Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathlike2

2746
Final Fantasy IV Research & Development / HP Damage Algo
« on: March 20, 2008, 11:43:37 AM »
Refer to this thread for the start of my idea, but it wasn't fully fleshed out - http://slickproductions.org/forum/index.php?topic=390.0

This thread is an appendix to the magic algo, since the majority of that has an impact depending on resistances...

Onto the algo...

HP Power (HP attack based on caster) = Caster's Current HP
HP Power (HP attack based on target) = Target's Max HP

Base HP Spell Power = Whatever is normally listed in the spell power slot
Base HP Absorb Spell Power = Whatever is normally listed next to the spell power data (**default: 100/Base HP Spell Power)
****Base HP Spell Hit Rate = Whatever is normally listed in the hit rate slot

**Note: Not sure if that always have to be defined like that, but it is there anyways...
****Note: Make sure to subtract 128 if it uses the boss bit

HP Spell Power Elemental Modifier (HP attack based on target):
Target is Weak to Element, HP Spell Power = 2
Target is Resistant to Element, HP Spell Power = 10
**Target is Immune to Element, HP Spell Power = 10
**Target Absorbs Element, HP Spell Power = Base HP Spell Power * -1
Unapplicable, HP Spell Power = Base HP Spell Power

HP Spell Power Elemental Modifier (HP attack based on caster):
Target is Weak to Element, HP Spell Power = Base HP Spell Power * 2
Target is Resistant to Element, HP Spell Power = Base HP Spell Power / 2
**Target is Immune to Element, HP Spell Power = Caster's Current HP
**Target Absorbs Element, HP Spell Power = Base HP Spell Power * -1
Unapplicable, HP Spell Power = Base HP Spell Power

**Note: In the SNES version, Immunity has precedence over Absorb. In the GBA version, Absorb has precedence over Immunity.

HP Based Damage Bonus:
HP attack based on target, HP Damage Bonus = 0
HP attack based on caster, HP Damage Bonus = (Caster's Current HP/ HP Spell Power * rand (100, 150) / 100) % 256

Basic Formula - Includes Weakness, Resistance, and Immunity (SNES and GBA versions):

Code: [Select]
//skip loop if using the GBA version...

while (Spell Multiplier > 0)
{
 if(Target's Magic Defense Multiplier == 0)
 {
  Success = true
  break;
 }

 while(Target's Magic Defense Multiplier > 0)
 {
  Target's Magic Defense Multiplier--;
  if (rand(0, 99) > HP Spell Hit Rate) || (rand(0, 99) < Target's Magic Evade))
  {
    break;
  }
 }
 Spell Multiplier--;
}

if (Success) //only applies to SNES version
{
 Damage = Base HP Power / HP Spell Power + HP Damage Bonus
}

Absorb Formula (SNES version):
Use Base HP Absorb Spell Power and plug that into the general magic algo as the Base Spell Power: http://slickproductions.org/forum/index.php?topic=329.0

Absorb Formula (GBA version):

If the spell is single targeted...
HP Absorb Spell Power = Base HP Absorb Spell Power * 3/2
Target's Magic Defense = 0
Target's Magic Evade = 0
Plug in HP Absorb Spell Power into the general magic algo as the Base Spell Power: http://slickproductions.org/forum/index.php?topic=329.0

Note: This isn't really known quite yet...

If the spell is multitargeted...
Damage = Base HP Power / HP Spell Power + HP Damage Bonus

2747
Well, the Thunder Shield in FF5 is consistant with FF4... although that's probably because you can buy it.

With that said, I just adhere to how the game determines as consistant behavior.. which AFAIK is the case. Sometimes it is kinda annoying to compare vs other games.

2748
Finally updated the new spell multiplier bit info that affects status effects particularly.

2749
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: March 20, 2008, 09:00:53 AM »
Well, consider this. The spell itself is not naturally multitargetable. Battle scripts such as Rubicante focuses Life1 multitargeting on your characters in a reaction to Fire (not Edge's scripted battle though).

Then there's the monster Zemus's Mind that casts a multitargeted Charm, even though the original spell doesn't normally perform this (though changing the spell's behavior seems to work just fine)...

So it's kinda logicial that overriding spell targeting has priority.

2750
The problem you will be facing is finding a way to rebalance Palom vs Rydia's superiority in every way. That in itself requires tons of thought.

His Boast command is great early game, but late game he will be limited in ability magic-wise to compensate. My final FF4A group includes Porom over Rosa, not that Rosa's inferior (she's superior as an Archer), but Porom gets enough Agility in equipment bonuses to surpass Rosa, which is very important to me when it comes to White Wizards.

Here's my idea to rework Palom though...

I'm not sure if his stat growth needs real tweaking, but it may be needed.

His commands behavior would certainly need to change late game, perhaps via a script or something.

Twin when alone will cast White magic spells targeted at your own characters.. it will be some semi-hybrid "Remember" command w/o the failure. The spells he would be able to cast the following:
All Cure spells
Haste/Fast
Blink
Protect
Shell

The idea is that Palom is able to channel Porom's White spell list and use it (I have a tough time figuring out a backstory to make this work). He won't have total control over said list which would make this interesting.

