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Author Topic: FFV Damage Calculator  (Read 9840 times)

samurai goroh

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Re: FFV Damage Calculator
« Reply #60 on: June 10, 2016, 09:25:13 PM »
I noticed that there is an error with the HP/MP when you set your level to 100 or more. Also that's just the base values, for actual values there's a formula which uses Vitality and Magic Power.

Edit: Never mind the current values. Didn't set a job :P

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Squall

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Re: FFV Damage Calculator
« Reply #61 on: June 11, 2016, 01:57:00 PM »
Level 100? Somebody is cheating :D

Jorgur

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Re: FFV Damage Calculator
« Reply #62 on: June 11, 2016, 03:04:56 PM »
Quote
It contain only data about your characters. You may create one by clicking 'Save'.
I have a request. I would like the program to automatically create an .ini file with default FF5 characters if no .ini file exists.
Quote
pls check how it works on SNES
Butz at level 4 does 22-24 damage with unarmed attacks as a Monk. When using Kick as a Monk he does 16 damage.
Quote
Could you share a pic of your char setup
Screenshot attached.
[Bartz]
Level=1
Job=1
Ability=0
AbilityLvl=0
BaseStr=4
BaseAgi=1
BaseSta=3
BaseMag=1
RHand=1
LHand=1
Head=129
Body=0
Accessory=0
Status=0
Command1=5
Command2=6
Command3=0
Command4=2
RShield=0
LShield=0
MasteredJobs=0
« Last Edit: June 17, 2016, 04:12:02 AM by Jorgur »

Squall

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Re: FFV Damage Calculator
« Reply #63 on: June 11, 2016, 04:16:00 PM »
Quote
I have a request. I would like the program to automatically create an .ini file with default FF5 characters if no .ini file exists.
Sure, I will do it in next release.

Quote
Butz at level 4 does 22-24 damage with unarmed attacks as a Monk. When using Kick as a Monk he does 16 damage.
Too bad that mean that SNES version has even worse Kick. Probably same is for GBA. I'm really glad I dont use these versions :D

About the dmg in Calculator ... I see where the confusion comes. There are 2 different flags:
 - Barhanded Up - a flag that comes with gear (Kaiser Knuckle)
 - Innate Brawl (Barehanded)
I called this internal flag Barehanded Up, so it can be distinguished from Innate one.
You may easily spot the difference in Min/MaxAttack part:
 - gear - it adds 50 to Attack (as in your case 3 + 50)
 - innate - adds 2*Level to Attack

Jorgur

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Re: FFV Damage Calculator
« Reply #64 on: June 12, 2016, 05:41:20 AM »
About the dmg in Calculator ... I see where the confusion comes. There are 2 different flags:
 - Barhanded Up - a flag that comes with gear (Kaiser Knuckle)
 - Innate Brawl (Barehanded)
I called this internal flag Barehanded Up, so it can be distinguished from Innate one.
You may easily spot the difference in Min/MaxAttack part:
 - gear - it adds 50 to Attack (as in your case 3 + 50)
 - innate - adds 2*Level to Attack
My point is that the Attack is not supposed to be increased. Barehanded up should not affect the unarmed damage of a Knight.

Squall

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Re: FFV Damage Calculator
« Reply #65 on: June 12, 2016, 09:31:53 AM »
O you mean that Barehanded Up is working only when we have Brawl?

Jorgur

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Re: FFV Damage Calculator
« Reply #66 on: June 12, 2016, 10:23:51 AM »
Yes, that is what it should be doing.

Squall

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Re: FFV Damage Calculator
« Reply #67 on: June 12, 2016, 10:31:42 AM »
I see. I checked on PC version and it seems that Barehanded Up doesnt work till I get the Innate. Then i checked the SNES asm code - same is there, armor flag is not checked if the innate is not set.

Thank you for spotting it Jorgur!!!

samurai goroh

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Re: FFV Damage Calculator
« Reply #68 on: June 12, 2016, 11:16:14 AM »
Level 100? Somebody is cheating :D
You can pass the limit with the mixes of Dragon Power & Sampson Power (IIRC, Hero's Song still caps max level to 99).

