øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=3075e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3a12-4.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3a12-4.html.zx$žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.–±OKtext/htmlISO-8859-1gzip@øÕ–±ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:57 GMT0ó°° ®0®P®€§²ð®#žh^ÿÿÿÿÿÿÿÿX(–± Show Posts - Deathlike2

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Messages - Deathlike2

3076
Final Fantasy IV Research & Development / Re: Kick Command
« on: March 01, 2008, 04:50:13 PM »
A lesser known fact: Kick in the SNES version of this game is disabled if Yang is floating.
This command is not disabled while under float in the GBA version.

3077
Final Fantasy IV Research & Development / Peculiar Spell Behavior...
« on: March 01, 2008, 04:49:06 PM »
I did some testing of other non-damaging spells to make sure my algo was remotely close to correct...  :tongue:

I found that Peep/Libra and Float always seems to work (especially Float, despire its low hit rate).

That could explain why Peer from Cid always works.

3078
Fixed the magic algo like I did with the attack algo. Attack magic is always applied against magic defense.
The Magic Defense Multiplier's significance is beneficial for Magic Evade to reduce the damage intake
similar to what the Defense Multiplier does for Evade.

3079
Ok, fixed a major problem with the algo. Defense is always constant even if the defense mulitplier is 0.

The defense multiplier is actually more of an evade multiplier that is factored against the opponent's attack multiplier.
So when one gains another point for the defense multiplier, it doesn't quite "increase" your defense..
it only increases the chance of taking less damage due to evasion. Same goes for magic evade.

Defense power has a lesser impact in this game, not that it is useless, but evasion makes a greater impact on damage intake.
For Cid's sake, he will benefit much more with evasion than more defense and a 0% evade rate.

Once Edge or Rydia reaches the max defense multiplier via Agility, as a result they have uber damage intake ability against the majority,
if not all of the end game monsters. A defense rate of 12x or so makes one virtually invincible.

3080
Final Fantasy IV Research & Development / Re: The Back Row
« on: March 01, 2008, 05:27:11 AM »
I might be wrong for the one handed weapon penalty (I've yet to find a sane method of testing it)...

However, the penalty to Edge is significant...



Stats and equipment:





The penalty murders Edge significantly.

3081
Final Fantasy IV Research & Development / Re: Pray Command
« on: February 29, 2008, 10:05:49 PM »
The success of Pray is tied to the hit rate of Cure1... which is atrocious.

The internal data suggests a hit rate of 100, so that implies a hit rate of 100/256... which is slightly under 40%.

Even if it goes through the hit rate test 25 times (max possible), the probability is kinda low for success.
I don't have the numbers of the probability of success though... hopefully some math wiz has a better idea...  :tongue:

3082
Gaming Discussion / You Know Tellah Really Sucks When...
« on: February 29, 2008, 06:03:06 PM »
He casts Life1 and it fails to revive a character....  :bah:

3083
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: February 29, 2008, 05:49:14 PM »
Ok, here's some actual useful info.

Cure1 has a Spell Power of 8. The Base Spell Power that I could derive is also 8, so therefore the healing done by the potion is 64 to 96.

Medicine does split targeting, but ignores the number of targets... so you divide by 5.

Therefore, the healing done to any target is between 12 and 19 (remember to truncate).

Done with the useless command... for now anyways.

3084
Final Fantasy IV Research & Development / Weapon "Spell Power"
« on: February 29, 2008, 03:10:23 PM »
This thread probably will be updated a bit more frequently, given that some of this info is undocumented or at least not looked into enough.

Each weapon has a spell power similar to using Wis/Will/Enemy Magic rating, except it is calculated against the Weapon's "Spell Power". I am unsure
how this value is stored/interpreted internally... it could be a simple number that is actually the "Spell Multiplier".. or a number that is calculated against.. like Weapon's Spell Power/4.

Anyways, onto the data.. I will also list what the number could be stored internally is pretty much in the range for (Spell Power * 4 to Spell Power * 4 + 3). You can derive the damage if you attack Imps/Goblins with the magic (Imps/Goblins have 0 magic defense). I will provide some notes to what you see on the screen... although very few weapons exhibit special effects.

All Status Inducing Equipment = 255 or 0 (I dunno what value is stored)
Rod = 1
Note: Attack image is of a "grey fist attack".
Ice Rod = 2
Flame Rod = 3
Thunder Rod = 4
Stardust Rod = 7
Lilith Rod = 8
Cure Staff = 2
Note: Cure Staff healing is split like a Summon spell... it uses the base and multiplies it against the "modified" and weaker Cure spell..
randomized for each target.
Flame Spear = 4
Blizzard Spear = 4
White/Holy Spear = 2
Dancing Knife = 8
Note: Think Rod animation, but replace fists with knives.
Poison Axe = 0
Earth Hammer = 1
FF4A only
Asura's Rod = 2
Thor's Hammer = 7
Triton's Dagger = 7

3085
Final Fantasy IV Research & Development / Re: The Back Row
« on: February 29, 2008, 01:31:56 PM »
Yes, that's why I said in the Aim thread that the command is not back row compatible. It just happens that all bows+arrows are back row compatible... but FF4A's back row bug expose said behavior.

3086
Final Fantasy IV Research & Development / Re: Cover Command
« on: February 29, 2008, 01:29:49 PM »
Will Cecil fail to cover if he is low on HP, even if he has used the Cover command?  I realize he won't auto-cover in this case.

Yes, in general. Although I've seen him cover while critical, but that generally rare.

Other reasons why Cover will fail to work:
The character doing the covering is low on HP.
The character doing the covering is using their turn to defend.
Another character is attacking the weak character, including the weak character themselves... this doesn't matter if any/all of the characters are charmed/confused.

3087
Bumping this to get some attention... many fixes/changes were made to improve the algo.

3088
The only notable enemy that is weak vs arrows, but not floating that I could come up with is the ElecFish (FF2US name).

3089
Gaming Discussion / Re: A Request To Dragonsbreathren
« on: February 29, 2008, 05:13:55 AM »
This isn't a bad idea. In my hack I merged it with Libra, in battle it has Libra's effect, out of battle it's Sight. Making it heal darkness was my first idea, I wanted to free up a few spell slots for more useful things though. I can make a hack with the darkness healing property later.

Inflicting darkness sounds like a better idea... it would make the trek at Mt. Hobs easier (the Bombs are vicious).

Quote
What animation does it use when reflected? I don't think it has any animation set when it's cast in battle, I could be wrong though, haven't looked at the data in a few months.

It's Blinkish green garbage. You'll have to see it to know what it is.

Quote
By the way, you spelled my name wrong. :tongue:

I suck at spelling.  :tongue: Fixed the title (I think).

3090
Final Fantasy IV Research & Development / Enemies Floating Imply Nothing!
« on: February 29, 2008, 02:53:11 AM »
When an enemy floats, it is purely cosmetic.

However, if the enemy is weak against projectiles, this implies they are immune to Quake.

It is the equivalent of giving Float status to the enemy... but w/o actually giving them the status.