øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=3090e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf67f.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf67f.html.zx%žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀKMÖOKtext/htmlISO-8859-1gzip0|ÖMÖÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:57 GMT0ó°° ®0®P®€§²ð®$žh^ÿÿÿÿÿÿÿÿ<4MÖ Show Posts - Deathlike2

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

3091
Final Fantasy IV Research & Development / Re: Power Command
« on: February 29, 2008, 02:20:05 AM »
This command is affected by the back row (unless perhaps a back row compatible weapon is equipped).

3092
Final Fantasy IV Research & Development / Re: Kick Command
« on: February 29, 2008, 02:18:27 AM »
The command ignores row.

3093
Final Fantasy IV Research & Development / Re: Cover Command
« on: February 29, 2008, 02:18:05 AM »
The row of the character that is doing the covering is used in the damage algo, not the character that is being covered (in order words, Cecil's current row is used in the damage algo).

3094
Final Fantasy IV Research & Development / Re: Dark Wave Command
« on: February 29, 2008, 02:16:44 AM »
This command ignores row.

3095
Final Fantasy IV Research & Development / Re: Hit Rate
« on: February 29, 2008, 02:10:30 AM »
Bah to my original post.

Hit rate effectively determines damage efficency. 99% effectively means "always hit". 80% is fairly efficient... anything under 74% and not back row compatible is pretty much a disaster under you have an uber multiplier.

3096
Final Fantasy IV Research & Development / Re: Aim Command
« on: February 29, 2008, 01:25:13 AM »
I could be wrong on Aim doing 2x damage.

My alternative guess is that the "crippling" part of the Bow attack power algo (Bow's Attack Power/2) goes away in FF4A.. which actually makes a lot more sense. I mean, why would you not equip a Bow+Arrow on Rosa?

Edit: Now that I think about it more... I believe Aim is bugged in all of the SNES versions of FF4. Aim is fixed in FF4A, although the back row bug hurts the bow+arrow way too much in the US and Jap 1.0 versions.

A patch is warrented to fix the Aim command.

Second Edit: This command most likely doesn't ignore row...

Normally, the attack power for most characters is like this:

Bow Attack Power/2 + Str/4

Aim is supposed to do this (only correctly in FF4A)

Bow Attack Power + Str/4
Hit Rate = 99%

The attack power change isn't done for the SNES versions of this game (this entire edit is for clarification).

3097
Final Fantasy IV Research & Development / Re: The Back Row
« on: February 29, 2008, 01:17:03 AM »
One piece of info worth pointing out. Back row compatible weapons can target other enemies in the back row w/o penalty. This behaves very much like FF5.

3098
Nice work on all these, Deathlike2. Just curious, how did you figure all this out? Did you have something to go on, or was it just testing in battle? If so, that's pretty impressive.  :cycle:

Well, most of the work was derived by BSiron and pretty much nagging Dragonsbreathren for certain bits I needed to know. However, I still had to do some actual testing. The damage algorithm seems to be more FF1-ish but a bit more advanced which is how these numbers came to be.

3099
Hopefully this works out right the first time...

Edit: We all know that's never really the case.

Code: [Select]
//Multiplier Madness! - These checks redo the attack multiplier based on hit rate and target's evasion.

New Attack Multiplier = Attacker's Attack Multiplier; // initial

while (Attacker's Attack Multiplier > 0)
{
 if (rand (0, 99) <= Attacker's Hit Rate) // check if individual hit is successful due to attacker's hit rate
 {
  while (Target's Defense Multiplier > 0)
  // consider the Defense Multiplier the number of chances to evade hits
  // we try again on failure and stop when there is no more
  {
   Target's Defense Multiplier--;
   if (rand (0,99) < Target's Evade) // see if the target evades the hit
   {
    New Attack Multiplier--;
    break; // exit this loop since target has evaded successfully
   }
  }
  else
  {
   Hit Success = true; // used for dual hit type of attacks
   if (Attack Power == 0) // GBA port only - noticable on Flan/Pudding enemies
   {
    rerandomize Attack Power Randomizer();
    New Attack Multiplier--; // "penalty" for dealing 0 damage on the hit is a reduced multiplier
   }
  }
 }
 else // executed when individual hit fails to hit target and ignores evade - think of Tellah's suckage
 {
  New Attack Multiplier--;
 }
 Attacker's Attack Mulitplier--;
}

Here we go!

