Posted June 10, 2018 (edited) · Report post Fire+wind attack (Merton): Before the patch: Null fire, neutral wind : 0 damage Null fire, weak wind : 0 damage Null fire, null wind: 0 damage Null fire, resist wind: 0 damage weak wind, neutral fire: double damage weak wind, weak fire: double damage weak wind, absorb fire: absorb Resist fire, resist wind: half damage Resist fire, neutral wind: half damage After the patch: Null fire, neutral wind : half damage Null fire, weak wind : normal damage Null fire, null wind: 0 damage Null fire, resist wind: half damage weak wind, neutral fire: double damage weak wind, weak fire: double damage weak wind, absorb fire: absorb Resist fire, resist wind: half damage Resist fire, neutral wind: normal damage Also confirmed that this patch does not accidentally change single-element damage in any way. Edited June 10, 2018 by Deschain Share this post Link to post Share on other sites
Posted June 11, 2018 · Report post So, I got lost in all the hoop-la. Nothing can change with the implementation because of FFVI programming, did I hear right? Share this post Link to post Share on other sites
Posted June 11, 2018 · Report post It's not impossible, but the more complex the logic the harder it'll be to implement. This is by far the easiest way to handle multiple elements that isn't picking most-resistant, since it only uses addition/subtraction/dividing by 2. The instant we start dividing by other numbers, things get messy. Share this post Link to post Share on other sites
Posted June 11, 2018 · Report post 19 minutes ago, Think0028 said: It's not impossible, but the more complex the logic the harder it'll be to implement. This is by far the easiest way to handle multiple elements that isn't picking most-resistant, since it only uses addition/subtraction/dividing by 2. The instant we start dividing by other numbers, things get messy. What about just having elementals use the same damage multiplier formula that everything else uses? Jump, Berserk, Morph, and all that? Share this post Link to post Share on other sites
Posted June 13, 2018 · Report post When I apply this patch it makes my game glitch when I enter combat, everything turns to static and the game freezes. I'm using a headered rom and playing on Snes9x. Tried patching a vanilla copy of FF6 but the same glitch happened. Share this post Link to post Share on other sites
Posted June 13, 2018 (edited) · Report post Try with a unheadered ROM. Looking at the asm code/file, the header part is commented out with ; which means it won't be taken into account when patching. So I'd assume the ips patch is for unheadered. Cool patch btw! Edited June 13, 2018 by Gi Nattak Share this post Link to post Share on other sites
Posted July 3, 2018 · Report post Updated with a fix for petrification crashing the game. Share this post Link to post Share on other sites
Posted July 5, 2018 · Report post The idea of treating multi element attacks as several mini single elemental attacks and summing the result was discussed earlier, due to the fact that such a patch already exists. This simpler approach was deliberately requested, I assume for its simplicity. The Separation of Powers patch also consumes a fair chunk of free space; Think's patch is more frugal. Share this post Link to post Share on other sites
Posted July 9, 2018 · Report post Updated with a different math and resistance interaction at BTB's request. Basically, most of the time resist + not being weak = resist. Share this post Link to post Share on other sites
Posted July 9, 2018 · Report post 1 hour ago, Think0028 said: Updated with a different math and resistance interaction at BTB's request. Basically, most of the time resist + not being weak = resist. So, mostly just "nulling one element won't completely nullify a multi-elemental attack"? Share this post Link to post Share on other sites
Posted July 9, 2018 · Report post 4 hours ago, Think0028 said: Updated with a different math and resistance interaction at BTB's request. Basically, most of the time resist + not being weak = resist. So basically what I was exactly asking for when I first saw it. Thanks for the update! Share this post Link to post Share on other sites
Posted July 9, 2018 · Report post Regarding Merton... Share this post Link to post Share on other sites
Posted July 10, 2018 · Report post 21 hours ago, thzfunnymzn said: So, mostly just "nulling one element won't completely nullify a multi-elemental attack"? Dead on the money. Share this post Link to post Share on other sites