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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on March 10, 2008, 05:51:18 PM

Title: Requesting Info: Weapon Spell-Magic Data
Post by: Deathlike2 on March 10, 2008, 05:51:18 PM
Anything any of you can do to find and list the spell power, hit rate (if applicable, though the magic always seems to succeed) and whatever relevent info associated with weapons that cast magic.

I wrote this thread as a supplement, hoping someone would look into this: http://slickproductions.org/forum/index.php?topic=348.0
Title: Re: Requesting Info: Weapon Spell-Magic Data
Post by: Edea on March 10, 2008, 05:55:25 PM
$79270 is where all the spell power bytes are stored for weapons, but I thought that was discovered already. 

Wow, if you actually calculated those power values before looking them up...that would verify the algorithms you've been using.  That's why spells produced from items are so much weaker than the actual casting, isn't it?  I just thought those bytes were a direct substitution for the spell power.

Hit rate is solely dependant on the spell being duped (I -believe-). 
Title: Re: Requesting Info: Weapon Spell-Magic Data
Post by: Deathlike2 on March 10, 2008, 05:58:38 PM
$79270 is where all the spell power bytes are stored for weapons, but I thought that was discovered already. 

Wow, if you actually calculated those power values before looking them up...that would verify the algorithms you've been using.

No.. in my thread, I was calculating the "effective" spell multiplier those magic casting weapons had. I already have the spell power list of all magic... it seems incomplete at best because it's not fully documented as far as I can tell (I mean, the visual has to be tweaked independantly/separately from the spell itself...)
Title: Re: Requesting Info: Weapon Spell-Magic Data
Post by: Deathlike2 on March 12, 2008, 03:40:26 PM
All the relevent info is provided here in the posted file: http://slickproductions.org/forum/index.php?topic=405.0

Quote
Wow, if you actually calculated those power values before looking them up...that would verify the algorithms you've been using.  That's why spells produced from items are so much weaker than the actual casting, isn't it?  I just thought those bytes were a direct substitution for the spell power.

I know that was edited, but I'll requote anyways. The algo wasn't originally mine, but a derived by stuff BSiron figured out long before I did. The stuff added to that involves hit rate, stuff affecting the hit rate, status inducing spells, and the role of magic defense and magic evade on the spell damage algo.

Quote
Hit rate is solely dependant on the spell being duped (I -believe-). 

Hit rate is always 100%. However, if the spell multiplier for the casted spell is 0, it effectively disables the spell. This is why some disabled spells like the Power Staff's Berserk and the Wooden Hammer's Lit2 can be seen while Reflect is enabled (including all the "dummied" spells in FF2US). Just check out what Blind status does to a spell with a 100% hit rate like Fire1.. it is next closest thing to what you are seeing.

It is the same reason why the Change Rod has a 100% hit rate, even though the original spell has a 10% hit rate.