secret_boss [Free Enterprise Wiki]

User Tools

Site Tools


secret_boss

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revision Both sides next revision
secret_boss [2020/01/12 00:32]
simbu [Extra Notes]
secret_boss [2020/03/12 18:57]
simbu
Line 1: Line 1:
-=====The FF4 Battle System ​===== +====== ​Comprehensive Documentation ​====== 
-=====Damage Calculation.===== +  
-Refer to [[https://​gamefaqs.gamespot.com/​snes/​522596-final-fantasy-ii/​faqs/​54945|The algorithms guide]] for more details on the exact calculations. Most of this information is referenced from here. \\ +This section aims to provide highly-detailed descriptions ​of Free Enterprise'​s functionality ​for users in search ​of comprehensive information
-Refer to [[https://​gamefaqs.gamespot.com/​snes/​522596-final-fantasy-ii/​faqs/​53021|The magic guide]] ​for details about spells \\ +  
-Refer to [[https://​docs.google.com/​spreadsheets/​d/​1n0vzGe-5U5syHwQqMPMknqXKw5Og2ywn0pQ9sPGl284/​edit#​gid=0|FF4 Enemy Stats]] for enemy statistics, such as attack, defense, resistances,​ weaknesses, race, etc.\\ +This content ​is currently undergoing ​rewrite ​with the release ​of version ​4.0.and may contain outdated information
-Refer to [[https://​docs.google.com/​spreadsheets/​d/​11zJdTt2_BPgttrmWXZXESDenPW4HOxd0tqBiOvlceQg/​edit#​gid=1794802211|The FF4 equipment Doc]] for weapon/​armor stats.  +  
-=====Physical Damage===== +===== Randomizer Documentation ​===== 
-Damage ​in FF4 is handled in a couple steps, the first is calculating the damage per hit, and the second is calculating the number ​of times your character hits. Lets start with the damage per hit calculation first… +==== How Free Enterprise Works ==== 
- +  [[Core gameplay changes]] 
-====Damage Per Hit==== +  ​[[Cosmetic changes]] 
----- +==== Randomization Settings ​==== 
-**Base damage** for most characters is **Weapon Base + Str/4 + Level/​4**\\ +  * [[Objectives]] 
-Bows, yang and edge follow slightly different formulas, but regardless, this value is the value shown in the game menu. More details in the algorithms guide. \\ +  * [[Key item randomization]] 
-\\ +  * [[Pass settings]] 
-Base damage is modified depending on various status effects and conditions, such as critical hits, berserk status, using the jump command, hitting elemental/​racial weaknesses, etc. \\ +  [[Character randomization]] 
-Example, hitting a mage enemy with a mage killing weapon does increases base damage by 4x.   +  ​[[Character settings]] 
-\\ +  ​[[Treasure randomization]] 
-The algorithm guide explains these numbers in detail, with the only addendum I see is the section about certain weapons preventing critical hits, Aexoden has discovered this was related to certain cutscenes, not weapons, and at least for FF4FE should never be a problem.\\ +  ​[[Shop randomization]] 
-\\ +  ​[[Boss randomization]] 
-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. \\ +  ​[[No Free Lunch challenges]] 
-\\ +  ​[[Encounter settings]] 
-Its also important to note that defense is doubled if the target is in the back row, including enemy targets. An enemy is backrow if the “frontmost” enemy sprite does not vertically share any space with target. The backrow bit does not affect this defense doubling\\ +  ​[[Glitches]] 
-\\ +  [[FuSoYa changes]] 
-This end result ​is the amount of damage per hit. Now we just need to calculate how many hits land…\\ +  * [[Miscellaneous flags]] 
-==== Number of hits ==== +  ​* ​[[Starter kits]] 
----- +==== Menu Changes ​==== 
-Each character has an attack multiplier, and an accuracy value. \\ +  [[Pregame menu]] 
-The number of **attack multipliers** is equal to **Str/8 +Agi/16 +1**. \\ +  * [[Track menu]] 
-**Accuracy** is **weapon base accuracy + level/4**. \\ +  [[Custom menu additions]
-\\ +  
-Several things effect accuracy as well, most notably being in the back row. If you don’t have the backrow bit set, attacking from the back row halves accuracy, and if your target is in the backrow, accuracy is also halved. This means accuracy can be 1/4th its value if both conditions are active. \\ +===== Gameplay Documentation ===== 
-\\ +==== Game Data ==== 
