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battle_mechanics [2020/01/29 14:29] – [Number of hits] simbubattle_mechanics [2023/12/26 20:45] (current) – external edit A User Not Logged in
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 Tables of all the different modifiers listed [[Formulas#Modifiers Table|here]].\\ Tables of all the different modifiers listed [[Formulas#Modifiers Table|here]].\\
 \\ \\
-After all these modifiers, you are left with an attack value, which is then multiplied by a random number between 1 and 1.5, and then defense is subtracted. Note the multiplication is before the subtraction, which is why sometimes you can get hit for 1 damage, then the next hit deals several hundred. \\+After all these modifiers, you are left with an attack value, which is then multiplied by a random number between 1 and 1.5((Note that the upper limit will actually be lower than 1.5x if attack power is over 510. See details [[formulas##note_about_damage_per_hit|here]])), and then defense is subtracted. Note the multiplication is before the subtraction, which is why sometimes you can get hit for 1 damage, then the next hit deals several hundred. \\
 ** Damage Per Hit = Final Attack Power * (Random between 1 and 1.5) - Target Defense. ** ** Damage Per Hit = Final Attack Power * (Random between 1 and 1.5) - Target Defense. **
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 **Accuracy** is **weapon base accuracy + level/4**. \\ **Accuracy** is **weapon base accuracy + level/4**. \\
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-Several things effect accuracy as well, most notably being in the back row. If you don’t have the longrange bit set, attacking from the back row halves accuracy, and if your target is in the backrow, accuracy is also halvedThis means accuracy can be 1/4th its value if both conditions are active. \\ +Several things effect accuracy as well, most notably being in the back row. If you don’t have the long-range bit set, then: 
-A list of All accuracy modifiers can be found [[formulas#other_modifiers|here]]\\+  * Your accuracy is halved when attacking from the back row 
 +  * Your accuracy is halved when attacking enemies in their own back row 
 +This means accuracy can be 1/4th its value if both conditions are active. \\ 
 + 
 +A list of all accuracy modifiers can be found [[formulas#other_modifiers|here]].\\
 \\ \\
 For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\ For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\
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 Once crucial note is Rosa’s aim ability sets evasion to 0%, and rosa’s accuracy to 255, so she can ignore val's tornado (beware of using this in the middle slot though, since the accuracy increase will overflow the value, to about 65% accuracy). \\ Once crucial note is Rosa’s aim ability sets evasion to 0%, and rosa’s accuracy to 255, so she can ignore val's tornado (beware of using this in the middle slot though, since the accuracy increase will overflow the value, to about 65% accuracy). \\
 =====Magic Damage===== =====Magic Damage=====
-Magic damage is handled much the same as physical damage is, except spell power is drawn from a table. You can look [[spell_data|here]] for a list of most spells power and accuracy, or refer to Magic Guide, for the base power of every spell. This is also modified by resistances and stuff, much the same as physical attacks. Refer to the algorithm guide for a complete list of spell power modifiers. \\+Magic damage is handled much the same as physical damage is, except spell power is drawn from a table. You can look [[spell_data|here]] for a list of most spells power and accuracy, or refer to the Magic Guide, for the base power of every spell. This is also modified by resistances and stuff, much the same as physical attacks. Refer to the algorithm guide for a complete list of spell power modifiers. \\
 \\ \\
-Accuracy and spell attack modifiers are also handled similar to physical system.\\+Accuracy and spell attack modifiers are also handled similar to the physical system.\\
 **White magic multipliers** are **Will/4+1**\\ **White magic multipliers** are **Will/4+1**\\
 **All other magic Multipliers** are **Wisdom/4+1**.\\ **All other magic Multipliers** are **Wisdom/4+1**.\\
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 **Spell accuracy** is the **base spell accuracy+ wisdom or willpower/2** (based on magic type). Note this accuracy is also effected by the middle row, and can be helpful for some low accuracy spells.\\ **Spell accuracy** is the **base spell accuracy+ wisdom or willpower/2** (based on magic type). Note this accuracy is also effected by the middle row, and can be helpful for some low accuracy spells.\\
 \\ \\
-Just like physical damage, spell damage per hit is spell power after modifiers, times random number between 1 and 1.5, minus magic defense.\\+Just like physical damage, spell damage per hit is spell power after modifiers, times random number between 1 and 1.5((Note that the upper limit will actually be lower than 1.5x if attack power is over 510. See details [[formulas##note_about_damage_per_hit|here]])), minus magic defense.\\
 \\ \\
 If a spell has the option to be single cast, or multi-targeted, spell power will be divided by the number of targets. \\ If a spell has the option to be single cast, or multi-targeted, spell power will be divided by the number of targets. \\
 \\  \\ 
-Enemies are bugged such that magic evasion is never applied, but for characters you can calculate the magic evade based on stats and equipment, and magic evade multipliers based on stats. \\+Enemies are bugged such that magic evasion is never applied, but for characters you can calculate their magic evade based on stats and equipment, and magic evade multipliers based on stats. \\
 \\ \\
 Note that if magic defense equals 255, all spells automatically miss (valvalis and some twinharp bosses). Note that if magic defense equals 255, all spells automatically miss (valvalis and some twinharp bosses).