Boast would change dramatically. Instead of being able to increase Intelligence (which is easily maxable), it will increase Palom's attack power by 10 (it will stop/fail to work at 255). That way, Palom can be a remotely decent fighter late game, something that Rydia can't necessarily compete with.

2751
The names of the fire and ice armor always made sense to me, it's FF6 that threw a wrench in the works and got them backwards.

FF5's Flame/Ice Shield is consistant with FF6 though...

2752
Gaming Discussion / Re: FF4 Equipment Rebalancing?
« on: March 20, 2008, 08:43:51 AM »
There are too many swords and/or too few characters that can equip them. I actually toyed around with the idea of giving Rosa the ability to equip some of the weaker swords before deciding to just cut a few of them in favor of other weapons.

That I cannot argue, but that's relatively difficult to balance to begin with...

2753
Gaming Discussion / Re: FF4 Equipment Rebalancing?
« on: March 20, 2008, 04:10:48 AM »
Ok.. some Rod+Staff rebalancing...

Rod, 6 Attack Power, 50% hit rate, casts whatever it casts as an item with a spell multiplier of 1, +3 Wis, inflicts Curse status
Ice Rod, 10 Attack Power, 55% hit rate, casts Ice1 as an item with a spell multiplier of 2, +3 Wis, effective vs Insects/Reptiles, Ice elemental
Flame Rod, 16 Attack Power, 60% hit rate, casts Fire1 as an item with a spell multiplier of 3, +5 Wis, effective vs Undead, Fire elemental
Thunder Rod, 24 Attack Power, 60% hit rate, casts Lit1 as an item with a spell multiplier of 4, +5 Wis, effective vs Mech,  Lightning elemental
Change Rod, 30 Attack Power, 40% hit rate, casts Piggy as an item with a spell multiplier of 1, + 10 Wis, effective vs Giants, inflicts Mini status
Stardust Rod, 40 Attack Power, 70% hit rate, casts Comet as an item with a spell multiplier of 7, + 10 Wis, +10 Str, effective vs Mages
Magus/Meteor Rod, 50 Attack Power, 65% hit rate, casts Meteo as an item with a spell multiplier of 1, +15 Wis, +15 Vit, +15 Str, effective vs Undead, Holy elemental (replacement for Charm Rod)
Lilith Rod, 62 Attack Power, 60% hit rate, casts Psych/Osmose as an item with a spell multiplier of 8, +15 Wis, +15 Vit, +15 Will, effective vs "Undead" and Giants, Drain elemental

Staff, 8 Attack Power, 50% hit rate, casts whatever it casts as an item with a spell multiplier of 1, +3 Will, Holy elemental, inflicts Darkness status
Healing Staff, 12 Attack Power, 55% hit rate, casts modified Cure with a spell multiplier of 2, +3 Will, Holy elemental, effective vs Spirits
Silver Staff, 22 Attack Power, 50% hit rate, casts Slow with a spell multiplier of 1, +5 Will, effective vs Undead, inflicts partial petrify (v1) Status (remaking this staff to be more useful)
Power Staff, 32 Attack Power, 99% hit rate, casts Berserk with a spell multiplier of 1, +10 Will, +10 Str, inflicts Berserk status
Charm Staff, 42 Attack Power, 60% hit rate, casts Charm with a spell multiplier of 1, +10 Will, +10 Agi, inflicts Charm status, effective vs Giants (replaces Lunar Staff)
Holy Staff, 52 Attack Power, 70% hit rate, casts Holy with a spell multiplier of 5, +15 Will, +15 Str, +15 Vit, Holy elemental, inflicts Darkness status, effective vs Undead (replacement for Life Staff)
Silence Staff, 48 Attack Power, 65% hit rate, casts Silence with a spell multiplier of 1, +10 Will, +10 Str, +10 Agi, effective vs Mages, inflicts Silence/Mute status

2754
Refer to this thread: http://slickproductions.org/forum/index.php?topic=442.0

Thanks to Phoenix for his spell hit rate findings, and the algo is updated to reflect that. I would've never noticed or found them myself...

2755
Final Fantasy IV Research & Development / Re: Blind Status
« on: March 20, 2008, 01:29:25 AM »
Using data from here: http://slickproductions.org/forum/index.php?topic=442.0

It is now known that the following values are halved:
Hit Rate
Evade
Spell Hit Rate
Magic Evade

2757
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: March 20, 2008, 12:48:15 AM »
It seems to work on FF4A as well for the most part.

2758
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: March 20, 2008, 12:18:49 AM »
This looks good for Break/Stone. Hit rate increased a bit, so it sounds legit. I'm not sure if it is applicable to FF4A though (not tested yet).

2759
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: March 20, 2008, 12:06:28 AM »
I'll check with a different spell then.

2760
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: March 19, 2008, 11:36:16 PM »
I'm not quite sure what you mean. How does multiplying by 5/4 reduce the hit rate? Or are saying that number is wrong?

Either way, I think it's more to affect enemies than the party, although why they would include the party's slot 1 when they could just exclude it is puzzling.

I think it is multiplying by 4/5, not 5/4.