Aslickproductions.org/forum/index.php?topic=885.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index99da.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=885.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index99da.html.zxg^_ЋOKtext/htmlISO-8859-1gzip0|Tue, 10 Mar 2020 13:01:47 GMTp 0 0Pg^  Weapons Inflicting Status

Author Topic: Weapons Inflicting Status  (Read 2104 times)

Deathlike2

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Weapons Inflicting Status
« on: November 25, 2008, 03:15:06 PM »
It seems to strictly be based on hit rate... after some thorough testing. The lower the hit rate, the less of a chance the status gets inflicted.
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Dragonsbrethren

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Re: Weapons Inflicting Status
« Reply #1 on: November 26, 2008, 01:59:36 AM »
That makes a lot of sense, and explains why Cecil seems to have a 99% chance of hitting with the Deathbringer, but Yang's claws don't always inflict their statuses. :childish:

Deathlike2

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Re: Weapons Inflicting Status
« Reply #2 on: November 26, 2008, 02:14:46 AM »
Yang's Claws do inflict statuses frequently.. it happens that the Charm/Fairy Claw does not because it's only 50% naturally speaking. Once equipped with the Poison Claw, it becomes more frequent. This is also the reason why the Whip is not very effective at inflicting Paralysis, initially speaking.

Notably, this is why Edward is actually more awesome than you think.. the Harp's natural hit rate (row isn't a factor now that I think about it) ensures a sure status hit.
« Last Edit: November 26, 2008, 02:20:56 AM by Deathlike2 »
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Dragonsbrethren

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Re: Weapons Inflicting Status
« Reply #3 on: November 26, 2008, 02:20:33 AM »
Yeah, I know, I usually just use the fairy claw the entire time once I have it (I do prefer using the poison and cat claws in the DS version though).

Deathlike2

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Re: Weapons Inflicting Status
« Reply #4 on: December 16, 2008, 10:52:58 AM »
Related: http://slickproductions.org/forum/index.php?topic=86.0

To expand on my original thought...

Both the SNES and GBA versions of this game do factor in hit rate AND evade when it comes to status inflictions.

My current guess that it operates similarly to the solo multiplier for spells..

1) The hit rate of the attacker is used for comparison, unaffected by hit rate modification such as the back row and blind status... but will be using the level hit rate bonus though...

2) The evade rate of the target.. most enemies (except for 2) have no evasion.. but when status attacks are inflicted onto characters (either by other characters or by the monsters), this is a factor.

For the SNES version only, there's a preceding factor (before the standard checks are made)

The Agility of the attacker and target is a critical factor. Every wonder why those monsters on the moon that dish poison become less effective? When you gain Agility, the chances to be inflicted by a status attack lessens.

A better example is for the opposite.. in JCE's hack, the ????? monster (it's a White Gargoyle) is difficult to inflict weapon statuses against. The monster has a high Agility stat.. the chances to inflict the status is very low.

If you want to test this out, I suggest using the Slumber Sword, as it primarily exhibits this behavior...

This also explains why it is difficult to inflict statuses against yourself.. because the Agility of the attacker and target are the same... it almost resembles the Steal/Sneak algo....
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