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196
Both attack and magic algos are going to be redone.

I spent some time thinking about how HP based attacks were supposed to operate... and some of that does actually translate into the original algo.

So sometime this weekend, they will be redone... and they will make a lot more sense than before... hopefully.

197
Final Fantasy IV Research & Development / The Back Row Bugs...
« on: March 25, 2008, 05:32:17 PM »
Ok, apparently the devs have dropped the ball.. multiple times.

SNES version - The back row bug for this version of the game is simple. If you equip a back row compatible weapon on a character, it is not unset when you switch to a non-back row compatible weapon.

This bug is very beneficial except that most of those weapons have the "disable critical bit" enabled which is the tradeoff. This bug occurs for all versions w/o exception.

Note: The "disable critical hit" bit is only available in the SNES version.

Characters that are unaffected are Tellah and Yang, since they do not have a back row compatible weapon.

Characters who are automatically inflicted with this bug include Rosa (initially) and Rydia (when she comes back).

Edge needs both hands to have equipped (at one point or another) a Boomerang weapon to take advantage of this bug.  This also implies that both hands need to be "back row" compatible for the benefits to stick when both hands have a weapon. This is the same reason why bows+arrows have that bit set.

GBA Version - There are two different back row bugs.

GBA US Version (probably includes Jap v1.0) - The back row bit is not adhered to at all, thus making normally back row compatible weapons to decrease hit rate.

GBA Euro Version (probably includes Jap v1.1) - The back row bit is not adhered to at all, thus making the either row deal the same amount of damage. The back row bit is effectively useless in this version.

What I've learned from all of this:

Back row incompatible weapons reduce hit rate by 1/2.

Attacking enemies that are "considered" to be in the back row also reduce hit rate by 1/2. This penalty is stackable with back row incompatible weapons.

Note: There is no front/back rows for enemies in FF4A. (In other words, there is no distinction for enemy location when attacking).

Second Note: Whoever spread the rumors that FF4ET didn't adhere to rows was grossly informed and didn't do any testing. More likely than not, they were experiencing the back row bug.

Back row compatible weapons (and those characters that are affected by the bug) in the SNES version are not affected by either back row penalty.

The GBA versions can't decide between "no back row compatible weapons" (US and Jap v1.0) and "always back row compatible" (Euro and Jap v1.1).

Since I don't have the DS version to test this behavior (I get the feeling a variation of this bug is still lingering somehow), this is pretty sad that these row bugs are still cropping up.

198
Has anyone looked into what it was supposed to do...?

199
Final Fantasy IV Research & Development / FF4 Item - Dark Matter
« on: March 22, 2008, 09:51:14 AM »
Seriously, is the rumor of it reducing damage from Big Bang true... or what the hell is up with this item?

200
Final Fantasy IV Research & Development / FF4's Warp Spell
« on: March 22, 2008, 09:22:27 AM »
Is there any dummied/unused code that this spell was supposed to use?

I almost get the feeling it was a preliminary Return spell (think FF5's Time Magic).

201
Final Fantasy IV Research & Development / THE Status Thread
« on: March 20, 2008, 03:42:25 PM »
This thread is to keep track of odd/peculiar/known behavior of certain statuses...

Blind (aka Darkness status):
http://slickproductions.org/forum/index.php?topic=366.0

Regen (hidden):
http://slickproductions.org/forum/index.php?topic=308.0

Barrier (seen in FF4 only):
http://slickproductions.org/forum/index.php?topic=275.0

Dispel/Black Hole (status removal):
http://slickproductions.org/forum/index.php?topic=274.0

HP Leak (hidden):
http://slickproductions.org/forum/index.php?topic=373.0

Silence/Mute:
http://slickproductions.org/forum/index.php?topic=364.0 - commands disabled/behaving strange
http://slickproductions.org/forum/index.php?topic=442.0 - monster spells are not disabled

Paralysis and Sleep:
http://slickproductions.org/forum/index.php?topic=335.0

Reflect:
http://slickproductions.org/forum/index.php?topic=322.0 - cosmetic issues
http://slickproductions.org/forum/index.php?topic=403.0 - dummied effects via Reflect
http://slickproductions.org/forum/index.php?topic=288.0 - Gird is reflectable
http://slickproductions.org/forum/index.php?topic=307.0 - Pray is reflectable
http://slickproductions.org/forum/index.php?topic=181.0 - Reflect "changes" the elemental somehow

Curse:
http://slickproductions.org/forum/index.php?topic=318.0

Hide (hidden status):
http://slickproductions.org/forum/index.php?topic=310.0

Jump (hidden):
http://slickproductions.org/forum/index.php?topic=265.0

Twin (not really documented yet):
http://slickproductions.org/forum/index.php?topic=290.0

Build Up (hidden):
http://slickproductions.org/forum/index.php?topic=288.0

Metallic Paralysis:
http://slickproductions.org/forum/index.php?topic=382.0

Defend/Parry (hidden):
http://slickproductions.org/forum/index.php?topic=317.0

Charm (and some HP leak info):
http://slickproductions.org/forum/index.php?topic=181.0

Cover (hidden):
http://slickproductions.org/forum/index.php?topic=309.0

Critical (hidden):
http://slickproductions.org/forum/index.php?topic=289.0

Berserk:
http://slickproductions.org/forum/index.php?topic=194.0 - ATB and FF4A
http://slickproductions.org/forum/index.php?topic=117.0 - Avenger Sword

Status-Magic Behavior:
http://slickproductions.org/forum/index.php?topic=182.0

Status Priorities:
http://slickproductions.org/forum/index.php?topic=466.0

Count/Doom:
http://slickproductions.org/forum/index.php?topic=535.0

202
Final Fantasy IV Research & Development / HP Damage Algo
« on: March 20, 2008, 11:43:37 AM »
Refer to this thread for the start of my idea, but it wasn't fully fleshed out - http://slickproductions.org/forum/index.php?topic=390.0

This thread is an appendix to the magic algo, since the majority of that has an impact depending on resistances...

Onto the algo...

HP Power (HP attack based on caster) = Caster's Current HP
HP Power (HP attack based on target) = Target's Max HP

Base HP Spell Power = Whatever is normally listed in the spell power slot
Base HP Absorb Spell Power = Whatever is normally listed next to the spell power data (**default: 100/Base HP Spell Power)
****Base HP Spell Hit Rate = Whatever is normally listed in the hit rate slot

**Note: Not sure if that always have to be defined like that, but it is there anyways...
****Note: Make sure to subtract 128 if it uses the boss bit

HP Spell Power Elemental Modifier (HP attack based on target):
Target is Weak to Element, HP Spell Power = 2
Target is Resistant to Element, HP Spell Power = 10
**Target is Immune to Element, HP Spell Power = 10
**Target Absorbs Element, HP Spell Power = Base HP Spell Power * -1
Unapplicable, HP Spell Power = Base HP Spell Power

HP Spell Power Elemental Modifier (HP attack based on caster):
Target is Weak to Element, HP Spell Power = Base HP Spell Power * 2
Target is Resistant to Element, HP Spell Power = Base HP Spell Power / 2
**Target is Immune to Element, HP Spell Power = Caster's Current HP
**Target Absorbs Element, HP Spell Power = Base HP Spell Power * -1
Unapplicable, HP Spell Power = Base HP Spell Power

**Note: In the SNES version, Immunity has precedence over Absorb. In the GBA version, Absorb has precedence over Immunity.

HP Based Damage Bonus:
HP attack based on target, HP Damage Bonus = 0
HP attack based on caster, HP Damage Bonus = (Caster's Current HP/ HP Spell Power * rand (100, 150) / 100) % 256

Basic Formula - Includes Weakness, Resistance, and Immunity (SNES and GBA versions):

Code: [Select]
//skip loop if using the GBA version...

while (Spell Multiplier > 0)
{
 if(Target's Magic Defense Multiplier == 0)
 {
  Success = true
  break;
 }

 while(Target's Magic Defense Multiplier > 0)
 {
  Target's Magic Defense Multiplier--;
  if (rand(0, 99) > HP Spell Hit Rate) || (rand(0, 99) < Target's Magic Evade))
  {
    break;
  }
 }
 Spell Multiplier--;
}

if (Success) //only applies to SNES version
{
 Damage = Base HP Power / HP Spell Power + HP Damage Bonus
}

Absorb Formula (SNES version):
Use Base HP Absorb Spell Power and plug that into the general magic algo as the Base Spell Power: http://slickproductions.org/forum/index.php?topic=329.0

Absorb Formula (GBA version):

If the spell is single targeted...
HP Absorb Spell Power = Base HP Absorb Spell Power * 3/2
Target's Magic Defense = 0
Target's Magic Evade = 0
Plug in HP Absorb Spell Power into the general magic algo as the Base Spell Power: http://slickproductions.org/forum/index.php?topic=329.0

Note: This isn't really known quite yet...

