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Deathlike2

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Re: Spell ASM Finds
« Reply #30 on: March 22, 2008, 06:55:53 PM »
Your finding on Yang's Power command makes me wonder if the Defense multiplier is also affected...
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Phoenix

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Re: Spell ASM Finds
« Reply #31 on: March 23, 2008, 05:44:49 PM »
I was curious about what Protect and Shell actually change, and made some interesting findings:

  • Protect adds 5 to the physical defense base of the character, up to a max of 255.
  • Shell adds 3 to the magical defense base. I'm not sure why it's less, other than mag. def. stats are always less than physical def. stats for the characters.
  • Here's what's interesting: neither of these will work in the battle with Zeromus. There's a check that skips the subroutine if you're fighting Zeromus, making the battle that much more difficult. I guess they wanted that extra challenge for the last battle.

Deathlike2

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Re: Spell ASM Finds
« Reply #32 on: March 23, 2008, 10:20:19 PM »
I was curious about what Protect and Shell actually change, and made some interesting findings:

  • Protect adds 5 to the physical defense base of the character, up to a max of 255.
  • Shell adds 3 to the magical defense base. I'm not sure why it's less, other than mag. def. stats are always less than physical def. stats for the characters.
  • Here's what's interesting: neither of these will work in the battle with Zeromus. There's a check that skips the subroutine if you're fighting Zeromus, making the battle that much more difficult. I guess they wanted that extra challenge for the last battle.

I presume Magic Defense is limited to 255?

And.. WTF?!?!?!?!? I thought Shell would be useful. Edward in FF4A now looks like a POS vs Zeromus. Mind you, he is very capable if you max out his stats.. (I should run the numbers at some point).
« Last Edit: March 23, 2008, 10:28:27 PM by Deathlike2 »
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Re: Spell ASM Finds
« Reply #33 on: March 24, 2008, 02:56:33 AM »
Out of curiosity I decided to take a quick look at Dispel and effect 2A (used by Blk.Hole and Zeromus before you use the Crystal on him). Here’s what I found:

  • Dispel removes all the statuses we thought (Berserk, Image, Wall, Barrier) but also removes HP Leak.  :eek:  I think that’s a mistake, since it’s not a positive status.
  • Effect 2A removes Berserk, Float, Image, Wall, Barrier, and resets the speed modifier. That means this effectively removes Slow/Fast, and only positive statuses.

So effect 2A is a real Dispel. Since there really aren’t many (if any?) enemies that use Fast on themselves, or Float, I recommend changing Dispel to this effect if you’re planning on making it active in any hacks. There is one more difference between this and Dispel, however. Dispel has a check if the target is Berserked, and does something to the next command for the target, perhaps to reset its attack sequence, I’m not sure. Using effect 2A might not work well on enemies, since it’s a shorter subroutine and intended to only be used on your party. Anyone that tests please post!

Deathlike2

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Re: Spell ASM Finds
« Reply #34 on: March 24, 2008, 06:44:22 AM »
Out of curiosity I decided to take a quick look at Dispel and effect 2A (used by Blk.Hole and Zeromus before you use the Crystal on him). Here’s what I found:

Dispel removes all the statuses we thought (Berserk, Image, Wall, Barrier) but also removes HP Leak.  :eek:  I think that’s a mistake, since it’s not a positive status.

Well, I've confirmed HP leak is lost after Dispel is used, though there is some extra leakage that occurs, but it stops immediately afterwards.

Quote
Effect 2A removes Berserk, Float, Image, Wall, Barrier, and resets the speed modifier. That means this effectively removes Slow/Fast, and only positive statuses.

So effect 2A is a real Dispel. Since there really aren’t many (if any?) enemies that use Fast on themselves, or Float, I recommend changing Dispel to this effect if you’re planning on making it active in any hacks. There is one more difference between this and Dispel, however. Dispel has a check if the target is Berserked, and does something to the next command for the target, perhaps to reset its attack sequence, I’m not sure. Using effect 2A might not work well on enemies, since it’s a shorter subroutine and intended to only be used on your party. Anyone that tests please post!

At least Protect/Shell is unaffected (although useless vs Zeromus as you said earlier)... but nice to know (at least Slow will stick on Zeromus, since spells can't target everyone on the field)

A small number of enemies cast Fast on themselves... well, there's the EvilMask (via Reflect).. but the obvious one is the Tricker. Then, there is Cagnazzio (Elemental of Water) at Baron...

I wrote something on the effect of Berserk and the Avenger Sword... it should answer questions you have.

Removing Berserk (Black Hole or Dispel) simply resets the ATB counter and stops whatever command issued for the next attack. However, the Avenger Sword just reapplies "Auto-Berserk" when the character turn comes up, but that character's turn has to "occur" when it is their "virtual turn". It doesn't occur in FF4A... Auto-Berserk is removed under Black Hole for the duration of the battle. Dispel doesn't affect Auto-Berserk here...