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 [[https://www.twitch.tv/videos/381120684|Relative Agility Tutorial/Application video]]\\ [[https://www.twitch.tv/videos/381120684|Relative Agility Tutorial/Application video]]\\
 [[https://docs.google.com/document/d/1XEi55t8363mfvUOmSaGbBPuce9SMnX4iTHJRmrk5BeE/edit | Artea's Agility Details Guide]]\\ [[https://docs.google.com/document/d/1XEi55t8363mfvUOmSaGbBPuce9SMnX4iTHJRmrk5BeE/edit | Artea's Agility Details Guide]]\\
-[[https://www.twitch.tv/videos/519542539|Video showing off the timer system in various battles, first 10-15 minutes highly recommended for understanding queue jam.]]\\ +
-[[https://www.twitch.tv/videos/381124228|Video of some cheese strats against plague. Illustrates several ways that the timer system can be abused. ]]\\+
 ==== Relative Agility ==== ==== Relative Agility ====
 ---- ----
-At the start of every fight, FF4 runs a calculation to determine the "base speed" of every character. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character will have to wait after their last action until they can join the character queue. \\+At the start of every fight, FF4 runs a calculation to determine the "base speed" of everyone in battle, both party members and enemies. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character/enemy will have to wait after their last action until they can re-enter the queue. \\
 \\ \\
 In order to keep fights a somewhat consistent speed, the vanilla game determines everyone's base speed off of Cecil's Agility. In FE, The highest slot character (typically the middle slot) is used in the calculation, unless vanilla agility is turned on. This character is usually referred to as the **Agility Anchor (AA)**. In practice the game tries to make the AA RA 5, and scale everyone else to this value. The math is...\\ In order to keep fights a somewhat consistent speed, the vanilla game determines everyone's base speed off of Cecil's Agility. In FE, The highest slot character (typically the middle slot) is used in the calculation, unless vanilla agility is turned on. This character is usually referred to as the **Agility Anchor (AA)**. In practice the game tries to make the AA RA 5, and scale everyone else to this value. The math is...\\
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 \\ \\
 This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\  This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ 
-If you want to see this in action, watch the [[https://www.twitch.tv/videos/519542539|Queue Jam Video]]\\+
 \\ \\
 As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\
-This can be see in the [[https://www.twitch.tv/videos/381124228|Plague Cheese Video]]\\+
 \\ \\
 This can also lead to virus/sap, wall, and other status effects never running out. \\ This can also lead to virus/sap, wall, and other status effects never running out. \\
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 To handle the slow and fast spells, the game uses a speed modifier during battle. Initially this value starts at 16, and can range between 12, and 32. Any ATB delay is multiplied by speed mod/16, rounded down. This means if someone has a delay of 5, and their speed mod is 32, it would now take 10 atb ticks to process. \\ To handle the slow and fast spells, the game uses a speed modifier during battle. Initially this value starts at 16, and can range between 12, and 32. Any ATB delay is multiplied by speed mod/16, rounded down. This means if someone has a delay of 5, and their speed mod is 32, it would now take 10 atb ticks to process. \\
 \\ \\
-Slow increases the speed mod by 8, and silkweb increases it by 16. Fast decreases it by 3, and hermes is -8. Normally using fast isn't worth it, as you can only reduce delay by 3/4, but sometimes it can be worth it. Notably, max application of fast will take meteo cast time from 20 atb ticks, to 15. On the other hand, it can be useful in berserk scenerios, as RA 2 will become RA 1 with just 1 cast of fast. In the zeromus fight this is less useful, as blackhole resets the speed mod on the party (but not zeromus). \\+Slow increases the speed mod by 8, and silkweb increases it by 16. Fast decreases it by 3, and hermes decreases by 8. Normally using fast isn't worth it, as you can only reduce delay by 3/4, but sometimes it can be worth it. Notably, max application of fast will take meteo cast time from 20 atb ticks, to 15. On the other hand, it can be useful in berserk scenerios, as RA 2 will become RA 1 with just 1 cast of fast. In the zeromus fight this is less useful, as blackhole resets the speed mod on the party (but not zeromus). \\
 \\ \\
 ==== Battle Speed==== ==== Battle Speed====
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 ==== Run Buffering==== ==== Run Buffering====
 ---- ----
-One way to artificially slow down the game is to try running during a fight you can't run from. This will cause a message to pop up, which halts the atb from advancing until the message goes away. This can give you a little bit more time to get into your menus. Typically any fight that has monsters lower level level 97 will let you run away the first atb tick you press the buttons. If the fight is marked as one you can't run away, the can't run message will display, freezing the atb for 1-2 seconds. Anytime this message is up, character menus can't appear, so using it too early is bad, but pressing it quickly enough can give you the split second you need to menu your character. \\+One way to artificially slow down the game is to try running during a fight you can't run from. This will cause a message to pop up, which halts the atb from advancing until the message goes away. This can give you a little bit more time to get into your menus. Typically any fight that has monsters lower level than 97 will let you run away the first atb tick you press the buttons. If the fight is marked as one you can't run away, the can't run message will display, freezing the atb for 1-2 seconds. Anytime this message is up, character menus can't appear, so using it too early is bad, but pressing it quickly enough can give you the split second you need to menu your character. \\
 \\ \\
 Just don't use it too much, because every time the message does pop up, 1 atb is advancing, and if you use it before your character's menu pops up, enemy atbs are still advancing, but your character menu won't appear. While it can save you 2-3 atbs on BS 1 if you are doing a complicated menu, by BS 3 you can usually get into the right menu only losing 1 atb, and by BS 6 you will have plenty of time to enter actions without needing to run buffer. \\ Just don't use it too much, because every time the message does pop up, 1 atb is advancing, and if you use it before your character's menu pops up, enemy atbs are still advancing, but your character menu won't appear. While it can save you 2-3 atbs on BS 1 if you are doing a complicated menu, by BS 3 you can usually get into the right menu only losing 1 atb, and by BS 6 you will have plenty of time to enter actions without needing to run buffer. \\
battle_mechanics.1580308154.txt.gz · Last modified: 2020/01/29 15:29 (external edit)