If the spell is multitargeted...
Damage = Base HP Power / HP Spell Power + HP Damage Bonus

203
Gaming Discussion / FF4 Equipment Rebalancing?
« on: March 19, 2008, 09:05:48 AM »
Although this is strictly my opinion, I hope to give some insight into retweaking aspects of FF4 that seem horribly broken and unbalanced/useless.

I'll focus on specific aspects and work my way to others as I come up with ideas.

Bows+Arrows need the most restructuring.

Bows should focus more on tweaking the attack power.. the Arrows should be used to exploit weaknesses.

I haven't thought too much on the Bows.. but each upgrade should be like this.. a new bow should improve the attack power at least by 10 (internally, 20 points have to be increased) and the hit rate increases by 10% (this should be semi-viable for those not named Rosa).

Arrows need to be retweaked.. something along the lines like this (monsters probably have to be retweaked):
"Cursed" Arrows, 20 attack power, inflicts Curse (a tweak for Iron arrows specifically)
Holy Arrows, 10 attack power, Holy elemental, effective vs Spirits/Ghouls (most spirits are weak vs holy)
Fire Arrows, 10 attack power, Fire elemental, effective vs Undead (it would also work against the Milon Z/elemental version)
Ice Arrows, 10 attack power, Ice elemental, effective vs Insects/Reptiles (this is based on the Ice Rod)
Lightning Arrows, 10 attack power, Lightning elemental, effective vs Mechs
Darkness Arrows, 15 attack power, Darkness elemental, inflicts Darkness (this is part of a greater game tweak that would be necessary)
Mute/Silence Arrows, 15 attack power, effective vs Mages, inflicts Mute/Silence
Charm Arrows, 15 attack power, effective vs Giants, inflicts Charm
Artemis Arrows, 18 attack power, effective vs Dragons, inflicts Poison
Drain Arrows, 15 attack power, Drain elemental, effective vs "Undead" and Flan/Pudding (replacement for Poison Arrows)
Beast/Beastkiller Arrows, 8 attack power, effective vs all races except Flan/Pudding (replacement for Genji/Samurai/Yoichi Arrows)
Medusa arrows, 5 attack power, inflicts Stone

Edit: Arrow values retweaked and posting Bow stats...

Short Bow, 20 attack power (10 effective), 99% hit rate, Air elemental
CrossBow, 40 attack power (20 effective), 50% hit rate, Air elemental
Great Bow, 60 attack power (30 effective), 60% hit rate, Air elemental, +3 Str
Archer/Killer Bow, 90 attack power (45 effective), 65% hit rate, Air elemental, +5 Str
Elven Bow, 130 attack power (65 effective), 75% hit rate, Air elemental, effective vs mages, +5 Wis, +5 Str, casts Shell when used as an item
Samurai/Yoichi Bow, 180 attack power (90 effective), 70% hit rate, Air elemental, +10 Str, +10 Will, effective vs giants
Artemis Bow, 250 attack power (125 effective), 80% hit rate, Air elemental, effective vs dragons, +15 Str, +15 Agi, -15 Vit, +15 Wis, -15 Will

Thoughts and comments welcome.

Another Edit: The focus of the power goes to the bows.. the arrows have a lesser role although they have more impact early on.

The Short Bow is to be used early on.. for characters like Palom+Porom for Mt. Ordeals... while Rosa benefits from the CrossBow early on. The Great Bow will be handy during the Magnetic Cave run.. and the later Bows will become very viable for other characters.. particularly Rydia (and FuSoYa to a lesser extent) so they aren't doing as poorly.

The Artemis Bow gets the greatest boost, and gives Rosa competitive stats so she can keep the White Robe instead of having to use the Minerva Robe to be even remotely speedy.

