øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2880e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1134-2.htmllayedslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1134-2.html.zxžh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀKêÌOKtext/htmlISO-8859-1gzip0|ÖêÌÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 08:31:51 GMT0ó°° ®0®P®€§²ð®žh^ÿÿÿÿÿÿÿÿ 4êÌ Show Posts - Deathlike2

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Messages - Deathlike2

2881
Thanks Paladin for posting some of the relevent info in this thread: http://slickproductions.org/forum/index.php?topic=405.0

I wrote some data when testing in this thread: http://slickproductions.org/forum/index.php?topic=348.0

The data Paladin wrote matches up with this.

I noticed a few strange bits of data in the game..

Power Staff apparently was supposed to cast Berserk, but can't because the spell power data is 0. You will hear the "spell to be casted" when using vs Reflect.

Flame Whip has some power, but has no spell associated with it. I used the FF4 editor for this game and added Fire3 to the weapon, and it was casted... not spell effects unfortunately, but the damage was dealt. The weapon was probably supposed to have Fire3 built into it originally (think of how FF5's equivalent weapon operated).

Wooden Hammer was supposed to have cast Lit2, but can't because the spell power data is 0. You can see part of the effect vs Reflect.

So, to get weapon spell magic working properly, the power has to be at least 1, edit (aka use the editor or hack it manually) to manipulate the spell being cast by the weak (though, I don't even know what location is edited for it to be enabled), and change the spell visual so we're not confused (unless you like using a different spell's visual+sound).

In any case, there are 3 weapons that seem to have been not properly completed or tested by the original developers.

2882
Final Fantasy IV Research & Development / 1GP Sell Price Bit
« on: March 12, 2008, 12:29:58 PM »
It exists, but I don't know where that is. It is tagged for the items Ether1, Ether2, and Elixir (and Megalixir in FF4A).

2883
Final Fantasy IV Research & Development / Weapon Based Spells Hit Rate
« on: March 12, 2008, 12:24:52 PM »
They have a hit rate of 100%... but that doesn't mean the spells they cast will succeed (mainly because of resistance). For example, the Slumber Sword's Sleep magic doesn't always work since it is level based.

2884
General Discussion / Re: Paladin...
« on: March 12, 2008, 12:13:46 PM »
<edit>
I uploaded the most recent version of my "Item Compendium" document. Same URL as before:
http://www.finalfantasyiv.net/emulation/documents/itemcompendium.xls
</edit>

Looks good... I'll have to dissect the spell power of the items at some point to see if any of that even makes sense to me.

I've kinda concluded that item magic has a hit rate of 100%, overriding whatever spell hit rate data it is basing itself on.

Some descriptions of the weapons:

Lightbringer: How to get this and the Caliburn is documented in the FF4A Lunar Ruins guide for Cecil's trial. It's the weapon given to you if you successfully passed all the tests.

Caliburn: It's a play-on-word thing that should be obvious that failure was achieved.

Avenger Sword: Being under Berserk status increases your damage output by 50%... and perhaps one of the better weapons for Kain for FF4.

Slumber Sword: Sleep can be cast by the weapon. The spell's effectiveness under this weapon is primarily driven by level.

Blood Sword/Spear: It is very effective against flan/pudding monsters and Giants. The only monster worth worrying about is the undead and particular FF4A's undead flan monster (I forget its name off the top of my head, but that monster can be found on the "flan" level and in the FF4A beastiary...)

The "Piglet Sword" is aka Piggy's Stick in FF4A. The one found in FF4ET is found in the pot in the pathway between you and Odin at Baron. The one in FF4A is found in the "Chocobo Forest" in the Lunar Ruins. Both have a chance to inflict piggy status on attack.

Abel's Lance: It's Kain's "ultimate weapon" in FF4A. It's simply overpowered. Lightning elemental.. and one of the few spears (like the Blood Spear) that does NOT have the Aerial attribute (I feel that's a bug, but I digress...). It has a random chance of casting Tornado.. which relies on Kain and the target's level. This version of Tornado ignores the boss bit, making it grossly overpowered. This is picked up after the successful completion of Kain's trial.

Blood Spear/Lance: One of the treasures dropped by one of the monster-laden treasures in Eblana Castle. This weapon IMO is weaker than the Blood Sword (not by much) because of its atrocious hit rate.

Hand Axe: Probably was meant to be available when you got Cid, so figure.  It is never normally available in all versions up to FF4A (FF4DS is unknown AFAIK).