It is worth pointing out that auto-Berserk from the Avenger is slightly different than Berserk in terms of how either Dispel effects operate, particularly in terms of the port of the game you are testing on.

http://slickproductions.org/forum/index.php?topic=117.0
« Last Edit: March 24, 2008, 07:00:25 AM by Deathlike2 »
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Deathlike2

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Re: Spell ASM Finds
« Reply #35 on: March 24, 2008, 07:23:13 AM »
I believe it may also be worth looking into the effects of a spell when Reflected... I wrote something on this:

http://slickproductions.org/forum/index.php?topic=181.0

It seems to change the properties of an elemental... or at least make the enemy execute a different counter command. Think of Holy and the Behemoth and how its counter script changes if Holy is reflected onto it.
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Deathlike2

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Re: Spell ASM Finds
« Reply #36 on: April 02, 2008, 06:46:33 PM »
I've finally gotten around to confirm Power/Build Up's magic evasion droppage (even though it is normally non-existant for most of the game to begin with).

Fortunately, his regular evasion isn't dropped, which is nice.

Now I can tell idiots that Jump is better than Power on the FF4A board (for the most part anyways).
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Deathlike2

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Re: Spell ASM Finds
« Reply #37 on: May 06, 2008, 05:46:27 PM »
Cure4/Curaja - It doesn't appear to do max healing as it should at times. It seems to heal up to 2^14 or 16384 (or so). Any more damage taken there, healing automatically fails (whatever numbers that are produced is a lie  :bah:). When healing is above 9999, the "healing" done is whatever that number is minus or mod 9999. It should be looked into further.

Not tested in FF4A yet, but that's what is happening in the SNES version anyways.

Edit: FF4A's Curaja only heals up to 9999.
« Last Edit: May 06, 2008, 06:21:41 PM by Deathlike2 »
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Phoenix

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Re: Spell ASM Finds
« Reply #38 on: May 07, 2008, 05:26:57 PM »
In the damage subroutines, the damage value is two bytes. The most significant bit of these bytes determines whether the damage is normal (0) or recovery (1). The second most significant bit determines whether the damage is HP (0) or MP (1). I took this information from the Tower of Bab-il document on spell coding:

Quote
After the subroutine returns, A2-A3 is damage done to the caster (MSB/bit 0 set for HP recovery, bit 1 set for MP damage)

So, values for the damage can be from 0x0000 to 0x3FFF = 16383. Cure4 calculates the amount to restore as the max HP - current HP (for single targets) then sets the cure bit. So anything over 16383 would be MP recovery (values from 0x4000 = 16384 to 0x7FFF = 32767). Values above this and under 0xFFFF = 65535 would also be MP recovery, since the cure bit is already set. Values above 65535 would probably wrap around.

Deathlike2

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Re: Spell ASM Finds
« Reply #39 on: May 07, 2008, 05:47:52 PM »
So, you're saying Cure4 cures MP when the damage is that significant eh? Seems relatively useless then, especially when they consume 0 MP anyways, but it is interesting nonetheless.

It explains why Asura died one time after using Cure4 on herself...a berserked Edge finished her off shortly afterwards.
« Last Edit: May 07, 2008, 05:57:01 PM by Deathlike2 »
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Cleteromagos

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Re: Spell ASM Finds
« Reply #40 on: May 07, 2008, 09:16:40 PM »
Quote from: Deathlike
And.. WTF?!?!?!?!? I thought Shell would be useful. Edward in FF4A now looks like a POS vs Zeromus. Mind you, he is very capable if you max out his stats.. (I should run the numbers at some point).
Wait, the numbers and the Zeromus thing aren’t common knowledge? I read that on a Japanese fan site ages ago.

Besides, if Gilly has the Harmonious Ring, you must’ve already beaten Zeromus. Also, he’s far from a P.O.S., with or without it …

Deathlike2

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Re: Spell ASM Finds
« Reply #41 on: May 07, 2008, 09:21:54 PM »
Quote from: Deathlike
And.. WTF?!?!?!?!? I thought Shell would be useful. Edward in FF4A now looks like a POS vs Zeromus. Mind you, he is very capable if you max out his stats.. (I should run the numbers at some point).
Wait, the numbers and the Zeromus thing aren’t common knowledge? I read that on a Japanese fan site ages ago.

Besides, if Gilly has the Harmonious Ring, you must’ve already beaten Zeromus. Also, he’s far from a P.O.S., with or without it …

Eh?

Edward has always been underrated (his Harp attacks have been more than useful), but also underpowered (every command is useless IMO).
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Cleteromagos

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Re: Spell ASM Finds
« Reply #42 on: May 09, 2008, 06:14:00 AM »
Right, Hide has no tactical application whatsoever. :wink:

Anyway, you said that Gilly would be a “P.O.S.” against Zeromus in FFIVA, now that you knew that Protes and Shell were ineffective in that battle. This would suggest that you are referring to his “Chant” ability, which replaces Sing upon equipping the Harmonious Ring, and is a free, instantaneous casting of both Protes and Shell at once. However, this is only obtained after beating Zeromus, not before.

Deathlike2

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Re: Spell ASM Finds
« Reply #43 on: May 09, 2008, 12:46:07 PM »
 :tongue:

If you max out his stats, he is guarenteed to do 9999 to any enemy race type, even if they have 254 armor.
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Cleteromagos

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Re: Spell ASM Finds
« Reply #44 on: May 09, 2008, 07:07:29 PM »
With Loki’s Lute?

Well that’s really very nice, Deathlike, but I’m still wondering why you said earlier that he was a “P.O.S.” against Zeromus.