204
There seems to be a number of things to this game that needs some fixing.. and it may be worthwhile to do..

1) Add unused dialog to proper parts of the game. There is some dialog that you would think would be shown, but never shown because the game was most likely unfinished.
2) Fix the duplication bug (use FF4ET as a base).
3) Allow FF2US to use the FF4 Active option.
4) Add back in dummied weapons... perhaps adding a new script to trigger them.. like a script to check if all the vehicles surround Mysidia or Baron that some guy gives you the Assassin Knife... or adding the Hand Axe to a shop the town of Silveria/Mythril or to Cid's daughter as a gift or something.
5) Fix the Adamant Armor bug.  :tongue:
6) Apply fix for Stop status in FF2 v1.0 that was applied to FF2 v1.1.
7) Readd all dummied commands...?
8) Fix one dummied command not ever enabled in FF4.
9) Fix back row bit bug.

A more radical hack though is modifying the battle system to take advantage of the other defensive stats (evade and magic evade)... which would make for battles where Cecil can actually miss...

Another radical hack would perhaps add something like FF4A's character switching system, since in theory it should work the same way... not required but a cool idea perhaps.

Thoughts, other ideas, and random objections?

205
Gaming Discussion / Trading Defense For Stat Bonuses...
« on: March 18, 2008, 08:36:27 PM »
I've been an advocate of trading defense for stat boosts and evade as evidenced by these threads:
http://slickproductions.org/forum/index.php?topic=354.0
http://slickproductions.org/forum/index.php?topic=429.0

There are some obvious reasoning for that.

The values for each significant stat (attack power, defense, and magic defense) are important (though the magic defense stat is almost insignificant, followed by the defense stat to an extent), but multiplies have a greater influence since their impact determines the most to damage output.

Vitality in relation to every other stat is actually weak.. whereas all the other stats have some influence against the multipliers. Someone such as Yang would greatly benefit from a Headband+Karate/Kenpogi combo since that directly influences his attack multiplier stat. For someone such as Cid, sometimes it is a difficult decision, given that the multiplier barely moves for him since his Agility growth looks bad (but actually it is comparable to Yangs, except that Yang gets Agility boosting claws). If one were to expose this behavior in FF4A late game, it isn't as bad.. but early game, you may prefer to simply take less damage. It's an interesting decision to say the least, and one worth exploring if you have nothing better to do.

Late game, particularly if you plan to stat max past level 70), the emphasis on stats is reduced (pretty much all the final characters in FF4 can max the Agility stat, except for Rosa). Evade and Magic Evade (via the stat multipliers) becomes much more significant in reducing damage. These cause monsters such as the Behemoth or Red Dragon to simply miss you more often than not... and make the EvilMask look silly when Holy or Flare fail to hit you. It has a greater significance vs magic simply because magic defense is not that high, but if you were to evade some of the enemy's spell multiplier, you can easily lose 340-1200 points of damage vs Flare/Holy/Meteo attacks.. something that a slight magic defense bump doesn't magically fix.

Anyways, here's some other interesting examples of equipment choice:
Light (Paladin) Helmet vs Triangle (Gaea) Hat for Cecil..

Light Helmet stats:
7 defense, 0 evade, 2 magic defense, 1 magic evade, +3 Will, undead resistance

Triangle Hat stats:
3 defense, 7 evade, 5 magic defense, 5 magic evade, +3 Will, +3 Wis

It almost seems that a 4 defense difference is a lot... which is partially true. For the majority of time it is relavent, it's not a significant concern. The rest of the Paladin's initial equipment already covers undead resistance, and the Triangle Hat boosts a number of other things.. which allows Cecil during the "weakened" Dark Elf have a greater chance to completely avoiding his magic (he has a 1x spell multiplier in this state IIRC).

Here's another look at another equipment comparison...
Mithril (Silver) Helmet vs Priest (Wizard) Hat

Mithril Helmet:
8 defense, 0 evade, 2 magic defense, 2 magic evade, spirit resistance

Priest Hat:
5 defense, 8 evade, 7 magic defense, 7 magic evade, +5 Will, undead resistance

3 defense doesn't seem like that much, and that's true. However, the Priest Hat benefits Cecil is even greater this time around. Spirit resistance at the point of the game you can buy the equipment is practically irrelevent.. plus most likely Cecil has moved on from most of his Paladin equipment so the undead resistance will prove useful when it matters (not as significant, but there are a number of places where you have undead). Cecil at least becomes a semi-competant healing at this point.. so it's not that much of a hinderance.

