Falcon Hit Math?
#1
11 May 2016 - 08:50 AM
Awesome MOD, by the way.
EDIT: Now I remembered why I started this topic, my doubt was another: does magic defense stack? As in, my Wall Ring will have any effect after reaching max. MD?
#2
20 May 2016 - 01:31 PM
kindex, on 11 May 2016 - 08:50 AM, said:
Awesome MOD, by the way.
EDIT: Now I remembered why I started this topic, my doubt was another: does magic defense stack? As in, my Wall Ring will have any effect after reaching max. MD?
no its a hard cap. this is because if it somehow got higher it would overflow to 0. protect/shell still apply tho. (altho when your far enough in the game to start literally hitting stat caps like that, once your at the cap your probably not going to bother casting such things as haste and other effects are way more important, like absorbing nearly every element.)
#3
20 May 2016 - 01:44 PM
so 1 STR = 1 'attack' lets say, (this isnt shown this way but trust) and +1 str turn it to 2 so its actually +2 for a total of 3.
then at 2-3 str you get +3 so its 6. then 3-4STR makes it 10, and so on.
so from 100-105 DEF would be... ALOT of defence!
there is resistances penetration and weaknesses as well tho
#4
25 May 2016 - 06:15 PM
#5
25 May 2016 - 08:50 PM
zombero, on 25 May 2016 - 06:15 PM, said:
Got it; so Wall Ring becomes useless at high level.
Yeah, I'm using Slasher 2! That explains it. It varies because it may generate a critical hit at the Tech?
I didn't understand almost anything said by dawnbomb
#7
26 May 2016 - 07:31 AM
kindex, on 25 May 2016 - 08:50 PM, said:
Yeah, I'm using Slasher 2! That explains it. It varies because it may generate a critical hit at the Tech?
I didn't understand almost anything said by dawnbomb
Slasher 2 gives a randomized boost or penalty to the damage you deal, similar to Wonder Shot. I believe the max is 4x and minimum is... something ridiculously small. I don't remember exactly offhand.
Prismspecs is just a % mod to all damage. 50% if I remember correctly (and 25% for Sun Specs).
#8
18 June 2016 - 06:25 AM
Falcon Hit deals damage sometimes around 40, 200, 440, 800, and 1240.
The damage output is always around one of those numbers. 40 and 1240 happen most rarely.
#9
20 June 2016 - 03:20 AM
#10
21 June 2016 - 06:26 AM
I used Falcon Hit a lot in my second visit back to dino times yesterday and noticed a similar damage spread with the second sword available for sale there. I *think* it's called the Aeon Blade.
I haven't tested it with other swords just because Ayla is only available at those two times in the beginning of the game. I should have some new swords shortly, so I can report back and let you know!
The odds of hitting really high or really low seem about even so it does keep my playthrough exciting. The damage spread definitely hasn't broken gameplay... I can't spam it and get 2k damage every time.
I also *feel like* the damage spread didn't occur in my previous playthrough - I want to say when I first got Falcon Hit it dealt consistent damage (because I grind like mad in the Hunting Range)... but... I cannot verify this as those saves are now gone.
The first time I saw this thread, I thought, "Oh, it must be the Slasher weapon that does that because I'm getting consistent damage with Falcon Hit." Then I started a new game, saw the numbers I'm getting, and came back to post...
#11
23 June 2016 - 06:18 AM
If the combo only hits for ~160 damage and I'm trying to wipe a screen of Lashers and Thrashers, their counterattacks against my party leave 2 members standing with about 40 HP. It's not an instant KO for my team, but it keeps things exciting!
#12
26 June 2016 - 02:36 PM
#13
26 June 2016 - 10:28 PM
#14
14 July 2016 - 06:22 AM
Praetarius5018, on 26 June 2016 - 10:28 PM, said:
That would certainly make sense. Though I didn't even know skills could have the wonder shot property, so it would have been quite accidental indeed.
Quote
I tried to reproduce the issue and wasn't able to do so. I then looked at the data for Falcon Hit and compared it to the original game and this is actually one of the very few dual techs that wasn't changed at all from the original game... Best I could say is try re-downloading the ROM? Is anyone else experiencing this issue?
#15
14 July 2016 - 08:29 AM
zombero, on 14 July 2016 - 06:22 AM, said:
it is governed by the same byte that gives "base damage +25%" and the like for dual/triple techs.
They rolled like everything into that one byte. What works though is almost up to chance
#16
14 July 2016 - 09:32 AM
#17
14 July 2016 - 11:18 AM
#18
14 July 2016 - 11:55 AM
#19
31 August 2016 - 01:20 PM
Not the thread for me.
#20
05 November 2016 - 06:25 AM
zombero, on 14 July 2016 - 06:22 AM, said:
Stupid question: Are you using the exact same modification as the one you're providing both here and on Romhacking.net? I ask because sometimes, the simplest solutions are sometimes the answer.
That aside, I actually came here to report another glitch with Falcon Hit that was reported to me, but I figured I should make note of this first reported bug, as well:
Looking at Falcon Hit in Temporal Flux (using the Hi-Tech plugin) reveals the following changes have happened, whether intentional or not:
Quote
Headers
Use Effect Header 1: False -> True
Hit Effect 1: Nothing -> Random damage
Hit Effect 2: 200% damage -> Random damage
Effect Headers, Performance Group, Requirements
Effect Header 1 (Unused in base game; used in Lavos' Awakening)
Attack Power: $1E (23) -> $0D (14)
Effect Header 2
Attack Power: $10 (16) -> $08 (08)
For a tech that "wasn't changed at all from the original game", that's quite a few changes -- the biggest of which being the addition of Ayla's stats to the damage calculation (Effect Header 1).
Now, I think it's pretty self-evident as to what's causing Falcon Hit to do random damage... but the other thing I noticed here is something that has to do with the other glitch I wanted to report, which was reported to me by someone who wishes to remain anonymous:
"An anonymous CT fan" said:
This, too, is easy enough to fix (in-theory):
In Effect Header 1 for Falcon Hit, just set the "Enemy is airborne (?) and "Enemy is support (?)" bits to False. This should fix that problem. Should. I haven't tested it myself because I haven't gotten Cat Attack for Ayla yet in my game and I don't want to load up a base game save just in case stat distribution is different between the hacks.
Edit:
I did a little more research into the matter. Apparently, the ROM zombero is distributing from here is different from the patch he put up on Romhacking.net.
After making a patch with Lunar IPS using the game released here, I ran the two patches through LSA's Patch Checker. There's a whopping 194 differences between the two patches -- at least one of which looks fairly substantial. But to get to the point, Falcon Hit has been mostly unchanged in the version from Romhacking.net. It only uses Effect Header 2 (Attack Power $08 (down from $10 (16), use Crono's attack power) instead of both Effect Headers 1 (Attack Power $0D (14) (down from $1E (23), use Alya's attack power) and 2. It also uses "200% damage" for its one and only Attack Effect 2, just like base game.
So. Hm. That might explain that.
Edit 2:
Okay... so the file from the main thread is v1.1... and there are a couple more versions available there (such as v1.2). The version in the on-site file repository also calls itself "v1.1", but was last updated in November of 2015 -- two months after the last "update post" -- but the file is dated 2013. However, the version at Romhacking.net, which has no version number, was last updated in 2014.
Which... version... is the actual "last" version? Because I'm under the impression most people (like myself) are playing v1.1 -- the version linked in the main thread.
This post has been edited by Doc Lithius: 05 November 2016 - 02:04 PM