øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1789.msg18234e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa300.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1789.105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa300.html.zx@g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬2OKtext/htmlISO-8859-1gzip0|Ö2ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 07:38:06 GMT0ó°° ®0®P®€§²ð®@g^ÿÿÿÿÿÿÿÿ-/2 FF4PSP - Journey Log

Author Topic: FF4PSP - Journey Log  (Read 24022 times)

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #105 on: January 27, 2013, 12:54:38 AM »
I'm soooo ready to give up on trying to figure out Gil Toss..

These are the only notes I have...


INT/2 increase damage by level/4...
STR increase damage by level/4...?
AGI increase damage by level/3 ??

That's all I have. Go figure. It's hard to do comparisons because equipment bonuses aren't linear.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #106 on: January 27, 2013, 01:06:44 PM »
Petal Whirlwind has both Holy AND Darkness elemental in it. That would explain the 50% damage it does to most targets when they have Holy weakness.

The majority of monsters that has Holy weakness has "Dark" resistance (leech or straight resistance). This is why damage dealt is only a 50% bonus. The only monster that seems to not have Darkness resistance is Lucifer (in the "Wind" part of the Lunar Subterrane). Then again, I cannot quite explain Storm Anima...

Final Fantasy band seems to apply Protect... isn't Protect the Green glow?

 :edit:
Petal Whirlwind is simply Holy elemental, but I do need to explain something relevant.

When using Holy Trinity (or Petal Whirlwind) on a monster that is normally weak vs Holy, it does 33% more damage that usual. If the monster is "Extra Weak" vs Holy (like Lucifer and Shadow [Subterraine B7]), then you do twice as much damage (or 100% more damage) than usual.

 :edit:
In trying to understand Go! Calcabrena! and it's elemental properties... using it on the Vampire Bats and Vampireess (weak vs Fire, absorb Lightning) seems to produce a bonus of 66% damage... with very weak monsters like the skeletons (Shadow) taking twice as much damage. I would like to point out that it's 66% more damage because the dolls are both part of the magic damage equation, so it's really 33% damage * 2 (dolls).

Also, Golbez's Ebony Blade was tested against some of the undead... it deals half damage to Darkness resistant... and like 1/8 to 1/10 normal damage for the monsters that are usually "Immune" to them, like the Wight (zombie) and the Living Mail (both found on B7 Lunar Subterrane).

 :edit:
Also, I believe now that Monster Magic is affected by the Black Magic moon phases....

Will try to thoroughly look into Wheel of Elements and monster weakness/absorption damage.
« Last Edit: January 27, 2013, 03:17:41 PM by Deathlike2 »
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #107 on: January 28, 2013, 01:06:22 AM »
Ok... some useful info before I goto bed.

If the Band Attack is physical-like in nature (meaning, there will be some nasty direct blow to the enemy), the 50% damage bonus (100% if extra weak) will apply. Ninjutsu bands seem to fall into this category (including Wheel of Elements, the latter part looks like Tsuiknowa is actually hitting the enemy with wind)... there is actually no penalty for having a monster resistant to the elemental (in the same way most physical attacks are).

If the Band Attack is strictly magic in nature, it will behave/react more like a spell. Using bands like Inferno, Flare Tornado, Palom in the Sky, Ice Crush, Tri-Elemental Disaster, Thunderstorm (and many others) will either heal, or simply cancel the benefits out. For instance, using Tri-Elemental Disaster on the Vampire Bats seem to do "normal" damage on the bats, whereas the Vampiress that are not resistant to Lightning take 2 times the damage. You can find lots of fail on a Blue Dragon....

Also, for Advent of Phoenix... if the target is actually weak vs Fire... the damage dealt is 60% more damage than normal... 66% more damage than normal for extra weak monsters.

 :edit:
I had to do this test before I sleep...

Magic still has the same weakness multipliers as before... 2 times the spell power (damage) for normally weak monsters... and 4 times the spell power (damage) for extra weak monsters.

Physical attacks with elementals has changed a few. 2 times the attack power for normally weak monsters and only 2.25 times the attack power for extra weak monsters.
« Last Edit: January 28, 2013, 01:28:37 AM by Deathlike2 »
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #108 on: January 28, 2013, 12:59:46 PM »
Here's some notes on a few bands...

Vibra Prime (Team Baron - Cecil, Ceodore, Kain, Rosa, Cid) - there's no elemental aspect to it (despite "Holy" appearing)... overly physical based... hits all monsters equally (no solo monster bonus)

Final Fantasy - it's more affected by high magic defense (less on physical), non-elemental

Advent of Phoenix - Even if a target is resistant or can absorb the elemental (Fire), the monster still takes the damage based on HP... for some reason it deals an additional 10% more damage to the Blue Dragon... go figure.

