Author Topic: Immunity, Darkness Elemental, and Critical Hits  (Read 6175 times)

Deathlike2

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Immunity, Darkness Elemental, and Critical Hits
« on: March 04, 2008, 02:54:14 PM »
I'm just going to keep a log here about how it works... not sure if there's a legit math algo for this..

Some of the data is based off FF2USHT (thanks JCE for Darkness weaponry being equippable).

These tests are done vs Zombies. They have 2 defense by default.

The number I commonly come up with is 25...

For some reason, those that wield this weapon, when dealing critical or strange normal damage vs Zombie type monsters (they all have immunity).

The algo seems to go like this:

(25 (base attack power) - Immune Target's Defense) * Attack Multiplier (this can be less due to hit rate)

This algo applies to Edge as well when he is using two weapons, one of which is a Darkness elemental weapon.

Edge seems to have his own a special algo when he wields a weapon on one solo hand

((Edge's base attack power+2)/2 - Immune Target's Defense) * Attack Multiplier (this can be less due to hit rate)

This is probably unapplicable for FF4A.

If someone were able to test Immunity for other elementals and see if any of these numbers make sense, it would be appreciated.


Critical Hits seem to add like a 3/2 multiplier in general... not confirmed but testing against Flan monsters would speed this up...
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #1 on: March 10, 2008, 10:47:21 AM »
Ok, I've applied ice+fire immunity to other enemies and they seem to exhibit the same behavior as Darkness elemental vs Zombies.

I can almost safely assume that this can apply to the Immune Property on your own equipment as well...
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #2 on: March 10, 2008, 11:17:42 AM »
Ok.. the immune property works somewhat the same.. yet different.. I'll post an addendum as a separate post.
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #3 on: March 10, 2008, 11:26:54 AM »
Here's the supplemental thread: http://slickproductions.org/forum/index.php?topic=401.0

Since Lightning (and other elementals) are not affected, damage intake will be at a constant of 1 if such protection is added to the equipment with the Immune property.

Also, Immune status for equipment automatically implies 99% evade. I do not believe any such bonus is applied to the enemy's Immune status. Unfortunately this new development suggests that the stupid FF4A devs botched the Glass Helm/Mask.
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #4 on: March 11, 2008, 06:45:48 PM »
The immune property doesn't apply 99% evade in FF4A, therefore the Adamant Armor is slightly weaker than before.

Critical hits implies 2x the attack power.. which I've finally confirmed once at for all.
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #5 on: March 23, 2008, 02:30:17 PM »
Critical hits seem to increase the weapon power that is doing the critical hit. This implies that Edge's critical hits are much weaker since the weapons in his hand are normally weaker. I don't know what to make of Yang's critical hits though, since attack power is derived by a level formula like FF1's Monk. Claws have 0 attack power, which is why this is worth looking into... I assume claws have 0 impact on critical hits.
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JCE3000GT

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #6 on: March 23, 2008, 06:38:13 PM »
I always wanted to know the forumla for crits.  I've also wanted to reduce the crit damage and increase the crit %.   :laugh:

Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #7 on: March 23, 2008, 10:17:03 PM »
If I knew what those numbers were, I would say it. The chance to crit is much lower... probably 1/16 chance or something. It's simply easier to disable critical hits instead...  :tongue:

Let me try to flesh out what I was thinking...

The damage formula for crits looks more like this... this is added to the attack power prior to multiplying against randomization though completely useless when Mini/Toad status is applied

Critical Hit with one weapon: Base Attack Power += Weapon Power * 3/2
Critical Hit with two weapons (Edge): Either..
Base Attack Power += Weapon Power of Weapon Dealing Crit  * 3/2
Or...
Base Attack Power += (Left Handed Weapon Power + Right Handed Weapon Power)/2 * 3/2

I lean towards the latter of the two algos for Edge though.

Edit: Yang's algo listed in next post.
« Last Edit: March 27, 2008, 09:57:24 AM by Deathlike2 »
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #8 on: March 27, 2008, 07:48:33 AM »
Yang and fists in general..

Base Attack Power += Base Attack Power * 3/2
« Last Edit: March 27, 2008, 09:56:13 AM by Deathlike2 »
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #9 on: April 22, 2008, 08:30:23 AM »
Ok, I've gotten around to testing FF4A and Immunity.. and apparently the base attack power is 21, down from 25 in FF4.

I've updated the attack algo while I was at it...
« Last Edit: April 22, 2008, 02:59:02 PM by Deathlike2 »
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Deathlike2

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Re: Immunity, Darkness Elemental, and Critical Hits
« Reply #10 on: December 16, 2008, 03:18:11 PM »
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.
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