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Topics - Deathlike2

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256
Gaming Discussion / Monster Race/Enemy Type Distribution... Sucks
« on: March 02, 2008, 03:54:15 AM »
Whoever designed the enemy placement needs to be shot. The enemy placement relative to the equipment is no less than crap.

Here's a quick breakdown (though there's no actual count, I bet you are thinking the same thing):

Undead - Maybe there is too many of them? Obviously there are some areas that have none at all, but the majority
of areas you end up having some sort of undead resistance. Cecil's Paladin-specific equipment is great for for Mt. Hobs.
The Sorceror Robes are great vs the moon's undead... Edge is the most screwed by this though...

Dragon - Even in FF4A's Lunar Ruins, you simply can't avoid fighting one of these guys. Since the majority show themselves late game
and you obtain the weaponry to defeat them (though you will need some lucky drops) and defend them (Crystal Rings and Tiaras), that is
probably the only thing the developers did right. They didn't show a lot of them during the game.. but you know they were there.

Slime/Pudding/Flan - By the time you get a weapon that torches them, you just end up casting magic to get rid of them quickly. I wonder
if they are trying to screw with you late game having less of these types of monsters... really.

Giant - These are the only enemies that one would try to harvest the most for the good stuff (Zeus Gloves and Rune Axes come to mind). Too
bad you only get one armor to defend against them. I wonder why they don't make them uber strong...

Spirit/Ghoul - These are the most annoying monsters to just exploit. Once you get past the "Mountains of Undead", you find less Spirits altogether.
These monsters are a complete afterthought because you get the Silver/Mythril Equipment too late (other than the Ring) and by the time you
get the weapons that are not named Holy arrows, you need to wait until the Tower of Babil - Cave Eblana entrance to use them.
This is a near pointless type, sadly.

Reptile - There are so many of them, but there's only two weapons (3 total if you count FF4A) that even deal with these monsters. Why oh why is
there a disproportionate distrubtion of enemy and equipment?

Machine - There's like only one area that makes this type nifty.. but you don't have Cid in the party at this point! The Lit arrows are atrocious and
the Thunder Claw only makes Edge a god in this stage, but then again he takes brutal amounts of damage. Then again, they put like one of them in
the Lunar Core levels just to be annoying...

Mage - At least the distribution is limited.. because you will find one pretty much in most levels when they start to appear. There's a number of equipment
on both ends to meet this monster type head on w/o many issues.. probably the only other distribution of monsters that are distributed properly.

So, out of 8 races, approximately 2-4 races seem to be fine, but the rest are junk. For those that plan on doing a hack, PLEASE OH PLEASE take heed of
my complaint... and adjust/plan accordingly.

257
Reference pics:

Level 23 Cid

Stats:


"Ideal" Related Equip:


Different Stats:


Full Silver Equip:


Yang at Level 31 (for a reference)

Stats:


What Yang Usually Has:


Argument to be posted, followed by some research.

258
Final Fantasy IV Research & Development / Peculiar Spell Behavior...
« on: March 01, 2008, 04:49:06 PM »
I did some testing of other non-damaging spells to make sure my algo was remotely close to correct...  :tongue:

I found that Peep/Libra and Float always seems to work (especially Float, despire its low hit rate).

That could explain why Peer from Cid always works.

259
Gaming Discussion / You Know Tellah Really Sucks When...
« on: February 29, 2008, 06:03:06 PM »
He casts Life1 and it fails to revive a character....  :bah:

260
Final Fantasy IV Research & Development / Weapon "Spell Power"
« on: February 29, 2008, 03:10:23 PM »
This thread probably will be updated a bit more frequently, given that some of this info is undocumented or at least not looked into enough.

Each weapon has a spell power similar to using Wis/Will/Enemy Magic rating, except it is calculated against the Weapon's "Spell Power". I am unsure
how this value is stored/interpreted internally... it could be a simple number that is actually the "Spell Multiplier".. or a number that is calculated against.. like Weapon's Spell Power/4.