Makeshift Cannon - loses 30% damage vs high magic defense targets, loses 50% vs high defense targets

Infinity - Holy elemental, loses 50% damage on high magic defense targets... only 5 character band to be absorbed by the Blue Dragon...

Frost Wave - Ice elemental (duh), 50% bonus damage to a solo target, Blizzaga level magic I think (no split damage loss)

Rapid Fire - affected by both Black Magic moon and Attack moon (Attack is more beneficial with two attackers)... it is affected more by physical resistance...
deals 25% less damage vs high magic defense, 60% less damage vs high defense... needs Limit Ring to expose damage potential

Constructing a team of Tsuiknowa, Izayoi, Ceodore, Palom, Leonora is alright, but are really limited to those two bands.

So, AFAIK, the only two Ninjutsu based bands to heal the Blue Dragon are Frost Wave and Flare Tornado.. but the "no physical blows" on the monster rule generally holds true. Frozen Moon Dance, Blazing Moon Ring, Saint Dive... and many others (including Rocket Launcher) are designed to by physical based (using the Attack command or other means). Although Rocket Launcher is not a physical blow, it actually combines the attacks of both Ceodore and Cid...

 :edit:
I believe that Throw and Shuriken are powered by STR (in addition to level). I noticed that Gekkou seemed to do more damage than Edge throwing the Fuma Shuriken... and the only real difference between Edge and Gekkou is that Gekkou has far more STR than Edge.
« Last Edit: January 28, 2013, 06:48:16 PM by Deathlike2 »
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #109 on: January 28, 2013, 11:14:41 PM »
A small update between Shuriken and Throw...

Throw uses the same formula as the original game. Shuriken is simply this:

Damage = level * attack power of thrown weapon (in this case, only shurikens) * 1.25
Note: There is randomness added between 1 and 100 after the math.

So, in some, Gekkou is a stronger thrower of shurikens than Edge. Damage is still capped at 9999 (no need for the Limit Ring though).
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: FF4PSP - Journey Log
« Reply #110 on: January 29, 2013, 10:17:55 AM »
Hmm, a level based attack? Wish I could find where some of these formulas are  or even how to identify what formulas look like in Hex, bah.

Interesting information there about Advent of the Phoenix. I really have to wonder why it deals 10% more damage when it's Fire Elemental to a Fire Resistant monster. Does it react this way to other Fire resistant foes?

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #111 on: January 29, 2013, 11:24:48 AM »
If you can substitute level in the damage formulas, you are on your way.

Well, I've figured Advent of Phoenix out..

There are two components:
Base Damage = All of the lost HP of characters using the band
Elemental Damage = 128 (?) * All of the combined INT or spell multipliers of each individual character
Total Damage = Base Damage + Elemental Damage

Elemental Damage is affected by the same basic rules... 50% less damage on resistance, 50% more damage on weakness, 100% more damage on being extra weak.

So when you are using the attack, don't be surprised that the Dinozombie or high magic defense monsters take only the base damage portion of the spell.

 :edit:
Revised Algo...
Base Damage = All of the lost HP of the characters using the band
Elemental Damage = AVG LEVEL of all the characters in the band * All of the combined INT/4 or spell multipliers of each individual character
Total Damage = Base Damage + Elemental Damage

This explains a lot in some of the youtube vids where the damage really bad at lower levels.
« Last Edit: January 29, 2013, 01:18:07 PM by Deathlike2 »
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #112 on: January 29, 2013, 04:27:10 PM »
Explosive Kick is very powerful for something that doesn't seem very attractive on paper.

Two components:
Regular Kick Damage = Attack Power/2 * Attack Multiplier (same as original)
Kick Multiplier = Gekkou's Spell Multiplier on INT
Damage = Regular Kick Damage * Kick Multiplier

It is fire elemental, but the damage bonus from that is relatively minimal.
Modified Kick Damage = Regular Kick Damage * Elemental Modifier (.5 for absorb/resistance, 1.5 for weakness, 2 for extra weak)

Monsters with high magic defense have no influence on damage. High defense does affect the results.

Also, I've constructed a team of Ceodore, Ursula, Tsuiknowa, Palom, Porom...

It takes advantage of the 3-character band of Rapid Fire, though losing Makeshift Cannon and Delta Evolution when you drop out Luca... but you also gain the awesome band of Healing Wind (Curaja * 2 + unreflectable). It's a very usable alternative to the team for Makeshift Cannon.

 :edit:
OK, I think I was wrong a bit... lemme restate the algo:
Regular Kick Damage = (Attack Power/2 * Kick Multiplier) * Attack Multiplier * .5 (is the same as original - need to fix my algo FAQ)
Kick Multiplier = Gekkou's Spell Multiplier on INT
Modified Kick Damage = Regular Kick Damage * Elemental Modifier
Elemental Modifier = 1.20 on weakness, 1.25 on extra weak, 1.20 on absorb/resistance... (not sure)

The great thing is that Explosive Kick works against Flan... the bad news is that the damage dealt is like 4 times less than normal (well, this is with the strongest attack power stat possible, so it is probably worse at lower levels).