Well.. here's a more compelling argument+comparison...

Diamond Armor vs Light (Sorceror) Robe

Diamond Armor:
19 defense, 0 evade, 4 magic defense, 2 magic evade, lightning resistance

Light Robe:
12 defense, 10 evade, 9 magic defense, 9 magic evade, +5 Wisdom, +5 Will, lightning resistance, undead resistance

7 defense is "probably" significant again, but the Light Robe has far more application.. since at this point of the game, those extra stat boosts would have boosted Cecil's magic defense multiplier a notch, plus given him some extra defense vs undead (then again, if you have the Priest Hat, it won't matter as much). These choices always become tougher, but the reality is what you prefer. The stat boosts are generally better at this point of the game, but you may have some difficulty measuring the difference.. so here's a very interesting argument...

When Kain leaves for the final time and comes back.. he comes with the Genji (Samurai) armor set. That set is realtively inferior IMO, for many reasons. The best armor equipment set IMO is the following:
Aegis Shield
Green Beret (Bandanna)
Diamond Armor
Power Wrist/Armlet (Strength Ring) / Giant (Zeus) Gloves is preferable...

Here's the benefits over the entire Genji Set
1) Resistance vs Mages
2) Resistance vs Petrify - useful vs Kary/Selene Guardian/Moon Goddess
3) Resistance vs Lightning
4) Lots of power boosts, useful for killing normal enemies and bosses
5) Massive evade boost

The Genji Set has only the defense and magic defense benefits.. but that's it. There's nothing amazing except that defense vs Behemoths is nice, but then again why would this matter if you don't use Blink to your advantage?

In sum, the tradeoffs listed here are worthy of note, and something to think about when playing the game (and hacks).

206
Gaming Discussion / FF4 - Top Annoying Monsters
« on: March 18, 2008, 02:24:52 PM »
I felt bored, but I have some ideas for actual articles soon (regarding stat boosts and another on ideas to weapon rebalancing...)

Here's my list of most annoying monsters, in order of greatest annoyance, given location and current party you first encounter this monster...

1) Mechanical Dragon - strongest monster in the Giant that doesn't hesitate to rape you outright, especially when you have at most one character at this point that can have fire protection
2) Chimera (Manticore being a related monster, but not the same of course) - basic elemental absorb and a nasty Ice attack when left alone is annoying as hell
3) Green Dragon - high HP and status resistances make it difficult to kill easily, plus you only have one character that has a Thunder resistance piece of equipment...
4) Bomb/Greybomb - way too much attack power this early in the game, plus no Bomb magic drops
5) Zemus's Mind - multitargeted Charm = good chance of Rydia annihilating your party with Meteo
6) Tinymage - paralysis vs physical attacks and Psych vs magical attacks is not my idea of fun
7) Blue Dragon - this target has elemental absorbs up the ass, to the point where the Dragon's Whisker is stronger than the Wyvern (Dragoon) Lance

207
Final Fantasy IV Research & Development / FF4A Drop Rates?
« on: March 16, 2008, 08:26:11 PM »
I'm pretty sure the specific item drop rates are the same.. but what's the actual chance than an enemy drops an item (including the other increased drop)?

208
The Ogre Axe is the only weapon as far I can tell. The hit rate was boosted 16% in FF2US.

209
Gaming Discussion / Memorable FF4 (J2e) Quotes
« on: March 15, 2008, 01:13:10 PM »
Oh Golbez, I knew you would love them:


Cid has a point:


We believe you Edge...:


Kain has something to say:


Didn't you say...?:


Oops:


210
I just realized that you can have every vehicle in the same place.. well, between Baron and Mysidia anyways. It was pointed out to me in a post @ Gamefaqs.

There is some sort of event trigger that causes a Black Chocobo to be spawned. This is triggered when entering the Big Whale for the first time. The Black Chocobo is spawned at Baron, so you can use the Black Chocobo to "pick up" the Enterprise and bring it to Mysidia...

New Black Chocobo @ Baron's Forest:


Nice pic of all the vehicles in one area...

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