BTW, I tried to predict damage done to LiquidFlame using 4 Berserkers (due to how my 4JF rolled out). I was level 20 with all Mythril equipment and it said damage should be in the mid 300's, while you actually could roll hits +500 damage. Was I configuring something wrong or does it doesn't acknowledge well Axe formulas?
I'm the best in the universe! Just remember! [F-zero X]

Squall

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Re: FFV Damage Calculator
« Reply #69 on: June 12, 2016, 04:28:38 PM »
BTW, I tried to predict damage done to LiquidFlame using 4 Berserkers (due to how my 4JF rolled out). I was level 20 with all Mythril equipment and it said damage should be in the mid 300's, while you actually could roll hits +500 damage. Was I configuring something wrong or does it doesn't acknowledge well Axe formulas?
I guess you had Mythril Axe equipped? So the calculator shower 126..378 dmg? Your setup is OK, it hasnt calculated Berserk bonus? Your Ingame dmg was in  189...567. I will correct this tomorrow.

BTW doing physical dmg vs Liquid Flame will be painful in that setup ... the axe has only 80% chance to hit, while some of the forms of the Flame have 30% evade ... I bet you will see many misses

P.S what is 4JF?

samurai goroh

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Re: FFV Damage Calculator
« Reply #70 on: June 13, 2016, 12:32:07 AM »
I guess you had Mythril Axe equipped? So the calculator shown 126..378 dmg?
Yes to both

Your setup is OK, it hasnt calculated Berserk bonus? Your In-game dmg was in  189...567. I will correct this tomorrow.
Can't remember if I saw sub 200 damage with level 20, but I surely did at level 19.

BTW doing physical dmg vs Liquid Flame will be painful in that setup ... the axe has only 80% chance to hit, while some of the forms of the Flame have 30% evade ... I bet you will see many misses
Liquid Flame is your first roadblock in a quadzerker run (4 Berserkers). Had to do it that way because that's how the challenge is. You can try to beat him as low as lv 17, but I had bad roll damages that decided to hit lv 20 (after trying several times lv 18-19)

P.S what is 4JF?
4JF stands for: Four Job Fiesta, is a charity event that is held every year around this date (June to July IIRC). If you want people to test your program, this is the perfect chance to advertise the program.

http://fourjobfiesta.com/index.php

https://www.reddit.com/r/ff5fjf/
http://www.neogaf.com/forum/showthread.php?p=205221787
I'm the best in the universe! Just remember! [F-zero X]

Squall

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Re: FFV Damage Calculator
« Reply #71 on: June 13, 2016, 05:08:26 AM »
Pre-alfa 4.1 is out!

Its a hot-fix for the two reported bugs:
 - Kaiser Knuckles without Brawl/Barehanded
 - Berserk damage now adds +50% to Attack

As Jorgur said Berserk bit of Innate is hardcoded. It  seems they manually set the bit in $2071 (Initial/Auto status) and the game dont check the Innate bit anymore (but check $2071 quite often).

falconflicker

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Re: FFV Damage Calculator
« Reply #72 on: July 18, 2016, 02:56:11 PM »
I noted that the program does not by default know/account for the characters' individual stat modifications.
I.E. Bartz's Knight stats are
STR:47 AGI:25 STA:44 MAG:10
when they should be
STR:51 AGI:26 STA:47 MAG:11

Attached is the save ini, which I noticed has all of the BaseStats set at 0.

Setting BaseStats fields manually fixes this behavior, but resets each time I change the setup and save.

Squall

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Re: FFV Damage Calculator
« Reply #73 on: July 19, 2016, 07:14:30 AM »
Hey falconflicker, thank you for spotting it!

Initially the program was designed to start without ini. Later on it became crucial in my tests, so atm I load the ini on startup. However on clean install, you will start with base stats 0. I will fix it in next version :)

Currently you can do 2 things:
- manually edit base stats and then run the program
- get my attached ini

assassin

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Re: FFV Damage Calculator
« Reply #74 on: February 07, 2017, 09:47:47 AM »
something i was meaning to post back around May or June, then had to spend a good hour jogging my memory:

the bottom 2 bits of a weapon's Targeting byte ($4085 or $4091) are used as an index into a table to load 0, 10, 20, or 30.  this is done for each hand, with the values being added together.  the result is modified based on possessed Haste or Slow, then stored in some ATB variable.  i don't know what the actual purpose is, but it's interesting.  if the weapon casts magic ($408B), a similar thing is done with its spell's Targeting bits.

the code responsible starts at about C2/1B0D.

any existing knowledge of this or further investigation into it would be appreciated.

-------------

also, something i forgot to ask about these weapon bytes around then..  (i think this was my question, unless i had another.  that's what i get for waiting 8 months.)

when does the game ever use $408E or $409A , Parameter 1 for the weapon Action?  i see no evidence of this in Bank C2.  it'll load Attack Formula, and Parameters 2 and 3.