- +  * [[Item stats tables]] 
-For each attack multiplier, ​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.\\ +  ​* [[Boss stats tables]] 
-\\ +  ​* [[Treasure probability curves]] 
-However there is a chance for evading attacks. Enemies are bugged such that evasion doesn’t work unless set by their script, which to my knowledge is only used by kainazzo and valvalis. For those 2 and your party members however, you have an evade % and evade multipliers,​ and these are rolled to reduce ​the number ​of hits that land. For example, in some locations in the FE randomizer, valvalis has evasions at 90%This means you need 5 hits to land to realistically have any chance of hitting val, and even then the damage will be low\\ +  ​* [[Character list]] 
-\\ +  ​* [[Enemy List]] 
-Finally, once the number of landed hits is calculated, this is multiplied by the damage per hit, and you have your final damage\\ +  ​* [[Boss list]] 
-\\ +  ​* [[Spell Data]] 
-====Extra Notes==== +==== Guides and Game Mechanics ​==== 
----- +  * [[Battle Mechanics]]
-===Backrow=== +
-The backrow bit is the games flag for using a long range weapon. No enemies have this bit, and for the SNES version of FF4, once the bit is set, it can’t be removed. This means if you equip a backrow weapon, such as the dwarf axe, then you don’t lose accuracy for being in the backrow for the rest of the game. \\ +
-For people who can weapons in both hands, equipping the backrow weapon in the right hand will ensure they get the glitch, you don’t need to equip in both, only the right. Bows don’t care which way they are equipped for the glitch (though there is a damage penalty for equipping the bow in the primary hand). \\ +
- +
-===Yang and Edge Accuracy ​==+
-For yang and edge who can equip weapons in both hands, weapon accuracy is also the average of the two weapons equipped. So a charm claw + catclaw yang would have ( 50%+99% )/2 , or 75% accuracy. If only the catclaw was equipped though, its accuracy would be used, or 99%. \\ +
-\\ +
-===The Middle Slot=== +
-Another significant modifier for accuracy is character in the **middle slot** has their **accuracy increased by 5/4**. So if someone with 50% accuracy was in the middle slot, this would become 62.5% accuracy. this applies to spells as well. \\ +
-\\ +
-===Rosa's Aim=== +
-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 is handled much the same as physical damage is, except spell power is drawn from a table. 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. \\ +
-\\ +
-Accuracy and spell attack modifiers are also handled similar to physical system.\\ +
-**White magic multipliers** are **Will/4+1**\\ +
-**All other magic Multipliers** are **Wisdom/​4+1**.\\ +
-Note some spells only use a solo multiplier (such as the weak spell, or life spell). The magic guide lists this attribute on the spells. \\ +
-\\ +
-**Spell accuracy** is the **base spell accuracy+ wisdom or willpower/​2** (based on magic type)\\ +
-\\ +
-Just like physical damage, spell damage per hit is spell power after modifiers, times random number between 1 and 1.5, minus magic defense.\\ +
-\\  +
-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. \\ +
-\\ +
-Note that if magic defense equals 255, all spells automatically miss (valvalis and some dark elf enemies). +
- +
-=====The ATB System===== +
-[[https://​script.google.com/​macros/​s/​AKfycbxs62kk70KyBAxk2xhlLme2NM1MC_MyP4l8LhcF5_EQSyjLz5E/​exec|Relative Agility Calculator]]\\ +
-[[https://​www.twitch.tv/​videos/​381120684|Relative Agility Tutorial/​Application video]] +
-==== 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. \\ +
-\\ +
-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. This character is usually refereed 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...\\ +
-\\ +
-**RA=Floor( ​ 5  ​* ​ [AA agility]  ​/  ​[Target Agility )**\\ +
-\\ +
-For example, if the AA is 20 agility, and the Target has 15 agility, then that becomes 100/15=6 and 2/3. The game rounds this to RA 6. \\ +
-\\ +
-Special Cases. If RA is zero, then RA is set to 1. If the AA has 0 agility, then all RAs are set to 1.  +
-==== The Timer System ​==== +
