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Messages - Deathlike2

1772
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 27, 2008, 09:03:12 PM »
Here are some pics...

Kain max:


Kain min:


Cecil min:


Cecil max:


Kain min:


Kain max:


Cecil max:


Cecil min:


Also, my GBA analysis is off.. since it seems to be affected by Magic Defense...  but the randomization is there.. I've yet to figure out what the base number that is tested against, but it's a good chance it is pretty high...

1773
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 27, 2008, 08:38:01 PM »
The Ging-Ryu's Blaze seems to matchup what I thought.

YAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

 :cycle:

Here's the example...

Cecil with a Dragon Shield:

Damage (worst case) = (4 * 4 - 3) * 24 = 312
Damage (best case) = (4 * 4 * 1.5 - 3 ) * 8 = 504

Kain with a Dragon Armor:

Damage (worst case) = (4 * 4 - 8) * 24 = 192
Damage (best case) = (4 * 4 * 1.5 - 8) * 24 = 384

WOOOOOOOOOOOOOOOOOOOOOOOOO.

You can do the test yourself.

The algo does work against magic defense and magic evasion, so you have to test as a Toad with limited armor... these numbers will corroborate with what I've said... I'll have to get pics anyways...

1774
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 27, 2008, 08:10:16 PM »
Another worthy  :bump:

For the SNES version's Gold Dragon Blitz (absorbing it, that is).. it's actually really really easy (why it didn't dawn on me before is beyond me).

Damage = (maxHP modifer * 4 * rand(100,150)/100 - Target's Magic Defense) * Spell Multiplier

In the case of Cecil with a Dragon Shield (3 magic defense)

Damage (worst case) = (2 *4 - 3) * 8 =  40
Damage (best case) =  (2 *4 * 1.5 - 3) * 8 = 72

Kain with Dragon Armor (8 magic defense)

Damage (worst case) = (2 * 4 - 8) * 8 = 0 (1 is dealt due to obvious reasons)
Damage (best case) = (2 * 4 * 1.5) - 8 = 32

Someone please test this for the SNES version. It helps to tweak the spell power since the spell multiplier factor is adhered to...

1775
Final Fantasy IV Research & Development / Re: HP Damage Algo
« on: September 27, 2008, 07:29:31 PM »
Mega  :bump:

Ok, the spell data for absorbing the monster's Blitz seems to make a ton more sense now..

It is simpler than I thought.

Blitz's alternate spell power is 50 (a lot of the HP based data suggests that it's always 100/primary spell power value, in this case, it is 100/2 = 50).

When absorbed, the following formula is used...

Damage = Alternate Spell Power * 3/2 * Spell Multiplier

Damage = Damage + (Damage * rand(100, 150) / 100) % 256

For the example of the King Ryu/Gold Dragon...

Damage = 50 * 3/2 * 8 = 600 + some number between 0 and 255

Someone feel free to test this (you want to tweak the spell values or the monster's spell power so I'm not going crazy)... this only applies to the GBA version.

1776
General Discussion & Support / Re: Back at it again, This time it's FF3
« on: September 27, 2008, 01:09:38 PM »
Trade in the Necijin. It is possible obtaining the weapon elsewhere though.

1777
General Discussion & Support / Re: Back at it again, This time it's FF3
« on: September 27, 2008, 12:41:31 PM »
He's there, but you have to properly start the event by rescuing Shadow and pick up the key weapon in the Cave of the Veldt.

1778
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: September 26, 2008, 07:59:26 PM »
Ah... someone goofed.

1779
I wonder if the delay in Jump was actually changed... (not talking about the screwy ATB FF4A has in general)

My FF4A save has Cecil at 86 Agility, and it's not that far off (Kain has 99). I still find him faster than Cecil when, but not to the same extent... it could be to balance out Double Jump (since the command probably shares the delay).

1780
Gaming Discussion / FF4 - Kain is Stronger Than Cecil... Most of the Time
« on: September 26, 2008, 07:25:44 PM »
The whole premise is really simple. Jump makes Kain that much more powerful than Cecil.

It has been been argued before that Jump takes a lot of time. It's true, to an extent.

There are many factors that assist Jump to the point where Kain isn't being missed too much.. at worst, he's "realigning" himself with the rest of group a tad late.

1) Kain's Agility (which Jump also relies on) is naturally higher than Cecil.

2) Kain's other offensive stats are also ahead of Cecil (and advances quicker than Cecil's Agility late game, post level 70)

3) Even at optimized Agility (99, via a Crystal Ring, having 96 Agility naturally), he's still fast enough to catch up back to his own turn (although, that's not a given, but it can happen at faster battle speeds)...

Hopefully the movies don't desync - http://rapidshare.com/files/148687170/ff4movies.zip.html

 :edit:
You will need J2e's translation, though, in theory it shouldn't affect stuff w/o the patch, but it might happen.

1781
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: September 26, 2008, 02:58:13 PM »
I forgot about the split damage modifier... let's try this again.

1782
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: September 26, 2008, 02:04:31 PM »
Ok, I've finally integrated the magic damage algo...

Comments, critque, crap, etc.


1783
Final Fantasy IV Research & Development / Re: Cockatrice Summon
« on: September 26, 2008, 10:29:25 AM »
Mega :bump:

This spell doesn't properly invoke the HP damage counter of a monster in the SNES version... in fact, if the monster cannot be petrified, the attack visual doesn't display.

This is fixed in FF4A, and the proper counter is used and you get the proper visual. This was tested against the King Ryu/Gold Dragon...

1784
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: September 26, 2008, 10:11:57 AM »
If any of this is useful for FF4DS (I somewhat doubt everything will be the same), you can write up something based on this guide as long as proper credit is given.

1785
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: September 26, 2008, 09:39:33 AM »
Very well written.  My only thought when reading these algorithms is "Who the hell would want to know this?", but that's my feeling on just about any RPG algorithm explanation.

Unless they're planning on hacking it, I guess.  :laugh:

~DS

It's meant to be for dummies, but eventually posting it on Gamefaqs will prove to be futile/fatal.  :tongue:

The hacking component is far more valuable to me anyways. I want 'em good hacks!  :lungs:  :banonsmash: