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Equipping the Spider's Silk only seems to cause perma slow on the wearer. I haven't seen anything beyond that.It also teaches slow.
There is no immunity to HP Leak, but Meltdown's side-effect still remained unseen versus Istory Lythos (Magic Evasion of 90%).

- When you say Evade, you mean Magic Evasion?
- This function is only called by Dark Arts that set status ailments?
- This function is used by all five Dark Arts that combine damage with status ailments, these being Evil Mist, Hellwind, Deep Freeze, Meltdown and Chaos Drive?
instructrtrepe's document has this to say about the status effect hit rate from that routine:
Let N1 = (0..99). If N1 < Status Hit%, inflict Status Effects.
I see no talk of levels or magic evasion in there. I think the reason we kept misunderstanding eachother is that I assume that routine to disregard the target's stats and merely look at the RNG (which is why I keep talking about 'flat' or 'static' percentages) and you assume the basic magical hit rate routine (as used by, for instance, the Sleep spell) is called 50% of the time by attacks like Dust Storm, etc.
We are not on the same wavelength :)
I know there is a routine that gives (elemental) damage and a status ailment. I talked about it in my previous post. If there is a chance a status ailment will be set (like with Leaf Dance), it is a static 50% chance. That means that Leaf Dance has a 50% chance to set Darkness to Moldwynd and a 50% chance to set it to a Behemoth King. This routine is likely used by !Combine as well, since !Combine attacks also have a static (or flat) chance of setting the ailment relevant to the attack performed.
Dark Arts is different, because while the damage is unblockable, the chance of setting the ailment is not unblockable and also does not appear to be a static. This means that a different routine was created, which also means that we can't say for sure what the chances are when it hasn't been documented yet.
I hope I'm making myself a little clearer now,


