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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on March 12, 2008, 12:24:52 PM

Title: Weapon Based Spells Hit Rate
Post by: Deathlike2 on March 12, 2008, 12:24:52 PM
They have a hit rate of 100%... but that doesn't mean the spells they cast will succeed (mainly because of resistance). For example, the Slumber Sword's Sleep magic doesn't always work since it is level based.
Title: Re: Weapon Based Spells Hit Rate
Post by: JCE3000GT on March 12, 2008, 03:45:24 PM
They have a hit rate of 100%... but that doesn't mean the spells they cast will succeed (mainly because of resistance). For example, the Slumber Sword's Sleep magic doesn't always work since it is level based.

Are you referring to the spell casted when you use it as an item?  As far as I'm aware the spell casted uses it's normal casting success rates.  In other words The White/Holy spear ALWAYS casts Holy/White because the regular spell does.  Sleep has a high failure rate depending on the monsters ailment weaknesses/strengths. 

If you are talking about the effect that the weapon does while attacking, I think that is associated with the monster's magic defense and or level.
Title: Re: Weapon Based Spells Hit Rate
Post by: Deathlike2 on March 12, 2008, 03:51:16 PM
They have a hit rate of 100%... but that doesn't mean the spells they cast will succeed (mainly because of resistance). For example, the Slumber Sword's Sleep magic doesn't always work since it is level based.

Are you referring to the spell casted when you use it as an item?  As far as I'm aware the spell casted uses it's normal casting success rates.  In other words The White/Holy spear ALWAYS casts Holy/White because the regular spell does.  Sleep has a high failure rate depending on the monsters ailment weaknesses/strengths. 

Yes. The spell casted is definately having a 100% hit rate. The spell Piggy has a 10% hit rate. The Change Rod makes this work 100% of the time.

I kinda hate referring the Sleep magic from the Slumber sword, but that's because that spell is mostly driven by the caster's and enemy's level.
Title: Re: Weapon Based Spells Hit Rate
Post by: JCE3000GT on March 12, 2008, 03:53:27 PM
They have a hit rate of 100%... but that doesn't mean the spells they cast will succeed (mainly because of resistance). For example, the Slumber Sword's Sleep magic doesn't always work since it is level based.

Are you referring to the spell casted when you use it as an item?  As far as I'm aware the spell casted uses it's normal casting success rates.  In other words The White/Holy spear ALWAYS casts Holy/White because the regular spell does.  Sleep has a high failure rate depending on the monsters ailment weaknesses/strengths. 

Yes. The spell casted is definately having a 100% hit rate. The spell Piggy has a 10% hit rate. The Change Rod makes this work 100% of the time.

 :wtf:  How is that possible?  Is there code somewhere in the ASM that makes the weapons' effects act differently than the normal spell versions?
Title: Re: Weapon Based Spells Hit Rate
Post by: Deathlike2 on March 12, 2008, 03:59:12 PM
They have a hit rate of 100%... but that doesn't mean the spells they cast will succeed (mainly because of resistance). For example, the Slumber Sword's Sleep magic doesn't always work since it is level based.

Are you referring to the spell casted when you use it as an item?  As far as I'm aware the spell casted uses it's normal casting success rates.  In other words The White/Holy spear ALWAYS casts Holy/White because the regular spell does.  Sleep has a high failure rate depending on the monsters ailment weaknesses/strengths. 

Yes. The spell casted is definately having a 100% hit rate. The spell Piggy has a 10% hit rate. The Change Rod makes this work 100% of the time.

 :wtf:  How is that possible?  Is there code somewhere in the ASM that makes the weapons' effects act differently than the normal spell versions?

Dunno, but that's how it behaves. I've never seen the Change Rod fail in ANY of my playthroughs, so it must be skipping some algo check or forcing automatic success. It is worth pointing out that spells that inflict status effects ignore magic evade altogether, and that's how I wrote that in the spell algo thread.
Title: Re: Weapon Based Spells Hit Rate
Post by: Phoenix on March 12, 2008, 06:41:23 PM
I noticed the same thing, they have a 100% hit rate. The algorithm for item-spells must not use the hit rate % of the spell. Seems like quite a benefit, considering there's no MP cost as well. Probably why most of the spell power values seem low (I always thought the damage spells were too underpowered to be really useful).
Title: Re: Weapon Based Spells Hit Rate
Post by: Deathlike2 on March 12, 2008, 07:12:49 PM
I noticed the same thing, they have a 100% hit rate. The algorithm for item-spells must not use the hit rate % of the spell. Seems like quite a benefit, considering there's no MP cost as well. Probably why most of the spell power values seem low (I always thought the damage spells were too underpowered to be really useful).

Most of them are relative to the scenario they are in. The status ones always work and it isn't as underpowered as that seems. The attack ones could probably be boosted since they are the spell multipliers. The problem is that there's a good chance of making them too vastly overpowered (such as giving a Rod the Meteo spell, with a 5x magic multiplier).. but potentially you can make the IceRod much stronger than it currently is (not sure if 8 is the limit, but 25 is the maximum spell multiplier due to calculations, but not necessarily a limitation in the spell-weapon-item multiplier).
Title: Re: Weapon Based Spells Hit Rate
Post by: Deathlike2 on December 15, 2008, 12:41:19 PM
Mega  :bump:

The Slumber Sword is the exception and not the rule to status attacks. The weapon uses Agility to dictate status inflictions by the weapon and spell.