Rune Axe: It is dropped by those Giant-mechanical-like monsters. You have the best chance of acquiring one during the Giant when the Searcher monster summons a MacGiant. This weapon is the anti-mage killer. It is unfortunately 2 handed.

Mute Knife: It's not really that great with Rydia. It is relatively beneficial for Edge most of all, because he wields two weapons and has the strength to kill mage enemies at a whim.

Lilith Rod: It has a greater spell multiplier than Tellah's starting Wisdom, so it's actually a significant improvement, plus you don't have to wait for the Pysch/Osmose spell to be cast.

One other thing, there should be a byte designated specifically for certain items (Ether1, Ether2, Elixir) that makes them sell for 1 GP... they don't have a 1/2 sale price.

Byte 0 for the weapons extra attribute (as far as I'm concerned) is the "prevent critical hit byte". If you've ever noticed while using those weapons, critical hits never occur. I forget if Dragonsbrethren confirmed that. Byte 5 for the weapons enemy bonus is for flan/pudding monsters.

Also, the spell based items.. the ? is the spell hit rate... with the highest bit (bit 7) is the "boss bit" (when set, it doesn't work vs bosses). This bit also applies to the spell hit rate list.

2885
General Discussion / Re: Paladin...
« on: March 12, 2008, 09:29:02 AM »
Yo...

Well...if you mean the Golbez-Cecil hack here, then yeah thats me. Heh...it's more of a cheap graphics hack than anything else... But that's some of the first stuff I ever tried to do.

Ironically my FF4 regular playthrough is kinda on hiatus as I'm playing your hack. It's a little glitchy though when the battles starts (dunno what's causing that).

Quote
FinalFantasyIV.net is really under a lot of (random) construction on my part. My previous FF4 sites were all static HTML monstrosities that were never complete and impossible to really update. This time I'm building it right with a SQL backend and a custom CMS for data entry and maintenance. It's all custom, none of that is portal software. But who knows when it will ever be completed. One of the ladies at Sygnus.org helps me with some of the story content, but that's what they're about there mostly is the story and characters etc...(although this particular friend has interests in the game across the board)...anyway...she gives me a lot of good insights from a fan writers perspective and she has connections to the Japanese fan base. The ROM hacking side of FF4, and what a lot of you here are doing, is just as important because it reveals the inner workings of the game and a lot of valuable information as well. With the data in Yousei's document, in the Bab-il papers, and the various contributions I've seen here I've been able to scrape out all kinds of cool tables from the ROM. Like a the item drops for monsters, and the definitive data on the weapons, items, and magic. Just to mention a couple.

Well, there will be the day when all of this gets done.. (which is probably never  :tongue:) It's nice that a game is always under some sort of research unlike CT (where any idiot can make a hack).

Quote
You are correct, some of the data in that weapons article is outdated. I wrote a lot of that before I decoded the status attributes of the weapons, so I did indeed go by J2e's data for the Avenger Sword. I will need to rewrite and revise parts of that document. But that's why I'm using a database now. I can go in my CMS and edit that content pretty easily...which is the whole point. I want the data on the site to be correct. Any suggestions for revisions you'd like to make are totally cool. I suppose you can just post it here...but you can eMail me if you want >>> paladin [at] paladinet [dot] com

I'll probably post it here at some point. My brain is still trying to wrap around frequent Remedy drops that sell for 20000+ GP.  :tongue:

Quote
As for that items hacking document. Yes I've really updated that now, the version online needs to be replaced (I'll do that here after a while). I've found so much valuable information here that I pretty much spent about three whole weeks last month just compiling new data into spreadsheets. I have a huge monster of a spreadsheet for all the offsets I know now. It's not complete yet but when it gets there I'll share that out, especially since a lot of the data was supplemented by the data revealed in the discussions here.

Yea... finding romhackers that hack the same game and still not know enough about the game almost sounds ironic and mystifying. Oh well, we have time.  :wink:

2886
Final Fantasy IV Research & Development / Re: Steal/Sneak Command
« on: March 12, 2008, 08:04:15 AM »
Well, it is kinda lame... because:

1) You don't know what level the enemy is, relative to yours in most cases. Even FF4A's beastiary doesn't even provide that.

2) Those that have no item drops regularly give you potions by default.

3) What you steal is the most common drop...

I'd wish this command was reworked for interest's sake. Randomly steal a different item (if applicable) like if you were doing random drop calculations.. then the command would be really really awesome.

2887
Gaming Discussion / Re: Why Do I Bother?
« on: March 11, 2008, 10:54:18 PM »
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=930369&topic=41631845 - This thread is a near disaster. A poster cites how great 2-Handed is vs dual wield in attack power and cites it in his reasoning... only to be totally clueless because dual wield and attack power rating is USELESS.

 :bah: :lame:

2888
Final Fantasy IV Research & Development / Re: FF4ET Equipment Changes
« on: March 11, 2008, 10:12:38 PM »
I was checking the data.. and overlooked a few pieces of equipment...

Both Boomerangs have a hit rate increase of 10% over FF2/4.
Harps have a hit rate increase of 5%.
Hammers have a hit rate increase of 10%

2889
Gaming Discussion / Leviathan or Mist vs Behemoths
« on: March 11, 2008, 08:21:16 PM »
Personally, I'm not sure what level most people are at when they doing Bahamut's Cave... but I'll try to be fair here.

The random point for this discussion to look into how good or bad Leviathan is when you're using it vs the Behemoth battles. I used to use Leviathan for these battles, but at one point I simply just gave up, since the damage return on casting it was simply not MP efficient for me. I'm posting here to see if the damage is at least reasonably higher than Mist, ignoring MP consumption.

Leviathan has a base spell power of 280.

Mist's spell power is directly related to Rydia's current HP.

For the optimal situation, let's see how powerful Leviathan can be... based on a particular level range.

At level 42, Rydia has 40 Wisdom and an HP range of 1110-1245. At level 52, Rydia has 48 Wisdom and an HP range of 1670-1875.

Rydia's equipment is this set... Charm Rod, Tiara, Sorceror's Robe, and Rune Ring. This increases her Wisdom by 28.

Therefore Rydia's spell power at level 42 is 18, and at level 52 it is 20.

Ok, onto the math:

280 (base power) * 1 (worst case) - 254 (monster's magic defense) = 26 * 18 (multiplier @ level 42) = 468  (@ level 52 = 520)
280 (base power) * 1.25 (avg case) - 254 (monster's magic defense) = 96 * 18 (multiplier @ level 42) = 1728  (@ level 52 = 1920)
280 (base power) * 1.5 (best case) - 254 (monster's magic defense) = 166 * 18 (multiplier @ level 42) = 2988  (@ level 52 = 3320)

So, by comparison, Leviathan is stronger on average... on the other hand, it's hard to justify the 30 MP increase (or by 2.5x, however you factor that in.

At maximum Wisdom though..., the damage range is 650 - 4150, with an average case of 2400. By this point, Mist has greatly surpassed this.

So, unfortunately my best suggestion for Leviathan is to use it instead of Bahamut if you want to conserve 10 MP vs low magic defense targets.
5040 minimum damage vs a 0 magic defense target @ level 42... 7000 minimum damage @ maximum Wisdom. Bahamut is generally overkill for low magic defense targets.

2890
Final Fantasy IV Research & Development / Throw/Dart Command
« on: March 11, 2008, 07:05:32 PM »
Damage dealt is always this formula: Level * Weapon Power + rand (0, 255)

I don't know how BSiron got some random number to be added.

Damage ignores target's armor, so Defense = 0 in the calculations.

Ignore all other properties of the weapon, whether beneficial or not.

Row is irrelevent for this attack (Edge's or the enemy).

Note: If you don't use the duplication trick, the best weapon to throw are dropped Dragoon Spears. In FF4A, you could just buy the expensive Assassin Daggers and throw those. In FF4ET, the retweaked power of the Fuma Shurikens (100) are enough for almost 9999 damage.

2891
Final Fantasy IV Research & Development / Re: Steal Command
« on: March 11, 2008, 07:03:45 PM »
Damage taken by a failed steal seems kind broken in the SNES version of the game. I'd have to play an FF4A playthrough to test this properly...

Level is a major factor. The monster counter seems to be random as that requires Edge to be around the same level as the target. It eventually goes away on higher levels.

Row is irrelevent for the command's execution.

2892
Added a few new commands to the list and the critical hit multiplier.

2893
This bug is fixed in FF4A.

2894
The immune property doesn't apply 99% evade in FF4A, therefore the Adamant Armor is slightly weaker than before.

Critical hits implies 2x the attack power.. which I've finally confirmed once at for all.

2895
General Discussion / Re: The apartment people are retarded.
« on: March 11, 2008, 05:51:35 PM »
Documentation is always important here...