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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on March 03, 2008, 02:23:35 AM

Title: Spell Hit Rate List Supplement
Post by: Deathlike2 on March 03, 2008, 02:23:35 AM
To clean up part of the magic algo list... here's a nice supplment of info that some may not know.

Spell Hit Rate:
For most status changing attacks = Whatever is stored internally - 128
List also includes:
Stop
Weak/Tornado (Critical Status)
Peep/Scan/Libra
Cockatrice (it has a higher hit rate than Stone/Break)
Odin (death that check death status immunity)... with a spell hit rate of 0% (which means it is calculated solely against level as I thought)
Mage (it has the strongest Paralysis rate of 100%, assuming no immunity)
Asura (revive)
Big Bang (strange, since it is a multitargeted attack like Virus/Bio.. but it does HP leak...)
Pollen (a pathetic form of Virus)
Globe199 (yes, that should be scary, but 100% hit rate is probably the reason)
Laser (damage based on enemy's HP... but it has a 100% hit rate)
Glare (go figure, 100% hit rate)
Odin (when you attack the summon, that is what he attacks you with... 100% hit rate)
Needle (enemy counterattacks @ 100% hit rate, but it is based on the enemy's attack power, so it is dealt differently...)
Counter (the Antlion's counterattack)

For all other non status changing attacks = Whatever is stored internally
List includes:
Blink/Image (Image has a near-perfect hit rate than Blink...)
Protect
Shell
Slow
Haste/Fast
Exit
Sight (it does nothing, mind you)
Float
Warp (same as Sight)
Disrupt (Trap Door's special attack)
Black Hole (surprising, since it is a multitargeted Dispel... Dispel follows the status changing algo)
Title: Re: Spell Hit Rate List Supplement
Post by: Deathlike2 on March 05, 2008, 08:16:20 AM
Oh my god.. it just dawned on me.

The greatest (least, however you count your bits) for the hit rate determines whether or not the spell is boss compatible.

For instances, if we subtracted 128 from Odin, the spell should become boss compatible (minus the fact that it relies on level,
but that is besides the point).

I noticed this while testing the Mage summon. It would fail to work on any monster in the Lunar Core. Then, I checked its info and
it immediately became obvious what the issue was.. and now we know.
Title: Re: Spell Hit Rate List Supplement
Post by: Phoenix on March 05, 2008, 04:30:52 PM
Good find! The spells do seem to follow that pattern. Have you tested this, though, and does it work?
Title: Re: Spell Hit Rate List Supplement
Post by: Deathlike2 on March 05, 2008, 04:41:19 PM
Good find! The spells do seem to follow that pattern. Have you tested this, though, and does it work?

I didn't change any values.. I used the Mage spell as the base example. Almost every summon deals damage, except for two of them.

Both spells happen to use status inflicting attacks, but they also deal damage (though Cockatrice deals "Poison powered" damage).

Mage succeeds even though there is Paralysis resistance on targets (which is most enemies in the Lunar Subterrain).
It follows my damage algo better than my status infliction algo (as the behavior is completely separate).
Just think about it.

I refrained from using Poison as an example, since that behavior is just bugged.

Think of Scan/Peep. It doesn't scan bosses. The extra 128 is the sole reason. The item that casts scan on bosses doesn't have a value
greater than 128. It's pretty obvious that is the boss bit.
Title: Re: Spell Hit Rate List Supplement
Post by: Phoenix on March 05, 2008, 11:15:24 PM
I believe you, but I was wondering if the behavior is like the weapon bits for 2-handedness, which can be changed but don't seem to affect the equipability of the weapon. I'll go test it now and see if it works . . .

. . . and it does!  :happy: That's great, it'll really help when I'm trying to change some of the spells. Good work, Deathlike2
Title: Re: Spell Hit Rate List Supplement
Post by: Deathlike2 on March 05, 2008, 11:20:34 PM
No problem. I just need better tools (the one I'm using is still buggy) and data (thanks to Entroper and Dragonsbrethren) to work with... this probably won't be the first or last bits of data needing to be fleshed out.
Title: Re: Spell Hit Rate List Supplement
Post by: Dragonsbrethren on March 06, 2008, 12:41:55 PM
Awesome find. :happy: Now I can make Libra work on bosses (Face it, it's pretty worthless on normal enemies no matter how clever I am with their weaknesses/resistances).
Title: Re: Spell Hit Rate List Supplement
Post by: Deathlike2 on March 08, 2008, 04:43:21 AM
A thread that explains the boss bit in detail (not sure if you actually read it): http://slickproductions.org/forum/index.php?topic=376.0