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Messages - Deathlike2

3046
Final Fantasy IV Research & Development / Re: Gird/Endure Behavior
« on: March 03, 2008, 04:45:32 PM »
This command always fails when the character is under Silence. The fact that this command "casts" a spell is the reason.

3047
Final Fantasy IV Research & Development / Re: Kick Command
« on: March 03, 2008, 04:43:46 PM »
Hit rate for this command is 100%. However, the behavior of this command is "different" when you face off against Yang at Baron.
If you use Protect to increase defense, Kick starts to miss the targets as the defense becomes greater than his attack power.

3048
Final Fantasy IV Research & Development / Re: Pray Command
« on: March 03, 2008, 04:29:53 PM »
This command, and Miracle cannot be executed while under Silence status. Since the command triggers a magic spell,
and Silence prevents the casting of magic, it is logical that this command always fails while under Silence.

3049
Gaming Discussion / Re: A Request To Dragonsbreathren
« on: March 03, 2008, 03:35:26 PM »
There you go, a quick image of Sight's dummied effect.


3050
Final Fantasy IV Research & Development / Re: Pray Command
« on: March 03, 2008, 03:31:14 PM »
My bad... Pray's success rate is tied to the Command's Hit Rate, not the spell (which works 100% of the time).

3051
Final Fantasy IV Research & Development / Re: The Underrated Sylph
« on: March 03, 2008, 02:32:52 PM »
Note that if this attack isn't being used on uber magic defense targets, the spell has the potential of being Cure3+damage. The damage range ideally is between 3000-4500, which implies 600-900 healing if everyone is there (Kain isn't Jumping).

3052
Well, it is a palette swap of the fists animation.. but treated as if you could throw it like Shurikens.

3053
Final Fantasy IV Research & Development / Re: Jump Command
« on: March 03, 2008, 03:19:53 AM »
It's amusing that Barbaricca reacts to Jump.. but the Mist Dragon doesn't. It is worth pointing this out.

3054
Gaming Discussion / The State of FF2/4 Walkthroughs/FAQs
« on: March 03, 2008, 03:15:02 AM »
They are simply embarrassing. Nuff said. I'll cite examples later.. but I remember one FAQ saying you should use Holy/White on Zeromus.

That's all one needs to know.

3055
Just for the sake of keeping it interesting, here's some neat info that some of you may not really know.

Rod - casts some sort of magic that always hits the enemy - Spell Base Power = 28, Spell Multiplier = 1, this is better than a Bow+Arrow combo
Staff - heals like the Antidote item, which is totally useless, even when Tellah starts with it
Silver/Mythril Staff - works like the Unicorn Horn item, heals Sleep, Paralyze, Charm, and Berserk, which is relatively useless
Lunar Staff - casts Dispel (spell not available in FF2US), another useless spell
Murasame - casts Protect successfully (spell not available in FF2US)
Masamune  - casts Haste/Fast
Dancing Knife - think Rod, but replace the fists the Rod uses with knives, best item to make Rydia a decent attacker for a while,
it is not a Whip replacement though - Spell Power = 40, Spell Multiplier = 8
Poison Axe - casts Venom... WHY??????
Earth Hammer - casts Quake, rids of those slimes/pudding/flan in the Tower of Zot easily
Elven Bow - casts Shell successfully (spell not available in FF2US)

3056
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: March 03, 2008, 02:35:58 AM »
One thing worth pointing out about the spell..

Tornado weakens a target between 1 and 9 HP.
If for any reason the current HP of the target is greater than or equal to the randomized value Tornado generates, the spell will fail to work.

This is why the spell sucks vs the Imps/Goblins. Imps/Goblins have 6 HP, so there's a 4/9 chance of failure.

3057
Updated info to include new split damage findings.

3058
To clean up part of the magic algo list... here's a nice supplment of info that some may not know.

Spell Hit Rate:
For most status changing attacks = Whatever is stored internally - 128
List also includes:
Stop
Weak/Tornado (Critical Status)
Peep/Scan/Libra
Cockatrice (it has a higher hit rate than Stone/Break)
Odin (death that check death status immunity)... with a spell hit rate of 0% (which means it is calculated solely against level as I thought)
Mage (it has the strongest Paralysis rate of 100%, assuming no immunity)
Asura (revive)
Big Bang (strange, since it is a multitargeted attack like Virus/Bio.. but it does HP leak...)
Pollen (a pathetic form of Virus)
Globe199 (yes, that should be scary, but 100% hit rate is probably the reason)
Laser (damage based on enemy's HP... but it has a 100% hit rate)
Glare (go figure, 100% hit rate)
Odin (when you attack the summon, that is what he attacks you with... 100% hit rate)
Needle (enemy counterattacks @ 100% hit rate, but it is based on the enemy's attack power, so it is dealt differently...)
Counter (the Antlion's counterattack)

For all other non status changing attacks = Whatever is stored internally
List includes:
Blink/Image (Image has a near-perfect hit rate than Blink...)
Protect
Shell
Slow
Haste/Fast
Exit
Sight (it does nothing, mind you)
Float
Warp (same as Sight)
Disrupt (Trap Door's special attack)
Black Hole (surprising, since it is a multitargeted Dispel... Dispel follows the status changing algo)

3059
Final Fantasy IV Research & Development / Re: Ignoring Split Damage...
« on: March 03, 2008, 02:19:05 AM »
How many spells is that? I only think of a couple, Quake, Meteo, and all of the summons. Any others?

Ninja attack spells, Comet (Flare is not since targeting is forced by the Twin command), and a number of enemy attack spells.

Even the Cure/Healing Staff magic is part of this as well.

The enemy spells include:
ColdMist (Mist Dragon's monster attack)
Explode (Mombomb attack)
Poison (Dr. Lugae's attack, as useless as that is)
Big Bang (it explains a lot)
Pollen (plant enemies use this)
Fission (Last Arm's suicide attack)
Heal (Golbez uses this "hidden attack" to simulate Rydia healing the party)
All the HP based attacks (those that use the enemy's current HP or the target's max HP)
Quake (enemy's version)
Emission (Red Giant's attack, FF2US name)
Heat Ray (Red Dragon's attack)
Odin (Odin summon monster battle attack)
MegaNuke (Bahamut's attack)

3060
Final Fantasy IV Research & Development / Ignoring Split Damage...
« on: March 03, 2008, 02:05:09 AM »
Spells that only target all allies or all enemies are the types that avoid split damage altogether.

Man.. this realization stuff sucks when you can't sleep.