Code: [Select]
Damage = New Attack Multiplier * Attack Power *  Undead Modifier * Absorb Modifier;

//if target is successfully hit, but can't quite pierce the target's armor...
if ((Hit Success == true) && (Damage == 0))
{
 Damage = 1;
}

//tests target hit to be inflicted with status effect(s), based on level
if (Attacker's Weapon.inflict status attributes() && !Target.resist status attributes() && Target.not dead())
{
 if (rand (0, Attacker's Level) >= rand (0, Target's Level))
 {
  Inflict status();
 }
}

Note: In theory, you can take 1 point of damage total from multiple attacks (such as the 2x attack from the Red Dragon... don't confuse this with the Attack Multiplier).. the last bit of psuedocode is to account for that behavior.

3100
Final Fantasy IV Research & Development / Re: The Back Row
« on: February 28, 2008, 10:42:18 PM »
Ok, I figured it out finally... I think.

To calculate the back row penalty, it is much more simpler than I thought.

For each hand wielding a weapon that is not back row compatible and the character is in the back row, subtract 32 from the current hit rate.

Examples:

Cecil @ level 1 with Legend Sword

99  + 0 (level bonus) - 32 (back row penalty) = 67% hit rate

Even with a multiplier of 2, he has a good chance of missing a target while in the back row (my attack algo will debut soon...)

Cecil @ level 99 with Crystal Sword (FF2US name) aka Ragnarok in FF4

99 + 24 (level bonus) - 32 (back row penalty) = 91% hit rate

The hit rate loss is almost negligible, but damage on average will be lower.

See how this hurts Edge... a lot.

Edge @ level 25 with his default katanas

(90+90)/2 + 6 (level bonus) - 64 (2 back row penalties) = 32% hit rate

The hit rate is atrocious, and arguably could be like equipping early game weapons.

Edge @ level 99 with the best katanas (90% Murasame, 99% Masamune)

(90+99)/2 + 24  (level bonus) - 64 (2 back row penalties) = 54% hit rate

On average, this means Edge will be vastly inefficient in the back row (it's not 50% damage drop because of attack power randomness, but still significant).

In sum, Edge needs to be in the front row almost all the time, unless you buy him some Boomerangs.

3101
Game Modification Station / Re: FF6 misc ramblings
« on: February 28, 2008, 04:18:50 PM »
The "Relic" Sniper Sight was once used to ensure that physical hits would be unblockable. This was when Mblock was used for physical and magic hits. Now, from what I understand according to the Evade bug fix, that Evade is now usable. According to my own reasoning unless this relic was factored in to the bug fix that it no longer assumes that physical hits will be unblockable, because Sniper Sight ignores Mblock.

If you think it doesn't work, test it out on the Cactrot (or whatever that name is spelled) aka Cactaur in FF6A. That monster has natural high evade (you wouldn't have noticed since it already has a lot of MBlock to begin with). Also, most of the enemies of Mt. Zozo have a decent evade rate (the guys with a pyramid shell don't evade though IIRC).

The whole evade bug fix is for properly testing against the correct variable/value.. each equipment+relic isn't tied to individual algorithms  so Sniper Sight shouldn't be bugged after the fix.

3102
Do any of them do that naturally?

3103
Final Fantasy IV Research & Development / Cry/Fake Tears Command
« on: February 28, 2008, 03:01:15 PM »
It does exactly what most people thought it would do. When executed, it makes running away easier.
The difficulty of running away is based on your level vs the enemy's level (high levels imply easier to run away).

It seems that the time to run away is approximately cut in half when this command executes. This command allows for stacking (reducing the time further) on multiple cries.

This command does not seem to influence the randomness of money drops (which is simply 1/4 of what you would get if you won the battle).

This command also doesn't change the fact that you can't run away from bosses.

3104
Gaming Discussion / A Request To Dragonsbreathren
« on: February 28, 2008, 03:48:05 AM »
It might sound silly for a hack, but perhaps a hack of the Sight magic spell would be in order? It does actually have a visual effect when reflected, but it does virtually nothing in battle like Warp does.. too bad there's no sound either.

