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Messages - Deathlike2

1501
Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« on: December 17, 2008, 09:48:28 PM »
 :bump:

This applies to FF4ET unheadered..

0x1D864
0x1D888

1502
Final Fantasy IV Research & Development / Re: Protect/Shell Modification?
« on: December 17, 2008, 09:21:13 PM »
Ok, I'll report back when I post a patch.

Thanks.

1503
Final Fantasy IV Research & Development / Re: Protect/Shell Modification?
« on: December 17, 2008, 09:14:54 PM »
Is any of the posted info consistant with FF4 or FF4ET?

1504
Final Fantasy IV Research & Development / Protect/Shell Modification?
« on: December 17, 2008, 08:26:18 PM »
I could swear there was a post about it...

I was thinking of writing up something about it for documentation (well, in the form of an RHDN patch).

Credit will be given as appropriate.

1505
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 17, 2008, 07:58:47 PM »
Ok, there's a few changes in response to the reply. I've also added a bit more info (the tips section is not looking too bad IMO).

1506
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 17, 2008, 06:42:32 PM »
Added a few missing things and fixed a number of stuff I had mentioned earlier (critical hits and the probability of a status hit).

1507
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: December 17, 2008, 05:22:53 PM »
Ok, PLEASE PLEASE let me know if the bug descriptions are unclear.

1508
Mega  :bump:

This just dawned on me.

The auto battle scripts only use the first byte for the spell multiplier.

For Tellah, the spell multiplier is 1, because 16 = 0x10

For FuSoYa and Golbez, the spell multiplier is 2, because 40 = 0x28

This is ignored for W.Meteo/Double Meteor only.

1509
I'm starting to already catagorize said bugs, and that's already giving me a headache...  :lame:

 :edit:

Does that mean I'm done? Not even close...

1510
General Discussion / Re: Christmas
« on: December 16, 2008, 11:08:23 PM »
Booooo...

Does he at least say "eyyyyy" like Da Fonz?

1511
General Discussion / Christmas
« on: December 16, 2008, 10:40:36 PM »
I have one important question to ask...

Where the hell is Stragoclaus keeping his black chocobos? I'm hungry! :zemogus:

1512
Small  :bump:

I wrote this info in another thread, but I also have new info.. the old info..

When a critical hit is dealt in a Bow+Arrow setup, the additional attack power added is the total attack power of the bow..

Normally, the basic formula looks like this:

Base Attack Power = Str/4 + Bow's Attack Power/2 + Arrow's Attack Power

When a critical hit is dealt, the forumula looks like this...

Base Attack Power = Str/4 + Bow's Attack Power/2 + Arrow's Attack Power + Bow's Attack Power

which can be written as..

Base Attack Power = Str/4 + Bow's Attack Power * 3/2 + Arrow's Attack Power

This matches up with the general critical hit formula of increasing the attack power by 50%, except it comes in the form of doubling the Bow's current attack power.
It suggests that Bows are the best at dealing critical hits.. which seems to be the case, because the most you can add is 127 attack power by the regular formula.. under this case, you can add up to another 255 attack power via the critical hit.

Also, something new..

For Edge, the critical hit bonus is basically picking the weapon that has the greatest attack power (Masamune in the SNES version, Mutsunokami in FF4A) and add 50% of that weapon's attack power. This would explain why Edge sucks at dealing critical hits.

This was tested against Edge equipping a Katana+Claw... as you know the Claw provides 0 attack power. It doesn't matter which hand the stronger weapon is in.

1513
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: December 16, 2008, 03:09:25 PM »
A few minor notes..

The number of arrows and harp sprite hits and audio cues correlates with the number of hits you make on the enemy in the attack.

Bows and Arrows in the GBA version apply their bonuses immediately, whereas the SNES version applies the bonuses after the Bow+Arrows are  equipped.

1514
Final Fantasy IV Research & Development / Re: Weapons Inflicting Status
« on: December 16, 2008, 10:52:58 AM »
Related: http://slickproductions.org/forum/index.php?topic=86.0

To expand on my original thought...

Both the SNES and GBA versions of this game do factor in hit rate AND evade when it comes to status inflictions.

My current guess that it operates similarly to the solo multiplier for spells..

1) The hit rate of the attacker is used for comparison, unaffected by hit rate modification such as the back row and blind status... but will be using the level hit rate bonus though...

2) The evade rate of the target.. most enemies (except for 2) have no evasion.. but when status attacks are inflicted onto characters (either by other characters or by the monsters), this is a factor.

For the SNES version only, there's a preceding factor (before the standard checks are made)

The Agility of the attacker and target is a critical factor. Every wonder why those monsters on the moon that dish poison become less effective? When you gain Agility, the chances to be inflicted by a status attack lessens.

A better example is for the opposite.. in JCE's hack, the ????? monster (it's a White Gargoyle) is difficult to inflict weapon statuses against. The monster has a high Agility stat.. the chances to inflict the status is very low.

If you want to test this out, I suggest using the Slumber Sword, as it primarily exhibits this behavior...

This also explains why it is difficult to inflict statuses against yourself.. because the Agility of the attacker and target are the same... it almost resembles the Steal/Sneak algo....