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- | =====The FF4 Battle System | + | ====== |
- | =====Damage Calculation.===== | + | |
- | Refer to [[https:// | + | This section aims to provide highly-detailed descriptions of Free Enterprise' |
- | Refer to [[https:// | + | |
- | Refer to [[https:// | + | This content is currently undergoing a rewrite with the release of version 4.0.0 and may contain outdated information. |
- | Refer to [[https:// | + | |
- | =====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==== | + | |
- | **Base damage** for most characters is **Weapon Base + Str/4 + Level/4**\\ | + | ==== Randomization Settings |
- | 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. \\ | + | * [[Objectives]] |
- | \\ | + | * [[Key item randomization]] |
- | Base damage is modified depending on various status effects and conditions, such as critical hits, berserk status, using the jump command, hitting elemental/ | + | |
- | Example, hitting a mage enemy with a mage killing weapon does increases base damage by 4x. | + | |
- | \\ | + | |
- | 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.\\ | + | |
- | \\ | + | |
- | 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, | + | |
- | \\ | + | |
- | 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. \\ | + | * [[Encounter settings]] |
- | \\ | + | |
- | This end result is the amount of damage per hit. Now we just need to calculate how many hits land…\\ | + | |
- | ==== Number of hits ==== | + | |
- | Each character has an attack multiplier, and an accuracy value. \\ | + | |
- | The number of **attack multipliers** is equal to **Str/8 +Agi/16 +1**. \\ | + | ==== Menu Changes |
- | **Accuracy** is **weapon base accuracy + level/4**. \\ | + | * [[Pregame menu]] |
- | \\ | + | * [[Track menu]] |
- | 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. \\ | + | * [[Custom menu additions]] |
- | \\ | + | |
- | + | ===== Gameplay Documentation | |
- | 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.\\ | + | ==== Game Data ==== |
- | \\ | + | === Randomizer Data === |
- | 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, | + | * [[Item stats tables]] |
- | \\ | + | * [[Boss stats tables]] |
- | Finally, once the number of landed hits is calculated, this is multiplied by the damage per hit, and you have your final damage. \\ | + | |
- | \\ | + | === Vanilla Game Data === |
- | ====Extra Notes==== | + | * [[Character Data]] |
- | + | * [[Enemy List]] | |
- | ===Backrow=== | + | * [[Boss list]] |
- | 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. \\ | + | * [[Spell Data]] |
- | 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). \\ | + | ==== Guides and Game Mechanics |
- | + | * [[Battle | |
- | ===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/ | + | |
- | **All other magic Multipliers** are **Wisdom/ | + | |
- | 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/ | + | |
- | \\ | + | |
- | 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:// | + | |
- | [[https:// | + | |
- | ==== 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' | + | |
- | \\ | + | |
- | **RA=Floor( | + | |
- | \\ | + | |
- | 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 | + | |
- | ==== Battle | + | |
- | 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, | + | |
- | 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 | + | |
- | ==== Practical Take-aways=== | + |