The only suggestion I can come up to make it useful is allow it to heal the Blind status in battle only. It seems only natural. It can get "some" use when Rydia first learns it.. the Sandmoth enemy (FF2US name) attempts to blind you when it is by itself... so perhaps it has some use...

Or.. it could simply be a Blind Enemy type of spell instead (inflict Blind status on enemies).

Worthwhile an idea or no?

As a new update to your Warp spell hack.. shouldn't you also tweak Fatal/Death/Doom to be multitargetable to compensate for Warp essentially being the same spell (especially when Tellah does multitargeted Fatal via Recall/Remember).

3105
I believe I've determined the basic damage algo for this game, feel free to dispute, question, add on, or blah as long as you provide some cool example that breaks my theory apart.

Attack Power:

Base Attack Power (fists) = Str/4 + Level/4
Base Attack Power (for non-bow weapons) = Weapon Attack Power + Str/4 + Level/4
Base Attack Power (for bow/arrow combo) = Bow Attack Power/2 + Str/4 + Arrow Attack Power
If using the arrow is not in the character's "primary hand", multiply 4/5  from result.
Note: Internally, the bow is stronger, but for some stupid reason it has to be crippled.
Base Attack Power (Yang - think FF1's black belt/master) = (Level+1)*2 + Str/4
**Base Attack Power (Edge - both hands in use) = Left Weapon Attack Power + Str/4 + Level/4 + Right Weapon Attack Power + Str/4 + Level/4
Base Attack Power (monster) = Whatever is listed by the game
**Note: If a shield is in any hand, Weapon Attack Power for that hand = 0.

Attack Power Modifiers:
Critical Hit = 3/2
Attacker Has Mini Status sets Base Attack Power = 1
Attacker Has Toad Status sets Base Attack Power = 1
**Target Has Elemental Immunity (Darkness and Zombies, but not limited to that enemy) sets Attack Power = 0
**Target Has Elemental Immunity and "Critical Hit" sets Attack Power = 25 (21 in FF4A)
Target Has Mini Status = 2
Target Has Toad Status = 2
Attacker Is Cursed = 1/2
Attacker Is Berserked = 3/2
Kick = 1/2
*Kick and Target is Flan/Pudding = 0
Dark Wave = 1/2
Dark Wave and Target is Undead = 1/8
Jump = 2
Power (aka Build Up in FF4) = 2
Deadly (FF4A only) = 3
**Target Resistant Vs Weapon Element (target resists or absorb element) = 1/2
**Target Weak Vs Weapon Element = 2
**Target Weak Vs Weapon Element (and is "Weak+") = 4
Attack Using Drain Elemental Weapon vs Target That Absorbs Any Elemental = 1/2
***Target Resistant vs Enemy Type/Race (monsters attacking specific armor) = 1/2
Target Weak vs Enemy Type/Race (weapon attacking specific monsters) = 4
Unapplicable = 1

If Base Attack Power > 255, Base Attack Power = 255.

Important Note: There is an order in which these modifiers are applied (from first to last)
Critical Hit, Statuses, Commands, Elemental, Enemy Type/Race

Critical hits apply against the weapon the character wields. Critical hit info found here: http://slickproductions.org/forum/index.php?topic=368.0
Statuses modify the attack power of the target, which override critical hits.
Certain commands ignore race and elemental multipliers (Kick, Dark Wave) while others do not (Jump, Build Up).

Note: If the target reacts to any of the elemental attacks, continue using the multiplier during an uninterrupted attack such as one given by Zeromus EG from FF4A. Stop using the multiplier when the uninterrupted attack ends. Elemental multipliers do not stack.

*Note: Flan/Puddings are immune to Kick, which automatically deals 0 (unseen) damage.

**Refer to this thread for physical elemental attacks: http://slickproductions.org/forum/index.php?topic=426.0
Note: Critical and Zombies vs Darkness Weaponry formula applies the same in FF4. The base power is lower in FF4A though.

***Note: Even if multiple weapons or multiple enemy types are exposed, the multiplier is applied only once. Therefore, stacking is unapplicable here.