Anyways, onto the data.. I will also list what the number could be stored internally is pretty much in the range for (Spell Power * 4 to Spell Power * 4 + 3). You can derive the damage if you attack Imps/Goblins with the magic (Imps/Goblins have 0 magic defense). I will provide some notes to what you see on the screen... although very few weapons exhibit special effects.

All Status Inducing Equipment = 255 or 0 (I dunno what value is stored)
Rod = 1
Note: Attack image is of a "grey fist attack".
Ice Rod = 2
Flame Rod = 3
Thunder Rod = 4
Stardust Rod = 7
Lilith Rod = 8
Cure Staff = 2
Note: Cure Staff healing is split like a Summon spell... it uses the base and multiplies it against the "modified" and weaker Cure spell..
randomized for each target.
Flame Spear = 4
Blizzard Spear = 4
White/Holy Spear = 2
Dancing Knife = 8
Note: Think Rod animation, but replace fists with knives.
Poison Axe = 0
Earth Hammer = 1
FF4A only
Asura's Rod = 2
Thor's Hammer = 7
Triton's Dagger = 7

261
Final Fantasy IV Research & Development / Enemies Floating Imply Nothing!
« on: February 29, 2008, 02:53:11 AM »
When an enemy floats, it is purely cosmetic.

However, if the enemy is weak against projectiles, this implies they are immune to Quake.

It is the equivalent of giving Float status to the enemy... but w/o actually giving them the status.

262
Do any of them do that naturally?

263
Final Fantasy IV Research & Development / Cry/Fake Tears Command
« on: February 28, 2008, 03:01:15 PM »
It does exactly what most people thought it would do. When executed, it makes running away easier.
The difficulty of running away is based on your level vs the enemy's level (high levels imply easier to run away).

It seems that the time to run away is approximately cut in half when this command executes. This command allows for stacking (reducing the time further) on multiple cries.

This command does not seem to influence the randomness of money drops (which is simply 1/4 of what you would get if you won the battle).

This command also doesn't change the fact that you can't run away from bosses.

264
Gaming Discussion / A Request To Dragonsbreathren
« on: February 28, 2008, 03:48:05 AM »
It might sound silly for a hack, but perhaps a hack of the Sight magic spell would be in order? It does actually have a visual effect when reflected, but it does virtually nothing in battle like Warp does.. too bad there's no sound either.

The only suggestion I can come up to make it useful is allow it to heal the Blind status in battle only. It seems only natural. It can get "some" use when Rydia first learns it.. the Sandmoth enemy (FF2US name) attempts to blind you when it is by itself... so perhaps it has some use...

Or.. it could simply be a Blind Enemy type of spell instead (inflict Blind status on enemies).

Worthwhile an idea or no?

As a new update to your Warp spell hack.. shouldn't you also tweak Fatal/Death/Doom to be multitargetable to compensate for Warp essentially being the same spell (especially when Tellah does multitargeted Fatal via Recall/Remember).

265
I believe I've determined the basic damage algo for this game, feel free to dispute, question, add on, or blah as long as you provide some cool example that breaks my theory apart.

Attack Power:

Base Attack Power (fists) = Str/4 + Level/4
Base Attack Power (for non-bow weapons) = Weapon Attack Power + Str/4 + Level/4
Base Attack Power (for bow/arrow combo) = Bow Attack Power/2 + Str/4 + Arrow Attack Power
If using the arrow is not in the character's "primary hand", multiply 4/5  from result.
Note: Internally, the bow is stronger, but for some stupid reason it has to be crippled.
Base Attack Power (Yang - think FF1's black belt/master) = (Level+1)*2 + Str/4
**Base Attack Power (Edge - both hands in use) = Left Weapon Attack Power + Str/4 + Level/4 + Right Weapon Attack Power + Str/4 + Level/4
Base Attack Power (monster) = Whatever is listed by the game
**Note: If a shield is in any hand, Weapon Attack Power for that hand = 0.

