øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=printpage;topic=1988.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index40bc.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1988.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index40bc.html.zxŒ"h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ óiOKtext/htmlISO-8859-1gzip@øÕiÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:44:36 GMT0ó°° ®0®P®€§²ð®‹"h^‚i Print Page - FF6 - Magicite item RNG

Board of Slick

Banon's Donkey Farm => Gaming Discussion => Topic started by: Leviathan Mist on December 24, 2014, 03:47:27 PM

Title: FF6 - Magicite item RNG
Post by: Leviathan Mist on December 24, 2014, 03:47:27 PM
I'm just curious if the RNG for the Magicite item is predictable, or can be controlled in a non-TAS manner. I'm testing out some new LLG/experience-burning strats and would like to raise my chance of the Magicite item casting Palidor by knowing the RNG. Is this even feasible?

EDIT: The strategy that will be used involves poisoning all enemies, muddling a character about to use the Magicite item, hoping Magicite randomly chooses Palidor, and sending all enemies up into the air to be killed by poison - thus eliminating the experience gain from them. I'm attempting to use this for the Mag Roader battles, and for potential inescapable battles on the Floating Continent.
Title: Re: FF6 - Magicite item RNG
Post by: assassin on December 24, 2014, 10:59:48 PM
i doubt it.  it uses the Bank C2 RNG, whose table index isn't incremented only by RNG calls, but also by C2/0019 on very regular increments (if not every frame, then still many times a second).

then again, the battle RNG has still been known to fall into "ruts".  see the old Mnrogar's posts where they were fighting Storm Drgn on a certain Battle Speed.
Title: Re: FF6 - Magicite item RNG
Post by: Leviathan Mist on December 25, 2014, 05:14:44 PM
Alright, thanks for the info. I guess my goal of eliminating all forced exp won't come to fruition, but maybe I can still work it so that I gain no forced levels aside from through level-averaging. I'll be doing some testing on this over the next week.