Before You Start: Make sure to calculate the defense power of the target first before plugging in the numbers.

Attack Power = Base Attack Power * Attack Power Modifiers * (rand(100, 150)/100) -Target's Defense Power

If Attack Power< 0, Attack Power = 0.

Or... you could also say:

Attack Power = Base Attack Power * Attack Power Modifiers  * (rand (100, 150)/100)
If Attack Power < Target's Defense Power, then Attack Power = 0.
Else Attack Power -= Target's Defense Power.

Note: The randomization is done once for the attack.
If your attack multiplier is a multiple of 5, hit rate is 99%, and you aren't exposing enemy resistances,
all your attacks will be divisible by 5.
The randomization is redone in FF4A if Attack Power = 0 after a round of calculations.

Hit Rate:

Base Hit Rate (fists) = 50 + Level/4
Base Hit Rate (for non-bow weapons) = Weapon Hit Rate + Level/4
Base Hit Rate (for bow+arrow combo) = Bow Hit Rate + Level/4
Note: Arrows have no hit rate.
Base Hit Rate (for characters that are wielding two weapons) = (Left Weapon Hit Rate + Right Weapon Hit Rate)/2 + Level/4
Note: Only applies if both hands have weapons.
Base Hit Rate (monster) = Whatever is listed by the game

Hit Rate Modifiers:
Aim sets Hit Rate = 99.
Attacker is Blind = 1/2
**Attacker is in back row without a back row compatible weapon = 1/2
**Target is "considered" in the back row = 1/2
Unapplicable = 1
Note: Aim has the highest priority, regardless of the penalties.

Hit Rate = Base Hit Rate * Hit Rate Modifer

**Refer to this thread regarding hit rate being affected by the back row and the special bit for the weapons: http://slickproductions.org/forum/index.php?topic=455.0

If Hit Rate > 99, Hit Rate = 99.

Attack Multiplier:

Attack Multiplier (character) = Str/8 + Agi/16 + 1
Attack Multiplier (monster) = Whatever is listed by the game

Defense Power:

Base Defense (character) = sum of all defense ratings of armor + Vit/2
If unequipped for any part of the body (head, body, arm, and non-strong hand), armor for those sections = 0.
Base Defense (monster) = Whatever is listed by the game

Defense Power Modifiers:
Target has Mini status = 0
Target has Toad status = 0
Target is Cursed = 1/2
Dark Wave = 0
Parry/Defend = 2
Unapplicable = 1

If Base Defense > 255, Base Defense = 255.

Note: The above info is just there for the sake of reference since it normally doesn't occur.

Defense Power = Base Defense * Defense Power Modifers

Evade:

Base Evade (character) = sum of all evasion ratings of all armor equipped
If unequipped for the head, body, or arm, each unequipped section = 10% evade
Base Evade (monster) = 0
**Target has Immune bit set on equipment (characters only) sets Evade = 99
If Monster Defense = 255, Base Evade (monster) = 99.
Note: When Monster Defense is naturally at 255 (with no help from Protect), they are intentionally "invincible" to physical attacks.

If Base Evade > 99, Base Evade = 99.

**Note: Only applicable to the SNES versions of the game.

Evade Modifier:
Target is Blind = 1/2
Target has Frog Status = 0
Target has Mini Status = 0
Unapplicable = 1
Note: Statuses should not affect invincible monsters...

Evade = Base Evade * Evade Modifier

Defense Multiplier:

Defense Multiplier (character) = Agi/8
If at least one shield is equipped, Defense Multiplier += Level/16
Defense Multiplier (monster) = irrelevent
Since evade = 0, the defense multiplier is effectively ignored (think of Cid).
If Monster Defense = 255, Defense Multiplier (monster) = 99.
Note: When Monster Defense is naturally at 255 (with no help from Protect), they are intentionally "invincible" to physical attacks.

Undead Modifier:
Drain Elemental Attack vs Undead = -1
Unapplicable = 1

Absorb Modifier:
Absorb elemental multiplier = -1
Unapplicable = 1

Note: If the target is in the middle of an uninterruptable attack sequence and absorb one of the magical attacks,
all physical attacks in this sequence only are converted into healing.