øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=3000e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index97ee.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index97ee.html.zx"žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.É«OKtext/htmlISO-8859-1gzip0|ÖÉ«ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:55 GMT0ó°° ®0®P®€§²ð®"žh^ÿÿÿÿÿÿÿÿ€'É« Show Posts - Deathlike2

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Messages - Deathlike2

3001
Just curious, what tells you it denotes machine resistant?

Nothing, that's what the FF2/4 tool says, but I have yet to confirm a valid test to see what it represents.

3002
A request... a dump of all info on mechanical enemies would be appreciated...

Spells that have this property:
Hold
Mute
Charm
Protect
Shell
Life1
Life2
Size/Mini
Toad
Piggy
Weak
Sleep
Stone/Break
Fatal/Death
Stop
Pin
Image
Silver/Mythril Staff's magic (which is the Unicorn Horn item)
Staff magic (heals poison)
Bomb (summon)
Mist (summon)
Asura (revive)
Copper/Silver/Gold Hourglasses (Stop)

What do all of these spells have in common...?

3003
Gaming Discussion / Re: A Request for Entroper
« on: March 05, 2008, 11:34:50 PM »
A quick list for Column H:
1 = Castable in Main Menu
2 = Castable in Battle
16 = "Machine Resistant", but seriously, that's not an accurate description.. the value matches that of what the FF2/4 tool reports, so take that for what it is worth
32 = Something Item specific... dunno yet, but I'm tired to figure out more.
128 = Boss Bit (works vs Bosses)

Refer to this thread for the "Machine Resistant" bit: http://slickproductions.org/forum/index.php?topic=370.0

3004
No problem. I just need better tools (the one I'm using is still buggy) and data (thanks to Entroper and Dragonsbrethren) to work with... this probably won't be the first or last bits of data needing to be fleshed out.

3005
Gaming Discussion / Re: A Request for Entroper
« on: March 05, 2008, 10:42:23 PM »
The highest bit (or lowest bit if you count differently) is the boss bit. When that number is greater or equal to 128, that signifies
that the spell is boss compatible.

3006
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: March 05, 2008, 10:37:47 PM »
Oh, I thought you were testing against max magic defense.  Sounds like a positive result then.  :)

Vs Max Magic Defense, I came up with 72 Wisdom.

I get the feeling the guys don't know how to do math on their port of this game.

3007
Gaming Discussion / Re: A Request for Entroper
« on: March 05, 2008, 10:36:17 PM »
In your Spells table, Column E is for curHP/maxHP base damage algos.

Column F is hit rate.

I'm decyphering Column H at the moment, it seems to contain the Boss Bit that I was talking about in a different thread.

3008
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: March 05, 2008, 10:21:42 PM »
Well, if you look at my algo, that is simply not enough for 9999 damage. You need 48 Wisdom to make 9999 damage consistantly vs 0 magic defense.

3009
Gaming Discussion / Re: A Request for Entroper
« on: March 05, 2008, 10:18:45 PM »
Awesome, I'll look into the numbers and see how that matches up with the SNES version.

One thing, the other file you uploaded... the item section. There's a section of items with a column filled with 8.

I believe the 8 stands for the item's "spell power".

3010
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: March 05, 2008, 06:51:45 PM »
Ok, at this point with my fairly mature magic algo (still under massive tweaking when I get a clue  :tongue:) can explain Tellah do 9999 damage.

The Tellah-Golbez battle is pretty simple. You don't even really have to know Golbez's magic defense.

Meteo has a base spell damage of 800.

That version of Golbez is weak vs Holy and carries the Weak+ modifer.

Therefore, the formula is like this (under a worse case scenario):

800 (base spell power) * 4 (Weak+ modifier) - 254 (highest magic defense possible) = 2946 (spell power)

If you do some quick math, you only need a 4x spell power multiplier for 9999 damage. Tellah has 5x. 16 (Tellah's base Wisdom)/4 + 1 = 5

Unless you level Tellah past level 70 and/or he's equipping the Cursed Ring, there is under no normal circumstance where you would see less than 9999 damage.

Ok... onto analyzing how Fusoya+Golbez's Meteo suckage. I can only assume that Golbez's stats are mirroring Fusoya. It would only make sense given
what you see in their battle.

Let's assume for the sake of argument that Zemus has maximum magic defense.. let's calculate how much Wisdom you would need at minimum to hurt Zeromus at 9999.

9999/(800 (base spell power) -254 (highest magic defense possible)) = 18, but since truncation is done, 19 is required for 9999 consistancy.
That implies that a Wisdom of 72 is required for 9999 damage (72/4 +1 = 19).

Note that FuSoYa starts with a base Wisdom of 40, so no matter how much he levels up (with ideal stat gains), he will never be able to do 9999 damage consistantly.

In the ideal situation (target has 0 magic defense), the minimum Wisdom for 9999 damage consistantly is much less...

9999/(800 (base spell power)) = 12, but since truncation is done, 13 is required for 9999 consistancy.

So, you will need a Wisdom of 48 (48/4 + 1 = 13).

Anyways... I figured it out.

3011
Final Fantasy IV Research & Development / Re: Pray Command
« on: March 05, 2008, 06:29:18 PM »
It is worth pointing out that Rosa's "ultimate armor", the White Dress, has immunity to Silence.... too bad the armor still sucks (her Agility sucks a lot and it needs help). It makes sense given the behavior of the Pray/Miracle command.

3012
Good find! The spells do seem to follow that pattern. Have you tested this, though, and does it work?

I didn't change any values.. I used the Mage spell as the base example. Almost every summon deals damage, except for two of them.

Both spells happen to use status inflicting attacks, but they also deal damage (though Cockatrice deals "Poison powered" damage).

Mage succeeds even though there is Paralysis resistance on targets (which is most enemies in the Lunar Subterrain).
It follows my damage algo better than my status infliction algo (as the behavior is completely separate).
Just think about it.

I refrained from using Poison as an example, since that behavior is just bugged.

Think of Scan/Peep. It doesn't scan bosses. The extra 128 is the sole reason. The item that casts scan on bosses doesn't have a value
greater than 128. It's pretty obvious that is the boss bit.

3013
Game Modification Station / Re: Refined FFV Expert hack
« on: March 05, 2008, 09:52:26 AM »
Just as a reference point. When I played JCE's FF5 hack, I had trouble early on as the monsters were relatively overpowered.
I ended up gaining more levels early on to compensate. In the end, I ended up only gaining two more levels than I normally do
(level 47 is where I normally stop). Difficulty normalized though after the getting Faris and I ended up being overleveled for quite a bit.

Then again, FF5 hacking never got really far and I didn't notice much of a difference, if any... which is not JCE's fault.. so bleh.

3014
Final Fantasy IV Research & Development / What the hell is this bit?
« on: March 05, 2008, 09:04:57 AM »
What the hell is this machine resistant bit?  :tongue:

I probably will look into this further, but it doesn't really seem to do anything that I can tell.

3015
Game Modification Station / Re: Refined FFV Expert hack
« on: March 05, 2008, 09:02:17 AM »
I may get around to testing this... if I ever get bored of my final FF4 runthrough for info.