I've compiled the posts into one post so you can feel free to clean up the duplicate.
Original reply:
In other news, Judgment Staff/Staff of Light also deals double damage with !Jump and gets no damage penalty from !Rapid Fire :p
I'll have to look into it... is this FF5 or FF5A specific?
I fooled around with weapon-related oddities yesterday. I was most surprisd that the Twin Lance dealt double damage with !Jump it's a lance, it makes sense, but it's otherwise such a unique weapon I hadn't expected it to work LIKE a Lance with !Jump. It useless since !Jump removes it's double damage feature so you don't win any damage with !Jump, but still fun.
I'll look into that... but my guess is that's it's someone's goof on that (blame TOSE for port fail).
The Blood Sword is such a strange weapon. It's a magic spell through the !Fight command; it's power isn't reduced by !Rapid Fire, nor is it increased by Sword Dance or !Focus. I half-expected the Blood Sword to share the Staves affinity for double-damage sources (since they are both magical damage routines), but 'tis not the case.
The aforementioned Staffs run different code than the Blood Sword... the Blood Sword itself follows its own set of coding... so that's to be expected.

- 2nd reply
In other news, Judgment Staff/Staff of Light also deals double damage with !Jump and gets no damage penalty from !Rapid Fire :p
Ok... I've confirmed it with FF5 and FF5A Euro (it'll apply to the US version probably as well). As I've said before... those two weapons use a different algo, so they share the same problem. The Staffs themselves deal less damage against Shell... I forget if other weapons follow that lead (I believe there are some).
I fooled around with weapon-related oddities yesterday. I was most surprisd that the Twin Lance dealt double damage with !Jump it's a lance, it makes sense, but it's otherwise such a unique weapon I hadn't expected it to work LIKE a Lance with !Jump. It useless since !Jump removes it's double damage feature so you don't win any damage with !Jump, but still fun.
Twin Lance has the Spears property, so it's consistent in the 2x damage... while Double Lance itself is only Fight specific...
Hey, if you want a fun related bug/feature... the Twin Lance doesn't cause the Necromancer to counter. It has a physical (Protect) and magic counter (Shell), but it doesn't trigger either.

- 3rd reply
Actually... all Rods, Judgment Staff+Light Staff, AND the Sage Staff ignore the attack reduction for Rapid Fire. It's simple to the fact in that the calculation for damage reduction is specifically geared towards weapons or specifically against Defense... not Magic Defense. This is also why the Blood Sword is consistent with this.
Also... this wasn't actually obvious when digging... but the Dragoon Spear shares the same attribute as the Man Eater in the attack algo... this is why they have the same 2x Jump damage property. I think it has to do with lumping them in the racial damage component... they just forgot that the Man Eater isn't a spear...

- 4th reply
Sage Staff actually adheres to the 1/2 attack power rule ONLY against undead... seriously?Also... huge doc errata. You CAN dish critical hits via Jump (assuming the weapon you equip has a chance to dish a critical hit). The damage dealt is there, but there's no visual cue to show for it. Had fun doing this with the Tempest Katana and Yoichi's Bow.

Crossed out the error.

- 5th reply
Sage Staff actually adheres to the 1/2 attack power rule ONLY against undead... seriously?
That statement was tested on FF5. Apparently this behavior is "fixed" in FF5A (both US+Euro versions) as in it deals full damage instead of half damage.

Jumping for critical hits was tested in FF5A and it works!

Never mind... there is no bug with undead and the Sage Staff in FF5... :-/

- 6th reply
The Light Staff, Judgement Staff, AND the Blood Sword are all back row compatible by design. Since they use magic defense as part of the calculations and "magic" based attacks ignore row, those weapons are back row compatible. They do not necessarily need the back row bit set. FF5A does not inform you of this for the Blood Sword though. FF5 also doesn't tell you that the Light+Judgment Staff are back row compatible.
Also, my guess to the primary reason why the Rune Bell isn't backward compatible in FF5 as stated is because it is following the Rune weapon type coding... which always takes back row into account. The weapon might have the bit set but the game won't take that into account.
FF5A uses the same Rune weapon rules as FF5, so telling you that it is back row compatible is not entirely correct.
A minor nitpick, but the Gaia Hammer in FF5A doesn't tell you the weapon is back row compatible.

- First Post after the post merging
With regards to the Regen status. Are we sure it's Regen that supposed to be applied and not some other status? In any case, the monsters you have listed (with the exception of the Genji Shield Gilgamesh) are the only ones with that attribute.
Also, I'm unsure if the FF5A doc is correct about the Fairy Bow. 0x72 is for Creatures and this weapon doesn't deal with them. It is more likely to be 0x35. Even if that's not exactly the case, it does operate correctly as far as I can tell....

- 2nd Edit after bleh
According the the FF5A doc, the Mace of Zeus is stated to use 0x3A (meaning it uses the Long Reach Axes) algo. This is not correct. It's supposed to be 0x34, the Axe algo. Even in its description in FF5A does not mention it to be back row compatible.
Also.... apparently the Fairy Bow attack property is correct, but it technically is not the one that should be used... which I don't think it matters too much but still noteworthy.