Attack Power Modifiers:
Critical Hit = 3/2
Attacker Has Mini Status sets Base Attack Power = 1
Attacker Has Toad Status sets Base Attack Power = 1
**Target Has Elemental Immunity (Darkness and Zombies, but not limited to that enemy) sets Attack Power = 0
**Target Has Elemental Immunity and "Critical Hit" sets Attack Power = 25 (21 in FF4A)
Target Has Mini Status = 2
Target Has Toad Status = 2
Attacker Is Cursed = 1/2
Attacker Is Berserked = 3/2
Kick = 1/2
*Kick and Target is Flan/Pudding = 0
Dark Wave = 1/2
Dark Wave and Target is Undead = 1/8
Jump = 2
Power (aka Build Up in FF4) = 2
Deadly (FF4A only) = 3
**Target Resistant Vs Weapon Element (target resists or absorb element) = 1/2
**Target Weak Vs Weapon Element = 2
**Target Weak Vs Weapon Element (and is "Weak+") = 4
Attack Using Drain Elemental Weapon vs Target That Absorbs Any Elemental = 1/2
***Target Resistant vs Enemy Type/Race (monsters attacking specific armor) = 1/2
Target Weak vs Enemy Type/Race (weapon attacking specific monsters) = 4
Unapplicable = 1

If Base Attack Power > 255, Base Attack Power = 255.

Important Note: There is an order in which these modifiers are applied (from first to last)
Critical Hit, Statuses, Commands, Elemental, Enemy Type/Race

Critical hits apply against the weapon the character wields. Critical hit info found here: http://slickproductions.org/forum/index.php?topic=368.0
Statuses modify the attack power of the target, which override critical hits.
Certain commands ignore race and elemental multipliers (Kick, Dark Wave) while others do not (Jump, Build Up).

Note: If the target reacts to any of the elemental attacks, continue using the multiplier during an uninterrupted attack such as one given by Zeromus EG from FF4A. Stop using the multiplier when the uninterrupted attack ends. Elemental multipliers do not stack.

*Note: Flan/Puddings are immune to Kick, which automatically deals 0 (unseen) damage.

**Refer to this thread for physical elemental attacks: http://slickproductions.org/forum/index.php?topic=426.0
Note: Critical and Zombies vs Darkness Weaponry formula applies the same in FF4. The base power is lower in FF4A though.

***Note: Even if multiple weapons or multiple enemy types are exposed, the multiplier is applied only once. Therefore, stacking is unapplicable here.

Before You Start: Make sure to calculate the defense power of the target first before plugging in the numbers.

Attack Power = Base Attack Power * Attack Power Modifiers * (rand(100, 150)/100) -Target's Defense Power

If Attack Power< 0, Attack Power = 0.

Or... you could also say:

Attack Power = Base Attack Power * Attack Power Modifiers  * (rand (100, 150)/100)
If Attack Power < Target's Defense Power, then Attack Power = 0.
Else Attack Power -= Target's Defense Power.

Note: The randomization is done once for the attack.
If your attack multiplier is a multiple of 5, hit rate is 99%, and you aren't exposing enemy resistances,
all your attacks will be divisible by 5.
The randomization is redone in FF4A if Attack Power = 0 after a round of calculations.

Hit Rate:

Base Hit Rate (fists) = 50 + Level/4
Base Hit Rate (for non-bow weapons) = Weapon Hit Rate + Level/4
Base Hit Rate (for bow+arrow combo) = Bow Hit Rate + Level/4
Note: Arrows have no hit rate.
Base Hit Rate (for characters that are wielding two weapons) = (Left Weapon Hit Rate + Right Weapon Hit Rate)/2 + Level/4
Note: Only applies if both hands have weapons.
Base Hit Rate (monster) = Whatever is listed by the game

Hit Rate Modifiers:
Aim sets Hit Rate = 99.
Attacker is Blind = 1/2
**Attacker is in back row without a back row compatible weapon = 1/2
**Target is "considered" in the back row = 1/2
Unapplicable = 1
Note: Aim has the highest priority, regardless of the penalties.

Hit Rate = Base Hit Rate * Hit Rate Modifer

**Refer to this thread regarding hit rate being affected by the back row and the special bit for the weapons: http://slickproductions.org/forum/index.php?topic=455.0

If Hit Rate > 99, Hit Rate = 99.