Remember that the Attack Power loss is tested against the monster's defense stat.
« Last Edit: January 29, 2013, 04:53:30 PM by Deathlike2 »
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #113 on: January 29, 2013, 11:34:09 PM »
Arg... I think I got the #s now.

Kick Power = (Attack Power/2 * Elemental Modifier) + 200 (Spell Power of Blast)
Elemental Modifier = .5 for absorb/resistance, 1.5 for weakness, 2 for extra weak
Explosive Kick Multiplier = (Yang's) Attack Multiplier + (Gekkou's) Spell Multiplier [INT]


Damage = (Kick Power - Target's Defense) * Explosive Kick Multiplier

There we go. I'm pretty sure the numbers work out correctly.

The correct Kick formula should be....

If Target = Flan, Damage = 0, Skip All Other Steps
Kick Base Damage = (Attack Power/2) - Target's Defense
If Kick Base Damage < 0, Damage = 1 (or 0/Miss!, depending on which version of game), Skip all other steps
Kick Damage = Kick Base Damage * Attack Multiplier * .5
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #114 on: January 31, 2013, 12:46:36 PM »
To be tested sometime today:
spell power of Chakra
see the effect of Five Star Crimson Palm band vs Haste
see what the hell does Restore Weed cures
blind resistance testing (apparently the Wild Bat tries to blind you) - will need to test with Lunar Mail, Pink Armor (probably), and some piece of the Phase equipment should have it
requests taken

Some thoughts:
Inferno band probably has the same power as the original attack (spell power = 360)
Ninjutsu+Black Magic makes it more magic-ish (so, it's a new addendum rule for bands)
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #115 on: January 31, 2013, 04:27:54 PM »
Ok, here's an update:

Blind testing is not complete (or done), just so you know....

Healing Weed heals the following:
Poison, Sleep, Confuse, Berserk, Paralysis, Curse

So, out of battle, it's only good for Poison removal. Same effect happens during Healing Wind (I didn't do a thorough test, but let's be honest what the band is based of)...

Related status healing involving Feast of the Land band:
Every status outside of Float, Death, and Break are healed (not sure about Blind).

Chakra only heals Poison (pretty much a personal Yang healer in some ways)..
Chakra's healing algo is defined by the following:
Spell Power: 54 (based on Spirit)

Healing = Chakra's Spell Power * Spell Multiplier (Spirit) + (Ursula's) CurrentHP/6

I'm not sure if that's exact formula (it's between 16.6% or 15% for me), but that's pretty much how the healing is defined in this skill.

Five Star Crimson Palm negates Haste when applied... (obviously applying Slow if Haste is not applied previous). However, this attack also causes instant death to targets not resistant to it.

Fist Dance (Yang+Edward) and Sword Dance (Cecil+Edward) are mostly physical related, but there's a semi-magic component that isn't elemental based, but seems to be powered by like a magic-ish component like Flare, but not as powerful (at least on the part of Edward's Harp magic). It does actually deal some damage to Flan... which is good for once. High magic defense targets are not affected (well, Fist Dance seems to be affected a bit more for some reason).
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #116 on: February 01, 2013, 02:29:02 AM »
Blind testing is going poorly since I have to actually spend money to get afflicted by the status... which boggles my mind.

I will be testing what statuses Phantom Nightflies removes later...

 :edit:
Restore Weed heals Blind as well...

Phantom Lightflies heals the following:
Poison, Paralysis, Berserk

More thorough Blind testing later.

Also, the summoned Dark Grenade is the one that does Flash... but it doesn't seem to work out. I wish the regular Dark Grenades would do it.
« Last Edit: February 01, 2013, 03:03:16 AM by Deathlike2 »
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: FF4PSP - Journey Log
« Reply #117 on: February 04, 2013, 09:41:09 AM »
I forgot to mention this info earlier, but it's worth mentioning...

The first part of Lost Babil is probably the hardest of them all (in fact, the difficulty is harder early, not so difficult late). If the hand is allowed to "grab" a character, it is "special" in that it attempts to "squeeze" the life out of a character while making them useless (seen this before from the Tentacles in FF6), but more importantly it "holds" a band in limbo indefinitely until the hand dies or the character is dead. This is problematic if you are running ANY sort of band and can be called game breaking if you have a 5 character band ready to be run.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF4PSP - Journey Log
« Reply #118 on: February 04, 2014, 11:13:38 AM »
Interesting Old Topic

I only necrobump this to ask if there is anyone who is planning on doing a hack for this version of the game

I know there are a few PSP scenes out there that have modified games like Monster Hunter, FFT, and Valkyria Chronicles.

Are the tools available? What would it take to delve into this version of the game?