Final Fantasy IV Research & Development / Re: FF4A - Slowing Petrify
« on: January 13, 2009, 09:30:21 AM »
I've finally confirmed that Slowing Petrify still relies on Stamina (Vitality in FF4) to slow down the timer. I had to force the Black Lizard's counter to physical damage to attack everyone... which made this much easier to test.

1442
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 07, 2009, 06:50:55 PM »
The following special cases are missing from the Critical Hit modifier section:
- bow OR arrow equipped

I believe it follows the fists critical hit formula.

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- Edge w/ one weapon, other hand empty

It follows the regular critical hit formula like all characters... half the weapon's attack power.

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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?

The spell multiplier certainly does affect the spell damage (it assumes the spell is deals damage of course)... however if the spell power of a spell is 0 (Venom/Poison and the Cockatrice summon's attack), it's going to deal 1 damage regardless.


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"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?

If I hadn't mentioned it in the bugs section, the tallest Magus Sister (from the Tower of Zot) casts Cure2/Cura to every living sister (the middle sister is dead to perform this). It happens that factors in the dead... which reduces the overall healing dealt.

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"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)?

I'd rather not find out, I'm sure someone will come along to answer that (or I perform a test of that)...

1443
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 06, 2009, 06:43:57 PM »
Consistency question - do  you have any issue with me renaming / reordering things for consistency?

It depends, I'm sure I get off tangent (as evidenced by all the random-ish posting on thoughts).

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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."

The check for Bow+Arrow attack power is dependent on where the Bow is placed, but that was late in the findings (past the point when I started writing said document).

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Also, the order in which you present the formulae for standard/unarmed/edge/yang/bow&arrow/monsters differs by section.

Yea, I'll have to look at that... when I started writing the sections, I didn't actually put an order together. Unarmed should go first, then standard, then Bow+Arrow, then character specific (Yang first, and then Edge). Monsters should always be last.

The last part is addressed... because there should be a logical order of sorts... although I wonder if I should Bow+Arrow ahead of the standard...

1444
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 06, 2009, 02:59:06 PM »
minor legibility suggestion: indent all formulae slightly (3 spaces?) to offset them from the descriptive text.

I don't like it.. I need the space, but a more creative answer would be fine if I think it through some more.

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i'm going to do an anal proofreading readthrough during my down time here today.

Hopefully, the update goes online soon (1.51)... I'll upload a copy here anyways (I've changed the posting legal mumbo jumbo because it didn't have to be there).

 :edit:
I have no plans to update a version until Friday at the earliest.. if there isn't anything major needing changes.

1445
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 05, 2009, 04:11:35 PM »
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).

FF5 does multiple copies of the same monster, but having different fixed battle scripts.

1446
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 05, 2009, 04:07:49 PM »
What I'm wondering, does it actually randomly change, or are there just four different formations, like there are two different trap door formations?

There's only one formation (it's nice how there are cheat codes to force any battle formation). I originally thought the way you did, but after seeing only one formation and testing the randomness of it, it's pretty random.

1447
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 05, 2009, 03:56:27 PM »
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.

It was changed or "fixed" in the Euro (and probably Jap 1.1) version... not that the battle was ever difficult (Palom learns Quake at level 23, which means it's a can't miss proposition anyways).

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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'm not sure what you're saying here. At some point, the monster changes form (although, I forget how that was triggered) and 4 possible monsters appear. I don't see how you could change to any 4 random monsters in this game. The closest one does something like that is the Trapdoor monster or the Elementals, but that's designed that way. You can only fit 3 different types of monsters in any battle to begin with... and I don't believe any of the battle codes allow for changing the monster's HP.

1448
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: January 05, 2009, 03:22:04 PM »
Ok, the stuff has been updated to Gamefaqs, although, I'm working on a revision to address spelling and grammar mistakes... and add a few bugs onto the list..

1) The Vamplady positioning/not hanging bug.

2) Master Flan can't be targeted...

3) Mention other FF4A differences.. such as they added like only a small number of new monster graphics (Yang's Trial uses it)... 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.

1449
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 05, 2009, 12:59:20 AM »
If you're interested, there's a few tweaks worth making..

For instance, the Bomb's Explode or the Last Arm's Fission attack use the same sacrifice code.. it ignores the multiplier that's set for the attack.. fixing that would be nice (although, this means that the Fission attack needs the spell power set).

Remedy (heals 1/10 of the target's MaxHP) and Absorb (heals 1/3 of the target's CurrentHP) can't be changed (it obviously ignores the spell power bit).. changing that behavior would be nice.


1450
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 04, 2009, 06:56:48 PM »
It doesn't really suggest it.. it's based off of J2e's translation so it assumes FF4 and those were weapon-item based spells.

1451
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 04, 2009, 05:54:54 PM »
Has it been tested on all versions of this game? The lack of a readme doesn't help the header issue either...

1452
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: January 04, 2009, 03:02:19 PM »
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.

lol @ stealing my screenshots. Oh well, nice patch, but I'd still recommend you add a separate patch to set the new defaults .

1453
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 31, 2008, 10:16:02 PM »
 :bah: to no answers yet..

I had a realization when I finished compiling the item data... I've actually never found the Cursed Ring useful. After coming to the conclusions from the algo, it's pretty much confirmed that its existance unfortunately have very limited use....

The Absorb property is effectively not that useful.. it's clear suckage is clear when you see the absorb algo has changed in FF4A dramatically.. in something that's easily overpowered. I'm not even sure adding all those resistances do much here...

1454
General Discussion / Happy New Year
« on: December 31, 2008, 10:10:44 PM »
It's less than an hour away, but meh... might as well start now.

So..  HAPPY NEW YEAR!  :omg:

1455
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 31, 2008, 01:57:17 AM »
Ok... the list is complete...  :bah:

The only major thing needed to be done is probably to proofread and consider adding one more section on randomly useful/cool info.