Attack Multiplier:

Attack Multiplier (character) = Str/8 + Agi/16 + 1
Attack Multiplier (monster) = Whatever is listed by the game

Defense Power:

Base Defense (character) = sum of all defense ratings of armor + Vit/2
If unequipped for any part of the body (head, body, arm, and non-strong hand), armor for those sections = 0.
Base Defense (monster) = Whatever is listed by the game

Defense Power Modifiers:
Target has Mini status = 0
Target has Toad status = 0
Target is Cursed = 1/2
Dark Wave = 0
Parry/Defend = 2
Unapplicable = 1

If Base Defense > 255, Base Defense = 255.

Note: The above info is just there for the sake of reference since it normally doesn't occur.

Defense Power = Base Defense * Defense Power Modifers

Evade:

Base Evade (character) = sum of all evasion ratings of all armor equipped
If unequipped for the head, body, or arm, each unequipped section = 10% evade
Base Evade (monster) = 0
**Target has Immune bit set on equipment (characters only) sets Evade = 99
If Monster Defense = 255, Base Evade (monster) = 99.
Note: When Monster Defense is naturally at 255 (with no help from Protect), they are intentionally "invincible" to physical attacks.

If Base Evade > 99, Base Evade = 99.

**Note: Only applicable to the SNES versions of the game.

Evade Modifier:
Target is Blind = 1/2
Target has Frog Status = 0
Target has Mini Status = 0
Unapplicable = 1
Note: Statuses should not affect invincible monsters...

Evade = Base Evade * Evade Modifier

Defense Multiplier:

Defense Multiplier (character) = Agi/8
If at least one shield is equipped, Defense Multiplier += Level/16
Defense Multiplier (monster) = irrelevent
Since evade = 0, the defense multiplier is effectively ignored (think of Cid).
If Monster Defense = 255, Defense Multiplier (monster) = 99.
Note: When Monster Defense is naturally at 255 (with no help from Protect), they are intentionally "invincible" to physical attacks.

Undead Modifier:
Drain Elemental Attack vs Undead = -1
Unapplicable = 1

Absorb Modifier:
Absorb elemental multiplier = -1
Unapplicable = 1

Note: If the target is in the middle of an uninterruptable attack sequence and absorb one of the magical attacks,
all physical attacks in this sequence only are converted into healing.

266
I didn't want to include Paralysis originally, but it is worth lumping in since it is all related.

I mentioned the Slumber Sword in the Odin post.. and it got me thinking.

I tested the Slumber Sword while on level 99, and it works essentially all the time. When I remember using it at lower levels, it didn't consistantly work... and it got me thinking...

Ever wonder why Hold and Sleep doesn't work when you cast it on yourself? Ever wonder why the Sleep or Paralysis status don't quite work that well unless you have really high levels?

Onto the facts:

Sleep's effectiveness is based on level, like Odin is. The magic version has an additional hassle of being Wisdom based (it is very important for multitargeting the spell). The Slumber Sword does not need Wisdom to power it.

The exception here is that the GBA version has Slumber Sword's Sleep magic behave more like the Apparition/Change Rod (the status change works all the time, barring immunity).

Paralysis's effectiveness is also based on level. The magical versions (Pin, Hold) with the appropriate stat powering them can be boosted, but it is not as significant since it is single targeted.

Both status effects render a target temporarily useless.. but only level and Will/Spirit (for speeding up the timer) as far as I can tell are the way to combat this. Stop is significantly more effective anyways. Ever try to use the Slumber Sword against yourselves? It's pathetic. Ever try to inflict Sleep status with the Catclaw or Paralysis with a Whip on your own guys? It barely works. The D. Fossil (FF2US name) that attacks with paralysis barely paralyzes you. The only monster close to inflicting paralysis successfully is the King-Ryu (FF2US name).. and that goes away when you level up more.

So, there's your status analysis.

One other thing, Sleep doesn't always hit every target. That in itself made this worthy of being researched in the first place.

267
Final Fantasy IV Research & Development / Hit Rate
« on: February 23, 2008, 01:48:37 AM »
Even after you do the attack multiplier and attack base.. the hit rate modifer affects your damage output. You simply multiply the hit rate modifier after calculating the base damage from the attack multiplier and attack base. The hit rate modifier has a range, which is factored in after the hit rate bonus (which is based on level/4) to your weapon. There is a range, but it's close to like -16 to 16 (this is not definate just yet).

268
Final Fantasy IV Research & Development / The Back Row
« on: February 23, 2008, 12:55:15 AM »
The back row provides two things defensively.

Defense is increased by 2x.
Evade is increased by 2x.

The effects of the back row incompatibility on attack power will be done shortly.

269
Final Fantasy IV Research & Development / The Holy Grail - Magic Algorithm
« on: February 22, 2008, 03:56:38 AM »
For those that care, I believe I've figured out the basic magic damage algorithm. Remember to truncate where applicable.

For reference:

Split Damage Modifier:
Spell Targets Only All Enemies or All Allies = 1
Every Other Spell = 1/number of targets
List of spells that ignore split damage can be found here: http://slickproductions.org/forum/index.php?topic=359.0

Undead Modifier:
Drain Elemental (Osmose/Psych and Drain) vs Undead = -1
Unapplicable = 1

Note: Sylph works against Undead w/o this penalty for its "special" Drain attack.

Absorb Modifier:
Target Absorbs vs Element = -1
Unapplicable = 1

Note: If the target reacts to any of the elemental attacks, continue using the multiplier during an uninterrupted attack such as one given by Zeromus EG from FF4A. Stop using the multiplier when the uninterrupted attack ends. Elemental multipliers do not stack.

Appendix: Refer to this for how the game deals with elemental magic attacks - http://slickproductions.org/forum/index.php?topic=426.0

Healing Modifier:
Target is Ally = -1
Target is Undead = 1
Unapplicable = 1

Magic Defense:

Base Magic Defense (character) = sum of all armor magic defense values
Note: Unequipped sections have a magic defense of 0.
Base Magic Defense (monster) = Whatever is listed by the game

Magic Defense Modifier:
Healing Spell Targeted On Ally = 0
Unapplicable = 1

Note: If Magic Defense > 255 in your equipment, Magic Defense = 255. This is here just so you know.

Magic Defense = Base Magic Defense * Magic Defense Modifier

Magic Evade:

Base Magic Evade (character) =  (Wisdom (Intelligence) + Will (Spirit))/8 + all the armor magic evade values
Base Magic Evade (monster) = 0

Magic Evade Modifier:
Target is Monster and its Magic Defense is 255 sets Base Magic Evade = 99
Target is Blind = 1/2
Unapplicable = 1
Note: The Monster has 99 Magic Evade, regardless of Blind status...

If Base Magic Evade > 99, Base Magic Evade = 99.

Magic Evade = Base Magic Evade * Magic Evade Modifier

Note: When Monster Magic Defense is naturally at 255 (with no help from Shell), they are intentionally "invincible" to magic.

Magic Defense Multiplier:

Base Magic Defense Multiplier (character) = Agility/32 + (Wisdom (Intelligence) + Will (Spirit))/32
Base Magic Defense Multiplier (monster) = irrelevent

Note: Since monster magic evade = 0, it doesn't matter what the magic evade value is, except when monster magic defense = 255.

Magic Defense Multiplier Modifer:
Target is Monster and its Magic Defense is 255 sets Magic Defense Multiplier = 99
Target has Toad status sets Magic Defense Multiplier = 0
Unapplicable = Magic Defense Multiplier = Base Magic Defense
Note: When Monster Magic Defense is naturally at 255 (with no help from Shell), they are intentionally "invincible" to magic.

Spell Hit Rate:

Base Spell Hit Rate = Whatever is stored internally
If Base Spell Hit Rate > 128, Base Spell Hit Rate -= 128.
List of spells affected by the 128 point difference can be found here: http://slickproductions.org/forum/index.php?topic=360.0

Spell Hit Rate Modifier:
Weapon Used As Item Magic sets Spell Hit Rate = 100
Caster is Blind = 1/2
**Caster is in Slot 1 (the Middle position) = 5/4
Unapplicable = 1

Note: Spells cast by a weapon used as an item have a 100% hit rate, regardless of blind status or the original spell's hit rate.

Spell Hit Rate = (Base Spell Hit Rate + (Wisdom (Intelligence) or Will (Spirit) or Monster''s Magic Stat)/2) * Spell Hit Rate Modifier

Spell Power:

Base Spell Power (for most spells) = Whatever is listed internally for that spell * 4
Base Spell Power (Summon spells) = Whatever is listed internally for that spell * 8

Elemental Power Multiplier:
Weak vs Element and Weak+ = 4
Weak vs Element = 2
Resist vs Element = 1/2
Immune vs Element = 0
Unapplicable = 1

Note: If the target reacts to any of the elemental attacks, continue using the multiplier during an uninterrupted attack such as one given by Zeromus EG from FF4A. Stop using the multiplier when the uninterrupted attack ends. Elemental multipliers do not stack.

Appendix: Refer to this for how the game deals with elemental magic attacks - http://slickproductions.org/forum/index.php?topic=426.0

Spell Power = Base Spell Power * Elemental Power Multiplier * (rand (100, 150)/100) - Target's Magic Defense
If Spell Power < 0, Spell Power = 0

Or... you could also say:

Spell Power = Base Spell Power * Elemental Power Multiplier * (rand (100, 150)/100)
If Spell Power < Target's Magic Defense, then Spell Power = 0.
Else Spell Power -= Target's Magic Defense.

Note: You only need to randomize once for the algo to work properly.

Spell Power Multiplier:

Spell Power Multiplier (White) = Will (Spirit) /4 + 1
Spell Power Multiplier (Black) = Wisdom (Intelligence) /4 + 1
Spell Power Multiplier (Ninja) = Wisdom (Intelligence) /4 + 1
Spell Power Multiplier (Summon) = Wisdom (Intelligence) /4 + 1
Spell Power Multiplier (Monster) = Whatever their magic stat says /4 + 1
Spell Power Multiplier (Weapon Magic) = Whatever that value is listed
**Spell Power Multiplier (Status Effects) = 1

Note: Blind status does not hurt the weapon magic's spell multiplier.

**Refer to this thread for status effect spells that manipulate this value: http://slickproductions.org/forum/index.php?topic=370.0

Code: [Select]
//Multiplier Madness! - These checks redo the spell power multiplier based on spell hit rate and target's magic evasion.

New Spell Power Multiplier = Caster's Spell Power Multiplier; // initial

while (Caster's Spell Power Multiplier > 0)
{
 if (rand (0, 99) <= Spell's Hit Rate) // check if individual spell hit is successful due to spell hit rate
 {
  while (Target's Magic Defense Multiplier > 0)
  // consider the Magic Defense Multiplier the number of chances to evade magic hits
  // we try again on failure and stop when there is no more
  {
   Target's Magic Defense Multiplier--;
   if (rand (0,99) < Target's Magic Evade) // see if the target evades the magic hit
   {
    New Spell Power Multiplier--;
    break; // exit this loop since target has evaded successfully
   }
 }
 else // executed when individual spell hit fails to hit target and ignores magic evade - think of Tellah's suckage
 {
  New Spell Power Multiplier--;
 }
 Caster's Spell Power Mulitplier--;
}

Here we go!

Damage = New Spell Power Multiplier * Spell Power * Split Damage Modifier * Undead Modifer * Absorb Modifier * Healing Modifier;

If Damage = 0, then Damage = 1;

It is worth pointing out that monster magic evade = 0. Attack magic generally has a hit rate of 100%, although Venom/Poison is "the exception",
since it does both inflict a status and "deal damage".

HP based damage algo can be found here - http://slickproductions.org/forum/index.php?topic=448.0

Feel free to comment, question or mock my algo. If you mock it,  :banonsmash:

270
There are a number of commands (mainly from FF4A) that seem to have bugs (at least cosmetically).

Rosa's Miracle command for instance does a heal+Cure3. When reflected, the Cure is not reflected visually, even though the enemy does get the healing.

Edward's Chant command does a dual Protect+Shell. When reflected, the Shell does not appear to be cast onto the characters, but only the enemy seems to get the benefit of Shell.

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