I saw it just now, and saw it multiple times earlier today when confirming that Counter-attacks can keep Archeoaevis from changing form (netting you a Goliath Tonic rather than a Hero Cocktail in the end).
I was aware that a miss cannot provoke a counter, though I'm not sure what you mean when you say "special physical attacks" cannot provoke. Specialty Techniques can provoke Counter-attacks. Are you saying that some Specialty Techniques are specifically prohibited from provoking counters?
QuoteI hope you've referenced the original guide that started it all...
http://www.gamefaqs.com/snes/588331-final-fantasy-v/faqs/30040
The monster itself has 75% magic evasion, so that's the rate it is evading the status effect. The other monster you have referenced has 0% magic evasion (so, the status effect is always applied).
I am good friends with that document. But unblockable damage + status ailment with seperate hit rate is not a routine the SNES game uses. The SNES game has just something like Leaf Dance, which has a flat 50% chance of setting Darkness. All the !Combine attacks that can inflict a status ailment have a flat 75% chance of being set according to the GBA algorithm document. So since Dark Arts' status appears more often on weak, 0 Magic Evasion targets than high-level high Magic Evasion targets, it looks like an unique hit rate routine. It's a good theory to assume the normal magical hit rate formula is jumped to after the unblockable elemental damage has been calculated, but it's just a theory and it would be good to see it proven.
********************************************
6.2.2) HIT DETERMINATION FOR MAGICAL ATTACKS
********************************************
1) If Spell Hit% = A, the attack automatically hits. Goto Step 10.
2) If the Attacker is targetting his own party members and the spell
automatically hits its own party members, the attack automatically hits.
Goto Step 10.
3) If the Target's "Can't Evade" parameter matches the attacking magic type
(White, Black, Time, Summon, Song or Blue), the attack automatically hits.
Goto Step 10.
4) Hit% = Spell Hit% + Attacker Level - Target Level
Evade% = Target Magic Evade%
5) Check to see if Aegis Shield magic block succeeds (6.3.2). If so, the
attack misses; do not follow any more steps. The Target cannot evade with
Aegis Shield if he has Sleep, Paralyze, Charm or Stop status or is attacking
himself.
6) Apply multitargetting modifier to Hit% (6.3.3)
7) Apply Target status effect modifiers to magic Hit% (6.3.6)
8) Let N1 = (0..99)
If N1 >= Hit%, the attack misses; do not follow any more steps.
9) Let N2 = (0..99)
If N2 < Evade%, the attack misses; do not follow any more steps.
10) The attack hits. Follow the rest of the steps to calculate damage.
********************
10.12) TERRAIN MAGIC
********************
SPELL ATT MP HT% ELEM STAT DUR TAR R SPECIAL DF
Gust 38 0 A Air 0 SE N 06
Earthquake 90 0 A Earth 0 AE N Ground Attack 2D
Gale Cut 90 0 A Air 0 AE N 06
Tornado 0 0 99 0 SE N HP to Crit. 0F
Branch Arrow 53 0 A 0 SE N Physical 0A
Leaf Dance 100 0 A Air Dk(99%) A AE N Lvl Based Dam. 0B
Branch Spear 150 0 A 0 SE N Physical 0A
Vine Hell 0 0 A Slow A AE N 16
Dust Storm 100 0 A E,A Dk(50%) A AE N Lvl Based Dam. 0B
Quicksand 0 0 A 0 SE N Destroy 18
Desert Storm 90 0 A E,A 0 AE N 06
Heat Sand 150 0 A F,E 0 AE N 06
Tsunami 38 0 A 0 AE N 06
Whirlpool 0 0 99 0 SE N HP to Crit. 0F
Big Tsunami 90 0 A 0 AE N 06
Big Tsunami 120 0 A 0 AE N 06
Faen Fantom 0 0 100 Dead A SE N 17
Will-o-Wisp 100 0 A Fire Mini(50%) A SEO N Lvl Based Dam. 0B
Bottomless Swamp 0 0 66 0 AE N Destroy 18
Poison Mist 100 0 A Poison Po(99%) A AE N Lvl Based Dam. 0B
Waterfall 120 0 A Water 0 SE N 06
Stalactite 120 0 A 0 SE N 06
Cave-in 12 0 A 0 SE N (0..200)*ATTx4 09
Sonic Boom 12/16 0 A 0 SEO N % on Curr. HP 07
- Counter, the Monk support ability, can be blocked. I heard that Counter will not activate versus Minotaur, and after extensive testing I indeed have never seen it kick in. Where is this info found? Is this info tied to a monster, or a monster formation? Are there other monsters/monster formations where Counter is disabled?

- Some algorithms are missing from mog09's FAQ over at GameFAQs. For instance, the hit rate used by the status ailment bit of Dark Arts. The elemental damage is unblockable, the status ailment part is certainly not. I've observed that Moldwynds get killed by Hellwind all the freaking time (they absorb the element, but fall to Petrify) yet Behemoth Kings often survive the spell, so my theory is that it is a normal level/Magic Evasion type deal rather than a flat %, as it is with for instance !Combine attacks. What hit calculations are used here, and what are the hit rates for the Dark Arts?
- There are instances in the game where you fight one of two monster formations. Chest guardians for instance, or the cannons on the Flying Ronka ruins. What are the odds between a more common and a more rare encounter? Is there even such a thing (certainly seems that way to me, but ya never know).
- Counter, the Monk support ability, can be blocked. I heard that Counter will not activate versus Minotaur, and after extensive testing I indeed have never seen it kick in. Where is this info found? Is this info tied to a monster, or a monster formation? Are there other monsters/monster formations where Counter is disabled?
Also, I'm considering setting up a FFV(A) Bugs 'nd Glitches document, as the knowledge seems scattered. Bugs are much better described when the faulty code is exposed though, and some bugs don't become apparent in gameplay unless the code is viewed. I'd never be able to give it the quality it needs by myself. Is there any enthusiasm about such a project on these boards? Hell, I could just give a big list of bugs I've collected so far and then never have my name appear anywhere, I'd just like to see such a document come into being.