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

2881
Gaming Discussion / You Know Tellah Really Sucks When...
« on: February 29, 2008, 07:03:06 PM »
He casts Life1 and it fails to revive a character....  :bah:

2882
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: February 29, 2008, 06:49:14 PM »
Ok, here's some actual useful info.

Cure1 has a Spell Power of 8. The Base Spell Power that I could derive is also 8, so therefore the healing done by the potion is 64 to 96.

Medicine does split targeting, but ignores the number of targets... so you divide by 5.

Therefore, the healing done to any target is between 12 and 19 (remember to truncate).

Done with the useless command... for now anyways.

2883
Final Fantasy IV Research & Development / Weapon "Spell Power"
« on: February 29, 2008, 04:10:23 PM »
This thread probably will be updated a bit more frequently, given that some of this info is undocumented or at least not looked into enough.

Each weapon has a spell power similar to using Wis/Will/Enemy Magic rating, except it is calculated against the Weapon's "Spell Power". I am unsure
how this value is stored/interpreted internally... it could be a simple number that is actually the "Spell Multiplier".. or a number that is calculated against.. like Weapon's Spell Power/4.

Anyways, onto the data.. I will also list what the number could be stored internally is pretty much in the range for (Spell Power * 4 to Spell Power * 4 + 3). You can derive the damage if you attack Imps/Goblins with the magic (Imps/Goblins have 0 magic defense). I will provide some notes to what you see on the screen... although very few weapons exhibit special effects.

All Status Inducing Equipment = 255 or 0 (I dunno what value is stored)
Rod = 1
Note: Attack image is of a "grey fist attack".
Ice Rod = 2
Flame Rod = 3
Thunder Rod = 4
Stardust Rod = 7
Lilith Rod = 8
Cure Staff = 2
Note: Cure Staff healing is split like a Summon spell... it uses the base and multiplies it against the "modified" and weaker Cure spell..
randomized for each target.
Flame Spear = 4
Blizzard Spear = 4
White/Holy Spear = 2
Dancing Knife = 8
Note: Think Rod animation, but replace fists with knives.
Poison Axe = 0
Earth Hammer = 1
FF4A only
Asura's Rod = 2
Thor's Hammer = 7
Triton's Dagger = 7

2884
Final Fantasy IV Research & Development / Re: The Back Row
« on: February 29, 2008, 02:31:56 PM »
Yes, that's why I said in the Aim thread that the command is not back row compatible. It just happens that all bows+arrows are back row compatible... but FF4A's back row bug expose said behavior.

2885
Final Fantasy IV Research & Development / Re: Cover Command
« on: February 29, 2008, 02:29:49 PM »
Will Cecil fail to cover if he is low on HP, even if he has used the Cover command?  I realize he won't auto-cover in this case.

Yes, in general. Although I've seen him cover while critical, but that generally rare.

Other reasons why Cover will fail to work:
The character doing the covering is low on HP.
The character doing the covering is using their turn to defend.
Another character is attacking the weak character, including the weak character themselves... this doesn't matter if any/all of the characters are charmed/confused.

2886
Bumping this to get some attention... many fixes/changes were made to improve the algo.

2887
The only notable enemy that is weak vs arrows, but not floating that I could come up with is the ElecFish (FF2US name).

2888
Gaming Discussion / Re: A Request To Dragonsbreathren
« on: February 29, 2008, 06:13:55 AM »
This isn't a bad idea. In my hack I merged it with Libra, in battle it has Libra's effect, out of battle it's Sight. Making it heal darkness was my first idea, I wanted to free up a few spell slots for more useful things though. I can make a hack with the darkness healing property later.

Inflicting darkness sounds like a better idea... it would make the trek at Mt. Hobs easier (the Bombs are vicious).

Quote
What animation does it use when reflected? I don't think it has any animation set when it's cast in battle, I could be wrong though, haven't looked at the data in a few months.

It's Blinkish green garbage. You'll have to see it to know what it is.

Quote
By the way, you spelled my name wrong. :tongue:

I suck at spelling.  :tongue: Fixed the title (I think).

2889
Final Fantasy IV Research & Development / Enemies Floating Imply Nothing!
« on: February 29, 2008, 03:53:11 AM »
When an enemy floats, it is purely cosmetic.

However, if the enemy is weak against projectiles, this implies they are immune to Quake.

It is the equivalent of giving Float status to the enemy... but w/o actually giving them the status.

2890
Final Fantasy IV Research & Development / Re: Power Command
« on: February 29, 2008, 03:20:05 AM »
This command is affected by the back row (unless perhaps a back row compatible weapon is equipped).

2891
Final Fantasy IV Research & Development / Re: Kick Command
« on: February 29, 2008, 03:18:27 AM »
The command ignores row.

2892
Final Fantasy IV Research & Development / Re: Cover Command
« on: February 29, 2008, 03:18:05 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).

2893
Final Fantasy IV Research & Development / Re: Dark Wave Command
« on: February 29, 2008, 03:16:44 AM »
This command ignores row.

2894
Final Fantasy IV Research & Development / Re: Hit Rate
« on: February 29, 2008, 03:10:30 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.

2895
Final Fantasy IV Research & Development / Re: Aim Command
« on: February 29, 2008, 02:25:13 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).