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Messages - Deathlike2

1756
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: September 29, 2008, 04:33:17 PM »
Ok, there are some slight improvements, but now there is the HP algo in its final form (at least noone has yet confirmed everything I wrote, but I'm pretty sure it is dead solid information).

 :edit:

Updated file with the new racial protection modifier for armor.

1757
Final Fantasy IV Research & Development / Counter and Needle
« on: September 29, 2008, 02:29:40 PM »
I've finally bothered to do the math for this.. and this is what I came up with...

Damage = (Caster's Attack Power * 2 - Target's Magic Defense) * Spell Multiplier

Damage = Damage + (Damage * rand(100,150)/100)

This monster spell is pretty powerful, but is totally underused. JCE's hack takes full advantage of this (although I doubt he knew where the #s came from, but it works perfectly for his modified Behemoth).

 :edit:

Note that this spell is affected by Magic Evade, which will affect the Spell Multiplier.

1758
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 29, 2008, 01:25:27 PM »
Wow, the Absorb formula for SNES Blue Dragon's Blizzard is really really familiar..

Damage = (curHP modifier * 4 * rand(100,150)/100 - Target's Magic Defense)

It's really more like this..

Damage = (curHP modifier * 4 * rand(100,150)/100 - Target's Magic Defense) * Spell Multiplier

Since the Blue Dragon has a 1x spell multiplier...

Ok, that seems to be resolved...

1759
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 29, 2008, 01:04:45 PM »
In testing the SNES Blue Dragon's Blizzard attack...

It seems like the resistance/immunity modifier is applied late..

Damage = curHP / curHP modifier

Damage = Damage + ((Damage * rand(100,150)/100) % 256)

Then, based on the elemental resistance...

Resistance:
Damage = Damage * 1/2

Immunity:
Damage = Damage * 0

Absorb seems to follow a different formula...

1760
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 29, 2008, 12:16:47 PM »
Looks like I was wrong a bit on the GBA's HP Absorb formula..

It's actually much simpler than that...

Damage = currentHP * maxHP modifier / 25

and then...

Damage = Damage + ((Damage * rand(100,150)/100) % 256) - Target's Magic Defense

To resummarize the SNES's HP Absorb forumla..

Damage = (maxHP modifier * 4 * rand(100,150)/100 - Target's Magic Defense) * Spell Multiplier

In looking at this, it's really pluging it into the regular spell damage formula...

 :edit:

The GBA absorb formula looks very much like current HP damage formula (well, particularly the Blue Dragon's Blizzard/Ice Storm attack), except that ignores Magic Defense.

1761
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: September 29, 2008, 11:25:25 AM »
Statuses that matter for run prevention: Stop, Paralysis, Sleep

Statuses that should've mattered, but aren't: Berserk, Charm

 :edit:
Note that Berserk's animation only seems to work for 3 "and a half" characters.

1762
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 29, 2008, 11:19:21 AM »
I don't think the battle engine has changed between the versions (other than the Stop and Sleep/Paralysis bug).

I'm more interested in the GBA tests to see if I'm on target.

1763
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: September 29, 2008, 11:00:53 AM »
Well, I made Stop multitargetable (so I could test the whole party).. it seems to be the case anyways... for any status that prevents moving. You probably need only one moving character to be able to execute the running.

1764
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 29, 2008, 10:32:54 AM »
The HP based absorb formula is being applied perfectly to FF2 SNES via the Firebomb vs the Red Dragon. The Red Dragon has 0 magic defense, so the numbers are between 64 and 96.

1766
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 28, 2008, 02:29:57 AM »
Actually.. this formula should look more like...

Damage = (maxHP / (25 / maxHP modifier)) * (currentHP / maxHP)

and then...

Damage = Damage + ((Damage * rand(100,150)/100) % 256) - Target's Magic Defense

Ok.. that looks much better.

 :edit:

And obviously..

If Damage < 0, Damage = 1

 :edit:

I'm randomizing it wrong...  :blits: :isuck:

Ok.. that should do it... :relom: :yabin:

Please remember to ask questions, mock, or scratch your head if this doesn't make any sense to you.

 :edit:

Here's a more calculator friendly formula...

Damage = (maxHP * maxHP modifier / 25) * (currentHP / maxHP)

and then...

Damage = Damage + ((Damage * rand(100,150)/100) % 256) - Target's Magic Defense

1767
If you cast Reflect on monsters that cast Protect or Shell on themselves, the spell will not reflect back onto you.

Notably, this includes Gird and Reflect as well (you can't boost a monster's defense this way.

On the other hand, it doesn't change the fact that Protect, Shell, and Chant (Edward's lame command) will boost the enemy's stats when they are repelled by Reflect.

1768
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 28, 2008, 01:42:47 AM »
Ok, I think I've got it now.

Here it goes:

Damage = (maxHP / (25 / maxHP modifier)) + ((maxHP / (25 / maxHP modifier)) * 3/2) % 256 - Target's Magic Defense) * (currentHP / maxHP)

Magic Evasion and Spell Multiplier is not factored into the equation.

Try it and see if that works out. It seems to work with all the numbers I can play with here.

I'm not entirely sure where the Target's Magic Defense goes.. it could be applied at the very end like...

Damage = (maxHP / (25 / maxHP modifier)) + ((maxHP / (25 / maxHP modifier)) * 3/2) % 256) * (currentHP / maxHP) - Target's Magic Defense

Either way, this seems to be the correct way of representing said numbers.

1769
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 28, 2008, 01:20:48 AM »
Ok... my absorb GBA properties are off... I thought about doing a bit more testing on other monster maxHP attacks, and apparently I was waaaaaayy off.

It seems to be built up into two parts.

1) The maxHP of the monster is factored into the damage.

2) The current HP of the monster is factored into the damage.

It seems that I'll have to dig further, but that's the current analysis that I've gotten so far.

1770
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 27, 2008, 10:32:09 PM »
This waiting for the extremes in the randomization is sucking...

Anyways.. the formula looks more like this for Absorbing Blitz in the GBA port...

The Spell Power seems to be 82 (don't ask me why)..

Damage = Spell Power * Spell Multiplier + rand(0, 255) - Target's Magic Defense

Magic Evasion is not factored in because it is ignored.

I'm confident in the number I came up with.. after watching so many random numbers come up...  :angry: :shadow:

Finally...  :childish: :relom: