Author Topic: FF4A Equipment Additions  (Read 4552 times)

Deathlike2

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FF4A Equipment Additions
« on: December 26, 2007, 11:47:54 PM »
If someone could provide complete attribute data in FF4A's new equipment (both weapons and armor), it would be very appreciated.

I'll try to compile a list of known stuff, but there are bits and pieces that are still unknown... mainly in the armor department.

There IS one change to existing data in FF4A.. the Ribbon now protects against Charm and Berserk.
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Entroper

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Re: FF4A Equipment Additions
« Reply #1 on: December 27, 2007, 01:27:24 PM »
Something a friend of mine compiled.  It seems accurate, but no guarantees.  :)  This data comes from the FF4A US GBA ROM.  :omghax:





EDIT: I guess you have to right-click and "view image" to see it at full resolution.

Entroper

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Re: FF4A Equipment Additions
« Reply #2 on: December 27, 2007, 01:37:56 PM »
Meh, this would take too many screenshots.  Got Excel?  http://entroper.no-ip.org/TheBatcave/FFRev2(2).xls

Deathlike2

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Re: FF4A Equipment Additions
« Reply #3 on: December 27, 2007, 04:35:20 PM »
This looks accurate... someone else has to verify the table values though (Dragonsbreathren, are you reading this?).. Loki's Lute has the bits set.. which is right.. but of course that weapon is bugged from whatever code is supposed to deal with enemy type weaknesses.
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Deathlike2

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Re: FF4A Equipment Additions
« Reply #4 on: December 27, 2007, 06:23:23 PM »
Ok, some interesting info from the data (assuming this is correct).. some of which worth pointing out:

Hand of the Gods: Holy elemental, effective against Ghouls and Undead
Apollo's Harp: Fire elemental, effective against Dragons
Thor's Hammer: Lightning elemental, effective against Mechs
Lightbringer: Holy elemental, effective against Ghouls and Undead, back row compatible  :wtf:
Flandango: effective against Flan
Abel's Lance: Lightning elemental (not Aerial elemental like all the other lances)  :bah:
Fiery Hammer: Ice elemental, effective against Mechs (description of the elemental info lies) :lame:
Sage's Robe: protection against Mute, Mage attacks
Asura's Rod: Holy elemental
Mist Whip: Holy elemental, inflict paralysis, back row compatible
Perseus Bow: Aerial elemental, backrow compatible (nothing really special about this bow)  :lame:
Dragon Claw: Holy elemental, effective against Dragons (a cheap copy of FF6's Dragon's Claw)  :bah:
Loki's Lute: effective against all enemy types except Flan, back row compatible
Rising Sun: Aerial elemental, back row compatible
Gigant Axe: inflict poison (it won't kill Giants like the Poison Axe... meaning it is nothing special)  :bah:
Hero's Shield: Absorb attribute
Rainbow Robe: protection against Fire, Ice, Lightning, Holy
White Dress: protection against Mute, Berserk, Ghouls, Undead
Maximilian: protection against Stone, gradual petrification, Mechs (wow, only armor to have this attribute) :wtf:
Caesar's Plate: protection against Darkness, Holy
Dragoon Plate: protection against Fire, Ice, Lightning (no Dragon protection though)  :lame:
Vishnu Vest: protection against Fire, Ice, Lightning, Darkness, Holy
Requirem Harp: Drain attribute, effective against Giants, Flan, Undead (it looks like a Blood weapon clone...?) :hmm:
« Last Edit: December 27, 2007, 09:16:33 PM by Deathlike2 »
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Entroper

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Re: FF4A Equipment Additions
« Reply #5 on: December 27, 2007, 08:22:53 PM »
Ok, some interesting info from the data (assuming this is correct).. some of which worth pointing out:

I have 100% confidence about the data, but our labels for the data are "to the best of my knowledge."

Deathlike2

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Re: FF4A Equipment Additions
« Reply #6 on: January 16, 2008, 12:24:07 AM »
Hmm.. mind generating a list of "broken" equipment in this game? The definition is that their intended purpose is broken.
They usually come in the form of not inflicting status attributes and/or enemy type multipliers.

AFAIK, most of the broken equipment are the new stuff... I'll try to recall from memory what they are..

Tiger Fangs - no paralysis
Dragon Claw - no dragon multiplier
Loki's Lute - no multipliers applied
Mist Whip - no paralysis
Assassin Dagger - no death
Piggy's Stick - no piggy
Rising Sun - not a "projectile"/Aerial elemental
Requirem Harp - no drain elemental
Gigant Axe - no poison
Perseus Bow - not a "projectile"/Aerial elemental

Also, is the back row property broken in the US/Jap v1.0 version?.. I just want to double check.
« Last Edit: February 02, 2008, 03:40:10 PM by Deathlike2 »
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Re: FF4A Equipment Additions
« Reply #7 on: January 16, 2008, 01:36:03 PM »
The back row property seems to be half broken.  I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power.  I don't know if that's intentional or buggy.  The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target.  Characters in the back row widely vary their number of hits.

This is just conjecture based on observation.

Deathlike2

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Re: FF4A Equipment Additions
« Reply #8 on: January 16, 2008, 02:05:24 PM »
The back row property seems to be half broken.  I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power.  I don't know if that's intentional or buggy.  The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target.  Characters in the back row widely vary their number of hits.

This is just conjecture based on observation.

It would be nice if someone converted the # of hits to something that is tangible.

The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.
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Deathlike2

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Re: FF4A Equipment Additions
« Reply #9 on: January 16, 2008, 02:47:53 PM »
Ok, I think I found it...

Edit: For all versions, the number of arrow/harp objects that appear is equal to the attack multiplier (give or take a couple).

For the case of arrows, the number of arrow objects are limited to 8.. which apply under both versions.
For the case of harp "notes", the number of note objects are limited to 8, unless you are using the GBA version, which doesn't appear to have a limit.
« Last Edit: January 16, 2008, 05:49:16 PM by Deathlike2 »
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Entroper

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Re: FF4A Equipment Additions
« Reply #10 on: January 16, 2008, 05:05:45 PM »
The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

Of course.  But in FF4A (US) it seems to apply a hit rate penalty even if you have a back-row-compatible weapon equipped.

Of course, if you use Aim, you always hit, so Rosa has even more of an advantage than she should with a bow.

Deathlike2

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Re: FF4A Equipment Additions
« Reply #11 on: January 16, 2008, 05:54:02 PM »
The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

Of course.  But in FF4A (US) it seems to apply a hit rate penalty even if you have a back-row-compatible weapon equipped.

That was the point of my question.  :tongue:

Quote
Of course, if you use Aim, you always hit, so Rosa has even more of an advantage than she should with a bow.

Aim is clearly boosted in FF4A, by a damage increase of like 25-50% (probably 50% or so).. I'll have to crunch the numbers.
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Deathlike2

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Re: FF4A Equipment Additions
« Reply #12 on: February 02, 2008, 03:41:39 PM »
Ok, fixed the list now.

Tiger Fangs - no paralysis
Dragon Claw - no dragon multiplier
Loki's Lute - no multipliers applied
Mist Whip - no paralysis
Assassin Dagger - no death
Piggy's Stick - no piggy
Rising Sun - not a "projectile"/Aerial elemental
Requirem Harp - no drain elemental
Gigant Axe - no poison
Perseus Bow - not a "projectile"/Aerial elemental

If I missed anything, please let me know.
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