----- +
-Note, this topic might be a little advanced for most people, and it is fine to ignore it. This is just to explain some oddities that occur in the game.\\ +
-\\ +
-FF4 operates on a timer system, where most time based things have a number of atb ticks associated with them, and when this timer counts down to zero, the waiting is over. \\ +
-However, FF4 also only allows 1 thing to resolve every atb tick, so it has a pointer that loops thru the characters and enemies, and if a timer is expired on the target, processes that specific timer. If no timer is expired it moves on.\\ +
-\\ +
-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.\\ +
-\\ +
-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 also lead to virus/sap, wall, and other status effects never running out. \\ +
-\\ +
-Typically we refer to this condition as queue jam, there are so many actions waiting to be processed, that each character has to have multiple atb ticks pass before their timers are checked, and during these ticks, their timers do continue to count down. Example uses of this include, using enemy/​character initial turns to queue actions/​spells you wouldn'​t have time to cast normally (star-veil for wyvern, or use quake which takes 4 atb ticks to cast, on trapped chests like the ghost chest before they can act). \\ +
-\\ +
-On this same line of thought, its important to recognize how this interacts with your party order. Characters are added to a queue to have their menu pop up based on this same system, which is why in low agility situations you will find your party tends to not change its order too much.\\ +
-\\ +
-Its also interesting to look at how you get your turn, first you have to be added to the character queue, then next atb tick the menu can pop up, if you are fast enough, you can input an action that atb (basically BS 6 only), and finally the the action you input gets added to the timer system at the end of the next atb cycle. This means there is always at least 3 atb ticks of delay from when a character gets their turn, and your action goes off, so especially at the start of battles, this can make it difficult to perform actions such as throwing a star-veil against wyvern.\\ +
- +
-==== Battle Speed==== +
----- +
-Changing the BS can drastically change the outcome of a battle. \\ +
-Here is a table of how quickly the ATB advances under the different battle speeds. Testing done by Riversmccown,​ specifically during the vanilla D. Mist Fight. \\ +
-  ​BS1: 7-9 frames per tick +
-  ​BS2: 12-16 frames per tick +
-  ​BS3: 20-25 frames per tick +
-  ​BS4: 29-34 frames per tick +
-  ​BS5: 37-43 frames per tick +
-  ​BS6: 52-56(!!) frames per tick +
-Noting that FF4 runs at 60 frames per second (ideally) at BS 6 you have ATB tick per second, while at BS 1 have 7-8 ATB ticks per second. While animations do stop the timer, assuming you take half a second to input a command on BS 1, thats 3-4 atb ticks gone, so if really need an atb advantage, especially early in a fight, you might need to turn this speed down.  +
-==== Practical Take-aways ​==== +
----- +
-If you need your characters to be as fast as the enemy, putting your slowest character in the middle will usually work. You might even try a dwarf axe, drain sword, or cursed ring to slow them down more.\\ +
-\\ +
-Due to the timer system, if you have enough actions happening quickly enough (especially from berserk) it can drastically change how a fight progresses.\\ +
-\\ +
-If you are having trouble keeping up with a boss, specifically bosses with little margin for error (golbez, wyvern, kainazzo, ogopogo, zeromus, etc) using a lower BS might make the fight much easier. For example, In testing I have found doing reflect strats on zeromus (very menu intensive) take about the same total time on BS 1 and BS 3, simply cause you end the fight in less turns with BS 3. \\ +
-\\ +
-By performing too many actions (with or without the help of the enemy) can cause status effects and such to never expire, which can be used to your advantage, or can cause difficulties in fights. \\+
secret_boss.txt · Last modified: 2020/03/12 19:16 by simbu