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EDIT: New formula: M = (Level*Strength + Level*Agility)/256 + 2
Gives the same result, but might be more accurate because the division is done at a later point.
It is not the "same result" exactly. The math is done differently. Mathmatically, you can do that without penalty, but on the other hand, you are forgetting that truncation is being applied to all the division that goes on here. The formula in your edit is much more friendly/leniant. It is worth pointing out here.
In your guide, you mention a bug with the knives' damage parameters. You show ways of fixing the bug, and I have played through the game using both. I will try explaining why both methods has their weaknesses, and give you my suggestion for a fix. I was hoping you or someone you know could make an IPS file for it.
____________
Attack = Weapon Attack + (0..3)
M = (Level*Strength)/128 + (Level*Agility)/128 + 2
Defense = Defense
Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12)
______________
Meaning, agility does not affect the damage, except for a "random" bonus of 1 to M.
In the "Bugs" section, you explain how to tweak the game into using the whole byte. But you also explain that it gives a large boost to the weapons using those parameters. (Knives, bows, whips, etc.)
Then you show an alternative fix, which halves the smallest of the values "strength" and "agility".
Since only one byte is used in (Level*Agility), the bonus to M can only be 0 or 1 after dividing the value by 128. This means that mainly strength decides the damage of knives.
Assuming STR and AGL are equal:
The first fix you suggest gives a damage boost of around 100%, since two values are added to M instead of one. The second fix gives a damage boost of 50% since the fix is equal to the first, except one of the two M-bonuses are halved. In both cases, the damage gets increased beyond what it is in the original game. I personally believe it should not be increased at all, which is why I suggest this alternate method:
M = (Level*Strength)/256 + (Level*Agility)/256 + 2
The resulting damage will be the same as in the unpatched rom, except for two things; there are no "random" bonuses to M, and now both strength and agility counts equally.