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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on March 05, 2008, 09:04:57 AM

Title: What the hell is this bit?
Post by: Deathlike2 on March 05, 2008, 09:04:57 AM
What the hell is this machine resistant bit?  :tongue:

I probably will look into this further, but it doesn't really seem to do anything that I can tell.
Title: Re: What the hell is this bit?
Post by: Deathlike2 on March 06, 2008, 12:15:33 AM
A request... a dump of all info on mechanical enemies would be appreciated...

Spells that have this property:
Hold
Mute
Charm
Protect
Shell
Life1
Life2
Size/Mini
Toad
Piggy
Weak
Sleep
Stone/Break
Fatal/Death
Stop
Pin
Image
Silver/Mythril Staff's magic (which is the Unicorn Horn item)
Staff magic (heals poison)
Bomb (summon)
Mist (summon)
Asura (revive)
Copper/Silver/Gold Hourglasses (Stop)

What do all of these spells have in common...?
Title: Re: What the hell is this bit?
Post by: Phoenix on March 06, 2008, 04:17:32 AM
Just curious, what tells you it denotes machine resistant?
Title: Re: What the hell is this bit?
Post by: Deathlike2 on March 06, 2008, 04:22:25 AM
Just curious, what tells you it denotes machine resistant?

Nothing, that's what the FF2/4 tool says, but I have yet to confirm a valid test to see what it represents.
Title: Re: What the hell is this bit?
Post by: Deathlike2 on March 06, 2008, 06:18:56 AM
Ok, this bit seems to denote whether or not it is an attack spell.

When disabled, magic damage is factored against the spell multiplier.

When enabled, magic damage is not factored against the spell multiplier... so it seems to be status inducing/changing specific.

My guess is that it is supposed to work with another bit to denote it is a strictly not a damage inducing spell.
Consider what Poison/Venom and the Cockatrice summon do. Somehow it is tied with another byte.

This byte is useless on the Mist/Bomb summon, given that they use a special damage algo based on the HP.

The other spells are technically unaffected with this byte enabled... it specifically affects damage inducing spells.
Title: Re: What the hell is this bit?
Post by: Phoenix on March 19, 2008, 10:16:25 PM
I've confirmed that this bit denotes a status-type attack within the spell subroutine code. More precisely, it sets the spell multiplier to 1 if this bit is set, otherwise it sets it to the usual (wisdom/will) / 4 + 1. I don't know if it has other uses -- I haven't run across them yet, but I'll keep my eyes open for it.
Title: Re: What the hell is this bit?
Post by: Deathlike2 on March 19, 2008, 10:24:04 PM
I've confirmed that this bit denotes a status-type attack within the spell subroutine code. More precisely, it sets the spell multiplier to 1 if this bit is set, otherwise it sets it to the usual (wisdom/will) / 4 + 1. I don't know if it has other uses -- I haven't run across them yet, but I'll keep my eyes open for it.

There are a few details that don't make, not that I don't believe you.

That implies that the majority of the status spells are level based.... if not ALL of them.

Mist and Asura are oddities though (because the multiplier is ignored in the first place), and also this also implies that Blind/Darkness status has a greater impact than I thought.
Title: Re: What the hell is this bit?
Post by: Phoenix on March 19, 2008, 10:33:43 PM
Blind does seem to be quite detrimental. It looks like it cuts all % in half (hit rate, evade, magic hit rate, magic evade), which is a large penalty for one status.

I'm not sure what's going on with status attacks yet. I'll look at the code some time, but it might refigure the multiplier after the point at which I've looked at it.
Title: Re: What the hell is this bit?
Post by: Deathlike2 on March 19, 2008, 10:43:23 PM
Blind does seem to be quite detrimental. It looks like it cuts all % in half (hit rate, evade, magic hit rate, magic evade), which is a large penalty for one status.

Actually.. in my algo, I only thought it was hit rate and spell hit rate. It's much harder to test evade and magic evade since enemies have 0 of them.

Quote
I'm not sure what's going on with status attacks yet. I'll look at the code some time, but it might refigure the multiplier after the point at which I've looked at it.

Well, please check against the level based attacks that I've documented so far (I don't think there are many more, but that's just a list of the obvious ones). There should definately be a section where the level is compared for a small number of spells.

http://slickproductions.org/forum/index.php?topic=358.0

Make sure to reference against my spell algo, since that has an almost clear cut algo on how things are dealt... some details such as order have not be verified by anyone (not that order matters too much, but in some cases, it does).
Title: Re: What the hell is this bit?
Post by: Phoenix on March 19, 2008, 10:51:35 PM
Quote
Actually.. in my algo, I only thought it was hit rate and spell hit rate. It's much harder to test evade and magic evade since enemies have 0 of them.

The reason I include evade and magic evade was because I just happened across a portion of the code that was identical to the magic hit rate calculation, except it loaded the target's magic evade. It also cut it in half if the target was blind, so I think it's the same effect all around.